mirror of
https://github.com/a2x/cs2-dumper.git
synced 2026-03-07 17:57:22 +08:00
Game update (14136)
This commit is contained in:
@@ -1,5 +1,5 @@
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// Generated using https://github.com/a2x/cs2-dumper
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// 2026-02-10 22:35:02.976159900 UTC
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// 2026-02-24 01:42:29.356100200 UTC
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#![allow(non_upper_case_globals, non_camel_case_types, non_snake_case, unused)]
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@@ -2743,126 +2743,126 @@ pub mod cs2_dumper {
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pub const m_alertTimer: usize = 0x1D0; // CountdownTimer
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pub const m_sneakTimer: usize = 0x1E8; // CountdownTimer
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pub const m_panicTimer: usize = 0x200; // CountdownTimer
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pub const m_stateTimestamp: usize = 0x578; // float32
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pub const m_isAttacking: usize = 0x57C; // bool
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pub const m_isOpeningDoor: usize = 0x57D; // bool
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pub const m_taskEntity: usize = 0x584; // CHandle<CBaseEntity>
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pub const m_goalPosition: usize = 0x594; // VectorWS
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pub const m_goalEntity: usize = 0x5A0; // CHandle<CBaseEntity>
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pub const m_avoid: usize = 0x5A4; // CHandle<CBaseEntity>
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pub const m_avoidTimestamp: usize = 0x5A8; // float32
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pub const m_isStopping: usize = 0x5AC; // bool
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pub const m_hasVisitedEnemySpawn: usize = 0x5AD; // bool
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pub const m_stillTimer: usize = 0x5B0; // IntervalTimer
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pub const m_bEyeAnglesUnderPathFinderControl: usize = 0x5C0; // bool
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pub const m_pathIndex: usize = 0x5EC0; // int32
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pub const m_areaEnteredTimestamp: usize = 0x5EC4; // GameTime_t
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pub const m_repathTimer: usize = 0x5EC8; // CountdownTimer
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pub const m_avoidFriendTimer: usize = 0x5EE0; // CountdownTimer
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pub const m_isFriendInTheWay: usize = 0x5EF8; // bool
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pub const m_politeTimer: usize = 0x5F00; // CountdownTimer
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pub const m_isWaitingBehindFriend: usize = 0x5F18; // bool
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pub const m_pathLadderEnd: usize = 0x5F44; // float32
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pub const m_mustRunTimer: usize = 0x5F90; // CountdownTimer
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pub const m_waitTimer: usize = 0x5FA8; // CountdownTimer
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pub const m_updateTravelDistanceTimer: usize = 0x5FC0; // CountdownTimer
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pub const m_playerTravelDistance: usize = 0x5FD8; // float32[64]
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pub const m_travelDistancePhase: usize = 0x60D8; // uint8
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pub const m_hostageEscortCount: usize = 0x6270; // uint8
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pub const m_hostageEscortCountTimestamp: usize = 0x6274; // float32
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pub const m_desiredTeam: usize = 0x6278; // int32
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pub const m_hasJoined: usize = 0x627C; // bool
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pub const m_isWaitingForHostage: usize = 0x627D; // bool
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pub const m_inhibitWaitingForHostageTimer: usize = 0x6280; // CountdownTimer
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pub const m_waitForHostageTimer: usize = 0x6298; // CountdownTimer
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pub const m_noisePosition: usize = 0x62B0; // Vector
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pub const m_noiseTravelDistance: usize = 0x62BC; // float32
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pub const m_noiseTimestamp: usize = 0x62C0; // float32
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pub const m_noiseSource: usize = 0x62C8; // CCSPlayerPawn*
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pub const m_noiseBendTimer: usize = 0x62E0; // CountdownTimer
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pub const m_bentNoisePosition: usize = 0x62F8; // Vector
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pub const m_bendNoisePositionValid: usize = 0x6304; // bool
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pub const m_lookAroundStateTimestamp: usize = 0x6308; // float32
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pub const m_lookAheadAngle: usize = 0x630C; // float32
