''' Created using https://github.com/a2x/cs2-dumper Thu, 29 Feb 2024 02:15:36 +0000 ''' class AimMatrixOpFixedSettings_t: m_attachment = 0x0 # CAnimAttachment m_damping = 0x80 # CAnimInputDamping m_poseCacheHandles = 0x90 # CPoseHandle[10] m_eBlendMode = 0xB8 # AimMatrixBlendMode m_fAngleIncrement = 0xBC # float m_nSequenceMaxFrame = 0xC0 # int32_t m_nBoneMaskIndex = 0xC4 # int32_t m_bTargetIsPosition = 0xC8 # bool class AnimComponentID: m_id = 0x0 # uint32_t class AnimNodeID: m_id = 0x0 # uint32_t class AnimNodeOutputID: m_id = 0x0 # uint32_t class AnimParamID: m_id = 0x0 # uint32_t class AnimScriptHandle: m_id = 0x0 # uint32_t class AnimStateID: m_id = 0x0 # uint32_t class AnimTagID: m_id = 0x0 # uint32_t class AnimationDecodeDebugDumpElement_t: m_nEntityIndex = 0x0 # int32_t m_modelName = 0x8 # CUtlString m_poseParams = 0x10 # CUtlVector m_decodeOps = 0x28 # CUtlVector m_internalOps = 0x40 # CUtlVector m_decodedAnims = 0x58 # CUtlVector class AnimationDecodeDebugDump_t: m_processingType = 0x0 # AnimationProcessingType_t m_elems = 0x8 # CUtlVector class AnimationSnapshotBase_t: m_flRealTime = 0x0 # float m_rootToWorld = 0x10 # matrix3x4a_t m_bBonesInWorldSpace = 0x40 # bool m_boneSetupMask = 0x48 # CUtlVector m_boneTransforms = 0x60 # CUtlVector m_flexControllers = 0x78 # CUtlVector m_SnapshotType = 0x90 # AnimationSnapshotType_t m_bHasDecodeDump = 0x94 # bool m_DecodeDump = 0x98 # AnimationDecodeDebugDumpElement_t class AnimationSnapshot_t: # AnimationSnapshotBase_t m_nEntIndex = 0x110 # int32_t m_modelName = 0x118 # CUtlString class AttachmentHandle_t: m_Value = 0x0 # uint8_t class BlendItem_t: m_tags = 0x0 # CUtlVector m_pChild = 0x18 # CAnimUpdateNodeRef m_hSequence = 0x28 # HSequence m_vPos = 0x2C # Vector2D m_flDuration = 0x34 # float m_bUseCustomDuration = 0x38 # bool class BoneDemoCaptureSettings_t: m_boneName = 0x0 # CUtlString m_flChainLength = 0x8 # float class CActionComponentUpdater: # CAnimComponentUpdater m_actions = 0x30 # CUtlVector> class CAddUpdateNode: # CBinaryUpdateNode m_footMotionTiming = 0x8C # BinaryNodeChildOption m_bApplyToFootMotion = 0x90 # bool m_bApplyChannelsSeparately = 0x91 # bool m_bUseModelSpace = 0x92 # bool class CAimConstraint: # CBaseConstraint m_qAimOffset = 0x70 # Quaternion m_nUpType = 0x80 # uint32_t class CAimMatrixUpdateNode: # CUnaryUpdateNode m_opFixedSettings = 0x70 # AimMatrixOpFixedSettings_t m_target = 0x148 # AnimVectorSource m_paramIndex = 0x14C # CAnimParamHandle m_hSequence = 0x150 # HSequence m_bResetChild = 0x154 # bool m_bLockWhenWaning = 0x155 # bool class CAnimActionUpdater: class CAnimActivity: m_name = 0x0 # CBufferString m_nActivity = 0x10 # int32_t m_nFlags = 0x14 # int32_t m_nWeight = 0x18 # int32_t class CAnimAttachment: m_influenceRotations = 0x0 # Quaternion[3] m_influenceOffsets = 0x30 # VectorAligned[3] m_influenceIndices = 0x60 # int32_t[3] m_influenceWeights = 0x6C # float[3] m_numInfluences = 0x78 # uint8_t class CAnimBone: m_name = 0x0 # CBufferString m_parent = 0x10 # int32_t m_pos = 0x14 # Vector m_quat = 0x20 # QuaternionStorage m_scale = 0x30 # float m_qAlignment = 0x34 # QuaternionStorage m_flags = 0x44 # int32_t class CAnimBoneDifference: m_name = 0x0 # CBufferString m_parent = 0x10 # CBufferString m_posError = 0x20 # Vector m_bHasRotation = 0x2C # bool m_bHasMovement = 0x2D # bool class CAnimComponentUpdater: m_name = 0x18 # CUtlString m_id = 0x20 # AnimComponentID m_networkMode = 0x24 # AnimNodeNetworkMode m_bStartEnabled = 0x28 # bool class CAnimCycle: # CCycleBase class CAnimData: m_name = 0x10 # CBufferString m_animArray = 0x20 # CUtlVector m_decoderArray = 0x38 # CUtlVector m_nMaxUniqueFrameIndex = 0x50 # int32_t m_segmentArray = 0x58 # CUtlVector class CAnimDataChannelDesc: m_szChannelClass = 0x0 # CBufferString m_szVariableName = 0x10 # CBufferString m_nFlags = 0x20 # int32_t m_nType = 0x24 # int32_t m_szGrouping = 0x28 # CBufferString m_szDescription = 0x38 # CBufferString m_szElementNameArray = 0x48 # CUtlVector m_nElementIndexArray = 0x60 # CUtlVector m_nElementMaskArray = 0x78 # CUtlVector class CAnimDecoder: m_szName = 0x0 # CBufferString m_nVersion = 0x10 # int32_t m_nType = 0x14 # int32_t class CAnimDemoCaptureSettings: m_rangeBoneChainLength = 0x0 # Vector2D m_rangeMaxSplineErrorRotation = 0x8 # Vector2D m_flMaxSplineErrorTranslation = 0x10 # float m_flMaxSplineErrorScale = 0x14 # float m_flIkRotation_MaxSplineError = 0x18 # float m_flIkTranslation_MaxSplineError = 0x1C # float m_flMaxQuantizationErrorRotation = 0x20 # float m_flMaxQuantizationErrorTranslation = 0x24 # float m_flMaxQuantizationErrorScale = 0x28 # float m_flIkRotation_MaxQuantizationError = 0x2C # float m_flIkTranslation_MaxQuantizationError = 0x30 # float m_baseSequence = 0x38 # CUtlString m_nBaseSequenceFrame = 0x40 # int32_t m_boneSelectionMode = 0x44 # EDemoBoneSelectionMode m_bones = 0x48 # CUtlVector m_ikChains = 0x60 # CUtlVector class CAnimDesc: m_name = 0x0 # CBufferString m_flags = 0x10 # CAnimDesc_Flag fps = 0x18 # float m_Data = 0x20 # CAnimEncodedFrames m_movementArray = 0xF8 # CUtlVector m_eventArray = 0x110 # CUtlVector m_activityArray = 0x128 # CUtlVector m_hierarchyArray = 0x140 # CUtlVector framestalltime = 0x158 # float m_vecRootMin = 0x15C # Vector m_vecRootMax = 0x168 # Vector m_vecBoneWorldMin = 0x178 # CUtlVector m_vecBoneWorldMax = 0x190 # CUtlVector m_sequenceParams = 0x1A8 # CAnimSequenceParams class CAnimDesc_Flag: m_bLooping = 0x0 # bool m_bAllZeros = 0x1 # bool m_bHidden = 0x2 # bool m_bDelta = 0x3 # bool m_bLegacyWorldspace = 0x4 # bool m_bModelDoc = 0x5 # bool m_bImplicitSeqIgnoreDelta = 0x6 # bool m_bAnimGraphAdditive = 0x7 # bool class CAnimEncodeDifference: m_boneArray = 0x0 # CUtlVector m_morphArray = 0x18 # CUtlVector m_userArray = 0x30 # CUtlVector m_bHasRotationBitArray = 0x48 # CUtlVector m_bHasMovementBitArray = 0x60 # CUtlVector m_bHasMorphBitArray = 0x78 # CUtlVector m_bHasUserBitArray = 0x90 # CUtlVector class CAnimEncodedFrames: m_fileName = 0x0 # CBufferString m_nFrames = 0x10 # int32_t m_nFramesPerBlock = 0x14 # int32_t m_frameblockArray = 0x18 # CUtlVector m_usageDifferences = 0x30 # CAnimEncodeDifference class CAnimEnum: m_value = 0x0 # uint8_t class CAnimEventDefinition: m_nFrame = 0x8 # int32_t m_flCycle = 0xC # float m_EventData = 0x10 # KeyValues3 m_sLegacyOptions = 0x20 # CBufferString m_sEventName = 0x30 # CGlobalSymbol class CAnimFoot: m_name = 0x0 # CUtlString m_vBallOffset = 0x8 # Vector m_vHeelOffset = 0x14 # Vector m_ankleBoneIndex = 0x20 # int32_t m_toeBoneIndex = 0x24 # int32_t class CAnimFrameBlockAnim: m_nStartFrame = 0x0 # int32_t m_nEndFrame = 0x4 # int32_t m_segmentIndexArray = 0x8 # CUtlVector class CAnimFrameSegment: m_nUniqueFrameIndex = 0x0 # int32_t m_nLocalElementMasks = 0x4 # uint32_t m_nLocalChannel = 0x8 # int32_t m_container = 0x10 # CUtlBinaryBlock class CAnimGraphDebugReplay: m_animGraphFileName = 0x40 # CUtlString m_frameList = 0x48 # CUtlVector> m_startIndex = 0x60 # int32_t m_writeIndex = 0x64 # int32_t m_frameCount = 0x68 # int32_t class CAnimGraphModelBinding: m_modelName = 0x8 # CUtlString m_pSharedData = 0x10 # CSmartPtr class CAnimGraphNetworkSettings: # CAnimGraphSettingsGroup m_bNetworkingEnabled = 0x20 # bool class CAnimGraphSettingsGroup: class CAnimGraphSettingsManager: m_settingsGroups = 0x18 # CUtlVector> class CAnimInputDamping: m_speedFunction = 0x8 # DampingSpeedFunction m_fSpeedScale = 0xC # float class CAnimKeyData: m_name = 0x0 # CBufferString m_boneArray = 0x10 # CUtlVector m_userArray = 0x28 # CUtlVector m_morphArray = 0x40 # CUtlVector m_nChannelElements = 0x58 # int32_t m_dataChannelArray = 0x60 # CUtlVector class CAnimLocalHierarchy: m_sBone = 0x0 # CBufferString m_sNewParent = 0x10 # CBufferString m_nStartFrame = 0x20 # int32_t m_nPeakFrame = 0x24 # int32_t m_nTailFrame = 0x28 # int32_t m_nEndFrame = 0x2C # int32_t class CAnimMorphDifference: m_name = 0x0 # CBufferString class CAnimMotorUpdaterBase: m_name = 0x10 # CUtlString m_bDefault = 0x18 # bool class CAnimMovement: endframe = 0x0 # int32_t motionflags = 0x4 # int32_t v0 = 0x8 # float v1 = 0xC # float angle = 0x10 # float vector = 0x14 # Vector position = 0x20 # Vector class CAnimNodePath: m_path = 0x0 # AnimNodeID[11] m_nCount = 0x2C # int32_t class CAnimParamHandle: m_type = 0x0 # AnimParamType_t m_index = 0x1 # uint8_t class CAnimParamHandleMap: m_list = 0x0 # CUtlHashtable class CAnimParameterBase: m_name = 0x18 # CGlobalSymbol m_group = 0x20 # CUtlString m_id = 0x28 # AnimParamID m_componentName = 0x40 # CUtlString