''' Generated using https://github.com/a2x/cs2-dumper Sat, 16 Mar 2024 22:03:49 +0000 ''' class ActiveModelConfig_t: m_Handle = 0x28 # ModelConfigHandle_t m_Name = 0x30 # CUtlSymbolLarge m_AssociatedEntities = 0x38 # C_NetworkUtlVectorBase> m_AssociatedEntityNames = 0x50 # C_NetworkUtlVectorBase class CAnimGraphNetworkedVariables: m_PredNetBoolVariables = 0x8 # C_NetworkUtlVectorBase m_PredNetByteVariables = 0x20 # C_NetworkUtlVectorBase m_PredNetUInt16Variables = 0x38 # C_NetworkUtlVectorBase m_PredNetIntVariables = 0x50 # C_NetworkUtlVectorBase m_PredNetUInt32Variables = 0x68 # C_NetworkUtlVectorBase m_PredNetUInt64Variables = 0x80 # C_NetworkUtlVectorBase m_PredNetFloatVariables = 0x98 # C_NetworkUtlVectorBase m_PredNetVectorVariables = 0xB0 # C_NetworkUtlVectorBase m_PredNetQuaternionVariables = 0xC8 # C_NetworkUtlVectorBase m_PredNetGlobalSymbolVariables = 0xE0 # C_NetworkUtlVectorBase m_OwnerOnlyPredNetBoolVariables = 0xF8 # C_NetworkUtlVectorBase m_OwnerOnlyPredNetByteVariables = 0x110 # C_NetworkUtlVectorBase m_OwnerOnlyPredNetUInt16Variables = 0x128 # C_NetworkUtlVectorBase m_OwnerOnlyPredNetIntVariables = 0x140 # C_NetworkUtlVectorBase m_OwnerOnlyPredNetUInt32Variables = 0x158 # C_NetworkUtlVectorBase m_OwnerOnlyPredNetUInt64Variables = 0x170 # C_NetworkUtlVectorBase m_OwnerOnlyPredNetFloatVariables = 0x188 # C_NetworkUtlVectorBase m_OwnerOnlyPredNetVectorVariables = 0x1A0 # C_NetworkUtlVectorBase m_OwnerOnlyPredNetQuaternionVariables = 0x1B8 # C_NetworkUtlVectorBase m_OwnerOnlyPredNetGlobalSymbolVariables = 0x1D0 # C_NetworkUtlVectorBase m_nBoolVariablesCount = 0x1E8 # int32_t m_nOwnerOnlyBoolVariablesCount = 0x1EC # int32_t m_nRandomSeedOffset = 0x1F0 # int32_t m_flLastTeleportTime = 0x1F4 # float class CAttributeList: m_Attributes = 0x8 # C_UtlVectorEmbeddedNetworkVar m_pManager = 0x58 # CAttributeManager* class CAttributeManager: m_Providers = 0x8 # CUtlVector> m_iReapplyProvisionParity = 0x20 # int32_t m_hOuter = 0x24 # CHandle m_bPreventLoopback = 0x28 # bool m_ProviderType = 0x2C # attributeprovidertypes_t m_CachedResults = 0x30 # CUtlVector class CAttributeManager_cached_attribute_float_t: flIn = 0x0 # float iAttribHook = 0x8 # CUtlSymbolLarge flOut = 0x10 # float class CBaseAnimGraph: # C_BaseModelEntity m_bInitiallyPopulateInterpHistory = 0xCC8 # bool m_bSuppressAnimEventSounds = 0xCCA # bool m_bAnimGraphUpdateEnabled = 0xCD8 # bool m_flMaxSlopeDistance = 0xCDC # float m_vLastSlopeCheckPos = 0xCE0 # Vector m_bAnimationUpdateScheduled = 0xCEC # bool m_vecForce = 0xCF0 # Vector m_nForceBone = 0xCFC # int32_t m_pClientsideRagdoll = 0xD00 # CBaseAnimGraph* m_bBuiltRagdoll = 0xD08 # bool m_pRagdollPose = 0xD20 # PhysicsRagdollPose_t* m_bClientRagdoll = 0xD28 # bool m_bHasAnimatedMaterialAttributes = 0xD38 # bool class CBaseAnimGraphController: # CSkeletonAnimationController m_animGraphNetworkedVars = 0x18 # CAnimGraphNetworkedVariables m_bSequenceFinished = 0x14A8 # bool m_flSoundSyncTime = 0x14AC # float m_hSequence = 0x14B0 # HSequence m_flSeqStartTime = 0x14B4 # GameTime_t m_flSeqFixedCycle = 0x14B8 # float m_nAnimLoopMode = 0x14BC # AnimLoopMode_t m_flPlaybackRate = 0x14C0 # CNetworkedQuantizedFloat m_nNotifyState = 0x14CC # SequenceFinishNotifyState_t m_bNetworkedAnimationInputsChanged = 0x14CE # bool m_bNetworkedSequenceChanged = 0x14CF # bool m_bLastUpdateSkipped = 0x14D0 # bool m_flPrevAnimUpdateTime = 0x14D4 # GameTime_t class CBasePlayerController: # C_BaseEntity m_nFinalPredictedTick = 0x6D8 # int32_t m_CommandContext = 0x6E0 # C_CommandContext m_nInButtonsWhichAreToggles = 0x778 # uint64_t m_nTickBase = 0x780 # uint32_t m_hPawn = 0x784 # CHandle m_hPredictedPawn = 0x788 # CHandle m_nSplitScreenSlot = 0x78C # CSplitScreenSlot m_hSplitOwner = 0x790 # CHandle m_hSplitScreenPlayers = 0x798 # CUtlVector> m_bIsHLTV = 0x7B0 # bool m_iConnected = 0x7B4 # PlayerConnectedState m_iszPlayerName = 0x7B8 # char[128] m_steamID = 0x840 # uint64_t m_bIsLocalPlayerController = 0x848 # bool m_iDesiredFOV = 0x84C # uint32_t class CBasePlayerControllerAPI: class CBasePlayerVData: # CEntitySubclassVDataBase m_sModelName = 0x28 # CResourceNameTyped> m_flHeadDamageMultiplier = 0x108 # CSkillFloat m_flChestDamageMultiplier = 0x118 # CSkillFloat m_flStomachDamageMultiplier = 0x128 # CSkillFloat m_flArmDamageMultiplier = 0x138 # CSkillFloat m_flLegDamageMultiplier = 0x148 # CSkillFloat m_flHoldBreathTime = 0x158 # float m_flDrowningDamageInterval = 0x15C # float m_nDrowningDamageInitial = 0x160 # int32_t m_nDrowningDamageMax = 0x164 # int32_t m_nWaterSpeed = 0x168 # int32_t m_flUseRange = 0x16C # float m_flUseAngleTolerance = 0x170 # float m_flCrouchTime = 0x174 # float class CBasePlayerWeaponVData: # CEntitySubclassVDataBase m_szWorldModel = 0x28 # CResourceNameTyped> m_bBuiltRightHanded = 0x108 # bool m_bAllowFlipping = 0x109 # bool m_sMuzzleAttachment = 0x110 # CUtlString m_szMuzzleFlashParticle = 0x118 # CResourceNameTyped> m_iFlags = 0x1F8 # ItemFlagTypes_t m_nPrimaryAmmoType = 0x1F9 # AmmoIndex_t m_nSecondaryAmmoType = 0x1FA # AmmoIndex_t m_iMaxClip1 = 0x1FC # int32_t m_iMaxClip2 = 0x200 # int32_t m_iDefaultClip1 = 0x204 # int32_t m_iDefaultClip2 = 0x208 # int32_t m_iWeight = 0x20C # int32_t m_bAutoSwitchTo = 0x210 # bool m_bAutoSwitchFrom = 0x211 # bool m_iRumbleEffect = 0x214 # RumbleEffect_t m_bLinkedCooldowns = 0x218 # bool m_aShootSounds = 0x220 # CUtlMap m_iSlot = 0x240 # int32_t m_iPosition = 0x244 # int32_t class CBaseProp: # CBaseAnimGraph m_bModelOverrodeBlockLOS = 0xE78 # bool m_iShapeType = 0xE7C # int32_t m_bConformToCollisionBounds = 0xE80 # bool m_mPreferredCatchTransform = 0xE84 # matrix3x4_t class CBodyComponent: # CEntityComponent m_pSceneNode = 0x8 # CGameSceneNode* __m_pChainEntity = 0x28 # CNetworkVarChainer class CBodyComponentBaseAnimGraph: # CBodyComponentSkeletonInstance m_animationController = 0x478 # CBaseAnimGraphController __m_pChainEntity = 0x1C68 # CNetworkVarChainer class CBodyComponentBaseModelEntity: # CBodyComponentSkeletonInstance __m_pChainEntity = 0x478 # CNetworkVarChainer class CBodyComponentPoint: # CBodyComponent m_sceneNode = 0x60 # CGameSceneNode __m_pChainEntity = 0x1C0 # CNetworkVarChainer class CBodyComponentSkeletonInstance: # CBodyComponent m_skeletonInstance = 0x60 # CSkeletonInstance __m_pChainEntity = 0x450 # CNetworkVarChainer class CBombTarget: # C_BaseTrigger m_bBombPlantedHere = 0xC52 # bool class CBreachCharge: # C_CSWeaponBase class CBreachChargeProjectile: # C_BaseGrenade class CBumpMine: # C_CSWeaponBase class CBumpMineProjectile: # C_BaseGrenade class CBuoyancyHelper: m_flFluidDensity = 0x18 # float class CCSArmsRaceScript: # CCSGameModeScript m_pOuter = 0xD8 # CCSGameModeRules_ArmsRace* class CCSDeathmatchScript: # CCSGameModeScript m_pOuter = 0xD8 # CCSGameModeRules_Deathmatch* class CCSGO_WingmanIntroCharacterPosition: # C_CSGO_TeamIntroCharacterPosition class CCSGO_WingmanIntroCounterTerroristPosition: # CCSGO_WingmanIntroCharacterPosition class CCSGO_WingmanIntroTerroristPosition: # CCSGO_WingmanIntroCharacterPosition class CCSGameModeRules: __m_pChainEntity = 0x8 # CNetworkVarChainer class CCSGameModeRules_ArmsRace: # CCSGameModeRules m_WeaponSequence = 0x38 # C_NetworkUtlVectorBase class CCSGameModeRules_Deathmatch: # CCSGameModeRules m_flDMBonusStartTime = 0x38 # GameTime_t m_flDMBonusTimeLength = 0x3C # float m_nDMBonusWeaponLoadoutSlot = 0x40 # int16_t class CCSGameModeRules_Noop: # CCSGameModeRules class CCSGameModeScript: # CBasePulseGraphInstance class CCSObserver_CameraServices: # CCSPlayerBase_CameraServices class CCSObserver_MovementServices: # CPlayer_MovementServices class CCSObserver_ObserverServices: # CPlayer_ObserverServices m_hLastObserverTarget = 0x58 # CEntityHandle m_vecObserverInterpolateOffset = 0x5C # Vector m_vecObserverInterpStartPos = 0x68 # Vector m_flObsInterp_PathLength = 0x74 # float m_qObsInterp_OrientationStart = 0x80 # Quaternion m_qObsInterp_OrientationTravelDir = 0x90 # Quaternion m_obsInterpState = 0xA0 # ObserverInterpState_t m_bObserverInterpolationNeedsDeferredSetup = 0xA4 # bool class CCSObserver_UseServices: # CPlayer_UseServices class CCSObserver_ViewModelServices: # CPlayer_ViewModelServices class CCSPlayerBase_CameraServices: # CPlayer_CameraServices m_iFOV = 0x210 # uint32_t m_iFOVStart = 0x214 # uint32_t m_flFOVTime = 0x218 # GameTime_t m_flFOVRate = 0x21C # float m_hZoomOwner = 0x220 # CHandle m_flLastShotFOV = 0x224 # float class CCSPlayerController: # CBasePlayerController m_pInGameMoneyServices = 0x878 # CCSPlayerController_InGameMoneyServices* m_pInventoryServices = 0x880 # CCSPlayerController_InventoryServices* m_pActionTrackingServices = 0x888 # CCSPlayerController_ActionTrackingServices* m_pDamageServices = 0x890 # CCSPlayerController_DamageServices* m_iPing = 0x898 # uint32_t m_bHasCommunicationAbuseMute = 0x89C # bool m_szCrosshairCodes = 0x8A0 # CUtlSymbolLarge m_iPendingTeamNum = 0x8A8 # uint8_t m_flForceTeamTime = 0x8AC # GameTime_t m_iCompTeammateColor = 0x8B0 # int32_t m_bEverPlayedOnTeam = 0x8B4 # bool m_flPreviousForceJoinTeamTime = 0x8B8 # GameTime_t m_szClan = 0x8C0 # CUtlSymbolLarge m_sSanitizedPlayerName = 0x8C8 # CUtlString m_iCoachingTeam = 0x8D0 # int32_t m_nPlayerDominated = 0x8D8 # uint64_t m_nPlayerDominatingMe = 0x8E0 # uint64_t m_iCompetitiveRanking = 0x8E8 # int32_t m_iCompetitiveWins = 0x8EC # int32_t m_iCompetitiveRankType = 0x8F0 # int8_t m_iCompetitiveRankingPredicted_Win = 0x8F4 # int32_t m_iCompetitiveRankingPredicted_Loss = 0x8F8 # int32_t m_iCompetitiveRankingPredicted_Tie = 0x8FC # int32_t m_nEndMatchNextMapVote = 0x900 # int32_t m_unActiveQuestId = 0x904 # uint16_t m_nQuestProgressReason = 0x908 # QuestProgress::Reason m_unPlayerTvControlFlags = 0x90C # uint32_t m_iDraftIndex = 0x938 # int32_t m_msQueuedModeDisconnectionTimestamp = 0x93C # uint32_t m_uiAbandonRecordedReason = 0x940 # uint32_t m_bCannotBeKicked = 0x944 # bool m_bEverFullyConnected = 0x945 # bool m_bAbandonAllowsSurrender = 0x946 # bool m_bAbandonOffersInstantSurrender = 0x947 # bool m_bDisconnection1MinWarningPrinted = 0x948 # bool m_bScoreReported = 0x949 # bool m_nDisconnectionTick = 0x94C # int32_t m_bControllingBot = 0x958 # bool m_bHasControlledBotThisRound = 0x959 # bool m_bHasBeenControlledByPlayerThisRound = 0x95A # bool m_nBotsControlledThisRound = 0x95C # int32_t m_bCanControlObservedBot = 0x960 # bool m_hPlayerPawn = 0x964 # CHandle m_hObserverPawn = 0x968 # CHandle m_bPawnIsAlive = 0x96C # bool m_iPawnHealth = 0x970 # uint32_t m_iPawnArmor = 0x974 # int32_t m_bPawnHasDefuser = 0x978 # bool m_bPawnHasHelmet = 0x979 # bool m_nPawnCharacterDefIndex = 0x97A # uint16_t m_iPawnLifetimeStart = 0x97C # int32_t m_iPawnLifetimeEnd = 0x980 # int32_t m_iPawnBotDifficulty = 0x984 # int32_t m_hOriginalControllerOfCurrentPawn = 0x988 # CHandle m_iScore = 0x98C # int32_t m_vecKills = 0x990 # C_NetworkUtlVectorBase m_bMvpNoMusic = 0x9A8 # bool m_eMvpReason = 0x9AC # int32_t m_iMusicKitID = 0x9B0 # int32_t m_iMusicKitMVPs = 0x9B4 # int32_t m_iMVPs = 0x9B8 # int32_t m_bIsPlayerNameDirty = 0x9BC # bool class CCSPlayerControllerAPI: class CCSPlayerController_ActionTrackingServices: # CPlayerControllerComponent m_perRoundStats = 0x40 # C_UtlVectorEmbeddedNetworkVar m_matchStats = 0x90 # CSMatchStats_t m_iNumRoundKills = 0x108 # int32_t m_iNumRoundKillsHeadshots = 0x10C # int32_t m_unTotalRoundDamageDealt = 0x110 # uint32_t class CCSPlayerController_DamageServices: # CPlayerControllerComponent m_nSendUpdate = 0x40 # int32_t m_DamageList = 0x48 # C_UtlVectorEmbeddedNetworkVar class CCSPlayerController_InGameMoneyServices: # CPlayerControllerComponent m_iAccount = 0x40 # int32_t m_iStartAccount = 0x44 # int32_t m_iTotalCashSpent = 0x48 # int32_t m_iCashSpentThisRound = 0x4C # int32_t m_nPreviousAccount = 0x50 # int32_t class CCSPlayerController_InventoryServices: # CPlayerControllerComponent m_unMusicID = 0x40 # uint16_t m_rank = 0x44 # MedalRank_t[6] m_nPersonaDataPublicLevel = 0x5C # int32_t m_nPersonaDataPublicCommendsLeader = 0x60 # int32_t m_nPersonaDataPublicCommendsTeacher = 0x64 # int32_t m_nPersonaDataPublicCommendsFriendly = 0x68 # int32_t m_nPersonaDataXpTrailLevel = 0x6C # int32_t m_vecServerAuthoritativeWeaponSlots = 0x70 # C_UtlVectorEmbeddedNetworkVar class CCSPlayer_ActionTrackingServices: # CPlayerPawnComponent m_hLastWeaponBeforeC4AutoSwitch = 0x40 # CHandle m_bIsRescuing = 0x44 # bool m_weaponPurchasesThisMatch = 0x48 # WeaponPurchaseTracker_t m_weaponPurchasesThisRound = 0xA0 # WeaponPurchaseTracker_t class CCSPlayer_BulletServices: # CPlayerPawnComponent m_totalHitsOnServer = 0x40 # int32_t class CCSPlayer_BuyServices: # CPlayerPawnComponent m_vecSellbackPurchaseEntries = 0x40 # C_UtlVectorEmbeddedNetworkVar class CCSPlayer_CameraServices: # CCSPlayerBase_CameraServices m_flDeathCamTilt = 0x228 # float class CCSPlayer_GlowServices: # CPlayerPawnComponent class CCSPlayer_HostageServices: # CPlayerPawnComponent m_hCarriedHostage = 0x40 # CHandle m_hCarriedHostageProp = 0x44 # CHandle class CCSPlayer_ItemServices: # CPlayer_ItemServices m_bHasDefuser = 0x40 # bool m_bHasHelmet = 0x41 # bool m_bHasHeavyArmor = 0x42 # bool class CCSPlayer_MovementServices: # CPlayer_MovementServices_Humanoid m_flMaxFallVelocity = 0x214 # float m_vecLadderNormal = 0x218 # Vector m_nLadderSurfacePropIndex = 0x224 # int32_t m_flDuckAmount = 0x228 # float m_flDuckSpeed = 0x22C # float m_bDuckOverride = 0x230 # bool m_bDesiresDuck = 0x231 # bool m_flDuckOffset = 0x234 # float m_nDuckTimeMsecs = 0x238 # uint32_t m_nDuckJumpTimeMsecs = 0x23C # uint32_t m_nJumpTimeMsecs = 0x240 # uint32_t m_flLastDuckTime = 0x244 # float m_vecLastPositionAtFullCrouchSpeed = 0x250 # Vector2D m_duckUntilOnGround = 0x258 # bool m_bHasWalkMovedSinceLastJump = 0x259 # bool m_bInStuckTest = 0x25A # bool m_flStuckCheckTime = 0x268 # float[64][2] m_nTraceCount = 0x468 # int32_t m_StuckLast = 0x46C # int32_t m_bSpeedCropped = 0x470 # bool m_nOldWaterLevel = 0x474 # int32_t m_flWaterEntryTime = 0x478 # float m_vecForward = 0x47C # Vector m_vecLeft = 0x488 # Vector m_vecUp = 0x494 # Vector m_nGameCodeHasMovedPlayerAfterCommand = 0x4A0 # int32_t m_bOldJumpPressed = 0x4A4 # bool m_flJumpPressedTime = 0x4A8 # float m_flJumpUntil = 0x4AC # float m_flJumpVel = 0x4B0 # float m_fStashGrenadeParameterWhen = 0x4B4 # GameTime_t m_nButtonDownMaskPrev = 0x4B8 # uint64_t m_flOffsetTickCompleteTime = 0x4C0 # float m_flOffsetTickStashedSpeed = 0x4C4 # float m_flStamina = 0x4C8 # float m_flHeightAtJumpStart = 0x4CC # float m_flMaxJumpHeightThisJump = 0x4D0 # float class CCSPlayer_PingServices: # CPlayerPawnComponent m_hPlayerPing = 0x40 # CHandle class CCSPlayer_UseServices: # CPlayer_UseServices class CCSPlayer_ViewModelServices: # CPlayer_ViewModelServices m_hViewModel = 0x40 # CHandle[3] class CCSPlayer_WaterServices: # CPlayer_WaterServices m_flWaterJumpTime = 0x40 # float m_vecWaterJumpVel = 0x44 # Vector m_flSwimSoundTime = 0x50 # float class CCSPlayer_WeaponServices: # CPlayer_WeaponServices m_flNextAttack = 0xB8 # GameTime_t m_bIsLookingAtWeapon = 0xBC # bool m_bIsHoldingLookAtWeapon = 0xBD # bool m_nOldShootPositionHistoryCount = 0xC0 # uint32_t m_nOldInputHistoryCount = 0x458 # uint32_t class CCSTakeDamageInfoAPI: class CCSWeaponBaseAPI: class CCSWeaponBaseVData: # CBasePlayerWeaponVData m_WeaponType = 0x248 # CSWeaponType m_WeaponCategory = 0x24C # CSWeaponCategory m_szViewModel = 0x250 # CResourceNameTyped> m_szPlayerModel = 0x330 # CResourceNameTyped> m_szWorldDroppedModel = 0x410 # CResourceNameTyped> m_szAimsightLensMaskModel = 0x4F0 # CResourceNameTyped> m_szMagazineModel = 0x5D0 # CResourceNameTyped> m_szHeatEffect = 0x6B0 # CResourceNameTyped> m_szEjectBrassEffect = 0x790 # CResourceNameTyped> m_szMuzzleFlashParticleAlt = 0x870 # CResourceNameTyped> m_szMuzzleFlashThirdPersonParticle = 0x950 # CResourceNameTyped> m_szMuzzleFlashThirdPersonParticleAlt = 0xA30 # CResourceNameTyped> m_szTracerParticle = 0xB10 # CResourceNameTyped> m_GearSlot = 0xBF0 # gear_slot_t m_GearSlotPosition = 0xBF4 # int32_t m_DefaultLoadoutSlot = 0xBF8 # loadout_slot_t m_sWrongTeamMsg = 0xC00 # CUtlString m_nPrice = 0xC08 # int32_t m_nKillAward = 0xC0C # int32_t m_nPrimaryReserveAmmoMax = 0xC10 # int32_t m_nSecondaryReserveAmmoMax = 0xC14 # int32_t m_bMeleeWeapon = 0xC18 # bool m_bHasBurstMode = 0xC19 # bool m_bIsRevolver = 0xC1A # bool m_bCannotShootUnderwater = 0xC1B # bool m_szName = 0xC20 # CGlobalSymbol m_szAnimExtension = 0xC28 # CUtlString m_eSilencerType = 0xC30 # CSWeaponSilencerType m_nCrosshairMinDistance = 0xC34 # int32_t m_nCrosshairDeltaDistance = 0xC38 # int32_t m_bIsFullAuto = 0xC3C # bool m_nNumBullets = 0xC40 # int32_t m_flCycleTime = 0xC44 # CFiringModeFloat m_flMaxSpeed = 0xC4C # CFiringModeFloat m_flSpread = 0xC54 # CFiringModeFloat m_flInaccuracyCrouch = 0xC5C # CFiringModeFloat m_flInaccuracyStand = 0xC64 # CFiringModeFloat m_flInaccuracyJump = 0xC6C # CFiringModeFloat m_flInaccuracyLand = 0xC74 # CFiringModeFloat m_flInaccuracyLadder = 0xC7C # CFiringModeFloat m_flInaccuracyFire = 0xC84 # CFiringModeFloat m_flInaccuracyMove = 0xC8C # CFiringModeFloat m_flRecoilAngle = 0xC94 # CFiringModeFloat m_flRecoilAngleVariance = 0xC9C # CFiringModeFloat m_flRecoilMagnitude = 0xCA4 # CFiringModeFloat m_flRecoilMagnitudeVariance = 0xCAC # CFiringModeFloat m_nTracerFrequency = 0xCB4 # CFiringModeInt m_flInaccuracyJumpInitial = 0xCBC # float m_flInaccuracyJumpApex = 0xCC0 # float m_flInaccuracyReload = 0xCC4 # float m_nRecoilSeed = 0xCC8 # int32_t m_nSpreadSeed = 0xCCC # int32_t m_flTimeToIdleAfterFire = 0xCD0 # float m_flIdleInterval = 0xCD4 # float m_flAttackMovespeedFactor = 0xCD8 # float m_flHeatPerShot = 0xCDC # float m_flInaccuracyPitchShift = 0xCE0 # float m_flInaccuracyAltSoundThreshold = 0xCE4 # float m_flBotAudibleRange = 0xCE8 # float m_szUseRadioSubtitle = 0xCF0 # CUtlString m_bUnzoomsAfterShot = 0xCF8 # bool m_bHideViewModelWhenZoomed = 0xCF9 # bool m_nZoomLevels = 0xCFC # int32_t m_nZoomFOV1 = 0xD00 # int32_t m_nZoomFOV2 = 0xD04 # int32_t m_flZoomTime0 = 0xD08 # float m_flZoomTime1 = 0xD0C # float m_flZoomTime2 = 0xD10 # float m_flIronSightPullUpSpeed = 0xD14 # float m_flIronSightPutDownSpeed = 0xD18 # float m_flIronSightFOV = 0xD1C # float m_flIronSightPivotForward = 0xD20 # float m_flIronSightLooseness = 0xD24 # float m_angPivotAngle = 0xD28 # QAngle m_vecIronSightEyePos = 0xD34 # Vector m_nDamage = 0xD40 # int32_t m_flHeadshotMultiplier = 0xD44 # float m_flArmorRatio = 0xD48 # float m_flPenetration = 0xD4C # float m_flRange = 0xD50 # float m_flRangeModifier = 0xD54 # float m_flFlinchVelocityModifierLarge = 0xD58 # float m_flFlinchVelocityModifierSmall = 0xD5C # float m_flRecoveryTimeCrouch = 0xD60 # float m_flRecoveryTimeStand = 0xD64 # float m_flRecoveryTimeCrouchFinal = 0xD68 # float m_flRecoveryTimeStandFinal = 0xD6C # float m_nRecoveryTransitionStartBullet = 0xD70 # int32_t m_nRecoveryTransitionEndBullet = 0xD74 # int32_t m_flThrowVelocity = 0xD78 # float m_vSmokeColor = 0xD7C # Vector m_szAnimClass = 0xD88 # CGlobalSymbol class CCSWeaponBaseVDataAPI: class CClientAlphaProperty: # IClientAlphaProperty m_nRenderFX = 0x10 # uint8_t m_nRenderMode = 0x11 # uint8_t m_bAlphaOverride = 0x0 # bitfield:1 m_bShadowAlphaOverride = 0x0 # bitfield:1 m_nReserved = 0x0 # bitfield:6 m_nAlpha = 0x13 # uint8_t m_nDesyncOffset = 0x14 # uint16_t m_nReserved2 = 0x16 # uint16_t m_nDistFadeStart = 0x18 # uint16_t m_nDistFadeEnd = 0x1A # uint16_t m_flFadeScale = 0x1C # float m_flRenderFxStartTime = 0x20 # GameTime_t m_flRenderFxDuration = 0x24 # float class CClientPointEntityAPI: class CClientScriptEntity: # C_BaseEntity class CCollisionProperty: m_collisionAttribute = 0x10 # VPhysicsCollisionAttribute_t m_vecMins = 0x40 # Vector m_vecMaxs = 0x4C # Vector m_usSolidFlags = 0x5A # uint8_t m_nSolidType = 0x5B # SolidType_t m_triggerBloat = 0x5C # uint8_t m_nSurroundType = 0x5D # SurroundingBoundsType_t m_CollisionGroup = 0x5E # uint8_t m_nEnablePhysics = 0x5F # uint8_t m_flBoundingRadius = 0x60 # float m_vecSpecifiedSurroundingMins = 0x64 # Vector m_vecSpecifiedSurroundingMaxs = 0x70 # Vector m_vecSurroundingMaxs = 0x7C # Vector m_vecSurroundingMins = 0x88 # Vector m_vCapsuleCenter1 = 0x94 # Vector m_vCapsuleCenter2 = 0xA0 # Vector m_flCapsuleRadius = 0xAC # float class CCompositeMaterialEditorDoc: m_nVersion = 0x8 # int32_t m_Points = 0x10 # CUtlVector m_KVthumbnail = 0x28 # KeyValues3 class CDamageRecord: m_PlayerDamager = 0x28 # CHandle m_PlayerRecipient = 0x2C # CHandle m_hPlayerControllerDamager = 0x30 # CHandle m_hPlayerControllerRecipient = 0x34 # CHandle m_szPlayerDamagerName = 0x38 # CUtlString m_szPlayerRecipientName = 0x40 # CUtlString m_DamagerXuid = 0x48 # uint64_t m_RecipientXuid = 0x50 # uint64_t m_iDamage = 0x58 # int32_t m_iActualHealthRemoved = 0x5C # int32_t m_iNumHits = 0x60 # int32_t m_iLastBulletUpdate = 0x64 # int32_t m_bIsOtherEnemy = 0x68 # bool m_killType = 0x69 # EKillTypes_t class CDecalInfo: m_flAnimationScale = 0x0 # float m_flAnimationLifeSpan = 0x4 # float m_flPlaceTime = 0x8 # float m_flFadeStartTime = 0xC # float m_flFadeDuration = 0x10 # float m_nVBSlot = 0x14 # int32_t m_nBoneIndex = 0x18 # int32_t m_vPosition = 0x28 # Vector m_flBoundingRadiusSqr = 0x34 # float m_pNext = 0x40 # CDecalInfo* m_pPrev = 0x48 # CDecalInfo* m_nDecalMaterialIndex = 0xA8 # int32_t class CDynamicPropAPI: class CEconItemAttribute: m_iAttributeDefinitionIndex = 0x30 # uint16_t m_flValue = 0x34 # float m_flInitialValue = 0x38 # float m_nRefundableCurrency = 0x3C # int32_t m_bSetBonus = 0x40 # bool class CEffectData: m_vOrigin = 0x8 # Vector m_vStart = 0x14 # Vector m_vNormal = 0x20 # Vector m_vAngles = 0x2C # QAngle m_hEntity = 0x38 # CEntityHandle m_hOtherEntity = 0x3C # CEntityHandle m_flScale = 0x40 # float m_flMagnitude = 0x44 # float m_flRadius = 0x48 # float m_nSurfaceProp = 0x4C # CUtlStringToken m_nEffectIndex = 0x50 # CWeakHandle m_nDamageType = 0x58 # uint32_t m_nPenetrate = 0x5C # uint8_t m_nMaterial = 0x5E # uint16_t m_nHitBox = 0x60 # uint16_t m_nColor = 0x62 # uint8_t m_fFlags = 0x63 # uint8_t m_nAttachmentIndex = 0x64 # AttachmentHandle_t m_nAttachmentName = 0x68 # CUtlStringToken m_iEffectName = 0x6C # uint16_t m_nExplosionType = 0x6E # uint8_t class CEntityComponent: class CEntityIdentity: m_nameStringableIndex = 0x14 # int32_t m_name = 0x18 # CUtlSymbolLarge m_designerName = 0x20 # CUtlSymbolLarge m_flags = 0x30 # uint32_t m_worldGroupId = 0x38 # WorldGroupId_t m_fDataObjectTypes = 0x3C # uint32_t m_PathIndex = 0x40 # ChangeAccessorFieldPathIndex_t m_pPrev = 0x58 # CEntityIdentity* m_pNext = 0x60 # CEntityIdentity* m_pPrevByClass = 0x68 # CEntityIdentity* m_pNextByClass = 0x70 # CEntityIdentity* class CEntityInstance: m_iszPrivateVScripts = 0x8 # CUtlSymbolLarge m_pEntity = 0x10 # CEntityIdentity* m_CScriptComponent = 0x28 # CScriptComponent* m_bVisibleinPVS = 0x30 # bool class CFireOverlay: # CGlowOverlay m_pOwner = 0xD0 # C_FireSmoke* m_vBaseColors = 0xD8 # Vector[4] m_flScale = 0x108 # float m_nGUID = 0x10C # int32_t class CFlashlightEffect: m_bIsOn = 0x8 # bool m_bMuzzleFlashEnabled = 0x18 # bool m_flMuzzleFlashBrightness = 0x1C # float m_quatMuzzleFlashOrientation = 0x20 # Quaternion m_vecMuzzleFlashOrigin = 0x30 # Vector m_flFov = 0x3C # float m_flFarZ = 0x40 # float m_flLinearAtten = 0x44 # float m_bCastsShadows = 0x48 # bool m_flCurrentPullBackDist = 0x4C # float m_FlashlightTexture = 0x50 # CStrongHandle m_MuzzleFlashTexture = 0x58 # CStrongHandle m_textureName = 0x60 # char[64] class CFuncWater: # C_BaseModelEntity m_BuoyancyHelper = 0xC50 # CBuoyancyHelper class CGameSceneNode: m_nodeToWorld = 0x10 # CTransform m_pOwner = 0x30 # CEntityInstance* m_pParent = 0x38 # CGameSceneNode* m_pChild = 0x40 # CGameSceneNode* m_pNextSibling = 