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https://github.com/a2x/cs2-dumper.git
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Game update (14040)
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@@ -1,5 +1,5 @@
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// Generated using https://github.com/a2x/cs2-dumper
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// 2024-10-18 01:51:41.241413900 UTC
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// 2024-10-24 02:21:01.594851200 UTC
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namespace CS2Dumper.Schemas {
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// Module: client.dll
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@@ -743,21 +743,21 @@ namespace CS2Dumper.Schemas {
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// NetworkVarNames: m_flNextHoldFrac (float)
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// NetworkVarNames: m_hSwitchToWeaponAfterThrow (CHandle<CCSWeaponBase>)
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public static class C_BaseCSGrenade {
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public const nint m_bClientPredictDelete = 0x1B10; // bool
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public const nint m_bRedraw = 0x1B11; // bool
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public const nint m_bIsHeldByPlayer = 0x1B12; // bool
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public const nint m_bPinPulled = 0x1B13; // bool
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public const nint m_bJumpThrow = 0x1B14; // bool
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public const nint m_bThrowAnimating = 0x1B15; // bool
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public const nint m_fThrowTime = 0x1B18; // GameTime_t
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public const nint m_flThrowStrength = 0x1B1C; // float32
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public const nint m_flThrowStrengthApproach = 0x1B20; // float32
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public const nint m_fDropTime = 0x1B24; // GameTime_t
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public const nint m_fPinPullTime = 0x1B28; // GameTime_t
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public const nint m_bJustPulledPin = 0x1B2C; // bool
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public const nint m_nNextHoldTick = 0x1B30; // GameTick_t
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public const nint m_flNextHoldFrac = 0x1B34; // float32
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public const nint m_hSwitchToWeaponAfterThrow = 0x1B38; // CHandle<C_CSWeaponBase>
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public const nint m_bClientPredictDelete = 0x1B20; // bool
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public const nint m_bRedraw = 0x1B21; // bool
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public const nint m_bIsHeldByPlayer = 0x1B22; // bool
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public const nint m_bPinPulled = 0x1B23; // bool
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public const nint m_bJumpThrow = 0x1B24; // bool
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public const nint m_bThrowAnimating = 0x1B25; // bool
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public const nint m_fThrowTime = 0x1B28; // GameTime_t
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public const nint m_flThrowStrength = 0x1B2C; // float32
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public const nint m_flThrowStrengthApproach = 0x1B30; // float32
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public const nint m_fDropTime = 0x1B34; // GameTime_t
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public const nint m_fPinPullTime = 0x1B38; // GameTime_t
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public const nint m_bJustPulledPin = 0x1B3C; // bool
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public const nint m_nNextHoldTick = 0x1B40; // GameTick_t
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public const nint m_flNextHoldFrac = 0x1B44; // float32
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public const nint m_hSwitchToWeaponAfterThrow = 0x1B48; // CHandle<C_CSWeaponBase>
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}
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// Parent: C_FuncBrush
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// Field count: 8
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@@ -1363,8 +1363,8 @@ namespace CS2Dumper.Schemas {
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// NetworkVarNames: m_SequenceCompleteTimer (CountdownTimer)
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// NetworkVarNames: m_bRedraw (bool)
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public static class C_WeaponBaseItem {
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public const nint m_SequenceCompleteTimer = 0x1B10; // CountdownTimer
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public const nint m_bRedraw = 0x1B28; // bool
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public const nint m_SequenceCompleteTimer = 0x1B20; // CountdownTimer
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public const nint m_bRedraw = 0x1B38; // bool
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}
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// Parent: None
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// Field count: 21
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@@ -1989,12 +1989,12 @@ namespace CS2Dumper.Schemas {
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// NetworkVarNames: m_iBurstShotsRemaining (int)
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// NetworkVarNames: m_bNeedsBoltAction (bool)
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public static class C_CSWeaponBaseGun {
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public const nint m_zoomLevel = 0x1B10; // int32
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public const nint m_iBurstShotsRemaining = 0x1B14; // int32
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public const nint m_iSilencerBodygroup = 0x1B18; // int32
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public const nint m_silencedModelIndex = 0x1B28; // int32
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public const nint m_inPrecache = 0x1B2C; // bool
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public const nint m_bNeedsBoltAction = 0x1B2D; // bool
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public const nint m_zoomLevel = 0x1B20; // int32
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public const nint m_iBurstShotsRemaining = 0x1B24; // int32
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public const nint m_iSilencerBodygroup = 0x1B28; // int32
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public const nint m_silencedModelIndex = 0x1B38; // int32
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public const nint m_inPrecache = 0x1B3C; // bool
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public const nint m_bNeedsBoltAction = 0x1B3D; // bool