m_bNetworkingRequested = 0x60 # bool m_bIsReferenced = 0x61 # bool class CAnimParameterManagerUpdater: m_parameters = 0x18 # CUtlVector> m_idToIndexMap = 0x30 # CUtlHashtable m_nameToIndexMap = 0x50 # CUtlHashtable m_indexToHandle = 0x70 # CUtlVector m_autoResetParams = 0x88 # CUtlVector> m_autoResetMap = 0xA0 # CUtlHashtable class CAnimReplayFrame: m_inputDataBlocks = 0x10 # CUtlVector m_instanceData = 0x28 # CUtlBinaryBlock m_startingLocalToWorldTransform = 0x40 # CTransform m_localToWorldTransform = 0x60 # CTransform m_timeStamp = 0x80 # float class CAnimScriptComponentUpdater: # CAnimComponentUpdater m_hScript = 0x30 # AnimScriptHandle class CAnimScriptManager: m_scriptInfo = 0x10 # CUtlVector class CAnimSequenceParams: m_flFadeInTime = 0x0 # float m_flFadeOutTime = 0x4 # float class CAnimSkeleton: m_localSpaceTransforms = 0x10 # CUtlVector m_modelSpaceTransforms = 0x28 # CUtlVector m_boneNames = 0x40 # CUtlVector m_children = 0x58 # CUtlVector> m_parents = 0x70 # CUtlVector m_feet = 0x88 # CUtlVector m_morphNames = 0xA0 # CUtlVector m_lodBoneCounts = 0xB8 # CUtlVector class CAnimStateMachineUpdater: m_states = 0x8 # CUtlVector m_transitions = 0x20 # CUtlVector m_startStateIndex = 0x50 # int32_t class CAnimTagBase: m_name = 0x18 # CGlobalSymbol m_group = 0x20 # CGlobalSymbol m_tagID = 0x28 # AnimTagID m_bIsReferenced = 0x40 # bool class CAnimTagManagerUpdater: m_tags = 0x18 # CUtlVector> class CAnimUpdateNodeBase: m_nodePath = 0x18 # CAnimNodePath m_networkMode = 0x48 # AnimNodeNetworkMode m_name = 0x50 # CUtlString class CAnimUpdateNodeRef: m_nodeIndex = 0x8 # int32_t class CAnimUpdateSharedData: m_nodes = 0x10 # CUtlVector> m_nodeIndexMap = 0x28 # CUtlHashtable m_components = 0x48 # CUtlVector> m_pParamListUpdater = 0x60 # CSmartPtr m_pTagManagerUpdater = 0x68 # CSmartPtr m_scriptManager = 0x70 # CSmartPtr m_settings = 0x78 # CAnimGraphSettingsManager m_pStaticPoseCache = 0xA8 # CSmartPtr m_pSkeleton = 0xB0 # CSmartPtr m_rootNodePath = 0xB8 # CAnimNodePath class CAnimUser: m_name = 0x0 # CBufferString m_nType = 0x10 # int32_t class CAnimUserDifference: m_name = 0x0 # CBufferString m_nType = 0x10 # int32_t class CAnimationGraphVisualizerAxis: # CAnimationGraphVisualizerPrimitiveBase m_xWsTransform = 0x40 # CTransform m_flAxisSize = 0x60 # float class CAnimationGraphVisualizerLine: # CAnimationGraphVisualizerPrimitiveBase m_vWsPositionStart = 0x40 # VectorAligned m_vWsPositionEnd = 0x50 # VectorAligned m_Color = 0x60 # Color class CAnimationGraphVisualizerPie: # CAnimationGraphVisualizerPrimitiveBase m_vWsCenter = 0x40 # VectorAligned m_vWsStart = 0x50 # VectorAligned m_vWsEnd = 0x60 # VectorAligned m_Color = 0x70 # Color class CAnimationGraphVisualizerPrimitiveBase: m_Type = 0x8 # CAnimationGraphVisualizerPrimitiveType m_OwningAnimNodePaths = 0xC # AnimNodeID[11] m_nOwningAnimNodePathCount = 0x38 # int32_t class CAnimationGraphVisualizerSphere: # CAnimationGraphVisualizerPrimitiveBase m_vWsPosition = 0x40 # VectorAligned m_flRadius = 0x50 # float m_Color = 0x54 # Color class CAnimationGraphVisualizerText: # CAnimationGraphVisualizerPrimitiveBase m_vWsPosition = 0x40 # VectorAligned m_Color = 0x50 # Color m_Text = 0x58 # CUtlString class CAnimationGroup: m_nFlags = 0x10 # uint32_t m_name = 0x18 # CBufferString m_localHAnimArray_Handle = 0x60 # CUtlVector> m_includedGroupArray_Handle = 0x78 # CUtlVector> m_directHSeqGroup_Handle = 0x90 # CStrongHandle m_decodeKey = 0x98 # CAnimKeyData m_szScripts = 0x110 # CUtlVector class CAttachment: m_name = 0x0 # CUtlString m_influenceNames = 0x8 # CUtlString[3] m_vInfluenceRotations = 0x20 # Quaternion[3] m_vInfluenceOffsets = 0x50 # Vector[3] m_influenceWeights = 0x74 # float[3] m_bInfluenceRootTransform = 0x80 # bool[3] m_nInfluences = 0x83 # uint8_t m_bIgnoreRotation = 0x84 # bool class CAudioAnimTag: # CAnimTagBase m_clipName = 0x50 # CUtlString m_attachmentName = 0x58 # CUtlString m_flVolume = 0x60 # float m_bStopWhenTagEnds = 0x64 # bool m_bStopWhenGraphEnds = 0x65 # bool m_bPlayOnServer = 0x66 # bool m_bPlayOnClient = 0x67 # bool class CBaseConstraint: # CBoneConstraintBase m_name = 0x28 # CUtlString m_vUpVector = 0x30 # Vector m_slaves = 0x40 # CUtlVector m_targets = 0x58 # CUtlVector class CBinaryUpdateNode: # CAnimUpdateNodeBase m_pChild1 = 0x58 # CAnimUpdateNodeRef m_pChild2 = 0x68 # CAnimUpdateNodeRef m_timingBehavior = 0x78 # BinaryNodeTiming m_flTimingBlend = 0x7C # float m_bResetChild1 = 0x80 # bool m_bResetChild2 = 0x81 # bool class CBindPoseUpdateNode: # CLeafUpdateNode class CBlend2DUpdateNode: # CAnimUpdateNodeBase m_items = 0x60 # CUtlVector m_tags = 0x78 # CUtlVector m_paramSpans = 0x90 # CParamSpanUpdater m_nodeItemIndices = 0xA8 # CUtlVector m_damping = 0xC0 # CAnimInputDamping m_blendSourceX = 0xD0 # AnimValueSource m_paramX = 0xD4 # CAnimParamHandle m_blendSourceY = 0xD8 # AnimValueSource m_paramY = 0xDC # CAnimParamHandle m_eBlendMode = 0xE0 # Blend2DMode m_playbackSpeed = 0xE4 # float m_bLoop = 0xE8 # bool m_bLockBlendOnReset = 0xE9 # bool m_bLockWhenWaning = 0xEA # bool m_bAnimEventsAndTagsOnMostWeightedOnly = 0xEB # bool class CBlendCurve: m_flControlPoint1 = 0x0 # float m_flControlPoint2 = 0x4 # float class CBlendUpdateNode: # CAnimUpdateNodeBase m_children = 0x60 # CUtlVector m_sortedOrder = 0x78 # CUtlVector m_targetValues = 0x90 # CUtlVector m_blendValueSource = 0xAC # AnimValueSource m_paramIndex = 0xB0 # CAnimParamHandle m_damping = 0xB8 # CAnimInputDamping m_blendKeyType = 0xC8 # BlendKeyType m_bLockBlendOnReset = 0xCC # bool m_bSyncCycles = 0xCD # bool m_bLoop = 0xCE # bool m_bLockWhenWaning = 0xCF # bool class CBlockSelectionMetricEvaluator: # CMotionMetricEvaluator class CBodyGroupAnimTag: # CAnimTagBase m_nPriority = 0x50 # int32_t m_bodyGroupSettings = 0x58 # CUtlVector class CBodyGroupSetting: m_BodyGroupName = 0x0 # CUtlString m_nBodyGroupOption = 0x8 # int32_t class CBoneConstraintBase: class CBoneConstraintDotToMorph: # CBoneConstraintBase m_sBoneName = 0x28 # CUtlString m_sTargetBoneName = 0x30 # CUtlString m_sMorphChannelName = 0x38 # CUtlString m_flRemap = 0x40 # float[4] class CBoneConstraintPoseSpaceBone: # CBaseConstraint m_inputList = 0x70 # CUtlVector class CBoneConstraintPoseSpaceBone_Input_t: m_inputValue = 0x0 # Vector m_outputTransformList = 0x10 # CUtlVector class CBoneConstraintPoseSpaceMorph: # CBoneConstraintBase m_sBoneName = 0x28 # CUtlString m_sAttachmentName = 0x30 # CUtlString m_outputMorph = 0x38 # CUtlVector m_inputList = 0x50 # CUtlVector m_bClamp = 0x68 # bool class CBoneConstraintPoseSpaceMorph_Input_t: m_inputValue = 0x0 # Vector m_outputWeightList = 0x10 # CUtlVector class CBoneMaskUpdateNode: # CBinaryUpdateNode m_nWeightListIndex = 0x8C # int32_t m_flRootMotionBlend = 0x90 # float m_blendSpace = 0x94 # BoneMaskBlendSpace m_footMotionTiming = 0x98 # BinaryNodeChildOption m_bUseBlendScale = 0x9C # bool m_blendValueSource = 0xA0 # AnimValueSource m_hBlendParameter = 0xA4 # CAnimParamHandle class CBonePositionMetricEvaluator: # CMotionMetricEvaluator m_nBoneIndex = 0x50 # int32_t class CBoneVelocityMetricEvaluator: # CMotionMetricEvaluator m_nBoneIndex = 0x50 # int32_t class CBoolAnimParameter: # CConcreteAnimParameter m_bDefaultValue = 0x78 # bool class CCPPScriptComponentUpdater: # CAnimComponentUpdater m_scriptsToRun = 0x30 # CUtlVector class CCachedPose: m_transforms = 0x8 # CUtlVector m_morphWeights = 0x20 # CUtlVector m_hSequence = 0x38 # HSequence m_flCycle = 0x3C # float class CChoiceUpdateNode: # CAnimUpdateNodeBase m_children = 0x58 # CUtlVector m_weights = 0x70 # CUtlVector m_blendTimes = 0x88 # CUtlVector m_choiceMethod = 0xA0 # ChoiceMethod m_choiceChangeMethod = 0xA4 # ChoiceChangeMethod m_blendMethod = 0xA8 # ChoiceBlendMethod m_blendTime = 0xAC # float m_bCrossFade = 0xB0 # bool m_bResetChosen = 0xB1 # bool m_bDontResetSameSelection = 0xB2 # bool class CChoreoUpdateNode: # CUnaryUpdateNode class CClothSettingsAnimTag: # CAnimTagBase m_flStiffness = 0x50 # float m_flEaseIn = 0x54 # float m_flEaseOut = 0x58 # float m_nVertexSet = 0x60 # CUtlString class CCompressorGroup: m_nTotalElementCount = 0x0 # int32_t m_szChannelClass = 0x8 # CUtlVector m_szVariableName = 0x20 # CUtlVector m_nType = 0x38 # CUtlVector m_nFlags = 0x50 # CUtlVector m_szGrouping = 0x68 # CUtlVector m_nCompressorIndex = 0x80 # CUtlVector m_szElementNames = 0x98 # CUtlVector> m_nElementUniqueID = 0xB0 # CUtlVector> m_nElementMask = 0xC8 # CUtlVector m_vectorCompressor = 0xF8 # CUtlVector*> m_quaternionCompressor = 0x110 # CUtlVector*> m_intCompressor = 0x128 # CUtlVector*> m_boolCompressor = 0x140 # CUtlVector*> m_colorCompressor = 0x158 # CUtlVector*> m_vector2DCompressor = 0x170 # CUtlVector*> m_vector4DCompressor = 0x188 # CUtlVector*> class CConcreteAnimParameter: # CAnimParameterBase m_previewButton = 0x68 # AnimParamButton_t m_eNetworkSetting = 0x6C # AnimParamNetworkSetting m_bUseMostRecentValue = 0x70 # bool m_bAutoReset = 0x71 # bool m_bGameWritable = 0x72 # bool m_bGraphWritable = 0x73 # bool class CConstraintSlave: m_qBaseOrientation = 0x0 # Quaternion m_vBasePosition = 0x10 # Vector m_nBoneHash = 0x1C # uint32_t m_flWeight = 0x20 # float m_sName = 0x28 # CUtlString class CConstraintTarget: m_qOffset = 0x20 # Quaternion m_vOffset = 0x30 # Vector m_nBoneHash = 0x3C # uint32_t m_sName = 0x40 # CUtlString m_flWeight = 0x48 # float m_bIsAttachment = 0x59 # bool class CCurrentRotationVelocityMetricEvaluator: # CMotionMetricEvaluator class CCurrentVelocityMetricEvaluator: # CMotionMetricEvaluator class CCycleBase: m_flCycle = 0x0 # float class CCycleControlClipUpdateNode: # CLeafUpdateNode m_tags = 0x60 # CUtlVector m_hSequence = 0x7C # HSequence m_duration = 0x80 # float m_valueSource = 0x84 # AnimValueSource m_paramIndex = 0x88 # CAnimParamHandle class CCycleControlUpdateNode: # CUnaryUpdateNode m_valueSource = 0x68 # AnimValueSource m_paramIndex = 0x6C # CAnimParamHandle class CDampedPathAnimMotorUpdater: # CPathAnimMotorUpdaterBase m_flAnticipationTime = 0x2C # float m_flMinSpeedScale = 0x30 # float m_hAnticipationPosParam = 0x34 # CAnimParamHandle m_hAnticipationHeadingParam = 0x36 # CAnimParamHandle m_flSpringConstant = 0x38 # float m_flMinSpringTension = 0x3C # float m_flMaxSpringTension = 0x40 # float class CDampedValueComponentUpdater: # CAnimComponentUpdater m_items = 0x30 # CUtlVector class CDampedValueUpdateItem: m_damping = 0x0 # CAnimInputDamping m_hParamIn = 0x18 # CAnimParamHandle m_hParamOut = 0x1A # CAnimParamHandle class CDemoSettingsComponentUpdater: # CAnimComponentUpdater m_settings = 0x30 # CAnimDemoCaptureSettings class CDirectPlaybackTagData: m_sequenceName = 0x0 # CUtlString m_tags = 0x8 # CUtlVector class CDirectPlaybackUpdateNode: # CUnaryUpdateNode m_bFinishEarly = 0x6C # bool m_bResetOnFinish = 0x6D # bool m_allTags = 0x70 # CUtlVector class CDirectionalBlendUpdateNode: # CLeafUpdateNode m_hSequences = 0x5C # HSequence[8] m_damping = 0x80 # CAnimInputDamping m_blendValueSource = 0x90 # AnimValueSource m_paramIndex = 0x94 # CAnimParamHandle m_playbackSpeed = 0x98 # float m_duration = 0x9C # float m_bLoop = 0xA0 # bool m_bLockBlendOnReset = 0xA1 # bool class CDistanceRemainingMetricEvaluator: # CMotionMetricEvaluator m_flMaxDistance = 0x50 # float m_flMinDistance = 0x54 # float m_flStartGoalFilterDistance = 0x58 # float m_flMaxGoalOvershootScale = 0x5C # float m_bFilterFixedMinDistance = 0x60 # bool m_bFilterGoalDistance = 0x61 # bool m_bFilterGoalOvershoot = 0x62 # bool class CDrawCullingData: m_vConeApex = 0x0 # Vector m_ConeAxis = 0xC # int8_t[3] m_ConeCutoff = 0xF # int8_t class CEditableMotionGraph: # CMotionGraph class CEmitTagActionUpdater: # CAnimActionUpdater m_nTagIndex = 0x18 # int32_t m_bIsZeroDuration = 0x1C # bool class CEnumAnimParameter: # CConcreteAnimParameter m_defaultValue = 0x80 # uint8_t m_enumOptions = 0x88 # CUtlVector class CExpressionActionUpdater: # CAnimActionUpdater m_hParam = 0x18 # CAnimParamHandle m_eParamType = 0x1A # AnimParamType_t m_hScript = 0x1C # AnimScriptHandle class CFlexController: m_szName = 0x0 # CUtlString m_szType = 0x8 # CUtlString min = 0x10 # float max = 0x14 # float class CFlexDesc: m_szFacs = 0x0 # CUtlString class CFlexOp: m_OpCode = 0x0 # FlexOpCode_t m_Data = 0x4 # int32_t class CFlexRule: m_nFlex = 0x0 # int32_t m_FlexOps = 0x8 # CUtlVector class CFloatAnimParameter: # CConcreteAnimParameter m_fDefaultValue = 0x78 # float m_fMinValue = 0x7C # float m_fMaxValue = 0x80 # float m_bInterpolate = 0x84 # bool class CFollowAttachmentUpdateNode: # CUnaryUpdateNode m_opFixedData = 0x70 # FollowAttachmentSettings_t class CFollowPathUpdateNode: # CUnaryUpdateNode m_flBlendOutTime = 0x6C # float m_bBlockNonPathMovement = 0x70 # bool m_bStopFeetAtGoal = 0x71 # bool m_bScaleSpeed = 0x72 # bool m_flScale = 0x74 # float m_flMinAngle = 0x78 # float m_flMaxAngle = 0x7C # float m_flSpeedScaleBlending = 0x80 # float m_turnDamping = 0x88 # CAnimInputDamping m_facingTarget = 0x98 # AnimValueSource m_hParam = 0x9C # CAnimParamHandle m_flTurnToFaceOffset = 0xA0 # float m_bTurnToFace = 0xA4 # bool class CFootAdjustmentUpdateNode: # CUnaryUpdateNode m_clips = 0x70 # CUtlVector m_hBasePoseCacheHandle = 0x88 # CPoseHandle m_facingTarget = 0x8C # CAnimParamHandle m_flTurnTimeMin = 0x90 # float m_flTurnTimeMax = 0x94 # float m_flStepHeightMax = 0x98 # float m_flStepHeightMaxAngle = 0x9C # float m_bResetChild = 0xA0 # bool m_bAnimationDriven = 0xA1 # bool class CFootCycle: # CCycleBase class CFootCycleDefinition: m_vStancePositionMS = 0x0 # Vector m_vMidpointPositionMS = 0xC # Vector m_flStanceDirectionMS = 0x18 # float m_vToStrideStartPos = 0x1C # Vector m_stanceCycle = 0x28 # CAnimCycle m_footLiftCycle = 0x2C # CFootCycle m_footOffCycle = 0x30 # CFootCycle m_footStrikeCycle = 0x34 # CFootCycle m_footLandCycle = 0x38 # CFootCycle class CFootCycleMetricEvaluator: # CMotionMetricEvaluator m_footIndices = 0x50 # CUtlVector class CFootDefinition: m_name = 0x0 # CUtlString m_ankleBoneName = 0x8 # CUtlString m_toeBoneName = 0x10 # CUtlString m_vBallOffset = 0x18 # Vector m_vHeelOffset = 0x24 # Vector m_flFootLength = 0x30 # float m_flBindPoseDirectionMS = 0x34 # float m_flTraceHeight = 0x38 # float m_flTraceRadius = 0x3C # float class CFootFallAnimTag: # CAnimTagBase m_foot = 0x50 # FootFallTagFoot_t class CFootLockUpdateNode: # CUnaryUpdateNode m_opFixedSettings = 0x68 # FootLockPoseOpFixedSettings m_footSettings = 0xD0 # CUtlVector m_hipShiftDamping = 0xE8 # CAnimInputDamping m_rootHeightDamping = 0xF8 # CAnimInputDamping m_flStrideCurveScale = 0x108 # float m_flStrideCurveLimitScale = 0x10C # float m_flStepHeightIncreaseScale = 0x110 # float m_flStepHeightDecreaseScale = 0x114 # float m_flHipShiftScale = 0x118 # float m_flBlendTime = 0x11C # float m_flMaxRootHeightOffset = 0x120 # float m_flMinRootHeightOffset = 0x124 # float m_flTiltPlanePitchSpringStrength = 0x128 # float m_flTiltPlaneRollSpringStrength = 0x12C # float m_bApplyFootRotationLimits = 0x130 # bool m_bApplyHipShift = 0x131 # bool m_bModulateStepHeight = 0x132 # bool m_bResetChild = 0x133 # bool m_bEnableVerticalCurvedPaths = 0x134 # bool m_bEnableRootHeightDamping = 0x135 # bool class CFootMotion: m_strides = 0x0 # CUtlVector m_name = 0x18 # CUtlString m_bAdditive = 0x20 # bool class CFootPinningUpdateNode: # CUnaryUpdateNode m_poseOpFixedData = 0x70 # FootPinningPoseOpFixedData_t m_eTimingSource = 0xA0 # FootPinningTimingSource m_params = 0xA8 # CUtlVector m_bResetChild = 0xC0 # bool class CFootPositionMetricEvaluator: # CMotionMetricEvaluator m_footIndices = 0x50 # CUtlVector m_bIgnoreSlope = 0x68 # bool class CFootStepTriggerUpdateNode: # CUnaryUpdateNode m_triggers = 0x68 # CUtlVector m_flTolerance = 0x84 # float class CFootStride: m_definition = 0x0 # CFootCycleDefinition m_trajectories = 0x40 # CFootTrajectories class CFootTrajectories: m_trajectories = 0x0 # CUtlVector class CFootTrajectory: m_vOffset = 0x0 # Vector m_flRotationOffset = 0xC # float m_flProgression = 0x10 # float class CFootstepLandedAnimTag: # CAnimTagBase m_FootstepType = 0x50 # FootstepLandedFootSoundType_t m_OverrideSoundName = 0x58 # CUtlString m_DebugAnimSourceString = 0x60 # CUtlString m_BoneName = 0x68 # CUtlString class CFutureFacingMetricEvaluator: # CMotionMetricEvaluator m_flDistance = 0x50 # float m_flTime = 0x54 # float class CFutureVelocityMetricEvaluator: # CMotionMetricEvaluator m_flDistance = 0x50 # float m_flStoppingDistance = 0x54 # float m_flTargetSpeed = 0x58 # float m_eMode = 0x5C # VelocityMetricMode class CHitBox: m_name = 0x0 # CUtlString m_sSurfaceProperty = 0x8 # CUtlString m_sBoneName = 0x10 # CUtlString m_vMinBounds = 0x18 # Vector m_vMaxBounds = 0x24 # Vector m_flShapeRadius = 0x30 # float m_nBoneNameHash = 0x34 # uint32_t m_nGroupId = 0x38 # int32_t m_nShapeType = 0x3C # uint8_t m_bTranslationOnly = 0x3D # bool m_CRC = 0x40 # uint32_t m_cRenderColor = 0x44 # Color m_nHitBoxIndex = 0x48 # uint16_t class CHitBoxSet: m_name = 0x0 # CUtlString m_nNameHash = 0x8 # uint32_t m_HitBoxes = 0x10 # CUtlVector m_SourceFilename = 0x28 # CUtlString class CHitBoxSetList: m_HitBoxSets = 0x0 # CUtlVector class CHitReactUpdateNode: # CUnaryUpdateNode m_opFixedSettings = 0x68 # HitReactFixedSettings_t m_triggerParam = 0xB4 # CAnimParamHandle m_hitBoneParam = 0xB6 # CAnimParamHandle m_hitOffsetParam = 0xB8 # CAnimParamHandle m_hitDirectionParam = 0xBA # CAnimParamHandle m_hitStrengthParam = 0xBC # CAnimParamHandle m_flMinDelayBetweenHits = 0xC0 # float m_bResetChild = 0xC4 # bool class CInputStreamUpdateNode: # CLeafUpdateNode class CIntAnimParameter: # CConcreteAnimParameter m_defaultValue = 0x78 # int32_t m_minValue = 0x7C # int32_t m_maxValue = 0x80 # int32_t class CJiggleBoneUpdateNode: # CUnaryUpdateNode m_opFixedData = 0x68 # JiggleBoneSettingsList_t class CJumpHelperUpdateNode: # CSequenceUpdateNode m_hTargetParam = 0xA8 # CAnimParamHandle m_flOriginalJumpMovement = 0xAC # Vector m_flOriginalJumpDuration = 0xB8 # float m_flJumpStartCycle = 0xBC # float m_flJumpEndCycle = 0xC0 # float m_eCorrectionMethod = 0xC4 # JumpCorrectionMethod m_bTranslationAxis = 0xC8 # bool[3] m_bScaleSpeed = 0xCB # bool class CLODComponentUpdater: # CAnimComponentUpdater m_nServerLOD = 0x30 # int32_t class CLeafUpdateNode: # CAnimUpdateNodeBase class CLeanMatrixUpdateNode: # CLeafUpdateNode m_frameCorners = 0x5C # int32_t[3][3] m_poses = 0x80 # CPoseHandle[9] m_damping = 0xA8 # CAnimInputDamping m_blendSource = 0xB8 # AnimVectorSource m_paramIndex = 0xBC # CAnimParamHandle m_verticalAxis = 0xC0 # Vector m_horizontalAxis = 0xCC # Vector m_hSequence = 0xD8 # HSequence m_flMaxValue = 0xDC # float m_nSequenceMaxFrame = 0xE0 # int32_t class CLookAtUpdateNode: # CUnaryUpdateNode m_opFixedSettings = 0x70 # LookAtOpFixedSettings_t m_target = 0x138 # AnimVectorSource m_paramIndex = 0x13C # CAnimParamHandle m_weightParamIndex = 0x13E # CAnimParamHandle m_bResetChild = 0x140 # bool m_bLockWhenWaning = 0x141 # bool class CLookComponentUpdater: # CAnimComponentUpdater m_hLookHeading = 0x34 # CAnimParamHandle m_hLookHeadingVelocity = 0x36 # CAnimParamHandle m_hLookPitch = 0x38 # CAnimParamHandle m_hLookDistance = 0x3A # CAnimParamHandle m_hLookDirection = 0x3C # CAnimParamHandle m_hLookTarget = 0x3E # CAnimParamHandle m_hLookTargetWorldSpace = 0x40 # CAnimParamHandle m_bNetworkLookTarget = 0x42 # bool class CMaterialAttributeAnimTag: # CAnimTagBase m_AttributeName = 0x50 # CUtlString m_AttributeType = 0x58 # MatterialAttributeTagType_t m_flValue = 0x5C # float m_Color = 0x60 # Color class CMaterialDrawDescriptor: m_nPrimitiveType = 0x0 # RenderPrimitiveType_t m_nBaseVertex = 0x4 # int32_t m_nVertexCount = 0x8 # int32_t m_nStartIndex = 0xC # int32_t m_nIndexCount = 0x10 # int32_t m_flUvDensity = 0x14 # float m_vTintColor = 0x18 # Vector m_flAlpha = 0x24 # float m_nFirstMeshlet = 0x2C # uint32_t m_nNumMeshlets = 0x30 # uint16_t m_indexBuffer = 0xB8 # CRenderBufferBinding m_material = 0xE0 # CStrongHandle class CMeshletDescriptor: m_PackedAABB = 0x0 # PackedAABB_t m_CullingData = 0x8 # CDrawCullingData class CModelConfig: m_ConfigName = 0x0 # CUtlString m_Elements = 0x8 # CUtlVector m_bTopLevel = 0x20 # bool class CModelConfigElement: m_ElementName = 0x8 # CUtlString m_NestedElements = 0x10 # CUtlVector class CModelConfigElement_AttachedModel: # CModelConfigElement m_InstanceName = 0x48 # CUtlString m_EntityClass = 0x50 # CUtlString m_hModel = 0x58 # CStrongHandle m_vOffset = 0x60 # Vector m_aAngOffset = 0x6C # QAngle m_AttachmentName = 0x78 # CUtlString m_LocalAttachmentOffsetName = 0x80 # CUtlString m_AttachmentType = 0x88 # ModelConfigAttachmentType_t m_bBoneMergeFlex = 0x8C # bool m_bUserSpecifiedColor = 0x8D # bool m_bUserSpecifiedMaterialGroup = 0x8E # bool m_bAcceptParentMaterialDrivenDecals = 0x8F # bool m_BodygroupOnOtherModels = 0x90 # CUtlString m_MaterialGroupOnOtherModels = 0x98 # CUtlString class CModelConfigElement_Command: # CModelConfigElement m_Command = 0x48 # CUtlString m_Args = 0x50 # KeyValues3 class CModelConfigElement_RandomColor: # CModelConfigElement m_Gradient = 0x48 # CColorGradient class CModelConfigElement_RandomPick: # CModelConfigElement m_Choices = 0x48 # CUtlVector m_ChoiceWeights = 0x60 # CUtlVector class CModelConfigElement_SetBodygroup: # CModelConfigElement m_GroupName = 0x48 # CUtlString m_nChoice = 0x50 # int32_t class CModelConfigElement_SetBodygroupOnAttachedModels: # CModelConfigElement m_GroupName = 0x48 # CUtlString m_nChoice = 0x50 # int32_t class CModelConfigElement_SetMaterialGroup: # CModelConfigElement m_MaterialGroupName = 0x48 # CUtlString class CModelConfigElement_SetMaterialGroupOnAttachedModels: # CModelConfigElement m_MaterialGroupName = 0x48 # CUtlString class CModelConfigElement_SetRenderColor: # CModelConfigElement m_Color = 0x48 # Color class CModelConfigElement_UserPick: # CModelConfigElement m_Choices = 0x48 # CUtlVector class CModelConfigList: m_bHideMaterialGroupInTools = 0x0 # bool m_bHideRenderColorInTools = 0x1 # bool m_Configs = 0x8 # CUtlVector class CMoodVData: m_sModelName = 0x0 # CResourceNameTyped> m_nMoodType = 0xE0 # MoodType_t m_animationLayers = 0xE8 # CUtlVector class CMorphBundleData: m_flULeftSrc = 0x0 # float m_flVTopSrc = 0x4 # float m_offsets = 0x8 # CUtlVector m_ranges = 0x20 # CUtlVector class CMorphConstraint: # CBaseConstraint m_sTargetMorph = 0x70 # CUtlString m_nSlaveChannel = 0x78 # int32_t m_flMin = 0x7C # float m_flMax = 0x80 # float class CMorphData: m_name = 0x0 # CUtlString m_morphRectDatas = 0x8 # CUtlVector class CMorphRectData: m_nXLeftDst = 0x0 # int16_t m_nYTopDst = 0x2 # int16_t m_flUWidthSrc = 0x4 # float m_flVHeightSrc = 0x8 # float m_bundleDatas = 0x10 # CUtlVector class CMorphSetData: m_nWidth = 0x10 # int32_t m_nHeight = 0x14 # int32_t m_bundleTypes = 0x18 # CUtlVector m_morphDatas = 0x30 # CUtlVector m_pTextureAtlas = 0x48 # CStrongHandle m_FlexDesc = 0x50 # CUtlVector m_FlexControllers = 0x68 # CUtlVector m_FlexRules = 0x80 # CUtlVector class CMotionDataSet: m_groups = 0x0 # CUtlVector m_nDimensionCount = 0x18 # int32_t class CMotionGraph: m_paramSpans = 0x10 # CParamSpanUpdater m_tags = 0x28 # CUtlVector m_pRootNode = 0x40 # CSmartPtr m_nParameterCount = 0x48 # int32_t m_nConfigStartIndex = 0x4C # int32_t m_nConfigCount = 0x50 # int32_t m_bLoop = 0x54 # bool class CMotionGraphConfig: m_paramValues = 0x0 # float[4] m_flDuration = 0x10 # float m_nMotionIndex = 0x14 # MotionIndex m_nSampleStart = 0x18 # int32_t m_nSampleCount = 0x1C # int32_t class CMotionGraphGroup: m_searchDB = 0x0 # CMotionSearchDB m_motionGraphs = 0xB8 # CUtlVector> m_motionGraphConfigs = 0xD0 # CUtlVector m_sampleToConfig = 0xE8 # CUtlVector m_hIsActiveScript = 0x100 # AnimScriptHandle class CMotionGraphUpdateNode: # CLeafUpdateNode m_pMotionGraph = 0x58 # CSmartPtr class CMotionMatchingUpdateNode: # CLeafUpdateNode m_dataSet = 0x58 # CMotionDataSet m_metrics = 0x78 # CUtlVector> m_weights = 0x90 # CUtlVector m_bSearchEveryTick = 0xE0 # bool m_flSearchInterval = 0xE4 # float m_bSearchWhenClipEnds = 0xE8 # bool m_bSearchWhenGoalChanges = 0xE9 # bool m_blendCurve = 0xEC # CBlendCurve m_flSampleRate = 0xF4 # float m_flBlendTime = 0xF8 # float m_bLockClipWhenWaning = 0xFC # bool m_flSelectionThreshold = 0x100 # float m_flReselectionTimeWindow = 0x104 # float m_bEnableRotationCorrection = 0x108 # bool m_bGoalAssist = 0x109 # bool m_flGoalAssistDistance = 0x10C # float m_flGoalAssistTolerance = 0x110 # float m_distanceScale_Damping = 0x118 # CAnimInputDamping m_flDistanceScale_OuterRadius = 0x128 # float m_flDistanceScale_InnerRadius = 0x12C # float m_flDistanceScale_MaxScale = 0x130 # float m_flDistanceScale_MinScale = 0x134 # float m_bEnableDistanceScaling = 0x138 # bool class CMotionMetricEvaluator: m_means = 0x18 # CUtlVector m_standardDeviations = 0x30 # CUtlVector m_flWeight = 0x48 # float m_nDimensionStartIndex = 0x4C # int32_t class CMotionNode: m_name = 0x18 # CUtlString m_id = 0x20 # AnimNodeID class CMotionNodeBlend1D: # CMotionNode m_blendItems = 0x28 # CUtlVector m_nParamIndex = 0x40 # int32_t class CMotionNodeSequence: # CMotionNode m_tags = 0x28 # CUtlVector m_hSequence = 0x40 # HSequence m_flPlaybackSpeed = 0x44 # float class CMotionSearchDB: m_rootNode = 0x0 # CMotionSearchNode m_residualQuantizer = 0x80 # CProductQuantizer m_codeIndices = 0xA0 # CUtlVector class CMotionSearchNode: m_children = 0x0 # CUtlVector m_quantizer = 0x18 # CVectorQuantizer m_sampleCodes = 0x38 # CUtlVector> m_sampleIndices = 0x50 # CUtlVector> m_selectableSamples = 0x68 # CUtlVector class CMovementComponentUpdater: # CAnimComponentUpdater m_motors = 0x30 # CUtlVector> m_facingDamping = 0x48 # CAnimInputDamping m_eDefaultFacingMode = 0x58 # FacingMode m_nDefaultMotorIndex = 0x64 # int32_t m_flDefaultRunSpeed = 0x68 # float m_bMoveVarsDisabled = 0x6C # bool m_bNetworkPath = 0x6D # bool m_bNetworkFacing = 0x6E # bool m_paramHandles = 0x6F # CAnimParamHandle[30] class CMoverUpdateNode: # CUnaryUpdateNode m_damping = 0x70 # CAnimInputDamping m_facingTarget = 0x80 # AnimValueSource m_hMoveVecParam = 0x84 # CAnimParamHandle m_hMoveHeadingParam = 0x86 # CAnimParamHandle m_hTurnToFaceParam = 0x88 # CAnimParamHandle m_flTurnToFaceOffset = 0x8C # float m_flTurnToFaceLimit = 0x90 # float m_bAdditive = 0x94 # bool m_bApplyMovement = 0x95 # bool m_bOrientMovement = 0x96 # bool m_bApplyRotation = 0x97 # bool m_bLimitOnly = 0x98 # bool class CNmBoneMask: m_ID = 0x0 # CGlobalSymbol m_weightInfo = 0x8 # CNmBoneMask::WeightInfo_t m_weights = 0x18 # CUtlVector class CNmClip: m_skeleton = 0x0 # CStrongHandle m_nNumFrames = 0x8 # uint32_t m_flDuration = 0xC # float m_compressedPoseData = 0x10 # CUtlBinaryBlock m_trackCompressionSettings = 0x28 # CUtlVector m_compressedPoseOffsets = 0x40 # CUtlVector m_syncTrack = 0xA0 # CNmSyncTrack m_rootMotion = 0x150 # CNmRootMotionData m_bIsAdditive = 0x1A0 # bool class CNmEvent: m_flStartTime = 0x8 # float m_flDuration = 0xC # float class CNmFootEvent: # CNmEvent m_phase = 0x10 # NmFootPhase_t class CNmFrameSnapEvent: # CNmEvent m_frameSnapMode = 0x10 # NmFrameSnapEventMode_t class CNmGraph: m_persistentNodeIndices = 0x0 # CUtlVector m_instanceNodeStartOffsets = 0x18 # CUtlVector m_instanceRequiredMemory = 0x30 # uint32_t m_instanceRequiredAlignment = 0x34 # uint32_t m_rootNodeIdx = 0x38 # int16_t m_controlParameterIDs = 0x40 # CUtlVector m_virtualParameterIDs = 0x58 # CUtlVector m_virtualParameterNodeIndices = 0x70 # CUtlVector m_childGraphSlots = 0x88 # CUtlVector m_externalGraphSlots = 0xA0 # CUtlVector class CNmGraphDataSet: m_variationID = 0x0 # CGlobalSymbol m_skeleton = 0x8 # CStrongHandle m_resources = 0x10 # CUtlVector class CNmGraphVariation: m_graph = 0x0 # CStrongHandle m_dataSet = 0x8 # CStrongHandle class CNmGraph_ChildGraphSlot_t: m_nNodeIdx = 0x0 # int16_t m_dataSlotIdx = 0x2 # int16_t class CNmGraph_ExternalGraphSlot_t: m_nNodeIdx = 0x0 # int16_t m_slotID = 0x8 # CGlobalSymbol class CNmIDEvent: # CNmEvent m_ID = 0x10 # CGlobalSymbol class CNmLegacyEvent: # CNmEvent class CNmRootMotionData: m_transforms = 0x0 # CUtlVector m_nNumFrames = 0x18 # int32_t m_flAverageLinearVelocity = 0x1C # float m_flAverageAngularVelocityRadians = 0x20 # float m_totalDelta = 0x30 # CTransform class CNmSkeleton: m_ID = 0x0 # CGlobalSymbol m_boneIDs = 0x8 # CUtlLeanVector m_parentIndices = 0x18 # CUtlVector m_parentSpaceReferencePose = 0x30 # CUtlVector m_modelSpaceReferencePose = 0x48 # CUtlVector m_numBonesToSampleAtLowLOD = 0x60 # int32_t m_boneMasks = 0x68 # CUtlLeanVector class CNmSyncTrack: m_syncEvents = 0x0 # CUtlLeanVectorFixedGrowable m_nStartEventOffset = 0xA8 # int32_t class CNmSyncTrack_EventMarker_t: m_startTime = 0x0 # NmPercent_t m_ID = 0x8 # CGlobalSymbol class CNmSyncTrack_Event_t: m_ID = 0x0 # CGlobalSymbol m_startTime = 0x8 # NmPercent_t m_duration = 0xC # NmPercent_t class CNmTransitionEvent: # CNmEvent m_rule = 0x10 # NmTransitionRule_t m_ID = 0x18 # CGlobalSymbol class COrientConstraint: # CBaseConstraint class CParamSpanUpdater: m_spans = 0x0 # CUtlVector class CParentConstraint: # CBaseConstraint class CParticleAnimTag: # CAnimTagBase m_hParticleSystem = 0x50 # CStrongHandle m_particleSystemName = 0x58 # CUtlString m_configName = 0x60 # CUtlString m_bDetachFromOwner = 0x68 # bool m_bStopWhenTagEnds = 0x69 # bool m_bTagEndStopIsInstant = 0x6A # bool m_attachmentName = 0x70 # CUtlString m_attachmentType = 0x78 # ParticleAttachment_t m_attachmentCP1Name = 0x80 # CUtlString m_attachmentCP1Type = 0x88 # ParticleAttachment_t class CPathAnimMotorUpdater: # CPathAnimMotorUpdaterBase class CPathAnimMotorUpdaterBase: # CAnimMotorUpdaterBase m_bLockToPath = 0x20 # bool class CPathHelperUpdateNode: # CUnaryUpdateNode m_flStoppingRadius = 0x68 # float m_flStoppingSpeedScale = 0x6C # float class CPathMetricEvaluator: # CMotionMetricEvaluator m_pathTimeSamples = 0x50 # CUtlVector m_flDistance = 0x68 # float m_bExtrapolateMovement = 0x6C # bool m_flMinExtrapolationSpeed = 0x70 # float class CPhysSurfaceProperties: m_name = 0x0 # CUtlString m_nameHash = 0x8 # uint32_t m_baseNameHash = 0xC # uint32_t m_bHidden = 0x18 # bool m_description = 0x20 # CUtlString m_physics = 0x28 # CPhysSurfacePropertiesPhysics m_audioSounds = 0x48 # CPhysSurfacePropertiesSoundNames m_audioParams = 0x88 # CPhysSurfacePropertiesAudio class CPhysSurfacePropertiesAudio: m_reflectivity = 0x0 # float m_hardnessFactor = 0x4 # float m_roughnessFactor = 0x8 # float m_roughThreshold = 0xC # float m_hardThreshold = 0x10 # float m_hardVelocityThreshold = 0x14 # float m_flStaticImpactVolume = 0x18 # float m_flOcclusionFactor = 0x1C # float class CPhysSurfacePropertiesPhysics: m_friction = 0x0 # float m_elasticity = 0x4 # float m_density = 0x8 # float m_thickness = 0xC # float m_softContactFrequency = 0x10 # float m_softContactDampingRatio = 0x14 # float m_wheelDrag = 0x18 # float class CPhysSurfacePropertiesSoundNames: m_impactSoft = 0x0 # CUtlString m_impactHard = 0x8 # CUtlString m_scrapeSmooth = 0x10 # CUtlString m_scrapeRough = 0x18 # CUtlString m_bulletImpact = 0x20 # CUtlString m_rolling = 0x28 # CUtlString m_break = 0x30 # CUtlString m_strain = 0x38 # CUtlString class CPlayerInputAnimMotorUpdater: # CAnimMotorUpdaterBase m_sampleTimes = 0x20 # CUtlVector m_flSpringConstant = 0x3C # float m_flAnticipationDistance = 0x40 # float m_hAnticipationPosParam = 0x44 # CAnimParamHandle m_hAnticipationHeadingParam = 0x46 # CAnimParamHandle m_bUseAcceleration = 0x48 # bool class CPointConstraint: # CBaseConstraint class CPoseHandle: m_nIndex = 0x0 # uint16_t m_eType = 0x2 # PoseType_t class CProductQuantizer: m_subQuantizers = 0x0 # CUtlVector m_nDimensions = 0x18 # int32_t class CQuaternionAnimParameter: # CConcreteAnimParameter m_defaultValue = 0x80 # Quaternion m_bInterpolate = 0x90 # bool class CRagdollAnimTag: # CAnimTagBase m_nPoseControl = 0x50 # AnimPoseControl m_flFrequency = 0x54 # float m_flDampingRatio = 0x58 # float m_flDecayDuration = 0x5C # float m_flDecayBias = 0x60 # float m_bDestroy = 0x64 # bool class CRagdollComponentUpdater: # CAnimComponentUpdater m_ragdollNodePaths = 0x30 # CUtlVector m_boneIndices = 0x48 # CUtlVector m_boneNames = 0x60 # CUtlVector m_weightLists = 0x78 # CUtlVector m_flSpringFrequencyMin = 0x90 # float m_flSpringFrequencyMax = 0x94 # float m_flMaxStretch = 0x98 # float m_bSolidCollisionAtZeroWeight = 0x9C # bool class CRagdollUpdateNode: # CUnaryUpdateNode m_nWeightListIndex = 0x68 # int32_t m_poseControlMethod = 0x6C # RagdollPoseControl class CRenderBufferBinding: m_hBuffer = 0x0 # uint64_t m_nBindOffsetBytes = 0x10 # uint32_t class CRenderGroom: m_nSegmentsPerHairStrand = 0x0 # int32_t m_nGuideHairCount = 0x4 # int32_t m_nHairCount = 0x8 # int32_t m_nGroomGroupID = 0xC # int32_t m_nAttachBoneIdx = 0x10 # int32_t m_hairInfoBufferData = 0x18 # CUtlBinaryBlock m_hairs = 0x30 # CUtlVector class CRenderMesh: m_sceneObjects = 0x10 # CUtlVectorFixedGrowable m_constraints = 0xA0 # CUtlVector m_skeleton = 0xB8 # CRenderSkeleton m_meshDeformParams = 0x1E0 # DynamicMeshDeformParams_t m_pGroomData = 0x1F0 # CRenderGroom* class CRenderSkeleton: m_bones = 0x0 # CUtlVector m_boneParents = 0x30 # CUtlVector m_nBoneWeightCount = 0x48 # int32_t class CRootUpdateNode: # CUnaryUpdateNode class CSceneObjectData: m_vMinBounds = 0x0 # Vector m_vMaxBounds = 0xC # Vector m_drawCalls = 0x18 # CUtlVector m_drawBounds = 0x30 # CUtlVector m_meshlets = 0x48 # CUtlVector m_vTintColor = 0x60 # Vector4D class CSelectorUpdateNode: # CAnimUpdateNodeBase m_children = 0x58 # CUtlVector m_tags = 0x70 # CUtlVector m_blendCurve = 0x8C # CBlendCurve m_flBlendTime = 0x94 # CAnimValue m_hParameter = 0x9C # CAnimParamHandle m_eTagBehavior = 0xA0 # SelectorTagBehavior_t m_bResetOnChange = 0xA4 # bool m_bSyncCyclesOnChange = 0xA5 # bool class CSeqAutoLayer: m_nLocalReference = 0x0 # int16_t m_nLocalPose = 0x2 # int16_t m_flags = 0x4 # CSeqAutoLayerFlag m_start = 0xC # float m_peak = 0x10 # float m_tail = 0x14 # float m_end = 0x18 # float class CSeqAutoLayerFlag: m_bPost = 0x0 # bool m_bSpline = 0x1 # bool m_bXFade = 0x2 # bool m_bNoBlend = 0x3 # bool m_bLocal = 0x4 # bool m_bPose = 0x5 # bool m_bFetchFrame = 0x6 # bool m_bSubtract = 0x7 # bool class CSeqBoneMaskList: m_sName = 0x0 # CBufferString m_nLocalBoneArray = 0x10 # CUtlVector m_flBoneWeightArray = 0x28 # CUtlVector m_flDefaultMorphCtrlWeight = 0x40 # float m_morphCtrlWeightArray = 0x48 # CUtlVector> class CSeqCmdLayer: m_cmd = 0x0 # int16_t m_nLocalReference = 0x2 # int16_t m_nLocalBonemask = 0x4 # int16_t m_nDstResult = 0x6 # int16_t m_nSrcResult = 0x8 # int16_t m_bSpline = 0xA # bool m_flVar1 = 0xC # float m_flVar2 = 0x10 # float m_nLineNumber = 0x14 # int16_t class CSeqCmdSeqDesc: m_sName = 0x0 # CBufferString m_flags = 0x10 # CSeqSeqDescFlag m_transition = 0x1C # CSeqTransition m_nFrameRangeSequence = 0x24 # int16_t m_nFrameCount = 0x26 # int16_t m_flFPS = 0x28 # float m_nSubCycles = 0x2C # int16_t m_numLocalResults = 0x2E # int16_t m_cmdLayerArray = 0x30 # CUtlVector m_eventArray = 0x48 # CUtlVector m_activityArray = 0x60 # CUtlVector m_poseSettingArray = 0x78 # CUtlVector class CSeqIKLock: m_flPosWeight = 0x0 # float m_flAngleWeight = 0x4 # float m_nLocalBone = 0x8 # int16_t m_bBonesOrientedAlongPositiveX = 0xA # bool class CSeqMultiFetch: m_flags = 0x0 # CSeqMultiFetchFlag m_localReferenceArray = 0x8 # CUtlVector m_nGroupSize = 0x20 # int32_t[2] m_nLocalPose = 0x28 # int32_t[2] m_poseKeyArray0 = 0x30 # CUtlVector m_poseKeyArray1 = 0x48 # CUtlVector m_nLocalCyclePoseParameter = 0x60 # int32_t m_bCalculatePoseParameters = 0x64 # bool m_bFixedBlendWeight = 0x65 # bool m_flFixedBlendWeightVals = 0x68 # float[2] class CSeqMultiFetchFlag: m_bRealtime = 0x0 # bool m_bCylepose = 0x1 # bool m_b0D = 0x2 # bool m_b1D = 0x3 # bool m_b2D = 0x4 # bool m_b2D_TRI = 0x5 # bool class CSeqPoseParamDesc: m_sName = 0x0 # CBufferString m_flStart = 0x10 # float m_flEnd = 0x14 # float m_flLoop = 0x18 # float m_bLooping = 0x1C # bool class CSeqPoseSetting: m_sPoseParameter = 0x0 # CBufferString m_sAttachment = 0x10 # CBufferString m_sReferenceSequence = 0x20 # CBufferString m_flValue = 0x30 # float m_bX = 0x34 # bool m_bY = 0x35 # bool m_bZ = 0x36 # bool m_eType = 0x38 # int32_t class CSeqS1SeqDesc: m_sName = 0x0 # CBufferString m_flags = 0x10 # CSeqSeqDescFlag m_fetch = 0x20 # CSeqMultiFetch m_nLocalWeightlist = 0x90 # int32_t m_autoLayerArray = 0x98 # CUtlVector m_IKLockArray = 0xB0 # CUtlVector m_transition = 0xC8 # CSeqTransition m_SequenceKeys = 0xD0 # KeyValues3 m_LegacyKeyValueText = 0xE0 # CBufferString m_activityArray = 0xF0 # CUtlVector m_footMotion = 0x108 # CUtlVector class CSeqScaleSet: m_sName = 0x0 # CBufferString m_bRootOffset = 0x10 # bool m_vRootOffset = 0x14 # Vector m_nLocalBoneArray = 0x20 # CUtlVector m_flBoneScaleArray = 0x38 # CUtlVector class CSeqSeqDescFlag: m_bLooping = 0x0 # bool m_bSnap = 0x1 # bool m_bAutoplay = 0x2 # bool m_bPost = 0x3 # bool m_bHidden = 0x4 # bool m_bMulti = 0x5 # bool m_bLegacyDelta = 0x6 # bool m_bLegacyWorldspace = 0x7 # bool m_bLegacyCyclepose = 0x8 # bool m_bLegacyRealtime = 0x9 # bool m_bModelDoc = 0xA # bool class CSeqSynthAnimDesc: m_sName = 0x0 # CBufferString m_flags = 0x10 # CSeqSeqDescFlag m_transition = 0x1C # CSeqTransition m_nLocalBaseReference = 0x24 # int16_t m_nLocalBoneMask = 0x26 # int16_t m_activityArray = 0x28 # CUtlVector class CSeqTransition: m_flFadeInTime = 0x0 # float m_flFadeOutTime = 0x4 # float class CSequenceFinishedAnimTag: # CAnimTagBase m_sequenceName = 0x50 # CUtlString class CSequenceGroupData: m_sName = 0x10 # CBufferString m_nFlags = 0x20 # uint32_t m_localSequenceNameArray = 0x28 # CUtlVector m_localS1SeqDescArray = 0x40 # CUtlVector m_localMultiSeqDescArray = 0x58 # CUtlVector m_localSynthAnimDescArray = 0x70 # CUtlVector m_localCmdSeqDescArray = 0x88 # CUtlVector m_localBoneMaskArray = 0xA0 # CUtlVector m_localScaleSetArray = 0xB8 # CUtlVector m_localBoneNameArray = 0xD0 # CUtlVector m_localNodeName = 0xE8 # CBufferString m_localPoseParamArray = 0xF8 # CUtlVector m_keyValues = 0x110 # KeyValues3 m_localIKAutoplayLockArray = 0x120 # CUtlVector class CSequenceUpdateNode: # CLeafUpdateNode m_paramSpans = 0x60 # CParamSpanUpdater m_tags = 0x78 # CUtlVector m_hSequence = 0x94 # HSequence m_playbackSpeed = 0x98 # float m_duration = 0x9C # float m_bLoop = 0xA0 # bool class CSetFacingUpdateNode: # CUnaryUpdateNode m_facingMode = 0x68 # FacingMode m_bResetChild = 0x6C # bool class CSetParameterActionUpdater: # CAnimActionUpdater m_hParam = 0x18 # CAnimParamHandle m_value = 0x1A # CAnimVariant class CSingleFrameUpdateNode: # CLeafUpdateNode m_actions = 0x58 # CUtlVector> m_hPoseCacheHandle = 0x70 # CPoseHandle m_hSequence = 0x74 # HSequence m_flCycle = 0x78 # float class CSlopeComponentUpdater: # CAnimComponentUpdater m_flTraceDistance = 0x34 # float m_hSlopeAngle = 0x38 # CAnimParamHandle m_hSlopeAngleFront = 0x3A # CAnimParamHandle m_hSlopeAngleSide = 0x3C # CAnimParamHandle m_hSlopeHeading = 0x3E # CAnimParamHandle m_hSlopeNormal = 0x40 # CAnimParamHandle m_hSlopeNormal_WorldSpace = 0x42 # CAnimParamHandle class CSlowDownOnSlopesUpdateNode: # CUnaryUpdateNode m_flSlowDownStrength = 0x68 # float class CSolveIKChainUpdateNode: # CUnaryUpdateNode m_targetHandles = 0x68 # CUtlVector m_opFixedData = 0x80 # SolveIKChainPoseOpFixedSettings_t class CSolveIKTargetHandle_t: m_positionHandle = 0x0 # CAnimParamHandle m_orientationHandle = 0x2 # CAnimParamHandle class CSpeedScaleUpdateNode: # CUnaryUpdateNode m_paramIndex = 0x68 # CAnimParamHandle class CStanceOverrideUpdateNode: # CUnaryUpdateNode m_footStanceInfo = 0x68 # CUtlVector m_pStanceSourceNode = 0x80 # CAnimUpdateNodeRef m_hParameter = 0x90 # CAnimParamHandle m_eMode = 0x94 # StanceOverrideMode class CStanceScaleUpdateNode: # CUnaryUpdateNode m_hParam = 0x68 # CAnimParamHandle class CStateActionUpdater: m_pAction = 0x0 # CSmartPtr m_eBehavior = 0x8 # StateActionBehavior class CStateMachineComponentUpdater: # CAnimComponentUpdater m_stateMachine = 0x30 # CAnimStateMachineUpdater class CStateMachineUpdateNode: # CAnimUpdateNodeBase m_stateMachine = 0x68 # CAnimStateMachineUpdater m_stateData = 0xC0 # CUtlVector m_transitionData = 0xD8 # CUtlVector m_bBlockWaningTags = 0xF4 # bool m_bLockStateWhenWaning = 0xF5 # bool class CStateNodeStateData: m_pChild = 0x0 # CAnimUpdateNodeRef m_bExclusiveRootMotion = 0x0 # bitfield:1 class CStateNodeTransitionData: m_curve = 0x0 # CBlendCurve m_blendDuration = 0x8 # CAnimValue m_resetCycleValue = 0x10 # CAnimValue m_bReset = 0x0 # bitfield:1 m_resetCycleOption = 0x0 # bitfield:3 class CStateUpdateData: m_name = 0x0 # CUtlString m_hScript = 0x8 # AnimScriptHandle m_transitionIndices = 0x10 # CUtlVector m_actions = 0x28 # CUtlVector m_stateID = 0x40 # AnimStateID m_bIsStartState = 0x0 # bitfield:1 m_bIsEndState = 0x0 # bitfield:1 m_bIsPassthrough = 0x0 # bitfield:1 class CStaticPoseCache: m_poses = 0x10 # CUtlVector m_nBoneCount = 0x28 # int32_t m_nMorphCount = 0x2C # int32_t class CStaticPoseCacheBuilder: # CStaticPoseCache class CStepsRemainingMetricEvaluator: # CMotionMetricEvaluator m_footIndices = 0x50 # CUtlVector m_flMinStepsRemaining = 0x68 # float class CStopAtGoalUpdateNode: # CUnaryUpdateNode m_flOuterRadius = 0x6C # float m_flInnerRadius = 0x70 # float m_flMaxScale = 0x74 # float m_flMinScale = 0x78 # float m_damping = 0x80 # CAnimInputDamping class CStringAnimTag: # CAnimTagBase class CSubtractUpdateNode: # CBinaryUpdateNode m_footMotionTiming = 0x8C # BinaryNodeChildOption m_bApplyToFootMotion = 0x90 # bool m_bApplyChannelsSeparately = 0x91 # bool m_bUseModelSpace = 0x92 # bool class CSymbolAnimParameter: # CConcreteAnimParameter m_defaultValue = 0x78 # CGlobalSymbol class CTaskStatusAnimTag: # CAnimTagBase class CTiltTwistConstraint: # CBaseConstraint m_nTargetAxis = 0x70 # int32_t m_nSlaveAxis = 0x74 # int32_t class CTimeRemainingMetricEvaluator: # CMotionMetricEvaluator m_bMatchByTimeRemaining = 0x50 # bool m_flMaxTimeRemaining = 0x54 # float m_bFilterByTimeRemaining = 0x58 # bool m_flMinTimeRemaining = 0x5C # float class CToggleComponentActionUpdater: # CAnimActionUpdater m_componentID = 0x18 # AnimComponentID m_bSetEnabled = 0x1C # bool class CTransitionUpdateData: m_srcStateIndex = 0x0 # uint8_t m_destStateIndex = 0x1 # uint8_t m_bDisabled = 0x0 # bitfield:1 class CTurnHelperUpdateNode: # CUnaryUpdateNode m_facingTarget = 0x6C # AnimValueSource m_turnStartTimeOffset = 0x70 # float m_turnDuration = 0x74 # float m_bMatchChildDuration = 0x78 # bool m_manualTurnOffset = 0x7C # float m_bUseManualTurnOffset = 0x80 # bool class CTwistConstraint: # CBaseConstraint m_bInverse = 0x70 # bool m_qParentBindRotation = 0x80 # Quaternion m_qChildBindRotation = 0x90 # Quaternion class CTwoBoneIKUpdateNode: # CUnaryUpdateNode m_opFixedData = 0x70 # TwoBoneIKSettings_t class CUnaryUpdateNode: # CAnimUpdateNodeBase m_pChildNode = 0x58 # CAnimUpdateNodeRef class CVPhysXSurfacePropertiesList: m_surfacePropertiesList = 0x0 # CUtlVector class CVectorAnimParameter: # CConcreteAnimParameter m_defaultValue = 0x78 # Vector m_bInterpolate = 0x84 # bool class CVectorQuantizer: m_centroidVectors = 0x0 # CUtlVector m_nCentroids = 0x18 # int32_t m_nDimensions = 0x1C # int32_t class CVirtualAnimParameter: # CAnimParameterBase m_expressionString = 0x68 # CUtlString m_eParamType = 0x70 # AnimParamType_t class CWayPointHelperUpdateNode: # CUnaryUpdateNode m_flStartCycle = 0x6C # float m_flEndCycle = 0x70 # float m_bOnlyGoals = 0x74 # bool m_bPreventOvershoot = 0x75 # bool m_bPreventUndershoot = 0x76 # bool class CZeroPoseUpdateNode: # CLeafUpdateNode class ChainToSolveData_t: m_nChainIndex = 0x0 # int32_t m_SolverSettings = 0x4 # IKSolverSettings_t m_TargetSettings = 0x10 # IKTargetSettings_t m_DebugSetting = 0x38 # SolveIKChainAnimNodeDebugSetting m_flDebugNormalizedValue = 0x3C # float m_vDebugOffset = 0x40 # VectorAligned class ConfigIndex: m_nGroup = 0x0 # uint16_t m_nConfig = 0x2 # uint16_t class DynamicMeshDeformParams_t: m_flTensionCompressScale = 0x0 # float m_flTensionStretchScale = 0x4 # float m_bRecomputeSmoothNormalsAfterAnimation = 0x8 # bool m_bComputeDynamicMeshTensionAfterAnimation = 0x9 # bool class FollowAttachmentSettings_t: m_attachment = 0x0 # CAnimAttachment m_boneIndex = 0x80 # int32_t m_bMatchTranslation = 0x84 # bool m_bMatchRotation = 0x85 # bool class FootFixedData_t: m_vToeOffset = 0x0 # VectorAligned m_vHeelOffset = 0x10 # VectorAligned m_nTargetBoneIndex = 0x20 # int32_t m_nAnkleBoneIndex = 0x24 # int32_t m_nIKAnchorBoneIndex = 0x28 # int32_t m_ikChainIndex = 0x2C # int32_t m_flMaxIKLength = 0x30 # float m_nFootIndex = 0x34 # int32_t m_nTagIndex = 0x38 # int32_t m_flMaxRotationLeft = 0x3C # float m_flMaxRotationRight = 0x40 # float class FootFixedSettings: m_traceSettings = 0x0 # TraceSettings_t m_vFootBaseBindPosePositionMS = 0x10 # VectorAligned m_flFootBaseLength = 0x20 # float m_flMaxRotationLeft = 0x24 # float m_flMaxRotationRight = 0x28 # float m_footstepLandedTagIndex = 0x2C # int32_t m_bEnableTracing = 0x30 # bool m_flTraceAngleBlend = 0x34 # float m_nDisableTagIndex = 0x38 # int32_t m_nFootIndex = 0x3C # int32_t class FootLockPoseOpFixedSettings: m_footInfo = 0x0 # CUtlVector m_hipDampingSettings = 0x18 # CAnimInputDamping m_nHipBoneIndex = 0x28 # int32_t m_ikSolverType = 0x2C # IKSolverType m_bApplyTilt = 0x30 # bool m_bApplyHipDrop = 0x31 # bool m_bAlwaysUseFallbackHinge = 0x32 # bool m_bApplyFootRotationLimits = 0x33 # bool m_bApplyLegTwistLimits = 0x34 # bool m_flMaxFootHeight = 0x38 # float m_flExtensionScale = 0x3C # float m_flMaxLegTwist = 0x40 # float m_bEnableLockBreaking = 0x44 # bool m_flLockBreakTolerance = 0x48 # float m_flLockBlendTime = 0x4C # float m_bEnableStretching = 0x50 # bool m_flMaxStretchAmount = 0x54 # float m_flStretchExtensionScale = 0x58 # float class FootPinningPoseOpFixedData_t: m_footInfo = 0x0 # CUtlVector m_flBlendTime = 0x18 # float m_flLockBreakDistance = 0x1C # float m_flMaxLegTwist = 0x20 # float m_nHipBoneIndex = 0x24 # int32_t m_bApplyLegTwistLimits = 0x28 # bool m_bApplyFootRotationLimits = 0x29 # bool class FootStepTrigger: m_tags = 0x0 # CUtlVector m_nFootIndex = 0x18 # int32_t m_triggerPhase = 0x1C # StepPhase class HSequence: m_Value = 0x0 # int32_t class HitReactFixedSettings_t: m_nWeightListIndex = 0x0 # int32_t m_nEffectedBoneCount = 0x4 # int32_t m_flMaxImpactForce = 0x8 # float m_flMinImpactForce = 0xC # float m_flWhipImpactScale = 0x10 # float m_flCounterRotationScale = 0x14 # float m_flDistanceFadeScale = 0x18 # float m_flPropagationScale = 0x1C # float m_flWhipDelay = 0x20 # float m_flSpringStrength = 0x24 # float m_flWhipSpringStrength = 0x28 # float m_flMaxAngleRadians = 0x2C # float m_nHipBoneIndex = 0x30 # int32_t m_flHipBoneTranslationScale = 0x34 # float m_flHipDipSpringStrength = 0x38 # float m_flHipDipImpactScale = 0x3C # float m_flHipDipDelay = 0x40 # float class IKBoneNameAndIndex_t: m_Name = 0x0 # CUtlString class IKDemoCaptureSettings_t: m_parentBoneName = 0x0 # CUtlString m_eMode = 0x8 # IKChannelMode m_ikChainName = 0x10 # CUtlString m_oneBoneStart = 0x18 # CUtlString m_oneBoneEnd = 0x20 # CUtlString class IKSolverSettings_t: m_SolverType = 0x0 # IKSolverType m_nNumIterations = 0x4 # int32_t class IKTargetSettings_t: m_TargetSource = 0x0 # IKTargetSource m_Bone = 0x8 # IKBoneNameAndIndex_t m_AnimgraphParameterNamePosition = 0x18 # AnimParamID m_AnimgraphParameterNameOrientation = 0x1C # AnimParamID m_TargetCoordSystem = 0x20 # IKTargetCoordinateSystem class JiggleBoneSettingsList_t: m_boneSettings = 0x0 # CUtlVector class JiggleBoneSettings_t: m_nBoneIndex = 0x0 # int32_t m_flSpringStrength = 0x4 # float m_flMaxTimeStep = 0x8 # float m_flDamping = 0xC # float m_vBoundsMaxLS = 0x10 # Vector m_vBoundsMinLS = 0x1C # Vector m_eSimSpace = 0x28 # JiggleBoneSimSpace class LookAtBone_t: m_index = 0x0 # int32_t m_weight = 0x4 # float class LookAtOpFixedSettings_t: m_attachment = 0x0 # CAnimAttachment m_damping = 0x80 # CAnimInputDamping m_bones = 0x90 # CUtlVector m_flYawLimit = 0xA8 # float m_flPitchLimit = 0xAC # float m_flHysteresisInnerAngle = 0xB0 # float m_flHysteresisOuterAngle = 0xB4 # float m_bRotateYawForward = 0xB8 # bool m_bMaintainUpDirection = 0xB9 # bool m_bTargetIsPosition = 0xBA # bool m_bUseHysteresis = 0xBB # bool class MaterialGroup_t: m_name = 0x0 # CUtlString m_materials = 0x8 # CUtlVector> class ModelBoneFlexDriverControl_t: m_nBoneComponent = 0x0 # ModelBoneFlexComponent_t m_flexController = 0x8 # CUtlString m_flexControllerToken = 0x10 # uint32_t m_flMin = 0x14 # float m_flMax = 0x18 # float class ModelBoneFlexDriver_t: m_boneName = 0x0 # CUtlString m_boneNameToken = 0x8 # uint32_t m_controls = 0x10 # CUtlVector class ModelSkeletonData_t: m_boneName = 0x0 # CUtlVector m_nParent = 0x18 # CUtlVector m_boneSphere = 0x30 # CUtlVector m_nFlag = 0x48 # CUtlVector m_bonePosParent = 0x60 # CUtlVector m_boneRotParent = 0x78 # CUtlVector m_boneScaleParent = 0x90 # CUtlVector class MoodAnimationLayer_t: m_sName = 0x0 # CUtlString m_bActiveListening = 0x8 # bool m_bActiveTalking = 0x9 # bool m_layerAnimations = 0x10 # CUtlVector m_flIntensity = 0x28 # CRangeFloat m_flDurationScale = 0x30 # CRangeFloat m_bScaleWithInts = 0x38 # bool m_flNextStart = 0x3C # CRangeFloat m_flStartOffset = 0x44 # CRangeFloat m_flEndOffset = 0x4C # CRangeFloat m_flFadeIn = 0x54 # float m_flFadeOut = 0x58 # float class MoodAnimation_t: m_sName = 0x0 # CUtlString m_flWeight = 0x8 # float class MotionBlendItem: m_pChild = 0x0 # CSmartPtr m_flKeyValue = 0x8 # float class MotionDBIndex: m_nIndex = 0x0 # uint32_t class MotionIndex: m_nGroup = 0x0 # uint16_t m_nMotion = 0x2 # uint16_t class NmCompressionSettings_t: m_translationRangeX = 0x0 # NmCompressionSettings_t::QuantizationRange_t m_translationRangeY = 0x8 # NmCompressionSettings_t::QuantizationRange_t m_translationRangeZ = 0x10 # NmCompressionSettings_t::QuantizationRange_t m_scaleRange = 0x18 # NmCompressionSettings_t::QuantizationRange_t m_constantRotation = 0x20 # Quaternion m_bIsRotationStatic = 0x30 # bool m_bIsTranslationStatic = 0x31 # bool m_bIsScaleStatic = 0x32 # bool class NmCompressionSettings_t_QuantizationRange_t: m_flRangeStart = 0x0 # float m_flRangeLength = 0x4 # float class NmPercent_t: m_flValue = 0x0 # float class NmSyncTrackTimeRange_t: m_startTime = 0x0 # NmSyncTrackTime_t m_endTime = 0x8 # NmSyncTrackTime_t class NmSyncTrackTime_t: m_nEventIdx = 0x0 # int32_t m_percentageThrough = 0x4 # NmPercent_t class ParamSpanSample_t: m_value = 0x0 # CAnimVariant m_flCycle = 0x14 # float class ParamSpan_t: m_samples = 0x0 # CUtlVector m_hParam = 0x18 # CAnimParamHandle m_eParamType = 0x1A # AnimParamType_t m_flStartCycle = 0x1C # float m_flEndCycle = 0x20 # float class PermModelDataAnimatedMaterialAttribute_t: m_AttributeName = 0x0 # CUtlString m_nNumChannels = 0x8 # int32_t class PermModelData_t: m_name = 0x0 # CUtlString m_modelInfo = 0x8 # PermModelInfo_t m_ExtParts = 0x60 # CUtlVector m_refMeshes = 0x78 # CUtlVector> m_refMeshGroupMasks = 0x90 # CUtlVector m_refPhysGroupMasks = 0xA8 # CUtlVector m_refLODGroupMasks = 0xC0 # CUtlVector m_lodGroupSwitchDistances = 0xD8 # CUtlVector m_refPhysicsData = 0xF0 # CUtlVector> m_refPhysicsHitboxData = 0x108 # CUtlVector> m_refAnimGroups = 0x120 # CUtlVector> m_refSequenceGroups = 