0x48 # CGameSceneNode* m_hParent = 0x70 # CGameSceneNodeHandle m_vecOrigin = 0x80 # CNetworkOriginCellCoordQuantizedVector m_angRotation = 0xB8 # QAngle m_flScale = 0xC4 # float m_vecAbsOrigin = 0xC8 # Vector m_angAbsRotation = 0xD4 # QAngle m_flAbsScale = 0xE0 # float m_nParentAttachmentOrBone = 0xE4 # int16_t m_bDebugAbsOriginChanges = 0xE6 # bool m_bDormant = 0xE7 # bool m_bForceParentToBeNetworked = 0xE8 # bool m_bDirtyHierarchy = 0x0 # bitfield:1 m_bDirtyBoneMergeInfo = 0x0 # bitfield:1 m_bNetworkedPositionChanged = 0x0 # bitfield:1 m_bNetworkedAnglesChanged = 0x0 # bitfield:1 m_bNetworkedScaleChanged = 0x0 # bitfield:1 m_bWillBeCallingPostDataUpdate = 0x0 # bitfield:1 m_bBoneMergeFlex = 0x0 # bitfield:1 m_nLatchAbsOrigin = 0x0 # bitfield:2 m_bDirtyBoneMergeBoneToRoot = 0x0 # bitfield:1 m_nHierarchicalDepth = 0xEB # uint8_t m_nHierarchyType = 0xEC # uint8_t m_nDoNotSetAnimTimeInInvalidatePhysicsCount = 0xED # uint8_t m_name = 0xF0 # CUtlStringToken m_hierarchyAttachName = 0x140 # CUtlStringToken m_flZOffset = 0x144 # float m_vRenderOrigin = 0x148 # Vector class CGameSceneNodeHandle: m_hOwner = 0x8 # CEntityHandle m_name = 0xC # CUtlStringToken class CGlobalLightBase: m_bSpotLight = 0x10 # bool m_SpotLightOrigin = 0x14 # Vector m_SpotLightAngles = 0x20 # QAngle m_ShadowDirection = 0x2C # Vector m_AmbientDirection = 0x38 # Vector m_SpecularDirection = 0x44 # Vector m_InspectorSpecularDirection = 0x50 # Vector m_flSpecularPower = 0x5C # float m_flSpecularIndependence = 0x60 # float m_SpecularColor = 0x64 # Color m_bStartDisabled = 0x68 # bool m_bEnabled = 0x69 # bool m_LightColor = 0x6A # Color m_AmbientColor1 = 0x6E # Color m_AmbientColor2 = 0x72 # Color m_AmbientColor3 = 0x76 # Color m_flSunDistance = 0x7C # float m_flFOV = 0x80 # float m_flNearZ = 0x84 # float m_flFarZ = 0x88 # float m_bEnableShadows = 0x8C # bool m_bOldEnableShadows = 0x8D # bool m_bBackgroundClearNotRequired = 0x8E # bool m_flCloudScale = 0x90 # float m_flCloud1Speed = 0x94 # float m_flCloud1Direction = 0x98 # float m_flCloud2Speed = 0x9C # float m_flCloud2Direction = 0xA0 # float m_flAmbientScale1 = 0xB0 # float m_flAmbientScale2 = 0xB4 # float m_flGroundScale = 0xB8 # float m_flLightScale = 0xBC # float m_flFoWDarkness = 0xC0 # float m_bEnableSeparateSkyboxFog = 0xC4 # bool m_vFowColor = 0xC8 # Vector m_ViewOrigin = 0xD4 # Vector m_ViewAngles = 0xE0 # QAngle m_flViewFoV = 0xEC # float m_WorldPoints = 0xF0 # Vector[8] m_vFogOffsetLayer0 = 0x4A8 # Vector2D m_vFogOffsetLayer1 = 0x4B0 # Vector2D m_hEnvWind = 0x4B8 # CHandle m_hEnvSky = 0x4BC # CHandle class CGlowOverlay: m_vPos = 0x8 # Vector m_bDirectional = 0x14 # bool m_vDirection = 0x18 # Vector m_bInSky = 0x24 # bool m_skyObstructionScale = 0x28 # float m_Sprites = 0x30 # CGlowSprite[4] m_nSprites = 0xB0 # int32_t m_flProxyRadius = 0xB4 # float m_flHDRColorScale = 0xB8 # float m_flGlowObstructionScale = 0xBC # float m_bCacheGlowObstruction = 0xC0 # bool m_bCacheSkyObstruction = 0xC1 # bool m_bActivated = 0xC2 # int16_t m_ListIndex = 0xC4 # uint16_t m_queryHandle = 0xC8 # int32_t class CGlowProperty: m_fGlowColor = 0x8 # Vector m_iGlowType = 0x30 # int32_t m_iGlowTeam = 0x34 # int32_t m_nGlowRange = 0x38 # int32_t m_nGlowRangeMin = 0x3C # int32_t m_glowColorOverride = 0x40 # Color m_bFlashing = 0x44 # bool m_flGlowTime = 0x48 # float m_flGlowStartTime = 0x4C # float m_bEligibleForScreenHighlight = 0x50 # bool m_bGlowing = 0x51 # bool class CGlowSprite: m_vColor = 0x0 # Vector m_flHorzSize = 0xC # float m_flVertSize = 0x10 # float m_hMaterial = 0x18 # CStrongHandle class CGrenadeTracer: # C_BaseModelEntity m_flTracerDuration = 0xC70 # float m_nType = 0xC74 # GrenadeType_t class CHitboxComponent: # CEntityComponent m_bvDisabledHitGroups = 0x24 # uint32_t[1] class CHostageRescueZone: # CHostageRescueZoneShim class CHostageRescueZoneShim: # C_BaseTrigger class CInfoDynamicShadowHint: # C_PointEntity m_bDisabled = 0x6D0 # bool m_flRange = 0x6D4 # float m_nImportance = 0x6D8 # int32_t m_nLightChoice = 0x6DC # int32_t m_hLight = 0x6E0 # CHandle class CInfoDynamicShadowHintBox: # CInfoDynamicShadowHint m_vBoxMins = 0x6E4 # Vector m_vBoxMaxs = 0x6F0 # Vector class CInfoOffscreenPanoramaTexture: # C_PointEntity m_bDisabled = 0x6D0 # bool m_nResolutionX = 0x6D4 # int32_t m_nResolutionY = 0x6D8 # int32_t m_szLayoutFileName = 0x6E0 # CUtlSymbolLarge m_RenderAttrName = 0x6E8 # CUtlSymbolLarge m_TargetEntities = 0x6F0 # C_NetworkUtlVectorBase> m_nTargetChangeCount = 0x708 # int32_t m_vecCSSClasses = 0x710 # C_NetworkUtlVectorBase m_bCheckCSSClasses = 0x888 # bool class CInfoParticleTarget: # C_PointEntity class CInfoTarget: # C_PointEntity class CInfoWorldLayer: # C_BaseEntity m_pOutputOnEntitiesSpawned = 0x6D0 # CEntityIOOutput m_worldName = 0x6F8 # CUtlSymbolLarge m_layerName = 0x700 # CUtlSymbolLarge m_bWorldLayerVisible = 0x708 # bool m_bEntitiesSpawned = 0x709 # bool m_bCreateAsChildSpawnGroup = 0x70A # bool m_hLayerSpawnGroup = 0x70C # uint32_t m_bWorldLayerActuallyVisible = 0x710 # bool class CInterpolatedValue: m_flStartTime = 0x0 # float m_flEndTime = 0x4 # float m_flStartValue = 0x8 # float m_flEndValue = 0xC # float m_nInterpType = 0x10 # int32_t class CLightComponent: # CEntityComponent __m_pChainEntity = 0x58 # CNetworkVarChainer m_Color = 0x95 # Color m_SecondaryColor = 0x99 # Color m_flBrightness = 0xA0 # float m_flBrightnessScale = 0xA4 # float m_flBrightnessMult = 0xA8 # float m_flRange = 0xAC # float m_flFalloff = 0xB0 # float m_flAttenuation0 = 0xB4 # float m_flAttenuation1 = 0xB8 # float m_flAttenuation2 = 0xBC # float m_flTheta = 0xC0 # float m_flPhi = 0xC4 # float m_hLightCookie = 0xC8 # CStrongHandle m_nCascades = 0xD0 # int32_t m_nCastShadows = 0xD4 # int32_t m_nShadowWidth = 0xD8 # int32_t m_nShadowHeight = 0xDC # int32_t m_bRenderDiffuse = 0xE0 # bool m_nRenderSpecular = 0xE4 # int32_t m_bRenderTransmissive = 0xE8 # bool m_flOrthoLightWidth = 0xEC # float m_flOrthoLightHeight = 0xF0 # float m_nStyle = 0xF4 # int32_t m_Pattern = 0xF8 # CUtlString m_nCascadeRenderStaticObjects = 0x100 # int32_t m_flShadowCascadeCrossFade = 0x104 # float m_flShadowCascadeDistanceFade = 0x108 # float m_flShadowCascadeDistance0 = 0x10C # float m_flShadowCascadeDistance1 = 0x110 # float m_flShadowCascadeDistance2 = 0x114 # float m_flShadowCascadeDistance3 = 0x118 # float m_nShadowCascadeResolution0 = 0x11C # int32_t m_nShadowCascadeResolution1 = 0x120 # int32_t m_nShadowCascadeResolution2 = 0x124 # int32_t m_nShadowCascadeResolution3 = 0x128 # int32_t m_bUsesBakedShadowing = 0x12C # bool m_nShadowPriority = 0x130 # int32_t m_nBakedShadowIndex = 0x134 # int32_t m_bRenderToCubemaps = 0x138 # bool m_nDirectLight = 0x13C # int32_t m_nIndirectLight = 0x140 # int32_t m_flFadeMinDist = 0x144 # float m_flFadeMaxDist = 0x148 # float m_flShadowFadeMinDist = 0x14C # float m_flShadowFadeMaxDist = 0x150 # float m_bEnabled = 0x154 # bool m_bFlicker = 0x155 # bool m_bPrecomputedFieldsValid = 0x156 # bool m_vPrecomputedBoundsMins = 0x158 # Vector m_vPrecomputedBoundsMaxs = 0x164 # Vector m_vPrecomputedOBBOrigin = 0x170 # Vector m_vPrecomputedOBBAngles = 0x17C # QAngle m_vPrecomputedOBBExtent = 0x188 # Vector m_flPrecomputedMaxRange = 0x194 # float m_nFogLightingMode = 0x198 # int32_t m_flFogContributionStength = 0x19C # float m_flNearClipPlane = 0x1A0 # float m_SkyColor = 0x1A4 # Color m_flSkyIntensity = 0x1A8 # float m_SkyAmbientBounce = 0x1AC # Color m_bUseSecondaryColor = 0x1B0 # bool m_bMixedShadows = 0x1B1 # bool m_flLightStyleStartTime = 0x1B4 # GameTime_t m_flCapsuleLength = 0x1B8 # float m_flMinRoughness = 0x1BC # float class CLogicRelay: # CLogicalEntity m_OnTrigger = 0x6D0 # CEntityIOOutput m_OnSpawn = 0x6F8 # CEntityIOOutput m_bDisabled = 0x720 # bool m_bWaitForRefire = 0x721 # bool m_bTriggerOnce = 0x722 # bool m_bFastRetrigger = 0x723 # bool m_bPassthoughCaller = 0x724 # bool class CLogicalEntity: # C_BaseEntity class CModelState: m_hModel = 0xA0 # CStrongHandle m_ModelName = 0xA8 # CUtlSymbolLarge m_bClientClothCreationSuppressed = 0xE8 # bool m_MeshGroupMask = 0x180 # uint64_t m_nIdealMotionType = 0x212 # int8_t m_nForceLOD = 0x213 # int8_t m_nClothUpdateFlags = 0x214 # int8_t class CNetworkedSequenceOperation: m_hSequence = 0x8 # HSequence m_flPrevCycle = 0xC # float m_flCycle = 0x10 # float m_flWeight = 0x14 # CNetworkedQuantizedFloat m_bSequenceChangeNetworked = 0x1C # bool m_bDiscontinuity = 0x1D # bool m_flPrevCycleFromDiscontinuity = 0x20 # float m_flPrevCycleForAnimEventDetection = 0x24 # float class CPlayerSprayDecalRenderHelper: class CPlayer_AutoaimServices: # CPlayerPawnComponent class CPlayer_CameraServices: # CPlayerPawnComponent m_vecCsViewPunchAngle = 0x40 # QAngle m_nCsViewPunchAngleTick = 0x4C # GameTick_t m_flCsViewPunchAngleTickRatio = 0x50 # float m_PlayerFog = 0x58 # C_fogplayerparams_t m_hColorCorrectionCtrl = 0x98 # CHandle m_hViewEntity = 0x9C # CHandle m_hTonemapController = 0xA0 # CHandle m_audio = 0xA8 # audioparams_t m_PostProcessingVolumes = 0x120 # C_NetworkUtlVectorBase> m_flOldPlayerZ = 0x138 # float m_flOldPlayerViewOffsetZ = 0x13C # float m_CurrentFog = 0x140 # fogparams_t m_hOldFogController = 0x1A8 # CHandle m_bOverrideFogColor = 0x1AC # bool[5] m_OverrideFogColor = 0x1B1 # Color[5] m_bOverrideFogStartEnd = 0x1C5 # bool[5] m_fOverrideFogStart = 0x1CC # float[5] m_fOverrideFogEnd = 0x1E0 # float[5] m_hActivePostProcessingVolume = 0x1F4 # CHandle m_angDemoViewAngles = 0x1F8 # QAngle class CPlayer_FlashlightServices: # CPlayerPawnComponent class CPlayer_ItemServices: # CPlayerPawnComponent class CPlayer_MovementServices: # CPlayerPawnComponent m_nImpulse = 0x40 # int32_t m_nButtons = 0x48 # CInButtonState m_nQueuedButtonDownMask = 0x68 # uint64_t m_nQueuedButtonChangeMask = 0x70 # uint64_t m_nButtonDoublePressed = 0x78 # uint64_t m_pButtonPressedCmdNumber = 0x80 # uint32_t[64] m_nLastCommandNumberProcessed = 0x180 # uint32_t m_nToggleButtonDownMask = 0x188 # uint64_t m_flMaxspeed = 0x198 # float m_arrForceSubtickMoveWhen = 0x19C # float[4] m_flForwardMove = 0x1AC # float m_flLeftMove = 0x1B0 # float m_flUpMove = 0x1B4 # float m_vecLastMovementImpulses = 0x1B8 # Vector m_vecOldViewAngles = 0x1C4 # QAngle class CPlayer_MovementServices_Humanoid: # CPlayer_MovementServices m_flStepSoundTime = 0x1D8 # float m_flFallVelocity = 0x1DC # float m_bInCrouch = 0x1E0 # bool m_nCrouchState = 0x1E4 # uint32_t m_flCrouchTransitionStartTime = 0x1E8 # GameTime_t m_bDucked = 0x1EC # bool m_bDucking = 0x1ED # bool m_bInDuckJump = 0x1EE # bool m_groundNormal = 0x1F0 # Vector m_flSurfaceFriction = 0x1FC # float m_surfaceProps = 0x200 # CUtlStringToken m_nStepside = 0x210 # int32_t class CPlayer_ObserverServices: # CPlayerPawnComponent m_iObserverMode = 0x40 # uint8_t m_hObserverTarget = 0x44 # CHandle m_iObserverLastMode = 0x48 # ObserverMode_t m_bForcedObserverMode = 0x4C # bool m_flObserverChaseDistance = 0x50 # float m_flObserverChaseDistanceCalcTime = 0x54 # GameTime_t class CPlayer_UseServices: # CPlayerPawnComponent class CPlayer_ViewModelServices: # CPlayerPawnComponent class CPlayer_WaterServices: # CPlayerPawnComponent class CPlayer_WeaponServices: # CPlayerPawnComponent m_hMyWeapons = 0x40 # C_NetworkUtlVectorBase> m_hActiveWeapon = 0x58 # CHandle m_hLastWeapon = 0x5C # CHandle m_iAmmo = 0x60 # uint16_t[32] class CPointOffScreenIndicatorUi: # C_PointClientUIWorldPanel m_bBeenEnabled = 0xEAC # bool m_bHide = 0xEAD # bool m_flSeenTargetTime = 0xEB0 # float m_pTargetPanel = 0xEB8 # C_PointClientUIWorldPanel* class CPointTemplate: # CLogicalEntity m_iszWorldName = 0x6D0 # CUtlSymbolLarge m_iszSource2EntityLumpName = 0x6D8 # CUtlSymbolLarge m_iszEntityFilterName = 0x6E0 # CUtlSymbolLarge m_flTimeoutInterval = 0x6E8 # float m_bAsynchronouslySpawnEntities = 0x6EC # bool m_pOutputOnSpawned = 0x6F0 # CEntityIOOutput m_clientOnlyEntityBehavior = 0x718 # PointTemplateClientOnlyEntityBehavior_t m_ownerSpawnGroupType = 0x71C # PointTemplateOwnerSpawnGroupType_t m_createdSpawnGroupHandles = 0x720 # CUtlVector m_SpawnedEntityHandles = 0x738 # CUtlVector m_ScriptSpawnCallback = 0x750 # HSCRIPT m_ScriptCallbackScope = 0x758 # HSCRIPT class CPrecipitationVData: # CEntitySubclassVDataBase m_szParticlePrecipitationEffect = 0x28 # CResourceNameTyped> m_flInnerDistance = 0x108 # float m_nAttachType = 0x10C # ParticleAttachment_t m_bBatchSameVolumeType = 0x110 # bool m_nRTEnvCP = 0x114 # int32_t m_nRTEnvCPComponent = 0x118 # int32_t m_szModifier = 0x120 # CUtlString class CProjectedTextureBase: m_hTargetEntity = 0xC # CHandle m_bState = 0x10 # bool m_bAlwaysUpdate = 0x11 # bool m_flLightFOV = 0x14 # float m_bEnableShadows = 0x18 # bool m_bSimpleProjection = 0x19 # bool m_bLightOnlyTarget = 0x1A # bool m_bLightWorld = 0x1B # bool m_bCameraSpace = 0x1C # bool m_flBrightnessScale = 0x20 # float m_LightColor = 0x24 # Color m_flIntensity = 0x28 # float m_flLinearAttenuation = 0x2C # float m_flQuadraticAttenuation = 0x30 # float m_bVolumetric = 0x34 # bool m_flVolumetricIntensity = 0x38 # float m_flNoiseStrength = 0x3C # float m_flFlashlightTime = 0x40 # float m_nNumPlanes = 0x44 # uint32_t m_flPlaneOffset = 0x48 # float m_flColorTransitionTime = 0x4C # float m_flAmbient = 0x50 # float m_SpotlightTextureName = 0x54 # char[512] m_nSpotlightTextureFrame = 0x254 # int32_t m_nShadowQuality = 0x258 # uint32_t m_flNearZ = 0x25C # float m_flFarZ = 0x260 # float m_flProjectionSize = 0x264 # float m_flRotation = 0x268 # float m_bFlipHorizontal = 0x26C # bool class CPulseGraphInstance_ClientEntity: # CBasePulseGraphInstance m_pParent = 0xD8 # CClientScriptEntity* class CRenderComponent: # CEntityComponent __m_pChainEntity = 0x10 # CNetworkVarChainer m_bIsRenderingWithViewModels = 0x50 # bool m_nSplitscreenFlags = 0x54 # uint32_t m_bEnableRendering = 0x60 # bool m_bInterpolationReadyToDraw = 0xC0 # bool class CSMatchStats_t: # CSPerRoundStats_t m_iEnemy5Ks = 0x64 # int32_t m_iEnemy4Ks = 0x68 # int32_t m_iEnemy3Ks = 0x6C # int32_t m_iEnemyKnifeKills = 0x70 # int32_t m_iEnemyTaserKills = 0x74 # int32_t class CSPerRoundStats_t: m_iKills = 0x30 # int32_t m_iDeaths = 0x34 # int32_t m_iAssists = 0x38 # int32_t m_iDamage = 0x3C # int32_t m_iEquipmentValue = 0x40 # int32_t m_iMoneySaved = 0x44 # int32_t m_iKillReward = 0x48 # int32_t m_iLiveTime = 0x4C # int32_t m_iHeadShotKills = 0x50 # int32_t m_iObjective = 0x54 # int32_t m_iCashEarned = 0x58 # int32_t m_iUtilityDamage = 0x5C # int32_t m_iEnemiesFlashed = 0x60 # int32_t class CScriptComponent: # CEntityComponent m_scriptClassName = 0x30 # CUtlSymbolLarge class CServerOnlyModelEntity: # C_BaseModelEntity class CSkeletonInstance: # CGameSceneNode m_modelState = 0x160 # CModelState m_bIsAnimationEnabled = 0x380 # bool m_bUseParentRenderBounds = 0x381 # bool m_bDisableSolidCollisionsForHierarchy = 0x382 # bool m_bDirtyMotionType = 0x0 # bitfield:1 m_bIsGeneratingLatchedParentSpaceState = 0x0 # bitfield:1 m_materialGroup = 0x384 # CUtlStringToken m_nHitboxSet = 0x388 # uint8_t class CSkyboxReference: # C_BaseEntity m_worldGroupId = 0x6D0 # WorldGroupId_t m_hSkyCamera = 0x6D4 # CHandle class CTablet: # C_CSWeaponBase class CTakeDamageInfoAPI: class CTimeline: # IntervalTimer m_flValues = 0x10 # float[64] m_nValueCounts = 0x110 # int32_t[64] m_nBucketCount = 0x210 # int32_t m_flInterval = 0x214 # float m_flFinalValue = 0x218 # float m_nCompressionType = 0x21C # TimelineCompression_t m_bStopped = 0x220 # bool class CTripWireFire: # C_BaseCSGrenade class CTripWireFireProjectile: # C_BaseGrenade class CWaterSplasher: # C_BaseModelEntity class CWeaponZoneRepulsor: # C_CSWeaponBaseGun class C_AK47: # C_CSWeaponBaseGun class C_AttributeContainer: # CAttributeManager m_Item = 0x50 # C_EconItemView m_iExternalItemProviderRegisteredToken = 0x13A0 # int32_t m_ullRegisteredAsItemID = 0x13A8 # uint64_t class C_BarnLight: # C_BaseModelEntity m_bEnabled = 0xC50 # bool m_nColorMode = 0xC54 # int32_t m_Color = 0xC58 # Color m_flColorTemperature = 0xC5C # float m_flBrightness = 0xC60 # float m_flBrightnessScale = 0xC64 # float m_nDirectLight = 0xC68 # int32_t m_nBakedShadowIndex = 0xC6C # int32_t m_nLuminaireShape = 0xC70 # int32_t m_flLuminaireSize = 0xC74 # float m_flLuminaireAnisotropy = 0xC78 # float m_LightStyleString = 0xC80 # CUtlString m_flLightStyleStartTime = 0xC88 # GameTime_t m_QueuedLightStyleStrings = 0xC90 # C_NetworkUtlVectorBase m_LightStyleEvents = 0xCA8 # C_NetworkUtlVectorBase m_LightStyleTargets = 0xCC0 # C_NetworkUtlVectorBase> m_StyleEvent = 0xCD8 # CEntityIOOutput[4] m_hLightCookie = 0xD78 # CStrongHandle m_flShape = 0xD80 # float m_flSoftX = 0xD84 # float m_flSoftY = 0xD88 # float m_flSkirt = 0xD8C # float m_flSkirtNear = 0xD90 # float m_vSizeParams = 0xD94 # Vector m_flRange = 0xDA0 # float m_vShear = 0xDA4 # Vector m_nBakeSpecularToCubemaps = 0xDB0 # int32_t m_vBakeSpecularToCubemapsSize = 0xDB4 # Vector m_nCastShadows = 0xDC0 # int32_t m_nShadowMapSize = 0xDC4 # int32_t m_nShadowPriority = 0xDC8 # int32_t m_bContactShadow = 0xDCC # bool m_nBounceLight = 0xDD0 # int32_t m_flBounceScale = 0xDD4 # float m_flMinRoughness = 0xDD8 # float m_vAlternateColor = 0xDDC # Vector m_fAlternateColorBrightness = 0xDE8 # float m_nFog = 0xDEC # int32_t m_flFogStrength = 0xDF0 # float m_nFogShadows = 0xDF4 # int32_t m_flFogScale = 0xDF8 # float m_flFadeSizeStart = 0xDFC # float m_flFadeSizeEnd = 0xE00 # float m_flShadowFadeSizeStart = 0xE04 # float m_flShadowFadeSizeEnd = 0xE08 # float m_bPrecomputedFieldsValid = 0xE0C # bool m_vPrecomputedBoundsMins = 0xE10 # Vector m_vPrecomputedBoundsMaxs = 0xE1C # Vector m_vPrecomputedOBBOrigin = 0xE28 # Vector m_vPrecomputedOBBAngles = 0xE34 # QAngle m_vPrecomputedOBBExtent = 0xE40 # Vector class C_BaseButton: # C_BaseToggle m_glowEntity = 0xC50 # CHandle m_usable = 0xC54 # bool m_szDisplayText = 0xC58 # CUtlSymbolLarge class C_BaseCSGrenade: # C_CSWeaponBase m_bClientPredictDelete = 0x2908 # bool m_bRedraw = 0x2909 # bool m_bIsHeldByPlayer = 0x290A # bool m_bPinPulled = 0x290B # bool m_bJumpThrow = 0x290C # bool m_bThrowAnimating = 0x290D # bool m_fThrowTime = 0x2910 # GameTime_t m_flThrowStrength = 0x2914 # float m_flThrowStrengthApproach = 0x2918 # float m_fDropTime = 0x291C # GameTime_t m_bJustPulledPin = 0x2920 # bool m_nNextHoldTick = 0x2924 # GameTick_t m_flNextHoldFrac = 0x2928 # float m_hSwitchToWeaponAfterThrow = 0x292C # CHandle class C_BaseCSGrenadeProjectile: # C_BaseGrenade m_vInitialPosition = 0x105C # Vector m_vInitialVelocity = 0x1068 # Vector m_nBounces = 0x1074 # int32_t m_nExplodeEffectIndex = 0x1078 # CStrongHandle m_nExplodeEffectTickBegin = 0x1080 # int32_t m_vecExplodeEffectOrigin = 0x1084 # Vector m_flSpawnTime = 0x1090 # GameTime_t vecLastTrailLinePos = 0x1094 # Vector flNextTrailLineTime = 0x10A0 # GameTime_t m_bExplodeEffectBegan = 0x10A4 # bool m_bCanCreateGrenadeTrail = 0x10A5 # bool m_nSnapshotTrajectoryEffectIndex = 0x10A8 # ParticleIndex_t m_hSnapshotTrajectoryParticleSnapshot = 0x10B0 # CStrongHandle m_arrTrajectoryTrailPoints = 0x10B8 # CUtlVector m_arrTrajectoryTrailPointCreationTimes = 0x10D0 # CUtlVector m_flTrajectoryTrailEffectCreationTime = 0x10E8 # float class C_BaseClientUIEntity: # C_BaseModelEntity m_bEnabled = 0xC58 # bool m_DialogXMLName = 0xC60 # CUtlSymbolLarge m_PanelClassName = 0xC68 # CUtlSymbolLarge m_PanelID = 0xC70 # CUtlSymbolLarge class C_BaseCombatCharacter: # C_BaseFlex m_hMyWearables = 0x1010 # C_NetworkUtlVectorBase> m_bloodColor = 0x1028 # int32_t m_leftFootAttachment = 0x102C # AttachmentHandle_t m_rightFootAttachment = 0x102D # AttachmentHandle_t m_nWaterWakeMode = 0x1030 # C_BaseCombatCharacter::WaterWakeMode_t m_flWaterWorldZ = 0x1034 # float m_flWaterNextTraceTime = 0x1038 # float m_flFieldOfView = 0x103C # float class C_BaseDoor: # C_BaseToggle m_bIsUsable = 0xC50 # bool class C_BaseEntity: # CEntityInstance m_CBodyComponent = 0x38 # CBodyComponent* m_NetworkTransmitComponent = 0x40 # CNetworkTransmitComponent m_nLastThinkTick = 0x488 # GameTick_t m_pGameSceneNode = 0x490 # CGameSceneNode* m_pRenderComponent = 0x498 # CRenderComponent* m_pCollision = 0x4A0 # CCollisionProperty* m_iMaxHealth = 0x4A8 # int32_t m_iHealth = 0x4AC # int32_t m_lifeState = 0x4B0 # uint8_t m_bTakesDamage = 0x4B1 # bool m_nTakeDamageFlags = 0x4B4 # TakeDamageFlags_t m_bIsPlatform = 0x4B8 # bool m_ubInterpolationFrame = 0x4B9 # uint8_t m_hSceneObjectController = 0x4BC # CHandle m_nNoInterpolationTick = 0x4C0 # int32_t m_nVisibilityNoInterpolationTick = 0x4C4 # int32_t m_flProxyRandomValue = 0x4C8 # float m_iEFlags = 0x4CC # int32_t m_nWaterType = 0x4D0 # uint8_t m_bInterpolateEvenWithNoModel = 0x4D1 # bool m_bPredictionEligible = 0x4D2 # bool m_bApplyLayerMatchIDToModel = 0x4D3 # bool m_tokLayerMatchID = 0x4D4 # CUtlStringToken m_nSubclassID = 0x4D8 # CUtlStringToken m_nSimulationTick = 0x4E8 # int32_t m_iCurrentThinkContext = 0x4EC # int32_t m_aThinkFunctions = 0x4F0 # CUtlVector m_nDisableContextThinkStartTick = 0x508 # GameTick_t m_flAnimTime = 0x50C # float m_flSimulationTime = 0x510 # float m_nSceneObjectOverrideFlags = 0x514 # uint8_t m_bHasSuccessfullyInterpolated = 0x515 # bool m_bHasAddedVarsToInterpolation = 0x516 # bool m_bRenderEvenWhenNotSuccessfullyInterpolated = 0x517 # bool m_nInterpolationLatchDirtyFlags = 0x518 # int32_t[2] m_ListEntry = 0x520 # uint16_t[11] m_flCreateTime = 0x538 # GameTime_t m_flSpeed = 0x53C # float m_EntClientFlags = 0x540 # uint16_t m_bClientSideRagdoll = 0x542 # bool m_iTeamNum = 0x543 # uint8_t m_spawnflags = 0x544 # uint32_t m_nNextThinkTick = 0x548 # GameTick_t m_fFlags = 0x54C # uint32_t m_vecAbsVelocity = 0x550 # Vector m_vecVelocity = 0x560 # CNetworkVelocityVector m_vecBaseVelocity = 0x590 # Vector m_hEffectEntity = 0x59C # CHandle m_hOwnerEntity = 0x5A0 # CHandle m_MoveCollide = 0x5A4 # MoveCollide_t m_MoveType = 0x5A5 # MoveType_t m_nActualMoveType = 0x5A6 # MoveType_t m_flWaterLevel = 0x5A8 # float m_fEffects = 0x5AC # uint32_t m_hGroundEntity = 0x5B0 # CHandle m_flFriction = 0x5B4 # float m_flElasticity = 0x5B8 # float m_flGravityScale = 0x5BC # float m_flTimeScale = 0x5C0 # float m_bAnimatedEveryTick = 0x5C4 # bool m_flNavIgnoreUntilTime = 0x5C8 # GameTime_t m_hThink = 0x5CC # uint16_t m_fBBoxVisFlags = 0x5D8 # uint8_t m_bPredictable = 0x5D9 # bool m_bRenderWithViewModels = 0x5DA # bool m_nSplitUserPlayerPredictionSlot = 0x5DC # CSplitScreenSlot m_nFirstPredictableCommand = 0x5E0 # int32_t m_nLastPredictableCommand = 0x5E4 # int32_t m_hOldMoveParent = 0x5E8 # CHandle m_Particles = 0x5F0 # CParticleProperty m_vecPredictedScriptFloats = 0x618 # CUtlVector m_vecPredictedScriptFloatIDs = 0x630 # CUtlVector m_nNextScriptVarRecordID = 0x660 # int32_t m_vecAngVelocity = 0x670 # QAngle m_DataChangeEventRef = 0x67C # int32_t m_dependencies = 0x680 # CUtlVector m_nCreationTick = 0x698 # int32_t m_bAnimTimeChanged = 0x6B9 # bool m_bSimulationTimeChanged = 0x6BA # bool m_sUniqueHammerID = 0x6C8 # CUtlString class C_BaseEntityAPI: class C_BaseFire: # C_BaseEntity m_flScale = 0x6D0 # float m_flStartScale = 0x6D4 # float m_flScaleTime = 0x6D8 # float m_nFlags = 0x6DC # uint32_t class C_BaseFlex: # CBaseAnimGraph m_flexWeight = 0xE88 # C_NetworkUtlVectorBase m_vLookTargetPosition = 0xEA0 # Vector m_blinktoggle = 0xEB8 # bool m_nLastFlexUpdateFrameCount = 0xF18 # int32_t m_CachedViewTarget = 0xF1C # Vector m_nNextSceneEventId = 0xF28 # uint32_t m_iBlink = 0xF2C # int32_t m_blinktime = 0xF30 # float m_prevblinktoggle = 0xF34 # bool m_iJawOpen = 0xF38 # int32_t m_flJawOpenAmount = 0xF3C # float m_flBlinkAmount = 0xF40 # float m_iMouthAttachment = 0xF44 # AttachmentHandle_t m_iEyeAttachment = 0xF45 # AttachmentHandle_t m_bResetFlexWeightsOnModelChange = 0xF46 # bool m_nEyeOcclusionRendererBone = 0xF60 # int32_t m_mEyeOcclusionRendererCameraToBoneTransform = 0xF64 # matrix3x4_t