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}
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// Parent: C_BaseEntity
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// Field count: 4
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@@ -2408,17 +2408,17 @@ namespace CS2Dumper.Schemas {
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// NetworkVarNames: m_bIsPlantingViaUse (bool)
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// NetworkVarNames: m_entitySpottedState (EntitySpottedState_t)
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public static class C_C4 {
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public const nint m_szScreenText = 0x1B10; // char[32]
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public const nint m_activeLightParticleIndex = 0x1B30; // ParticleIndex_t
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public const nint m_eActiveLightEffect = 0x1B34; // C4LightEffect_t
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public const nint m_bStartedArming = 0x1B38; // bool
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public const nint m_fArmedTime = 0x1B3C; // GameTime_t
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public const nint m_bBombPlacedAnimation = 0x1B40; // bool
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public const nint m_bIsPlantingViaUse = 0x1B41; // bool
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public const nint m_entitySpottedState = 0x1B48; // EntitySpottedState_t
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public const nint m_nSpotRules = 0x1B60; // int32
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public const nint m_bPlayedArmingBeeps = 0x1B64; // bool[7]
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public const nint m_bBombPlanted = 0x1B6B; // bool
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public const nint m_szScreenText = 0x1B20; // char[32]
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public const nint m_activeLightParticleIndex = 0x1B40; // ParticleIndex_t
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public const nint m_eActiveLightEffect = 0x1B44; // C4LightEffect_t
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public const nint m_bStartedArming = 0x1B48; // bool
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public const nint m_fArmedTime = 0x1B4C; // GameTime_t
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public const nint m_bBombPlacedAnimation = 0x1B50; // bool
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public const nint m_bIsPlantingViaUse = 0x1B51; // bool
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public const nint m_entitySpottedState = 0x1B58; // EntitySpottedState_t
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public const nint m_nSpotRules = 0x1B70; // int32
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public const nint m_bPlayedArmingBeeps = 0x1B74; // bool[7]
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public const nint m_bBombPlanted = 0x1B7B; // bool
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}
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// Parent: C_BaseModelEntity
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// Field count: 13
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@@ -3950,7 +3950,7 @@ namespace CS2Dumper.Schemas {
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// Metadata:
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// NetworkVarNames: m_flDisplayHealth (float)
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public static class C_WeaponShield {
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public const nint m_flDisplayHealth = 0x1B30; // float32
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public const nint m_flDisplayHealth = 0x1B40; // float32
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}
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// Parent: C_PointClientUIWorldPanel
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// Field count: 1
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@@ -4961,8 +4961,12 @@ namespace CS2Dumper.Schemas {
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public const nint m_vecPreviousTestPoint = 0x5D4; // Vector
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}
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// Parent: C_CSWeaponBase
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// Field count: 0
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// Field count: 1
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//
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// Metadata:
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// NetworkVarNames: m_bFirstAttack (bool)
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public static class C_Knife {
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public const nint m_bFirstAttack = 0x1B20; // bool
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}
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// Parent: C_EnvCubemap
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// Field count: 0
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@@ -5028,8 +5032,8 @@ namespace CS2Dumper.Schemas {
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// Metadata:
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// NetworkVarNames: m_fFireTime (GameTime_t)
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public static class C_WeaponTaser {
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public const nint m_fFireTime = 0x1B30; // GameTime_t
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public const nint m_nLastAttackTick = 0x1B34; // int32
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public const nint m_fFireTime = 0x1B40; // GameTime_t
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public const nint m_nLastAttackTick = 0x1B44; // int32
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}
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// Parent: C_CSWeaponBase
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// Field count: 2
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@@ -5038,8 +5042,8 @@ namespace CS2Dumper.Schemas {
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// NetworkVarNames: m_bPlayingUninterruptableAct (bool)
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// NetworkVarNames: m_nUninterruptableActivity (PlayerAnimEvent_t)
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public static class C_Fists {
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public const nint m_bPlayingUninterruptableAct = 0x1B10; // bool
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public const nint m_nUninterruptableActivity = 0x1B14; // PlayerAnimEvent_t
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public const nint m_bPlayingUninterruptableAct = 0x1B20; // bool
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public const nint m_nUninterruptableActivity = 0x1B24; // PlayerAnimEvent_t
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}
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// Parent: C_PhysicsProp
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// Field count: 0
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