0x138 # CUtlVector> m_meshGroups = 0x150 # CUtlVector m_materialGroups = 0x168 # CUtlVector m_nDefaultMeshGroupMask = 0x180 # uint64_t m_modelSkeleton = 0x188 # ModelSkeletonData_t m_remappingTable = 0x230 # CUtlVector m_remappingTableStarts = 0x248 # CUtlVector m_boneFlexDrivers = 0x260 # CUtlVector m_pModelConfigList = 0x278 # CModelConfigList* m_BodyGroupsHiddenInTools = 0x280 # CUtlVector m_refAnimIncludeModels = 0x298 # CUtlVector> m_AnimatedMaterialAttributes = 0x2B0 # CUtlVector class PermModelExtPart_t: m_Transform = 0x0 # CTransform m_Name = 0x20 # CUtlString m_nParent = 0x28 # int32_t m_refModel = 0x30 # CStrongHandle class PermModelInfo_t: m_nFlags = 0x0 # uint32_t m_vHullMin = 0x4 # Vector m_vHullMax = 0x10 # Vector m_vViewMin = 0x1C # Vector m_vViewMax = 0x28 # Vector m_flMass = 0x34 # float m_vEyePosition = 0x38 # Vector m_flMaxEyeDeflection = 0x44 # float m_sSurfaceProperty = 0x48 # CUtlString m_keyValueText = 0x50 # CUtlString class PhysSoftbodyDesc_t: m_ParticleBoneHash = 0x0 # CUtlVector m_Particles = 0x18 # CUtlVector m_Springs = 0x30 # CUtlVector m_Capsules = 0x48 # CUtlVector m_InitPose = 0x60 # CUtlVector m_ParticleBoneName = 0x78 # CUtlVector class RenderHairStrandInfo_t: m_nGuideIdx = 0x0 # uint32_t[3] m_nBaseTriIdx = 0xC # uint32_t m_vGuideBarycentric = 0x10 # Vector2D m_vBaseBarycentric = 0x18 # Vector2D m_vRootOffset_flLengthScale = 0x20 # uint16_t[4] m_nPackedBaseMeshUv = 0x28 # uint32_t m_nPad = 0x2C # uint32_t class RenderSkeletonBone_t: m_boneName = 0x0 # CUtlString m_parentName = 0x8 # CUtlString m_invBindPose = 0x10 # matrix3x4_t m_bbox = 0x40 # SkeletonBoneBounds_t m_flSphereRadius = 0x58 # float class SampleCode: m_subCode = 0x0 # uint8_t[8] class ScriptInfo_t: m_code = 0x0 # CUtlString m_paramsModified = 0x8 # CUtlVector m_proxyReadParams = 0x20 # CUtlVector m_proxyWriteParams = 0x38 # CUtlVector m_eScriptType = 0x50 # AnimScriptType class SkeletonAnimCapture_t: m_nEntIndex = 0x0 # CEntityIndex m_nEntParent = 0x4 # CEntityIndex m_ImportedCollision = 0x8 # CUtlVector m_ModelName = 0x20 # CUtlString m_CaptureName = 0x28 # CUtlString m_ModelBindPose = 0x30 # CUtlVector m_FeModelInitPose = 0x48 # CUtlVector m_nFlexControllers = 0x60 # int32_t m_bPredicted = 0x64 # bool m_Frames = 0xA8 # CUtlVector class SkeletonAnimCapture_t_Bone_t: m_Name = 0x0 # CUtlString m_BindPose = 0x10 # CTransform m_nParent = 0x30 # int32_t class SkeletonAnimCapture_t_Camera_t: m_tmCamera = 0x0 # CTransform m_flTime = 0x20 # float class SkeletonAnimCapture_t_FrameStamp_t: m_flTime = 0x0 # float m_flEntitySimTime = 0x4 # float m_bTeleportTick = 0x8 # bool m_bPredicted = 0x9 # bool m_flCurTime = 0xC # float m_flRealTime = 0x10 # float m_nFrameCount = 0x14 # int32_t m_nTickCount = 0x18 # int32_t class SkeletonAnimCapture_t_Frame_t: m_flTime = 0x0 # float m_Stamp = 0x4 # SkeletonAnimCapture_t::FrameStamp_t m_Transform = 0x20 # CTransform m_bTeleport = 0x40 # bool m_CompositeBones = 0x48 # CUtlVector m_SimStateBones = 0x60 # CUtlVector m_FeModelAnims = 0x78 # CUtlVector m_FeModelPos = 0x90 # CUtlVector m_FlexControllerWeights = 0xA8 # CUtlVector class SkeletonBoneBounds_t: m_vecCenter = 0x0 # Vector m_vecSize = 0xC # Vector class SkeletonDemoDb_t: m_AnimCaptures = 0x0 # CUtlVector m_CameraTrack = 0x18 # CUtlVector m_flRecordingTime = 0x30 # float class SolveIKChainPoseOpFixedSettings_t: m_ChainsToSolveData = 0x0 # CUtlVector m_bMatchTargetOrientation = 0x18 # bool class StanceInfo_t: m_vPosition = 0x0 # Vector m_flDirection = 0xC # float class TagSpan_t: m_tagIndex = 0x0 # int32_t m_startCycle = 0x4 # float m_endCycle = 0x8 # float class TraceSettings_t: m_flTraceHeight = 0x0 # float m_flTraceRadius = 0x4 # float class TwoBoneIKSettings_t: m_endEffectorType = 0x0 # IkEndEffectorType m_endEffectorAttachment = 0x10 # CAnimAttachment m_targetType = 0x90 # IkTargetType m_targetAttachment = 0xA0 # CAnimAttachment m_targetBoneIndex = 0x120 # int32_t m_hPositionParam = 0x124 # CAnimParamHandle m_hRotationParam = 0x126 # CAnimParamHandle m_bAlwaysUseFallbackHinge = 0x128 # bool m_vLsFallbackHingeAxis = 0x130 # VectorAligned m_nFixedBoneIndex = 0x140 # int32_t m_nMiddleBoneIndex = 0x144 # int32_t m_nEndBoneIndex = 0x148 # int32_t m_bMatchTargetOrientation = 0x14C # bool m_bConstrainTwist = 0x14D # bool m_flMaxTwist = 0x150 # float class VPhysXAggregateData_t: m_nFlags = 0x0 # uint16_t m_nRefCounter = 0x2 # uint16_t m_bonesHash = 0x8 # CUtlVector m_boneNames = 0x20 # CUtlVector m_indexNames = 0x38 # CUtlVector m_indexHash = 0x50 # CUtlVector m_bindPose = 0x68 # CUtlVector m_parts = 0x80 # CUtlVector m_constraints2 = 0x98 # CUtlVector m_joints = 0xB0 # CUtlVector m_pFeModel = 0xC8 # PhysFeModelDesc_t* m_boneParents = 0xD0 # CUtlVector m_surfacePropertyHashes = 0xE8 # CUtlVector m_collisionAttributes = 0x100 # CUtlVector m_debugPartNames = 0x118 # CUtlVector m_embeddedKeyvalues = 0x130 # CUtlString class VPhysXBodyPart_t: m_nFlags = 0x0 # uint32_t m_flMass = 0x4 # float m_rnShape = 0x8 # VPhysics2ShapeDef_t m_nCollisionAttributeIndex = 0x80 # uint16_t m_nReserved = 0x82 # uint16_t m_flInertiaScale = 0x84 # float m_flLinearDamping = 0x88 # float m_flAngularDamping = 0x8C # float m_bOverrideMassCenter = 0x90 # bool m_vMassCenterOverride = 0x94 # Vector class VPhysXCollisionAttributes_t: m_CollisionGroup = 0x0 # uint32_t m_InteractAs = 0x8 # CUtlVector m_InteractWith = 0x20 # CUtlVector m_InteractExclude = 0x38 # CUtlVector m_CollisionGroupString = 0x50 # CUtlString m_InteractAsStrings = 0x58 # CUtlVector m_InteractWithStrings = 0x70 # CUtlVector m_InteractExcludeStrings = 0x88 # CUtlVector class VPhysXConstraint2_t: m_nFlags = 0x0 # uint32_t m_nParent = 0x4 # uint16_t m_nChild = 0x6 # uint16_t m_params = 0x8 # VPhysXConstraintParams_t class VPhysXConstraintParams_t: m_nType = 0x0 # int8_t m_nTranslateMotion = 0x1 # int8_t m_nRotateMotion = 0x2 # int8_t m_nFlags = 0x3 # int8_t m_anchor = 0x4 # Vector[2] m_axes = 0x1C # QuaternionStorage[2] m_maxForce = 0x3C # float m_maxTorque = 0x40 # float m_linearLimitValue = 0x44 # float m_linearLimitRestitution = 0x48 # float m_linearLimitSpring = 0x4C # float m_linearLimitDamping = 0x50 # float m_twistLowLimitValue = 0x54 # float m_twistLowLimitRestitution = 0x58 # float m_twistLowLimitSpring = 0x5C # float m_twistLowLimitDamping = 0x60 # float m_twistHighLimitValue = 0x64 # float m_twistHighLimitRestitution = 0x68 # float m_twistHighLimitSpring = 0x6C # float m_twistHighLimitDamping = 0x70 # float m_swing1LimitValue = 0x74 # float m_swing1LimitRestitution = 0x78 # float m_swing1LimitSpring = 0x7C # float m_swing1LimitDamping = 0x80 # float m_swing2LimitValue = 0x84 # float m_swing2LimitRestitution = 0x88 # float m_swing2LimitSpring = 0x8C # float m_swing2LimitDamping = 0x90 # float m_goalPosition = 0x94 # Vector m_goalOrientation = 0xA0 # QuaternionStorage m_goalAngularVelocity = 0xB0 # Vector m_driveSpringX = 0xBC # float m_driveSpringY = 0xC0 # float m_driveSpringZ = 0xC4 # float m_driveDampingX = 0xC8 # float m_driveDampingY = 0xCC # float m_driveDampingZ = 0xD0 # float m_driveSpringTwist = 0xD4 # float m_driveSpringSwing = 0xD8 # float m_driveSpringSlerp = 0xDC # float m_driveDampingTwist = 0xE0 # float m_driveDampingSwing = 0xE4 # float m_driveDampingSlerp = 0xE8 # float m_solverIterationCount = 0xEC # int32_t m_projectionLinearTolerance = 0xF0 # float m_projectionAngularTolerance = 0xF4 # float class VPhysXJoint_t: m_nType = 0x0 # uint16_t m_nBody1 = 0x2 # uint16_t m_nBody2 = 0x4 # uint16_t m_nFlags = 0x6 # uint16_t m_Frame1 = 0x10 # CTransform m_Frame2 = 0x30 # CTransform m_bEnableCollision = 0x50 # bool m_bEnableLinearLimit = 0x51 # bool m_LinearLimit = 0x54 # VPhysXRange_t m_bEnableLinearMotor = 0x5C # bool m_vLinearTargetVelocity = 0x60 # Vector m_flMaxForce = 0x6C # float m_bEnableSwingLimit = 0x70 # bool m_SwingLimit = 0x74 # VPhysXRange_t m_bEnableTwistLimit = 0x7C # bool m_TwistLimit = 0x80 # VPhysXRange_t m_bEnableAngularMotor = 0x88 # bool m_vAngularTargetVelocity = 0x8C # Vector m_flMaxTorque = 0x98 # float m_flLinearFrequency = 0x9C # float m_flLinearDampingRatio = 0xA0 # float m_flAngularFrequency = 0xA4 # float m_flAngularDampingRatio = 0xA8 # float m_flFriction = 0xAC # float class VPhysXRange_t: m_flMin = 0x0 # float m_flMax = 0x4 # float class VPhysics2ShapeDef_t: m_spheres = 0x0 # CUtlVector m_capsules = 0x18 # CUtlVector m_hulls = 0x30 # CUtlVector m_meshes = 0x48 # CUtlVector m_CollisionAttributeIndices = 0x60 # CUtlVector class WeightList: m_name = 0x0 # CUtlString m_weights = 0x8 # CUtlVector