m_vEyeOcclusionRendererHalfExtent = 0xF94 # Vector m_PhonemeClasses = 0xFB0 # C_BaseFlex::Emphasized_Phoneme[3] class C_BaseFlex_Emphasized_Phoneme: m_sClassName = 0x0 # CUtlString m_flAmount = 0x18 # float m_bRequired = 0x1C # bool m_bBasechecked = 0x1D # bool m_bValid = 0x1E # bool class C_BaseGrenade: # C_BaseFlex m_bHasWarnedAI = 0x1010 # bool m_bIsSmokeGrenade = 0x1011 # bool m_bIsLive = 0x1012 # bool m_DmgRadius = 0x1014 # float m_flDetonateTime = 0x1018 # GameTime_t m_flWarnAITime = 0x101C # float m_flDamage = 0x1020 # float m_iszBounceSound = 0x1028 # CUtlSymbolLarge m_ExplosionSound = 0x1030 # CUtlString m_hThrower = 0x103C # CHandle m_flNextAttack = 0x1054 # GameTime_t m_hOriginalThrower = 0x1058 # CHandle class C_BaseModelEntity: # C_BaseEntity m_CRenderComponent = 0x9A0 # CRenderComponent* m_CHitboxComponent = 0x9A8 # CHitboxComponent m_bInitModelEffects = 0x9F0 # bool m_bIsStaticProp = 0x9F1 # bool m_nLastAddDecal = 0x9F4 # int32_t m_nDecalsAdded = 0x9F8 # int32_t m_iOldHealth = 0x9FC # int32_t m_nRenderMode = 0xA00 # RenderMode_t m_nRenderFX = 0xA01 # RenderFx_t m_bAllowFadeInView = 0xA02 # bool m_clrRender = 0xA03 # Color m_vecRenderAttributes = 0xA08 # C_UtlVectorEmbeddedNetworkVar m_bRenderToCubemaps = 0xA70 # bool m_Collision = 0xA78 # CCollisionProperty m_Glow = 0xB28 # CGlowProperty m_flGlowBackfaceMult = 0xB80 # float m_fadeMinDist = 0xB84 # float m_fadeMaxDist = 0xB88 # float m_flFadeScale = 0xB8C # float m_flShadowStrength = 0xB90 # float m_nObjectCulling = 0xB94 # uint8_t m_nAddDecal = 0xB98 # int32_t m_vDecalPosition = 0xB9C # Vector m_vDecalForwardAxis = 0xBA8 # Vector m_flDecalHealBloodRate = 0xBB4 # float m_flDecalHealHeightRate = 0xBB8 # float m_ConfigEntitiesToPropagateMaterialDecalsTo = 0xBC0 # C_NetworkUtlVectorBase> m_vecViewOffset = 0xBD8 # CNetworkViewOffsetVector m_pClientAlphaProperty = 0xC08 # CClientAlphaProperty* m_ClientOverrideTint = 0xC10 # Color m_bUseClientOverrideTint = 0xC14 # bool class C_BasePlayerPawn: # C_BaseCombatCharacter m_pWeaponServices = 0x10A0 # CPlayer_WeaponServices* m_pItemServices = 0x10A8 # CPlayer_ItemServices* m_pAutoaimServices = 0x10B0 # CPlayer_AutoaimServices* m_pObserverServices = 0x10B8 # CPlayer_ObserverServices* m_pWaterServices = 0x10C0 # CPlayer_WaterServices* m_pUseServices = 0x10C8 # CPlayer_UseServices* m_pFlashlightServices = 0x10D0 # CPlayer_FlashlightServices* m_pCameraServices = 0x10D8 # CPlayer_CameraServices* m_pMovementServices = 0x10E0 # CPlayer_MovementServices* m_ServerViewAngleChanges = 0x10F0 # C_UtlVectorEmbeddedNetworkVar m_nHighestConsumedServerViewAngleChangeIndex = 0x1140 # uint32_t v_angle = 0x1144 # QAngle v_anglePrevious = 0x1150 # QAngle m_iHideHUD = 0x115C # uint32_t m_skybox3d = 0x1160 # sky3dparams_t m_flDeathTime = 0x11F0 # GameTime_t m_vecPredictionError = 0x11F4 # Vector m_flPredictionErrorTime = 0x1200 # GameTime_t m_vecLastCameraSetupLocalOrigin = 0x1204 # Vector m_flLastCameraSetupTime = 0x1210 # GameTime_t m_flFOVSensitivityAdjust = 0x1214 # float m_flMouseSensitivity = 0x1218 # float m_vOldOrigin = 0x121C # Vector m_flOldSimulationTime = 0x1228 # float m_nLastExecutedCommandNumber = 0x122C # int32_t m_nLastExecutedCommandTick = 0x1230 # int32_t m_hController = 0x1234 # CHandle m_bIsSwappingToPredictableController = 0x1238 # bool class C_BasePlayerWeapon: # C_EconEntity m_nNextPrimaryAttackTick = 0x2460 # GameTick_t m_flNextPrimaryAttackTickRatio = 0x2464 # float m_nNextSecondaryAttackTick = 0x2468 # GameTick_t m_flNextSecondaryAttackTickRatio = 0x246C # float m_iClip1 = 0x2470 # int32_t m_iClip2 = 0x2474 # int32_t m_pReserveAmmo = 0x2478 # int32_t[2] class C_BasePropDoor: # C_DynamicProp m_eDoorState = 0x10E4 # DoorState_t m_modelChanged = 0x10E8 # bool m_bLocked = 0x10E9 # bool m_closedPosition = 0x10EC # Vector m_closedAngles = 0x10F8 # QAngle m_hMaster = 0x1104 # CHandle m_vWhereToSetLightingOrigin = 0x1108 # Vector class C_BaseToggle: # C_BaseModelEntity class C_BaseTrigger: # C_BaseToggle m_bDisabled = 0xC50 # bool m_bClientSidePredicted = 0xC51 # bool class C_BaseViewModel: # CBaseAnimGraph m_vecLastFacing = 0xE80 # Vector m_nViewModelIndex = 0xE8C # uint32_t m_nAnimationParity = 0xE90 # uint32_t m_flAnimationStartTime = 0xE94 # float m_hWeapon = 0xE98 # CHandle m_sVMName = 0xEA0 # CUtlSymbolLarge m_sAnimationPrefix = 0xEA8 # CUtlSymbolLarge m_hWeaponModel = 0xEB0 # CHandle m_iCameraAttachment = 0xEB4 # AttachmentHandle_t m_vecLastCameraAngles = 0xEB8 # QAngle m_previousElapsedDuration = 0xEC4 # float m_previousCycle = 0xEC8 # float m_nOldAnimationParity = 0xECC # int32_t m_hOldLayerSequence = 0xED0 # HSequence m_oldLayer = 0xED4 # int32_t m_oldLayerStartTime = 0xED8 # float m_hControlPanel = 0xEDC # CHandle class C_Beam: # C_BaseModelEntity m_flFrameRate = 0xC50 # float m_flHDRColorScale = 0xC54 # float m_flFireTime = 0xC58 # GameTime_t m_flDamage = 0xC5C # float m_nNumBeamEnts = 0xC60 # uint8_t m_queryHandleHalo = 0xC64 # int32_t m_hBaseMaterial = 0xC88 # CStrongHandle m_nHaloIndex = 0xC90 # CStrongHandle m_nBeamType = 0xC98 # BeamType_t m_nBeamFlags = 0xC9C # uint32_t m_hAttachEntity = 0xCA0 # CHandle[10] m_nAttachIndex = 0xCC8 # AttachmentHandle_t[10] m_fWidth = 0xCD4 # float m_fEndWidth = 0xCD8 # float m_fFadeLength = 0xCDC # float m_fHaloScale = 0xCE0 # float m_fAmplitude = 0xCE4 # float m_fStartFrame = 0xCE8 # float m_fSpeed = 0xCEC # float m_flFrame = 0xCF0 # float m_nClipStyle = 0xCF4 # BeamClipStyle_t m_bTurnedOff = 0xCF8 # bool m_vecEndPos = 0xCFC # Vector m_hEndEntity = 0xD08 # CHandle class C_Breakable: # C_BaseModelEntity class C_BreakableProp: # CBaseProp m_OnBreak = 0xEC0 # CEntityIOOutput m_OnHealthChanged = 0xEE8 # CEntityOutputTemplate m_OnTakeDamage = 0xF10 # CEntityIOOutput m_impactEnergyScale = 0xF38 # float m_iMinHealthDmg = 0xF3C # int32_t m_flPressureDelay = 0xF40 # float m_hBreaker = 0xF44 # CHandle m_PerformanceMode = 0xF48 # PerformanceMode_t m_flDmgModBullet = 0xF4C # float m_flDmgModClub = 0xF50 # float m_flDmgModExplosive = 0xF54 # float m_flDmgModFire = 0xF58 # float m_iszPhysicsDamageTableName = 0xF60 # CUtlSymbolLarge m_iszBasePropData = 0xF68 # CUtlSymbolLarge m_iInteractions = 0xF70 # int32_t m_flPreventDamageBeforeTime = 0xF74 # GameTime_t m_bHasBreakPiecesOrCommands = 0xF78 # bool m_explodeDamage = 0xF7C # float m_explodeRadius = 0xF80 # float m_explosionDelay = 0xF88 # float m_explosionBuildupSound = 0xF90 # CUtlSymbolLarge m_explosionCustomEffect = 0xF98 # CUtlSymbolLarge m_explosionCustomSound = 0xFA0 # CUtlSymbolLarge m_explosionModifier = 0xFA8 # CUtlSymbolLarge m_hPhysicsAttacker = 0xFB0 # CHandle m_flLastPhysicsInfluenceTime = 0xFB4 # GameTime_t m_flDefaultFadeScale = 0xFB8 # float m_hLastAttacker = 0xFBC # CHandle m_hFlareEnt = 0xFC0 # CHandle m_noGhostCollision = 0xFC4 # bool class C_BulletHitModel: # CBaseAnimGraph m_matLocal = 0xE78 # matrix3x4_t m_iBoneIndex = 0xEA8 # int32_t m_hPlayerParent = 0xEAC # CHandle m_bIsHit = 0xEB0 # bool m_flTimeCreated = 0xEB4 # float m_vecStartPos = 0xEB8 # Vector class C_C4: # C_CSWeaponBase m_szScreenText = 0x2908 # char[32] m_activeLightParticleIndex = 0x2928 # ParticleIndex_t m_eActiveLightEffect = 0x292C # C4LightEffect_t m_bStartedArming = 0x2930 # bool m_fArmedTime = 0x2934 # GameTime_t m_bBombPlacedAnimation = 0x2938 # bool m_bIsPlantingViaUse = 0x2939 # bool m_entitySpottedState = 0x2940 # EntitySpottedState_t m_nSpotRules = 0x2958 # int32_t m_bPlayedArmingBeeps = 0x295C # bool[7] m_bBombPlanted = 0x2963 # bool class C_CSGOViewModel: # C_PredictedViewModel m_bShouldIgnoreOffsetAndAccuracy = 0xF04 # bool m_nWeaponParity = 0xF08 # uint32_t m_nOldWeaponParity = 0xF0C # uint32_t m_nLastKnownAssociatedWeaponEntIndex = 0xF10 # CEntityIndex m_bNeedToQueueHighResComposite = 0xF14 # bool m_vLoweredWeaponOffset = 0xF74 # QAngle class C_CSGO_CounterTerroristTeamIntroCamera: # C_CSGO_TeamPreviewCamera class C_CSGO_CounterTerroristWingmanIntroCamera: # C_CSGO_TeamPreviewCamera class C_CSGO_EndOfMatchCamera: # C_CSGO_TeamPreviewCamera class C_CSGO_EndOfMatchCharacterPosition: # C_CSGO_TeamPreviewCharacterPosition class C_CSGO_EndOfMatchLineupEnd: # C_CSGO_EndOfMatchLineupEndpoint class C_CSGO_EndOfMatchLineupEndpoint: # C_BaseEntity class C_CSGO_EndOfMatchLineupStart: # C_CSGO_EndOfMatchLineupEndpoint class C_CSGO_MapPreviewCameraPath: # C_BaseEntity m_flZFar = 0x6D0 # float m_flZNear = 0x6D4 # float m_bLoop = 0x6D8 # bool m_bVerticalFOV = 0x6D9 # bool m_bConstantSpeed = 0x6DA # bool m_flDuration = 0x6DC # float m_flPathLength = 0x720 # float m_flPathDuration = 0x724 # float class C_CSGO_MapPreviewCameraPathNode: # C_BaseEntity m_szParentPathUniqueID = 0x6D0 # CUtlSymbolLarge m_nPathIndex = 0x6D8 # int32_t m_vInTangentLocal = 0x6DC # Vector m_vOutTangentLocal = 0x6E8 # Vector m_flFOV = 0x6F4 # float m_flSpeed = 0x6F8 # float m_flEaseIn = 0x6FC # float m_flEaseOut = 0x700 # float m_vInTangentWorld = 0x704 # Vector m_vOutTangentWorld = 0x710 # Vector class C_CSGO_PreviewModel: # C_BaseFlex m_animgraph = 0x1010 # CUtlString m_animgraphCharacterModeString = 0x1018 # CGlobalSymbol m_defaultAnim = 0x1020 # CUtlString m_nDefaultAnimLoopMode = 0x1028 # AnimLoopMode_t m_flInitialModelScale = 0x102C # float m_sInitialWeaponState = 0x1030 # CUtlString class C_CSGO_PreviewModelAlias_csgo_item_previewmodel: # C_CSGO_PreviewModel class C_CSGO_PreviewModel_GraphController: # CAnimGraphControllerBase m_pszCharacterMode = 0x18 # CAnimGraphParamOptionalRef m_pszWeaponState = 0x38 # CAnimGraphParamOptionalRef m_pszWeaponType = 0x58 # CAnimGraphParamOptionalRef m_pszEndOfMatchCelebration = 0x78 # CAnimGraphParamOptionalRef class C_CSGO_PreviewPlayer: # C_CSPlayerPawn m_animgraph = 0x32C0 # CUtlString m_animgraphCharacterModeString = 0x32C8 # CGlobalSymbol m_flInitialModelScale = 0x32D0 # float class C_CSGO_PreviewPlayerAlias_csgo_player_previewmodel: # C_CSGO_PreviewPlayer class C_CSGO_PreviewPlayer_GraphController: # CAnimGraphControllerBase m_pszCharacterMode = 0x18 # CAnimGraphParamOptionalRef m_pszTeamPreviewVariant = 0x38 # CAnimGraphParamOptionalRef m_pszTeamPreviewPosition = 0x58 # CAnimGraphParamOptionalRef m_pszEndOfMatchCelebration = 0x78 # CAnimGraphParamOptionalRef m_nTeamPreviewRandom = 0x98 # CAnimGraphParamOptionalRef m_pszWeaponState = 0xB0 # CAnimGraphParamOptionalRef m_pszWeaponType = 0xD0 # CAnimGraphParamOptionalRef m_bCT = 0xF0 # CAnimGraphParamOptionalRef class C_CSGO_TeamIntroCharacterPosition: # C_CSGO_TeamPreviewCharacterPosition class C_CSGO_TeamIntroCounterTerroristPosition: # C_CSGO_TeamIntroCharacterPosition class C_CSGO_TeamIntroTerroristPosition: # C_CSGO_TeamIntroCharacterPosition class C_CSGO_TeamPreviewCamera: # C_CSGO_MapPreviewCameraPath m_nVariant = 0x730 # int32_t m_bDofEnabled = 0x734 # bool m_flDofNearBlurry = 0x738 # float m_flDofNearCrisp = 0x73C # float m_flDofFarCrisp = 0x740 # float m_flDofFarBlurry = 0x744 # float m_flDofTiltToGround = 0x748 # float class C_CSGO_TeamPreviewCharacterPosition: # C_BaseEntity m_nVariant = 0x6D0 # int32_t m_nRandom = 0x6D4 # int32_t m_nOrdinal = 0x6D8 # int32_t m_sWeaponName = 0x6E0 # CUtlString m_xuid = 0x6E8 # uint64_t m_agentItem = 0x6F0 # C_EconItemView m_glovesItem = 0x1A40 # C_EconItemView m_weaponItem = 0x2D90 # C_EconItemView class C_CSGO_TeamPreviewModel: # C_CSGO_PreviewPlayer class C_CSGO_TeamSelectCamera: # C_CSGO_TeamPreviewCamera class C_CSGO_TeamSelectCharacterPosition: # C_CSGO_TeamPreviewCharacterPosition class C_CSGO_TeamSelectCounterTerroristPosition: # C_CSGO_TeamSelectCharacterPosition class C_CSGO_TeamSelectTerroristPosition: # C_CSGO_TeamSelectCharacterPosition class C_CSGO_TerroristTeamIntroCamera: # C_CSGO_TeamPreviewCamera class C_CSGO_TerroristWingmanIntroCamera: # C_CSGO_TeamPreviewCamera class C_CSGameRules: # C_TeamplayRules __m_pChainEntity = 0x8 # CNetworkVarChainer m_bFreezePeriod = 0x30 # bool m_bWarmupPeriod = 0x31 # bool m_fWarmupPeriodEnd = 0x34 # GameTime_t m_fWarmupPeriodStart = 0x38 # GameTime_t m_nTotalPausedTicks = 0x3C # int32_t m_nPauseStartTick = 0x40 # int32_t m_bServerPaused = 0x44 # bool m_bGamePaused = 0x45 # bool m_bTerroristTimeOutActive = 0x46 # bool m_bCTTimeOutActive = 0x47 # bool m_flTerroristTimeOutRemaining = 0x48 # float m_flCTTimeOutRemaining = 0x4C # float m_nTerroristTimeOuts = 0x50 # int32_t m_nCTTimeOuts = 0x54 # int32_t m_bTechnicalTimeOut = 0x58 # bool m_bMatchWaitingForResume = 0x59 # bool m_iRoundTime = 0x5C # int32_t m_fMatchStartTime = 0x60 # float m_fRoundStartTime = 0x64 # GameTime_t m_flRestartRoundTime = 0x68 # GameTime_t m_bGameRestart = 0x6C # bool m_flGameStartTime = 0x70 # float m_timeUntilNextPhaseStarts = 0x74 # float m_gamePhase = 0x78 # int32_t m_totalRoundsPlayed = 0x7C # int32_t m_nRoundsPlayedThisPhase = 0x80 # int32_t m_nOvertimePlaying = 0x84 # int32_t m_iHostagesRemaining = 0x88 # int32_t m_bAnyHostageReached = 0x8C # bool m_bMapHasBombTarget = 0x8D # bool m_bMapHasRescueZone = 0x8E # bool m_bMapHasBuyZone = 0x8F # bool m_bIsQueuedMatchmaking = 0x90 # bool m_nQueuedMatchmakingMode = 0x94 # int32_t m_bIsValveDS = 0x98 # bool m_bLogoMap = 0x99 # bool m_bPlayAllStepSoundsOnServer = 0x9A # bool m_iSpectatorSlotCount = 0x9C # int32_t m_MatchDevice = 0xA0 # int32_t m_bHasMatchStarted = 0xA4 # bool m_nNextMapInMapgroup = 0xA8 # int32_t m_szTournamentEventName = 0xAC # char[512] m_szTournamentEventStage = 0x2AC # char[512] m_szMatchStatTxt = 0x4AC # char[512] m_szTournamentPredictionsTxt = 0x6AC # char[512] m_nTournamentPredictionsPct = 0x8AC # int32_t m_flCMMItemDropRevealStartTime = 0x8B0 # GameTime_t m_flCMMItemDropRevealEndTime = 0x8B4 # GameTime_t m_bIsDroppingItems = 0x8B8 # bool m_bIsQuestEligible = 0x8B9 # bool m_bIsHltvActive = 0x8BA # bool m_nGuardianModeWaveNumber = 0x8BC # int32_t m_nGuardianModeSpecialKillsRemaining = 0x8C0 # int32_t m_nGuardianModeSpecialWeaponNeeded = 0x8C4 # int32_t m_nGuardianGrenadesToGiveBots = 0x8C8 # int32_t m_nNumHeaviesToSpawn = 0x8CC # int32_t m_numGlobalGiftsGiven = 0x8D0 # uint32_t m_numGlobalGifters = 0x8D4 # uint32_t m_numGlobalGiftsPeriodSeconds = 0x8D8 # uint32_t m_arrFeaturedGiftersAccounts = 0x8DC # uint32_t[4] m_arrFeaturedGiftersGifts = 0x8EC # uint32_t[4] m_arrProhibitedItemIndices = 0x8FC # uint16_t[100] m_arrTournamentActiveCasterAccounts = 0x9C4 # uint32_t[4] m_numBestOfMaps = 0x9D4 # int32_t m_nHalloweenMaskListSeed = 0x9D8 # int32_t m_bBombDropped = 0x9DC # bool m_bBombPlanted = 0x9DD # bool m_iRoundWinStatus = 0x9E0 # int32_t m_eRoundWinReason = 0x9E4 # int32_t m_bTCantBuy = 0x9E8 # bool m_bCTCantBuy = 0x9E9 # bool m_flGuardianBuyUntilTime = 0x9EC # GameTime_t m_iMatchStats_RoundResults = 0x9F0 # int32_t[30] m_iMatchStats_PlayersAlive_CT = 0xA68 # int32_t[30] m_iMatchStats_PlayersAlive_T = 0xAE0 # int32_t[30] m_TeamRespawnWaveTimes = 0xB58 # float[32] m_flNextRespawnWave = 0xBD8 # GameTime_t[32] m_nServerQuestID = 0xC58 # int32_t m_vMinimapMins = 0xC5C # Vector m_vMinimapMaxs = 0xC68 # Vector m_MinimapVerticalSectionHeights = 0xC74 # float[8] m_bDontIncrementCoopWave = 0xC94 # bool m_bSpawnedTerrorHuntHeavy = 0xC95 # bool m_nEndMatchMapGroupVoteTypes = 0xC98 # int32_t[10] m_nEndMatchMapGroupVoteOptions = 0xCC0 # int32_t[10] m_nEndMatchMapVoteWinner = 0xCE8 # int32_t m_iNumConsecutiveCTLoses = 0xCEC # int32_t m_iNumConsecutiveTerroristLoses = 0xCF0 # int32_t m_bMarkClientStopRecordAtRoundEnd = 0xD10 # bool m_nMatchAbortedEarlyReason = 0xD68 # int32_t m_bHasTriggeredRoundStartMusic = 0xD6C # bool m_bHasTriggeredCoopSpawnReset = 0xD6D # bool m_bSwitchingTeamsAtRoundReset = 0xD6E # bool m_pGameModeRules = 0xD88 # CCSGameModeRules* m_RetakeRules = 0xD90 # C_RetakeGameRules m_nMatchEndCount = 0xEA8 # uint8_t m_nTTeamIntroVariant = 0xEAC # int32_t m_nCTTeamIntroVariant = 0xEB0 # int32_t m_bTeamIntroPeriod = 0xEB4 # bool m_iRoundEndWinnerTeam = 0xEB8 # int32_t m_eRoundEndReason = 0xEBC # int32_t m_bRoundEndShowTimerDefend = 0xEC0 # bool m_iRoundEndTimerTime = 0xEC4 # int32_t m_sRoundEndFunFactToken = 0xEC8 # CUtlString m_iRoundEndFunFactPlayerSlot = 0xED0 # CPlayerSlot m_iRoundEndFunFactData1 = 0xED4 # int32_t m_iRoundEndFunFactData2 = 0xED8 # int32_t m_iRoundEndFunFactData3 = 0xEDC # int32_t m_sRoundEndMessage = 0xEE0 # CUtlString m_iRoundEndPlayerCount = 0xEE8 # int32_t m_bRoundEndNoMusic = 0xEEC # bool m_iRoundEndLegacy = 0xEF0 # int32_t m_nRoundEndCount = 0xEF4 # uint8_t m_iRoundStartRoundNumber = 0xEF8 # int32_t m_nRoundStartCount = 0xEFC # uint8_t m_flLastPerfSampleTime = 0x4F08 # double class C_CSGameRulesProxy: # C_GameRulesProxy m_pGameRules = 0x6D0 # C_CSGameRules* class C_CSMinimapBoundary: # C_BaseEntity class C_CSObserverPawn: # C_CSPlayerPawnBase m_hDetectParentChange = 0x16B4 # CEntityHandle class C_CSObserverPawnAPI: class C_CSPlayerPawn: # C_CSPlayerPawnBase m_pBulletServices = 0x16B8 # CCSPlayer_BulletServices* m_pHostageServices = 0x16C0 # CCSPlayer_HostageServices* m_pBuyServices = 0x16C8 # CCSPlayer_BuyServices* m_pGlowServices = 0x16D0 # CCSPlayer_GlowServices* m_pActionTrackingServices = 0x16D8 # CCSPlayer_ActionTrackingServices* m_flHealthShotBoostExpirationTime = 0x16E0 # GameTime_t m_flLastFiredWeaponTime = 0x16E4 # GameTime_t m_bHasFemaleVoice = 0x16E8 # bool m_flLandseconds = 0x16EC # float m_flOldFallVelocity = 0x16F0 # float m_szLastPlaceName = 0x16F4 # char[18] m_bPrevDefuser = 0x1706 # bool m_bPrevHelmet = 0x1707 # bool m_nPrevArmorVal = 0x1708 # int32_t m_nPrevGrenadeAmmoCount = 0x170C # int32_t m_unPreviousWeaponHash = 0x1710 # uint32_t m_unWeaponHash = 0x1714 # uint32_t m_bInBuyZone = 0x1718 # bool m_bPreviouslyInBuyZone = 0x1719 # bool m_aimPunchAngle = 0x171C # QAngle m_aimPunchAngleVel = 0x1728 # QAngle m_aimPunchTickBase = 0x1734 # int32_t m_aimPunchTickFraction = 0x1738 # float m_aimPunchCache = 0x1740 # CUtlVector m_bInLanding = 0x1760 # bool m_flLandingTime = 0x1764 # float m_bInHostageRescueZone = 0x1768 # bool m_bInBombZone = 0x1769 # bool m_bIsBuyMenuOpen = 0x176A # bool m_flTimeOfLastInjury = 0x176C # GameTime_t m_flNextSprayDecalTime = 0x1770 # GameTime_t m_iRetakesOffering = 0x1888 # int32_t m_iRetakesOfferingCard = 0x188C # int32_t m_bRetakesHasDefuseKit = 0x1890 # bool m_bRetakesMVPLastRound = 0x1891 # bool m_iRetakesMVPBoostItem = 0x1894 # int32_t m_RetakesMVPBoostExtraUtility = 0x1898 # loadout_slot_t m_bNeedToReApplyGloves = 0x18B8 # bool m_EconGloves = 0x18C0 # C_EconItemView m_nEconGlovesChanged = 0x2C10 # uint8_t m_bMustSyncRagdollState = 0x2C11 # bool m_nRagdollDamageBone = 0x2C14 # int32_t m_vRagdollDamageForce = 0x2C18 # Vector m_vRagdollDamagePosition = 0x2C24 # Vector m_szRagdollDamageWeaponName = 0x2C30 # char[64] m_bRagdollDamageHeadshot = 0x2C70 # bool m_vRagdollServerOrigin = 0x2C74 # Vector m_bLastHeadBoneTransformIsValid = 0x3288 # bool m_lastLandTime = 0x328C # GameTime_t m_bOnGroundLastTick = 0x3290 # bool m_qDeathEyeAngles = 0x32AC # QAngle m_bSkipOneHeadConstraintUpdate = 0x32B8 # bool class C_CSPlayerPawnAPI: class C_CSPlayerPawnBase: # C_BasePlayerPawn m_pPingServices = 0x1260 # CCSPlayer_PingServices* m_pViewModelServices = 0x1268 # CPlayer_ViewModelServices* m_fRenderingClipPlane = 0x1278 # float[4] m_nLastClipPlaneSetupFrame = 0x1288 # int32_t m_vecLastClipCameraPos = 0x128C # Vector m_vecLastClipCameraForward = 0x1298 # Vector m_bClipHitStaticWorld = 0x12A4 # bool m_bCachedPlaneIsValid = 0x12A5 # bool m_pClippingWeapon = 0x12A8 # C_CSWeaponBase* m_previousPlayerState = 0x12B0 # CSPlayerState m_flLastCollisionCeiling = 0x12B4 # float m_flLastCollisionCeilingChangeTime = 0x12B8 # float m_grenadeParameterStashTime = 0x12D8 # GameTime_t m_bGrenadeParametersStashed = 0x12DC # bool m_angStashedShootAngles = 0x12E0 # QAngle m_vecStashedGrenadeThrowPosition = 0x12EC # Vector m_vecStashedVelocity = 0x12F8 # Vector m_angShootAngleHistory = 0x1304 # QAngle[2] m_vecThrowPositionHistory = 0x131C # Vector[2] m_vecVelocityHistory = 0x1334 # Vector[2] m_thirdPersonHeading = 0x1350 # QAngle m_flSlopeDropOffset = 0x1368 # float m_flSlopeDropHeight = 0x1378 # float m_vHeadConstraintOffset = 0x1388 # Vector m_bIsScoped = 0x13A0 # bool m_bIsWalking = 0x13A1 # bool m_bResumeZoom = 0x13A2 # bool m_iPlayerState = 0x13A4 # CSPlayerState m_bIsDefusing = 0x13A8 # bool m_bIsGrabbingHostage = 0x13A9 # bool m_iBlockingUseActionInProgress = 0x13AC # CSPlayerBlockingUseAction_t m_bIsRescuing = 0x13B0 # bool m_fImmuneToGunGameDamageTime = 0x13B4 # GameTime_t m_fImmuneToGunGameDamageTimeLast = 0x13B8 # GameTime_t m_bGunGameImmunity = 0x13BC # bool m_GunGameImmunityColor = 0x13BD # Color m_bHasMovedSinceSpawn = 0x13C1 # bool m_fMolotovUseTime = 0x13C4 # float m_fMolotovDamageTime = 0x13C8 # float m_nWhichBombZone = 0x13CC # int32_t m_bInNoDefuseArea = 0x13D0 # bool m_iThrowGrenadeCounter = 0x13D4 # int32_t m_bWaitForNoAttack = 0x13D8 # bool m_flGuardianTooFarDistFrac = 0x13DC # float m_flDetectedByEnemySensorTime = 0x13E0 # GameTime_t m_flNextGuardianTooFarWarning = 0x13E4 # float m_bSuppressGuardianTooFarWarningAudio = 0x13E8 # bool m_bKilledByTaser = 0x13E9 # bool m_iMoveState = 0x13EC # int32_t m_bCanMoveDuringFreezePeriod = 0x13F0 # bool m_flLowerBodyYawTarget = 0x13F4 # float m_bStrafing = 0x13F8 # bool m_flLastSpawnTimeIndex = 0x13FC # GameTime_t m_flEmitSoundTime = 0x1400 # GameTime_t m_iAddonBits = 0x1404 # int32_t m_iPrimaryAddon = 0x1408 # int32_t m_iSecondaryAddon = 0x140C # int32_t m_iProgressBarDuration = 0x1410 # int32_t m_flProgressBarStartTime = 0x1414 # float m_iDirection = 0x1418 # int32_t m_iShotsFired = 0x141C # int32_t m_bNightVisionOn = 0x1420 # bool m_bHasNightVision = 0x1421 # bool m_flVelocityModifier = 0x1424 # float m_flHitHeading = 0x1428 # float m_nHitBodyPart = 0x142C # int32_t m_iStartAccount = 0x1430 # int32_t m_vecIntroStartEyePosition = 0x1434 # Vector m_vecIntroStartPlayerForward = 0x1440 # Vector m_flClientDeathTime = 0x144C # GameTime_t m_flNightVisionAlpha = 0x1450 # float m_bScreenTearFrameCaptured = 0x1454 # bool m_flFlashBangTime = 0x1458 # float m_flFlashScreenshotAlpha = 0x145C # float m_flFlashOverlayAlpha = 0x1460 # float m_bFlashBuildUp = 0x1464 # bool m_bFlashDspHasBeenCleared = 0x1465 # bool m_bFlashScreenshotHasBeenGrabbed = 0x1466 # bool m_flFlashMaxAlpha = 0x1468 # float m_flFlashDuration = 0x146C # float m_lastStandingPos = 0x1470 # Vector m_vecLastMuzzleFlashPos = 0x147C # Vector m_angLastMuzzleFlashAngle = 0x1488 # QAngle m_hMuzzleFlashShape = 0x1494 # CHandle m_iHealthBarRenderMaskIndex = 0x1498 # int32_t m_flHealthFadeValue = 0x149C # float m_flHealthFadeAlpha = 0x14A0 # float m_nMyCollisionGroup = 0x14A4 # int32_t m_ignoreLadderJumpTime = 0x14A8 # float m_ladderSurpressionTimer = 0x14B0 # CountdownTimer m_lastLadderNormal = 0x14C8 # Vector m_lastLadderPos = 0x14D4 # Vector m_flDeathCCWeight = 0x14E8 # float m_bOldIsScoped = 0x14EC # bool m_flPrevRoundEndTime = 0x14F0 # float m_flPrevMatchEndTime = 0x14F4 # float m_unCurrentEquipmentValue = 0x14F8 # uint16_t m_unRoundStartEquipmentValue = 0x14FA # uint16_t m_unFreezetimeEndEquipmentValue = 0x14FC # uint16_t m_vecThirdPersonViewPositionOverride = 0x1500 # Vector m_nHeavyAssaultSuitCooldownRemaining = 0x150C # int32_t m_ArmorValue = 0x1510 # int32_t m_angEyeAngles = 0x1518 # QAngle m_fNextThinkPushAway = 0x1530 # float m_bShouldAutobuyDMWeapons = 0x1534 # bool m_bShouldAutobuyNow = 0x1535 # bool m_bHud_MiniScoreHidden = 0x1536 # bool m_bHud_RadarHidden = 0x1537 # bool m_nLastKillerIndex = 0x1538 # CEntityIndex m_nLastConcurrentKilled = 0x153C # int32_t m_nDeathCamMusic = 0x1540 # int32_t m_iIDEntIndex = 0x1544 # CEntityIndex m_delayTargetIDTimer = 0x1548 # CountdownTimer m_iTargetedWeaponEntIndex = 0x1560 # CEntityIndex m_iOldIDEntIndex = 0x1564 # CEntityIndex m_holdTargetIDTimer = 0x1568 # CountdownTimer m_flCurrentMusicStartTime = 0x1584 # float m_flMusicRoundStartTime = 0x1588 # float m_bDeferStartMusicOnWarmup = 0x158C # bool m_cycleLatch = 0x1590 # int32_t m_serverIntendedCycle = 0x1594 # float m_vecPlayerPatchEconIndices = 0x1598 # uint32_t[5] m_bHideTargetID = 0x15B4 # bool m_flLastSmokeOverlayAlpha = 0x15B8 # float m_flLastSmokeAge = 0x15BC # float m_vLastSmokeOverlayColor = 0x15C0 # Vector m_nPlayerSmokedFx = 0x15CC # ParticleIndex_t m_nPlayerInfernoBodyFx = 0x15D0 # ParticleIndex_t m_nPlayerInfernoFootFx = 0x15D4 # ParticleIndex_t m_flNextMagDropTime = 0x15D8 # float m_nLastMagDropAttachmentIndex = 0x15DC # int32_t m_vecBulletHitModels = 0x15E0 # CUtlVector m_vecPickupModelSlerpers = 0x15F8 # CUtlVector m_vecLastAliveLocalVelocity = 0x1610 # Vector m_entitySpottedState = 0x1638 # EntitySpottedState_t m_nSurvivalTeamNumber = 0x1650 # int32_t m_bGuardianShouldSprayCustomXMark = 0x1654 # bool m_bHasDeathInfo = 0x1655 # bool m_flDeathInfoTime = 0x1658 # float m_vecDeathInfoOrigin = 0x165C # Vector m_bKilledByHeadshot = 0x1668 # bool m_hOriginalController = 0x166C # CHandle class C_CSPlayerResource: # C_BaseEntity m_bHostageAlive = 0x6D0 # bool[12] m_isHostageFollowingSomeone = 0x6DC # bool[12] m_iHostageEntityIDs = 0x6E8 # CEntityIndex[12] m_bombsiteCenterA = 0x718 # Vector m_bombsiteCenterB = 0x724 # Vector m_hostageRescueX = 0x730 # int32_t[4] m_hostageRescueY = 0x740 # int32_t[4] m_hostageRescueZ = 0x750 # int32_t[4] m_bEndMatchNextMapAllVoted = 0x760 # bool m_foundGoalPositions = 0x761 # bool class C_CSTeam: # C_Team m_szTeamMatchStat = 0x785 # char[512] m_numMapVictories = 0x988 # int32_t m_bSurrendered = 0x98C # bool m_scoreFirstHalf = 0x990 # int32_t m_scoreSecondHalf = 0x994 # int32_t m_scoreOvertime = 0x998 # int32_t m_szClanTeamname = 0x99C # char[129] m_iClanID = 0xA20 # uint32_t m_szTeamFlagImage = 0xA24 # char[8] m_szTeamLogoImage = 0xA2C # char[8] class C_CSWeaponBase: # C_BasePlayerWeapon m_flFireSequenceStartTime = 0x24CC # float m_nFireSequenceStartTimeChange = 0x24D0 # int32_t m_nFireSequenceStartTimeAck = 0x24D4 # int32_t m_ePlayerFireEvent = 0x24D8 # PlayerAnimEvent_t m_ePlayerFireEventAttackType = 0x24DC # WeaponAttackType_t m_seqIdle = 0x24E0 # HSequence m_seqFirePrimary = 0x24E4 # HSequence m_seqFireSecondary = 0x24E8 # HSequence m_thirdPersonFireSequences = 0x24F0 # CUtlVector m_hCurrentThirdPersonSequence = 0x2508 # HSequence m_nSilencerBoneIndex = 0x250C # int32_t m_thirdPersonSequences = 0x2510 # HSequence[7] m_ClientPreviousWeaponState = 0x2548 # CSWeaponState_t m_iState = 0x254C # CSWeaponState_t m_flCrosshairDistance = 0x2550 # float m_iAmmoLastCheck = 0x2554 # int32_t m_iAlpha = 0x2558 # int32_t m_iScopeTextureID = 0x255C # int32_t m_iCrosshairTextureID = 0x2560 # int32_t m_flGunAccuracyPositionDeprecated = 0x2564 # float m_nLastEmptySoundCmdNum = 0x2568 # int32_t m_nViewModelIndex = 0x256C # uint32_t m_bReloadsWithClips = 0x2570 # bool m_flTimeWeaponIdle = 0x2574 # GameTime_t m_bFireOnEmpty = 0x2578 # bool m_OnPlayerPickup = 0x2580 # CEntityIOOutput m_weaponMode = 0x25A8 # CSWeaponMode m_flTurningInaccuracyDelta = 0x25AC # float m_vecTurningInaccuracyEyeDirLast = 0x25B0 # Vector m_flTurningInaccuracy = 0x25BC # float m_fAccuracyPenalty = 0x25C0 # float m_flLastAccuracyUpdateTime = 0x25C4 # GameTime_t m_fAccuracySmoothedForZoom = 0x25C8 # float m_fScopeZoomEndTime = 0x25CC # GameTime_t m_iRecoilIndex = 0x25D0 # int32_t m_flRecoilIndex = 0x25D4 # float m_bBurstMode = 0x25D8 # bool m_nPostponeFireReadyTicks = 0x25DC # GameTick_t m_flPostponeFireReadyFrac = 0x25E0 # float m_bInReload = 0x25E4 # bool m_bReloadVisuallyComplete = 0x25E5 # bool m_flDroppedAtTime = 0x25E8 # GameTime_t m_bIsHauledBack = 0x25EC # bool m_bSilencerOn = 0x25ED # bool m_flTimeSilencerSwitchComplete = 0x25F0 # GameTime_t m_iOriginalTeamNumber = 0x25F4 # int32_t m_flNextAttackRenderTimeOffset = 0x25F8 # float m_bVisualsDataSet = 0x2680 # bool m_bOldFirstPersonSpectatedState = 0x2681 # bool m_hOurPing = 0x2684 # CHandle m_nOurPingIndex = 0x2688 # CEntityIndex m_vecOurPingPos = 0x268C # Vector m_bGlowForPing = 0x2698 # bool m_bUIWeapon = 0x2699 # bool m_hPrevOwner = 0x26A8 # CHandle m_nDropTick = 0x26AC # GameTick_t m_donated = 0x26CC # bool m_fLastShotTime = 0x26D0 # GameTime_t m_bWasOwnedByCT = 0x26D4 # bool m_bWasOwnedByTerrorist = 0x26D5 # bool m_gunHeat = 0x26D8 # float m_smokeAttachments = 0x26DC # uint32_t m_lastSmokeTime = 0x26E0 # GameTime_t m_flNextClientFireBulletTime = 0x26E4 # float m_flNextClientFireBulletTime_Repredict = 0x26E8 # float m_IronSightController = 0x27C0 # C_IronSightController m_iIronSightMode = 0x2870 # int32_t m_flLastLOSTraceFailureTime = 0x2880 # GameTime_t m_iNumEmptyAttacks = 0x2884 # int32_t m_flLastMagDropRequestTime = 0x2900 # GameTime_t m_flWatTickOffset = 0x2904 # float class C_CSWeaponBaseGun: # C_CSWeaponBase m_zoomLevel = 0x2908 # int32_t m_iBurstShotsRemaining = 0x290C # int32_t m_iSilencerBodygroup = 0x2910 # int32_t m_silencedModelIndex = 0x2920 # int32_t m_inPrecache = 0x2924 # bool m_bNeedsBoltAction = 0x2925 # bool class C_Chicken: # C_DynamicProp m_hHolidayHatAddon = 0x10E0 # CHandle m_jumpedThisFrame = 0x10E4 # bool m_leader = 0x10E8 # CHandle m_AttributeManager = 0x10F0 # C_AttributeContainer m_OriginalOwnerXuidLow = 0x24A0 # uint32_t m_OriginalOwnerXuidHigh = 0x24A4 # uint32_t m_bAttributesInitialized = 0x24A8 # bool m_hWaterWakeParticles = 0x24AC # ParticleIndex_t class C_ClientRagdoll: # CBaseAnimGraph m_bFadeOut = 0xE78 # bool m_bImportant = 0xE79 # bool m_flEffectTime = 0xE7C # GameTime_t m_gibDespawnTime = 0xE80 # GameTime_t m_iCurrentFriction = 0xE84 # int32_t m_iMinFriction = 0xE88 # int32_t m_iMaxFriction = 0xE8C # int32_t m_iFrictionAnimState = 0xE90 # int32_t m_bReleaseRagdoll = 0xE94 # bool m_iEyeAttachment = 0xE95 # AttachmentHandle_t m_bFadingOut = 0xE96 # bool m_flScaleEnd = 0xE98 # float[10] m_flScaleTimeStart = 0xEC0 # GameTime_t[10] m_flScaleTimeEnd = 0xEE8 # GameTime_t[10] class C_ColorCorrection: # C_BaseEntity m_vecOrigin = 0x6D0 # Vector m_MinFalloff = 0x6DC # float m_MaxFalloff = 0x6E0 # float m_flFadeInDuration = 0x6E4 # float m_flFadeOutDuration = 0x6E8 # float m_flMaxWeight = 0x6EC # float m_flCurWeight = 0x6F0 # float m_netlookupFilename = 0x6F4 # char[512] m_bEnabled = 0x8F4 # bool m_bMaster = 0x8F5 # bool m_bClientSide = 0x8F6 # bool m_bExclusive = 0x8F7 # bool m_bEnabledOnClient = 0x8F8 # bool[1] m_flCurWeightOnClient = 0x8FC # float[1] m_bFadingIn = 0x900 # bool[1] m_flFadeStartWeight = 0x904 # float[1] m_flFadeStartTime = 0x908 # float[1] m_flFadeDuration = 0x90C # float[1] class C_ColorCorrectionVolume: # C_BaseTrigger m_LastEnterWeight = 0xC54 # float m_LastEnterTime = 0xC58 # float m_LastExitWeight = 0xC5C # float m_LastExitTime = 0xC60 # float m_bEnabled = 0xC64 # bool m_MaxWeight = 0xC68 # float m_FadeDuration = 0xC6C # float m_Weight = 0xC70 # float m_lookupFilename = 0xC74 # char[512] class C_CommandContext: needsprocessing = 0x0 # bool command_number = 0x90 # int32_t class C_CsmFovOverride: # C_BaseEntity m_cameraName = 0x6D0 # CUtlString m_flCsmFovOverrideValue = 0x6D8 # float class C_DEagle: # C_CSWeaponBaseGun class C_DecoyGrenade: # C_BaseCSGrenade class C_DecoyProjectile: # C_BaseCSGrenadeProjectile m_nDecoyShotTick = 0x10EC # int32_t m_nClientLastKnownDecoyShotTick = 0x10F0 # int32_t m_flTimeParticleEffectSpawn = 0x1118 # GameTime_t class C_DynamicLight: # C_BaseModelEntity m_Flags = 0xC50 # uint8_t m_LightStyle = 0xC51 # uint8_t m_Radius = 0xC54 # float m_Exponent = 0xC58 # int32_t m_InnerAngle = 0xC5C # float m_OuterAngle = 0xC60 # float m_SpotRadius = 0xC64 # float class C_DynamicProp: # C_BreakableProp m_bUseHitboxesForRenderBox = 0xFC5 # bool m_bUseAnimGraph = 0xFC6 # bool m_pOutputAnimBegun = 0xFC8 # CEntityIOOutput m_pOutputAnimOver = 0xFF0 # CEntityIOOutput m_pOutputAnimLoopCycleOver = 0x1018 # CEntityIOOutput m_OnAnimReachedStart = 0x1040 # CEntityIOOutput m_OnAnimReachedEnd = 0x1068 # CEntityIOOutput m_iszIdleAnim = 0x1090 # CUtlSymbolLarge m_nIdleAnimLoopMode = 0x1098 # AnimLoopMode_t m_bRandomizeCycle = 0x109C # bool m_bStartDisabled = 0x109D # bool m_bFiredStartEndOutput = 0x109E # bool m_bForceNpcExclude = 0x109F # bool m_bCreateNonSolid = 0x10A0 # bool m_bIsOverrideProp = 0x10A1 # bool m_iInitialGlowState = 0x10A4 # int32_t m_nGlowRange = 0x10A8 # int32_t m_nGlowRangeMin = 0x10AC # int32_t m_glowColor = 0x10B0 # Color m_nGlowTeam = 0x10B4 # int32_t m_iCachedFrameCount = 0x10B8 # int32_t m_vecCachedRenderMins = 0x10BC # Vector m_vecCachedRenderMaxs = 0x10C8 # Vector class C_DynamicPropAlias_cable_dynamic: # C_DynamicProp class C_DynamicPropAlias_dynamic_prop: # C_DynamicProp class C_DynamicPropAlias_prop_dynamic_override: # C_DynamicProp class C_EconEntity: # C_BaseFlex m_flFlexDelayTime = 0x1020 # float m_flFlexDelayedWeight = 0x1028 # float* m_bAttributesInitialized = 0x1030 # bool m_AttributeManager = 0x1038 # C_AttributeContainer m_OriginalOwnerXuidLow = 0x23E8 # uint32_t m_OriginalOwnerXuidHigh = 0x23EC # uint32_t m_nFallbackPaintKit = 0x23F0 # int32_t m_nFallbackSeed = 0x23F4 # int32_t m_flFallbackWear = 0x23F8 # float m_nFallbackStatTrak = 0x23FC # int32_t m_bClientside = 0x2400 # bool m_bParticleSystemsCreated = 0x2401 # bool m_vecAttachedParticles = 0x2408 # CUtlVector m_hViewmodelAttachment = 0x2420 # CHandle m_iOldTeam = 0x2424 # int32_t m_bAttachmentDirty = 0x2428 # bool m_nUnloadedModelIndex = 0x242C # int32_t m_iNumOwnerValidationRetries = 0x2430 # int32_t m_hOldProvidee = 0x2440 # CHandle m_vecAttachedModels = 0x2448 # CUtlVector class C_EconEntity_AttachedModelData_t: m_iModelDisplayFlags = 0x0 # int32_t class C_EconItemView: # IEconItemInterface m_bInventoryImageRgbaRequested = 0x70 # bool m_bInventoryImageTriedCache = 0x71 # bool m_nInventoryImageRgbaWidth = 0x90 # int32_t m_nInventoryImageRgbaHeight = 0x94 # int32_t m_szCurrentLoadCachedFileName = 0x98 # char[4096] m_bRestoreCustomMaterialAfterPrecache = 0x10C0 # bool m_iItemDefinitionIndex = 0x10C2 # uint16_t m_iEntityQuality = 0x10C4 # int32_t m_iEntityLevel = 0x10C8 # uint32_t m_iItemID = 0x10D0 # uint64_t m_iItemIDHigh = 0x10D8 # uint32_t m_iItemIDLow = 0x10DC # uint32_t m_iAccountID = 0x10E0 # uint32_t m_iInventoryPosition = 0x10E4 # uint32_t m_bInitialized = 0x10F0 # bool m_bDisallowSOC = 0x10F1 # bool m_bIsStoreItem = 0x10F2 # bool m_bIsTradeItem = 0x10F3 # bool m_iEntityQuantity = 0x10F4 # int32_t m_iRarityOverride = 0x10F8 # int32_t m_iQualityOverride = 0x10FC # int32_t m_unClientFlags = 0x1100 # uint8_t m_unOverrideStyle = 0x1101 # uint8_t m_AttributeList = 0x1118 # CAttributeList m_NetworkedDynamicAttributes = 0x1178 # CAttributeList m_szCustomName = 0x11D8 # char[161] m_szCustomNameOverride = 0x1279 # char[161] m_bInitializedTags = 0x1348 # bool class C_EconWearable: # C_EconEntity m_nForceSkin = 0x2460 # int32_t m_bAlwaysAllow = 0x2464 # bool class C_EntityDissolve: # C_BaseModelEntity m_flStartTime = 0xC58 # GameTime_t m_flFadeInStart = 0xC5C # float m_flFadeInLength = 0xC60 # float m_flFadeOutModelStart = 0xC64 # float m_flFadeOutModelLength = 0xC68 # float m_flFadeOutStart = 0xC6C # float m_flFadeOutLength = 0xC70 # float m_flNextSparkTime = 0xC74 # GameTime_t m_nDissolveType = 0xC78 # EntityDisolveType_t m_vDissolverOrigin = 0xC7C # Vector m_nMagnitude = 0xC88 # uint32_t m_bCoreExplode = 0xC8C # bool m_bLinkedToServerEnt = 0xC8D # bool class C_EntityFlame: # C_BaseEntity m_hEntAttached = 0x6D0 # CHandle m_hOldAttached = 0x6F8 # CHandle m_bCheapEffect = 0x6FC # bool class C_EnvCombinedLightProbeVolume: # C_BaseEntity m_Color = 0x1728 # Color m_flBrightness = 0x172C # float m_hCubemapTexture = 0x1730 # CStrongHandle m_bCustomCubemapTexture = 0x1738 # bool m_hLightProbeTexture = 0x1740 # CStrongHandle m_hLightProbeDirectLightIndicesTexture = 0x1748 # CStrongHandle m_hLightProbeDirectLightScalarsTexture = 0x1750 # CStrongHandle m_hLightProbeDirectLightShadowsTexture = 0x1758 # CStrongHandle m_vBoxMins = 0x1760 # Vector