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pub const m_forwardAngle: usize = 0x6310; // float32
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pub const m_inhibitLookAroundTimestamp: usize = 0x6314; // float32
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pub const m_lookAtSpot: usize = 0x631C; // Vector
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pub const m_lookAtSpotDuration: usize = 0x632C; // float32
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pub const m_lookAtSpotTimestamp: usize = 0x6330; // float32
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pub const m_lookAtSpotAngleTolerance: usize = 0x6334; // float32
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pub const m_lookAtSpotClearIfClose: usize = 0x6338; // bool
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pub const m_lookAtSpotAttack: usize = 0x6339; // bool
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pub const m_lookAtDesc: usize = 0x6340; // char*
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pub const m_peripheralTimestamp: usize = 0x6348; // float32
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pub const m_approachPointCount: usize = 0x64D0; // uint8
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pub const m_approachPointViewPosition: usize = 0x64D4; // Vector
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pub const m_viewSteadyTimer: usize = 0x64E0; // IntervalTimer
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pub const m_tossGrenadeTimer: usize = 0x64F8; // CountdownTimer
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pub const m_isAvoidingGrenade: usize = 0x6518; // CountdownTimer
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pub const m_spotCheckTimestamp: usize = 0x6538; // float32
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pub const m_checkedHidingSpotCount: usize = 0x6940; // int32
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pub const m_lookPitch: usize = 0x6944; // float32
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pub const m_lookPitchVel: usize = 0x6948; // float32
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pub const m_lookYaw: usize = 0x694C; // float32
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pub const m_lookYawVel: usize = 0x6950; // float32
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pub const m_targetSpot: usize = 0x6954; // Vector
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pub const m_targetSpotVelocity: usize = 0x6960; // Vector
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pub const m_targetSpotPredicted: usize = 0x696C; // Vector
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pub const m_aimError: usize = 0x6978; // QAngle
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pub const m_aimGoal: usize = 0x6984; // QAngle
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pub const m_targetSpotTime: usize = 0x6990; // GameTime_t
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pub const m_aimFocus: usize = 0x6994; // float32
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pub const m_aimFocusInterval: usize = 0x6998; // float32
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pub const m_aimFocusNextUpdate: usize = 0x699C; // GameTime_t
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pub const m_ignoreEnemiesTimer: usize = 0x69A8; // CountdownTimer
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pub const m_enemy: usize = 0x69C0; // CHandle<CCSPlayerPawn>
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pub const m_isEnemyVisible: usize = 0x69C4; // bool
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pub const m_visibleEnemyParts: usize = 0x69C5; // uint8
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pub const m_lastEnemyPosition: usize = 0x69C8; // Vector
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pub const m_lastSawEnemyTimestamp: usize = 0x69D4; // float32
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pub const m_firstSawEnemyTimestamp: usize = 0x69D8; // float32
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pub const m_currentEnemyAcquireTimestamp: usize = 0x69DC; // float32
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pub const m_enemyDeathTimestamp: usize = 0x69E0; // float32
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pub const m_friendDeathTimestamp: usize = 0x69E4; // float32
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pub const m_isLastEnemyDead: usize = 0x69E8; // bool
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pub const m_nearbyEnemyCount: usize = 0x69EC; // int32
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pub const m_bomber: usize = 0x6BF8; // CHandle<CCSPlayerPawn>
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pub const m_nearbyFriendCount: usize = 0x6BFC; // int32
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pub const m_closestVisibleFriend: usize = 0x6C00; // CHandle<CCSPlayerPawn>
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pub const m_closestVisibleHumanFriend: usize = 0x6C04; // CHandle<CCSPlayerPawn>
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pub const m_attentionInterval: usize = 0x6C08; // IntervalTimer
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pub const m_attacker: usize = 0x6C18; // CHandle<CCSPlayerPawn>
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pub const m_attackedTimestamp: usize = 0x6C1C; // float32
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pub const m_burnedByFlamesTimer: usize = 0x6C20; // IntervalTimer
