cs2-dumper/generated/engine2.dll.py

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'''
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Created using https://github.com/a2x/cs2-dumper
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Fri, 23 Feb 2024 13:31:34 +0000
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'''
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class CEmptyEntityInstance:
class CEntityComponent:
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class CEntityComponentHelper:
m_flags = 0x8 # uint32_t
m_pInfo = 0x10 # EntComponentInfo_t*
m_nPriority = 0x18 # int32_t
m_pNext = 0x20 # CEntityComponentHelper*
class CEntityIOOutput:
m_Value = 0x18 # CVariantBase<CVariantDefaultAllocator>
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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m_bVisibleinPVS = 0x30 # bool
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class CNetworkVarChainer:
m_PathIndex = 0x20 # ChangeAccessorFieldPathIndex_t
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class CScriptComponent: # CEntityComponent
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m_scriptClassName = 0x30 # CUtlSymbolLarge
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class CVariantDefaultAllocator:
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class EngineLoopState_t:
m_nPlatWindowWidth = 0x18 # int32_t
m_nPlatWindowHeight = 0x1C # int32_t
m_nRenderWidth = 0x20 # int32_t
m_nRenderHeight = 0x24 # int32_t
class EntComponentInfo_t:
m_pName = 0x0 # char*
m_pCPPClassname = 0x8 # char*
m_pNetworkDataReferencedDescription = 0x10 # char*
m_pNetworkDataReferencedPtrPropDescription = 0x18 # char*
m_nRuntimeIndex = 0x20 # int32_t
m_nFlags = 0x24 # uint32_t
m_pBaseClassComponentHelper = 0x60 # CEntityComponentHelper*
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class EntInput_t:
class EntOutput_t:
class EventAdvanceTick_t: # EventSimulate_t
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m_nCurrentTick = 0x30 # int32_t
m_nCurrentTickThisFrame = 0x34 # int32_t
m_nTotalTicksThisFrame = 0x38 # int32_t
m_nTotalTicks = 0x3C # int32_t
class EventAppShutdown_t:
m_nDummy0 = 0x0 # int32_t
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class EventClientAdvanceTick_t: # EventAdvanceTick_t
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class EventClientFrameSimulate_t:
m_LoopState = 0x0 # EngineLoopState_t
m_flRealTime = 0x28 # float
m_flFrameTime = 0x2C # float
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m_flWhenScheduleSendTickPacket = 0x30 # double
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class EventClientOutput_t:
m_LoopState = 0x0 # EngineLoopState_t
m_flRenderTime = 0x28 # float
m_flRealTime = 0x2C # float
m_flRenderFrameTimeUnbounded = 0x30 # float
m_bRenderOnly = 0x34 # bool
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class EventClientPauseSimulate_t: # EventSimulate_t
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class EventClientPollInput_t:
m_LoopState = 0x0 # EngineLoopState_t
m_flRealTime = 0x28 # float
class EventClientPollNetworking_t:
m_nTickCount = 0x0 # int32_t
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class EventClientPostAdvanceTick_t: # EventPostAdvanceTick_t
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class EventClientPostOutput_t:
m_LoopState = 0x0 # EngineLoopState_t
m_flRenderTime = 0x28 # double
m_flRenderFrameTime = 0x30 # float
m_flRenderFrameTimeUnbounded = 0x34 # float
m_bRenderOnly = 0x38 # bool
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class EventClientPostSimulate_t: # EventSimulate_t
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class EventClientPreOutput_t:
m_LoopState = 0x0 # EngineLoopState_t
m_flRenderTime = 0x28 # double
m_flRenderFrameTime = 0x30 # double
m_flRenderFrameTimeUnbounded = 0x38 # double
m_flRealTime = 0x40 # float
m_bRenderOnly = 0x44 # bool
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class EventClientPreSimulate_t: # EventSimulate_t
class EventClientPredictionPostNetupdate_t:
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class EventClientProcessGameInput_t:
m_LoopState = 0x0 # EngineLoopState_t
m_flRealTime = 0x28 # float
m_flFrameTime = 0x2C # float
class EventClientProcessInput_t:
m_LoopState = 0x0 # EngineLoopState_t
m_flRealTime = 0x28 # float
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m_flTickInterval = 0x2C # float
m_flTickStartTime = 0x30 # double
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class EventClientProcessNetworking_t:
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class EventClientSceneSystemThreadStateChange_t:
m_bThreadsActive = 0x0 # bool
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class EventClientSimulate_t: # EventSimulate_t
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class EventFrameBoundary_t:
m_flFrameTime = 0x0 # float
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class EventModInitialized_t:
class EventPostAdvanceTick_t: # EventSimulate_t
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m_nCurrentTick = 0x30 # int32_t
m_nCurrentTickThisFrame = 0x34 # int32_t
m_nTotalTicksThisFrame = 0x38 # int32_t
m_nTotalTicks = 0x3C # int32_t
class EventPostDataUpdate_t:
m_nCount = 0x0 # int32_t
class EventPreDataUpdate_t:
m_nCount = 0x0 # int32_t
class EventProfileStorageAvailable_t:
m_nSplitScreenSlot = 0x0 # CSplitScreenSlot
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class EventServerAdvanceTick_t: # EventAdvanceTick_t
class EventServerPollNetworking_t: # EventSimulate_t
class EventServerPostAdvanceTick_t: # EventPostAdvanceTick_t
class EventServerPostSimulate_t: # EventSimulate_t
class EventServerProcessNetworking_t: # EventSimulate_t
class EventServerSimulate_t: # EventSimulate_t
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class EventSetTime_t:
m_LoopState = 0x0 # EngineLoopState_t
m_nClientOutputFrames = 0x28 # int32_t
m_flRealTime = 0x30 # double
m_flRenderTime = 0x38 # double
m_flRenderFrameTime = 0x40 # double
m_flRenderFrameTimeUnbounded = 0x48 # double
m_flRenderFrameTimeUnscaled = 0x50 # double
m_flTickRemainder = 0x58 # double
class EventSimpleLoopFrameUpdate_t:
m_LoopState = 0x0 # EngineLoopState_t
m_flRealTime = 0x28 # float
m_flFrameTime = 0x2C # float
class EventSimulate_t:
m_LoopState = 0x0 # EngineLoopState_t
m_bFirstTick = 0x28 # bool
m_bLastTick = 0x29 # bool
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class EventSplitScreenStateChanged_t: