mirror of
https://github.com/a2x/cs2-dumper.git
synced 2025-10-08 02:00:02 +08:00
Game update (14040)
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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// 2024-10-18 01:51:41.241413900 UTC
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// 2024-10-24 02:21:01.594851200 UTC
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#![allow(non_upper_case_globals, non_camel_case_types, non_snake_case, unused)]
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@@ -753,21 +753,21 @@ pub mod cs2_dumper {
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// NetworkVarNames: m_flNextHoldFrac (float)
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// NetworkVarNames: m_hSwitchToWeaponAfterThrow (CHandle<CCSWeaponBase>)
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pub mod C_BaseCSGrenade {
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pub const m_bClientPredictDelete: usize = 0x1B10; // bool
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pub const m_bRedraw: usize = 0x1B11; // bool
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pub const m_bIsHeldByPlayer: usize = 0x1B12; // bool
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pub const m_bPinPulled: usize = 0x1B13; // bool
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pub const m_bJumpThrow: usize = 0x1B14; // bool
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pub const m_bThrowAnimating: usize = 0x1B15; // bool
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pub const m_fThrowTime: usize = 0x1B18; // GameTime_t
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pub const m_flThrowStrength: usize = 0x1B1C; // float32
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pub const m_flThrowStrengthApproach: usize = 0x1B20; // float32
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pub const m_fDropTime: usize = 0x1B24; // GameTime_t
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pub const m_fPinPullTime: usize = 0x1B28; // GameTime_t
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pub const m_bJustPulledPin: usize = 0x1B2C; // bool
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pub const m_nNextHoldTick: usize = 0x1B30; // GameTick_t
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pub const m_flNextHoldFrac: usize = 0x1B34; // float32
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pub const m_hSwitchToWeaponAfterThrow: usize = 0x1B38; // CHandle<C_CSWeaponBase>
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pub const m_bClientPredictDelete: usize = 0x1B20; // bool
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pub const m_bRedraw: usize = 0x1B21; // bool
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pub const m_bIsHeldByPlayer: usize = 0x1B22; // bool
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pub const m_bPinPulled: usize = 0x1B23; // bool
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pub const m_bJumpThrow: usize = 0x1B24; // bool
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pub const m_bThrowAnimating: usize = 0x1B25; // bool
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pub const m_fThrowTime: usize = 0x1B28; // GameTime_t
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pub const m_flThrowStrength: usize = 0x1B2C; // float32
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pub const m_flThrowStrengthApproach: usize = 0x1B30; // float32
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pub const m_fDropTime: usize = 0x1B34; // GameTime_t
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pub const m_fPinPullTime: usize = 0x1B38; // GameTime_t
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pub const m_bJustPulledPin: usize = 0x1B3C; // bool
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pub const m_nNextHoldTick: usize = 0x1B40; // GameTick_t
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pub const m_flNextHoldFrac: usize = 0x1B44; // float32
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pub const m_hSwitchToWeaponAfterThrow: usize = 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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@@ -1373,8 +1373,8 @@ pub mod cs2_dumper {
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// NetworkVarNames: m_SequenceCompleteTimer (CountdownTimer)
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// NetworkVarNames: m_bRedraw (bool)
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pub mod C_WeaponBaseItem {
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pub const m_SequenceCompleteTimer: usize = 0x1B10; // CountdownTimer
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pub const m_bRedraw: usize = 0x1B28; // bool
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pub const m_SequenceCompleteTimer: usize = 0x1B20; // CountdownTimer
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pub const m_bRedraw: usize = 0x1B38; // bool
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}
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// Parent: None
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// Field count: 21
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@@ -1999,12 +1999,12 @@ pub mod cs2_dumper {
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// NetworkVarNames: m_iBurstShotsRemaining (int)
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// NetworkVarNames: m_bNeedsBoltAction (bool)
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pub mod C_CSWeaponBaseGun {
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pub const m_zoomLevel: usize = 0x1B10; // int32
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pub const m_iBurstShotsRemaining: usize = 0x1B14; // int32
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pub const m_iSilencerBodygroup: usize = 0x1B18; // int32
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pub const m_silencedModelIndex: usize = 0x1B28; // int32
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pub const m_inPrecache: usize = 0x1B2C; // bool
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pub const m_bNeedsBoltAction: usize = 0x1B2D; // bool
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pub const m_zoomLevel: usize = 0x1B20; // int32
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pub const m_iBurstShotsRemaining: usize = 0x1B24; // int32
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pub const m_iSilencerBodygroup: usize = 0x1B28; // int32
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pub const m_silencedModelIndex: usize = 0x1B38; // int32
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pub const m_inPrecache: usize = 0x1B3C; // bool
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pub const m_bNeedsBoltAction: usize = 0x1B3D; // bool
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}
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// Parent: C_BaseEntity
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// Field count: 4
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@@ -2418,17 +2418,17 @@ pub mod cs2_dumper {
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// NetworkVarNames: m_bIsPlantingViaUse (bool)
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// NetworkVarNames: m_entitySpottedState (EntitySpottedState_t)
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pub mod C_C4 {
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pub const m_szScreenText: usize = 0x1B10; // char[32]
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pub const m_activeLightParticleIndex: usize = 0x1B30; // ParticleIndex_t
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pub const m_eActiveLightEffect: usize = 0x1B34; // C4LightEffect_t
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pub const m_bStartedArming: usize = 0x1B38; // bool
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pub const m_fArmedTime: usize = 0x1B3C; // GameTime_t
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pub const m_bBombPlacedAnimation: usize = 0x1B40; // bool
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pub const m_bIsPlantingViaUse: usize = 0x1B41; // bool
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pub const m_entitySpottedState: usize = 0x1B48; // EntitySpottedState_t
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pub const m_nSpotRules: usize = 0x1B60; // int32
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pub const m_bPlayedArmingBeeps: usize = 0x1B64; // bool[7]
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pub const m_bBombPlanted: usize = 0x1B6B; // bool
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pub const m_szScreenText: usize = 0x1B20; // char[32]
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pub const m_activeLightParticleIndex: usize = 0x1B40; // ParticleIndex_t
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pub const m_eActiveLightEffect: usize = 0x1B44; // C4LightEffect_t
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pub const m_bStartedArming: usize = 0x1B48; // bool
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pub const m_fArmedTime: usize = 0x1B4C; // GameTime_t
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pub const m_bBombPlacedAnimation: usize = 0x1B50; // bool
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pub const m_bIsPlantingViaUse: usize = 0x1B51; // bool
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pub const m_entitySpottedState: usize = 0x1B58; // EntitySpottedState_t
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pub const m_nSpotRules: usize = 0x1B70; // int32
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pub const m_bPlayedArmingBeeps: usize = 0x1B74; // bool[7]
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pub const m_bBombPlanted: usize = 0x1B7B; // bool
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}
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// Parent: C_BaseModelEntity
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// Field count: 13
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@@ -3960,7 +3960,7 @@ pub mod cs2_dumper {
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// Metadata:
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// NetworkVarNames: m_flDisplayHealth (float)
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pub mod C_WeaponShield {
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pub const m_flDisplayHealth: usize = 0x1B30; // float32
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pub const m_flDisplayHealth: usize = 0x1B40; // float32
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}
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// Parent: C_PointClientUIWorldPanel
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// Field count: 1
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@@ -4971,8 +4971,12 @@ pub mod cs2_dumper {
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pub const m_vecPreviousTestPoint: usize = 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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pub mod C_Knife {
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pub const m_bFirstAttack: usize = 0x1B20; // bool
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}
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// Parent: C_EnvCubemap
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// Field count: 0
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@@ -5038,8 +5042,8 @@ pub mod cs2_dumper {
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// Metadata:
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// NetworkVarNames: m_fFireTime (GameTime_t)
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pub mod C_WeaponTaser {
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pub const m_fFireTime: usize = 0x1B30; // GameTime_t
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pub const m_nLastAttackTick: usize = 0x1B34; // int32
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pub const m_fFireTime: usize = 0x1B40; // GameTime_t
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pub const m_nLastAttackTick: usize = 0x1B44; // int32
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}
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// Parent: C_CSWeaponBase
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// Field count: 2
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@@ -5048,8 +5052,8 @@ pub mod cs2_dumper {
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// NetworkVarNames: m_bPlayingUninterruptableAct (bool)
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// NetworkVarNames: m_nUninterruptableActivity (PlayerAnimEvent_t)
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pub mod C_Fists {
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pub const m_bPlayingUninterruptableAct: usize = 0x1B10; // bool
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pub const m_nUninterruptableActivity: usize = 0x1B14; // PlayerAnimEvent_t
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pub const m_bPlayingUninterruptableAct: usize = 0x1B20; // bool
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pub const m_nUninterruptableActivity: usize = 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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