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pub const m_lastVictimID: usize = 0x6C30; // int32
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pub const m_isAimingAtEnemy: usize = 0x6C34; // bool
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pub const m_isRapidFiring: usize = 0x6C35; // bool
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pub const m_equipTimer: usize = 0x6C38; // IntervalTimer
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pub const m_zoomTimer: usize = 0x6C48; // CountdownTimer
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pub const m_fireWeaponTimestamp: usize = 0x6C60; // GameTime_t
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pub const m_lookForWeaponsOnGroundTimer: usize = 0x6C68; // CountdownTimer
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pub const m_bIsSleeping: usize = 0x6C80; // bool
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pub const m_isEnemySniperVisible: usize = 0x6C81; // bool
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pub const m_sawEnemySniperTimer: usize = 0x6C88; // CountdownTimer
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pub const m_enemyQueueIndex: usize = 0x6D40; // uint8
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pub const m_enemyQueueCount: usize = 0x6D41; // uint8
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pub const m_enemyQueueAttendIndex: usize = 0x6D42; // uint8
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pub const m_isStuck: usize = 0x6D43; // bool
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pub const m_stuckTimestamp: usize = 0x6D44; // GameTime_t
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pub const m_stuckSpot: usize = 0x6D48; // Vector
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pub const m_wiggleTimer: usize = 0x6D58; // CountdownTimer
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pub const m_stuckJumpTimer: usize = 0x6D70; // CountdownTimer
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pub const m_nextCleanupCheckTimestamp: usize = 0x6D88; // GameTime_t
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pub const m_avgVel: usize = 0x6D8C; // float32[10]
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pub const m_avgVelIndex: usize = 0x6DB4; // int32
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pub const m_avgVelCount: usize = 0x6DB8; // int32
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pub const m_lastOrigin: usize = 0x6DBC; // Vector
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pub const m_lastRadioRecievedTimestamp: usize = 0x6DCC; // float32
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pub const m_lastRadioSentTimestamp: usize = 0x6DD0; // float32
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pub const m_radioSubject: usize = 0x6DD4; // CHandle<CCSPlayerPawn>
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pub const m_radioPosition: usize = 0x6DD8; // Vector
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pub const m_voiceEndTimestamp: usize = 0x6DE4; // float32
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pub const m_lastValidReactionQueueFrame: usize = 0x6DF0; // int32
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pub const m_stateTimestamp: usize = 0x598; // float32
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pub const m_isAttacking: usize = 0x59C; // bool
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pub const m_isOpeningDoor: usize = 0x59D; // bool
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pub const m_taskEntity: usize = 0x5A4; // CHandle<CBaseEntity>
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pub const m_goalPosition: usize = 0x5B4; // VectorWS
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pub const m_goalEntity: usize = 0x5C0; // CHandle<CBaseEntity>
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pub const m_avoid: usize = 0x5C4; // CHandle<CBaseEntity>
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pub const m_avoidTimestamp: usize = 0x5C8; // float32
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pub const m_isStopping: usize = 0x5CC; // bool
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pub const m_hasVisitedEnemySpawn: usize = 0x5CD; // bool
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pub const m_stillTimer: usize = 0x5D0; // IntervalTimer
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pub const m_bEyeAnglesUnderPathFinderControl: usize = 0x5E0; // bool
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pub const m_pathIndex: usize = 0x5EE0; // int32
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pub const m_areaEnteredTimestamp: usize = 0x5EE4; // GameTime_t
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pub const m_repathTimer: usize = 0x5EE8; // CountdownTimer
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pub const m_avoidFriendTimer: usize = 0x5F00; // CountdownTimer
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pub const m_isFriendInTheWay: usize = 0x5F18; // bool
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pub const m_politeTimer: usize = 0x5F20; // CountdownTimer
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pub const m_isWaitingBehindFriend: usize = 0x5F38; // bool
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pub const m_pathLadderEnd: usize = 0x5F64; // float32
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pub const m_mustRunTimer: usize = 0x5FB0; // CountdownTimer
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pub const m_waitTimer: usize = 0x5FC8; // CountdownTimer
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pub const m_updateTravelDistanceTimer: usize = 0x5FE0; // CountdownTimer
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pub const m_playerTravelDistance: usize = 0x5FF8; // float32[64]
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pub const m_travelDistancePhase: usize = 0x60F8; // uint8
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pub const m_hostageEscortCount: usize = 0x6290; // uint8
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pub const m_hostageEscortCountTimestamp: usize = 0x6294; // float32
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pub const m_desiredTeam: usize = 0x6298; // int32
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pub const m_hasJoined: usize = 0x629C; // bool
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pub const m_isWaitingForHostage: usize = 0x629D; // bool
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pub const m_inhibitWaitingForHostageTimer: usize = 0x62A0; // CountdownTimer
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pub const m_waitForHostageTimer: usize = 0x62B8; // CountdownTimer
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pub const m_noisePosition: usize = 0x62D0; // Vector
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pub const m_noiseTravelDistance: usize = 0x62DC; // float32
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pub const m_noiseTimestamp: usize = 0x62E0; // float32
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pub const m_noiseSource: usize = 0x62E8; // CCSPlayerPawn*
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pub const m_noiseBendTimer: usize = 0x6300; // CountdownTimer
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pub const m_bentNoisePosition: usize = 0x6318; // Vector
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pub const m_bendNoisePositionValid: usize = 0x6324; // bool
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pub const m_lookAroundStateTimestamp: usize = 0x6328; // float32
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pub const m_lookAheadAngle: usize = 0x632C; // float32
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pub const m_forwardAngle: usize = 0x6330; // float32
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pub const m_inhibitLookAroundTimestamp: usize = 0x6334; // float32
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pub const m_lookAtSpot: usize = 0x633C; // Vector
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pub const m_lookAtSpotDuration: usize = 0x634C; // float32
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pub const m_lookAtSpotTimestamp: usize = 0x6350; // float32
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pub const m_lookAtSpotAngleTolerance: usize = 0x6354; // float32
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pub const m_lookAtSpotClearIfClose: usize = 0x6358; // bool
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pub const m_lookAtSpotAttack: usize = 0x6359; // bool
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pub const m_lookAtDesc: usize = 0x6360; // char*
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pub const m_peripheralTimestamp: usize = 0x6368; // float32
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pub const m_approachPointCount: usize = 0x64F0; // uint8
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pub const m_approachPointViewPosition: usize = 0x64F4; // Vector
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pub const m_viewSteadyTimer: usize = 0x6500; // IntervalTimer
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pub const m_tossGrenadeTimer: usize = 0x6518; // CountdownTimer
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pub const m_isAvoidingGrenade: usize = 0x6538; // CountdownTimer
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pub const m_spotCheckTimestamp: usize = 0x6558; // float32
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pub const m_checkedHidingSpotCount: usize = 0x6960; // int32
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pub const m_lookPitch: usize = 0x6964; // float32
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pub const m_lookPitchVel: usize = 0x6968; // float32
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pub const m_lookYaw: usize = 0x696C; // float32
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pub const m_lookYawVel: usize = 0x6970; // float32
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pub const m_targetSpot: usize = 0x6974; // Vector
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pub const m_targetSpotVelocity: usize = 0x6980; // Vector
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pub const m_targetSpotPredicted: usize = 0x698C; // Vector
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pub const m_aimError: usize = 0x6998; // QAngle
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pub const m_aimGoal: usize = 0x69A4; // QAngle
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pub const m_targetSpotTime: usize = 0x69B0; // GameTime_t
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pub const m_aimFocus: usize = 0x69B4; // float32
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pub const m_aimFocusInterval: usize = 0x69B8; // float32
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pub const m_aimFocusNextUpdate: usize = 0x69BC; // GameTime_t
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pub const m_ignoreEnemiesTimer: usize = 0x69C8; // CountdownTimer
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pub const m_enemy: usize = 0x69E0; // CHandle<CCSPlayerPawn>
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pub const m_isEnemyVisible: usize = 0x69E4; // bool
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pub const m_visibleEnemyParts: usize = 0x69E5; // uint8
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pub const m_lastEnemyPosition: usize = 0x69E8; // Vector
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pub const m_lastSawEnemyTimestamp: usize = 0x69F4; // float32
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pub const m_firstSawEnemyTimestamp: usize = 0x69F8; // float32
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pub const m_currentEnemyAcquireTimestamp: usize = 0x69FC; // float32
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pub const m_enemyDeathTimestamp: usize = 0x6A00; // float32
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pub const m_friendDeathTimestamp: usize = 0x6A04; // float32
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pub const m_isLastEnemyDead: usize = 0x6A08; // bool
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pub const m_nearbyEnemyCount: usize = 0x6A0C; // int32
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pub const m_bomber: usize = 0x6C18; // CHandle<CCSPlayerPawn>
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pub const m_nearbyFriendCount: usize = 0x6C1C; // int32
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pub const m_closestVisibleFriend: usize = 0x6C20; // CHandle<CCSPlayerPawn>
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pub const m_closestVisibleHumanFriend: usize = 0x6C24; // CHandle<CCSPlayerPawn>
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pub const m_attentionInterval: usize = 0x6C28; // IntervalTimer
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pub const m_attacker: usize = 0x6C38; // CHandle<CCSPlayerPawn>
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pub const m_attackedTimestamp: usize = 0x6C3C; // float32
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pub const m_burnedByFlamesTimer: usize = 0x6C40; // IntervalTimer
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pub const m_lastVictimID: usize = 0x6C50; // int32
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pub const m_isAimingAtEnemy: usize = 0x6C54; // bool
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pub const m_isRapidFiring: usize = 0x6C55; // bool
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pub const m_equipTimer: usize = 0x6C58; // IntervalTimer
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pub const m_zoomTimer: usize = 0x6C68; // CountdownTimer
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pub const m_fireWeaponTimestamp: usize = 0x6C80; // GameTime_t
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pub const m_lookForWeaponsOnGroundTimer: usize = 0x6C88; // CountdownTimer
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pub const m_bIsSleeping: usize = 0x6CA0; // bool
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pub const m_isEnemySniperVisible: usize = 0x6CA1; // bool
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pub const m_sawEnemySniperTimer: usize = 0x6CA8; // CountdownTimer
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pub const m_enemyQueueIndex: usize = 0x6D60; // uint8
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pub const m_enemyQueueCount: usize = 0x6D61; // uint8
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pub const m_enemyQueueAttendIndex: usize = 0x6D62; // uint8
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pub const m_isStuck: usize = 0x6D63; // bool
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pub const m_stuckTimestamp: usize = 0x6D64; // GameTime_t
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pub const m_stuckSpot: usize = 0x6D68; // Vector
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pub const m_wiggleTimer: usize = 0x6D78; // CountdownTimer
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pub const m_stuckJumpTimer: usize = 0x6D90; // CountdownTimer
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pub const m_nextCleanupCheckTimestamp: usize = 0x6DA8; // GameTime_t
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pub const m_avgVel: usize = 0x6DAC; // float32[10]
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pub const m_avgVelIndex: usize = 0x6DD4; // int32
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pub const m_avgVelCount: usize = 0x6DD8; // int32
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pub const m_lastOrigin: usize = 0x6DDC; // Vector
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pub const m_lastRadioRecievedTimestamp: usize = 0x6DEC; // float32
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pub const m_lastRadioSentTimestamp: usize = 0x6DF0; // float32
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pub const m_radioSubject: usize = 0x6DF4; // CHandle<CCSPlayerPawn>
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pub const m_radioPosition: usize = 0x6DF8; // Vector
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pub const m_voiceEndTimestamp: usize = 0x6E04; // float32
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pub const m_lastValidReactionQueueFrame: usize = 0x6E10; // int32
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}
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// Parent: CBaseEntity
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// Field count: 2
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