m_vBoxMaxs = 0x176C # Vector m_bMoveable = 0x1778 # bool m_nHandshake = 0x177C # int32_t m_nEnvCubeMapArrayIndex = 0x1780 # int32_t m_nPriority = 0x1784 # int32_t m_bStartDisabled = 0x1788 # bool m_flEdgeFadeDist = 0x178C # float m_vEdgeFadeDists = 0x1790 # Vector m_nLightProbeSizeX = 0x179C # int32_t m_nLightProbeSizeY = 0x17A0 # int32_t m_nLightProbeSizeZ = 0x17A4 # int32_t m_nLightProbeAtlasX = 0x17A8 # int32_t m_nLightProbeAtlasY = 0x17AC # int32_t m_nLightProbeAtlasZ = 0x17B0 # int32_t m_bEnabled = 0x17C9 # bool class C_EnvCubemap: # C_BaseEntity m_hCubemapTexture = 0x750 # CStrongHandle m_bCustomCubemapTexture = 0x758 # bool m_flInfluenceRadius = 0x75C # float m_vBoxProjectMins = 0x760 # Vector m_vBoxProjectMaxs = 0x76C # Vector m_bMoveable = 0x778 # bool m_nHandshake = 0x77C # int32_t m_nEnvCubeMapArrayIndex = 0x780 # int32_t m_nPriority = 0x784 # int32_t m_flEdgeFadeDist = 0x788 # float m_vEdgeFadeDists = 0x78C # Vector m_flDiffuseScale = 0x798 # float m_bStartDisabled = 0x79C # bool m_bDefaultEnvMap = 0x79D # bool m_bDefaultSpecEnvMap = 0x79E # bool m_bIndoorCubeMap = 0x79F # bool m_bCopyDiffuseFromDefaultCubemap = 0x7A0 # bool m_bEnabled = 0x7B0 # bool class C_EnvCubemapBox: # C_EnvCubemap class C_EnvCubemapFog: # C_BaseEntity m_flEndDistance = 0x6D0 # float m_flStartDistance = 0x6D4 # float m_flFogFalloffExponent = 0x6D8 # float m_bHeightFogEnabled = 0x6DC # bool m_flFogHeightWidth = 0x6E0 # float m_flFogHeightEnd = 0x6E4 # float m_flFogHeightStart = 0x6E8 # float m_flFogHeightExponent = 0x6EC # float m_flLODBias = 0x6F0 # float m_bActive = 0x6F4 # bool m_bStartDisabled = 0x6F5 # bool m_flFogMaxOpacity = 0x6F8 # float m_nCubemapSourceType = 0x6FC # int32_t m_hSkyMaterial = 0x700 # CStrongHandle m_iszSkyEntity = 0x708 # CUtlSymbolLarge m_hFogCubemapTexture = 0x710 # CStrongHandle m_bHasHeightFogEnd = 0x718 # bool m_bFirstTime = 0x719 # bool class C_EnvDecal: # C_BaseModelEntity m_hDecalMaterial = 0xC50 # CStrongHandle m_flWidth = 0xC58 # float m_flHeight = 0xC5C # float m_flDepth = 0xC60 # float m_nRenderOrder = 0xC64 # uint32_t m_bProjectOnWorld = 0xC68 # bool m_bProjectOnCharacters = 0xC69 # bool m_bProjectOnWater = 0xC6A # bool m_flDepthSortBias = 0xC6C # float class C_EnvDetailController: # C_BaseEntity m_flFadeStartDist = 0x6D0 # float m_flFadeEndDist = 0x6D4 # float class C_EnvLightProbeVolume: # C_BaseEntity m_hLightProbeTexture = 0x16A8 # CStrongHandle m_hLightProbeDirectLightIndicesTexture = 0x16B0 # CStrongHandle m_hLightProbeDirectLightScalarsTexture = 0x16B8 # CStrongHandle m_hLightProbeDirectLightShadowsTexture = 0x16C0 # CStrongHandle m_vBoxMins = 0x16C8 # Vector m_vBoxMaxs = 0x16D4 # Vector m_bMoveable = 0x16E0 # bool m_nHandshake = 0x16E4 # int32_t m_nPriority = 0x16E8 # int32_t m_bStartDisabled = 0x16EC # bool m_nLightProbeSizeX = 0x16F0 # int32_t m_nLightProbeSizeY = 0x16F4 # int32_t m_nLightProbeSizeZ = 0x16F8 # int32_t m_nLightProbeAtlasX = 0x16FC # int32_t m_nLightProbeAtlasY = 0x1700 # int32_t m_nLightProbeAtlasZ = 0x1704 # int32_t m_bEnabled = 0x1711 # bool class C_EnvParticleGlow: # C_ParticleSystem m_flAlphaScale = 0x1200 # float m_flRadiusScale = 0x1204 # float m_flSelfIllumScale = 0x1208 # float m_ColorTint = 0x120C # Color m_hTextureOverride = 0x1210 # CStrongHandle class C_EnvProjectedTexture: # C_ModelPointEntity class C_EnvScreenOverlay: # C_PointEntity m_iszOverlayNames = 0x6D0 # CUtlSymbolLarge[10] m_flOverlayTimes = 0x720 # float[10] m_flStartTime = 0x748 # GameTime_t m_iDesiredOverlay = 0x74C # int32_t m_bIsActive = 0x750 # bool m_bWasActive = 0x751 # bool m_iCachedDesiredOverlay = 0x754 # int32_t m_iCurrentOverlay = 0x758 # int32_t m_flCurrentOverlayTime = 0x75C # GameTime_t class C_EnvSky: # C_BaseModelEntity m_hSkyMaterial = 0xC50 # CStrongHandle m_hSkyMaterialLightingOnly = 0xC58 # CStrongHandle m_bStartDisabled = 0xC60 # bool m_vTintColor = 0xC61 # Color m_vTintColorLightingOnly = 0xC65 # Color m_flBrightnessScale = 0xC6C # float m_nFogType = 0xC70 # int32_t m_flFogMinStart = 0xC74 # float m_flFogMinEnd = 0xC78 # float m_flFogMaxStart = 0xC7C # float m_flFogMaxEnd = 0xC80 # float m_bEnabled = 0xC84 # bool class C_EnvVolumetricFogController: # C_BaseEntity m_flScattering = 0x6D0 # float m_flAnisotropy = 0x6D4 # float m_flFadeSpeed = 0x6D8 # float m_flDrawDistance = 0x6DC # float m_flFadeInStart = 0x6E0 # float m_flFadeInEnd = 0x6E4 # float m_flIndirectStrength = 0x6E8 # float m_nIndirectTextureDimX = 0x6EC # int32_t m_nIndirectTextureDimY = 0x6F0 # int32_t m_nIndirectTextureDimZ = 0x6F4 # int32_t m_vBoxMins = 0x6F8 # Vector m_vBoxMaxs = 0x704 # Vector m_bActive = 0x710 # bool m_flStartAnisoTime = 0x714 # GameTime_t m_flStartScatterTime = 0x718 # GameTime_t m_flStartDrawDistanceTime = 0x71C # GameTime_t m_flStartAnisotropy = 0x720 # float m_flStartScattering = 0x724 # float m_flStartDrawDistance = 0x728 # float m_flDefaultAnisotropy = 0x72C # float m_flDefaultScattering = 0x730 # float m_flDefaultDrawDistance = 0x734 # float m_bStartDisabled = 0x738 # bool m_bEnableIndirect = 0x739 # bool m_bIsMaster = 0x73A # bool m_hFogIndirectTexture = 0x740 # CStrongHandle m_nForceRefreshCount = 0x748 # int32_t m_bFirstTime = 0x74C # bool class C_EnvVolumetricFogVolume: # C_BaseEntity m_bActive = 0x6D0 # bool m_vBoxMins = 0x6D4 # Vector m_vBoxMaxs = 0x6E0 # Vector m_bStartDisabled = 0x6EC # bool m_flStrength = 0x6F0 # float m_nFalloffShape = 0x6F4 # int32_t m_flFalloffExponent = 0x6F8 # float class C_EnvWind: # C_BaseEntity m_EnvWindShared = 0x6D0 # C_EnvWindShared class C_EnvWindClientside: # C_BaseEntity m_EnvWindShared = 0x6D0 # C_EnvWindShared class C_EnvWindShared: m_flStartTime = 0x8 # GameTime_t m_iWindSeed = 0xC # uint32_t m_iMinWind = 0x10 # uint16_t m_iMaxWind = 0x12 # uint16_t m_windRadius = 0x14 # int32_t m_iMinGust = 0x18 # uint16_t m_iMaxGust = 0x1A # uint16_t m_flMinGustDelay = 0x1C # float m_flMaxGustDelay = 0x20 # float m_flGustDuration = 0x24 # float m_iGustDirChange = 0x28 # uint16_t m_location = 0x2C # Vector m_iszGustSound = 0x38 # int32_t m_iWindDir = 0x3C # int32_t m_flWindSpeed = 0x40 # float m_currentWindVector = 0x44 # Vector m_CurrentSwayVector = 0x50 # Vector m_PrevSwayVector = 0x5C # Vector m_iInitialWindDir = 0x68 # uint16_t m_flInitialWindSpeed = 0x6C # float m_flVariationTime = 0x70 # GameTime_t m_flSwayTime = 0x74 # GameTime_t m_flSimTime = 0x78 # GameTime_t m_flSwitchTime = 0x7C # GameTime_t m_flAveWindSpeed = 0x80 # float m_bGusting = 0x84 # bool m_flWindAngleVariation = 0x88 # float m_flWindSpeedVariation = 0x8C # float m_iEntIndex = 0x90 # CEntityIndex class C_EnvWindShared_WindAveEvent_t: m_flStartWindSpeed = 0x0 # float m_flAveWindSpeed = 0x4 # float class C_EnvWindShared_WindVariationEvent_t: m_flWindAngleVariation = 0x0 # float m_flWindSpeedVariation = 0x4 # float class C_FireCrackerBlast: # C_Inferno class C_FireFromAboveSprite: # C_Sprite class C_FireSmoke: # C_BaseFire m_nFlameModelIndex = 0x6E0 # int32_t m_nFlameFromAboveModelIndex = 0x6E4 # int32_t m_flScaleRegister = 0x6E8 # float m_flScaleStart = 0x6EC # float m_flScaleEnd = 0x6F0 # float m_flScaleTimeStart = 0x6F4 # GameTime_t m_flScaleTimeEnd = 0x6F8 # GameTime_t m_flChildFlameSpread = 0x6FC # float m_flClipPerc = 0x710 # float m_bClipTested = 0x714 # bool m_bFadingOut = 0x715 # bool m_tParticleSpawn = 0x718 # TimedEvent m_pFireOverlay = 0x720 # CFireOverlay* class C_FireSprite: # C_Sprite m_vecMoveDir = 0xD80 # Vector m_bFadeFromAbove = 0xD8C # bool class C_Fish: # CBaseAnimGraph m_pos = 0xE78 # Vector m_vel = 0xE84 # Vector m_angles = 0xE90 # QAngle m_localLifeState = 0xE9C # int32_t m_deathDepth = 0xEA0 # float m_deathAngle = 0xEA4 # float m_buoyancy = 0xEA8 # float m_wiggleTimer = 0xEB0 # CountdownTimer m_wigglePhase = 0xEC8 # float m_wiggleRate = 0xECC # float m_actualPos = 0xED0 # Vector m_actualAngles = 0xEDC # QAngle m_poolOrigin = 0xEE8 # Vector m_waterLevel = 0xEF4 # float m_gotUpdate = 0xEF8 # bool m_x = 0xEFC # float m_y = 0xF00 # float m_z = 0xF04 # float m_angle = 0xF08 # float m_errorHistory = 0xF0C # float[20] m_errorHistoryIndex = 0xF5C # int32_t m_errorHistoryCount = 0xF60 # int32_t m_averageError = 0xF64 # float class C_Fists: # C_CSWeaponBase m_bPlayingUninterruptableAct = 0x2908 # bool m_nUninterruptableActivity = 0x290C # PlayerAnimEvent_t class C_Flashbang: # C_BaseCSGrenade class C_FlashbangProjectile: # C_BaseCSGrenadeProjectile class C_FogController: # C_BaseEntity m_fog = 0x6D0 # fogparams_t m_bUseAngles = 0x738 # bool m_iChangedVariables = 0x73C # int32_t class C_FootstepControl: # C_BaseTrigger m_source = 0xC58 # CUtlSymbolLarge m_destination = 0xC60 # CUtlSymbolLarge class C_FuncBrush: # C_BaseModelEntity class C_FuncConveyor: # C_BaseModelEntity m_vecMoveDirEntitySpace = 0xC58 # Vector m_flTargetSpeed = 0xC64 # float m_nTransitionStartTick = 0xC68 # GameTick_t m_nTransitionDurationTicks = 0xC6C # int32_t m_flTransitionStartSpeed = 0xC70 # float m_hConveyorModels = 0xC78 # C_NetworkUtlVectorBase> m_flCurrentConveyorOffset = 0xC90 # float m_flCurrentConveyorSpeed = 0xC94 # float class C_FuncElectrifiedVolume: # C_FuncBrush m_nAmbientEffect = 0xC50 # ParticleIndex_t m_EffectName = 0xC58 # CUtlSymbolLarge m_bState = 0xC60 # bool class C_FuncLadder: # C_BaseModelEntity m_vecLadderDir = 0xC50 # Vector m_Dismounts = 0xC60 # CUtlVector> m_vecLocalTop = 0xC78 # Vector m_vecPlayerMountPositionTop = 0xC84 # Vector m_vecPlayerMountPositionBottom = 0xC90 # Vector m_flAutoRideSpeed = 0xC9C # float m_bDisabled = 0xCA0 # bool m_bFakeLadder = 0xCA1 # bool m_bHasSlack = 0xCA2 # bool class C_FuncMonitor: # C_FuncBrush m_targetCamera = 0xC50 # CUtlString m_nResolutionEnum = 0xC58 # int32_t m_bRenderShadows = 0xC5C # bool m_bUseUniqueColorTarget = 0xC5D # bool m_brushModelName = 0xC60 # CUtlString m_hTargetCamera = 0xC68 # CHandle m_bEnabled = 0xC6C # bool m_bDraw3DSkybox = 0xC6D # bool class C_FuncMoveLinear: # C_BaseToggle class C_FuncRotating: # C_BaseModelEntity class C_FuncTrackTrain: # C_BaseModelEntity m_nLongAxis = 0xC50 # int32_t m_flRadius = 0xC54 # float m_flLineLength = 0xC58 # float class C_GameRules: class C_GameRulesProxy: # C_BaseEntity class C_GlobalLight: # C_BaseEntity m_WindClothForceHandle = 0xB90 # uint16_t class C_GradientFog: # C_BaseEntity m_hGradientFogTexture = 0x6D0 # CStrongHandle m_flFogStartDistance = 0x6D8 # float m_flFogEndDistance = 0x6DC # float m_bHeightFogEnabled = 0x6E0 # bool m_flFogStartHeight = 0x6E4 # float m_flFogEndHeight = 0x6E8 # float m_flFarZ = 0x6EC # float m_flFogMaxOpacity = 0x6F0 # float m_flFogFalloffExponent = 0x6F4 # float m_flFogVerticalExponent = 0x6F8 # float m_fogColor = 0x6FC # Color m_flFogStrength = 0x700 # float m_flFadeTime = 0x704 # float m_bStartDisabled = 0x708 # bool m_bIsEnabled = 0x709 # bool m_bGradientFogNeedsTextures = 0x70A # bool class C_HEGrenade: # C_BaseCSGrenade class C_HEGrenadeProjectile: # C_BaseCSGrenadeProjectile class C_HandleTest: # C_BaseEntity m_Handle = 0x6D0 # CHandle m_bSendHandle = 0x6D4 # bool class C_Hostage: # C_BaseCombatCharacter m_entitySpottedState = 0x10A0 # EntitySpottedState_t m_leader = 0x10B8 # CHandle m_reuseTimer = 0x10C0 # CountdownTimer m_vel = 0x10D8 # Vector m_isRescued = 0x10E4 # bool m_jumpedThisFrame = 0x10E5 # bool m_nHostageState = 0x10E8 # int32_t m_bHandsHaveBeenCut = 0x10EC # bool m_hHostageGrabber = 0x10F0 # CHandle m_fLastGrabTime = 0x10F4 # GameTime_t m_vecGrabbedPos = 0x10F8 # Vector m_flRescueStartTime = 0x1104 # GameTime_t m_flGrabSuccessTime = 0x1108 # GameTime_t m_flDropStartTime = 0x110C # GameTime_t m_flDeadOrRescuedTime = 0x1110 # GameTime_t m_blinkTimer = 0x1118 # CountdownTimer m_lookAt = 0x1130 # Vector m_lookAroundTimer = 0x1140 # CountdownTimer m_isInit = 0x1158 # bool m_eyeAttachment = 0x1159 # AttachmentHandle_t m_chestAttachment = 0x115A # AttachmentHandle_t m_pPredictionOwner = 0x1160 # CBasePlayerController* m_fNewestAlphaThinkTime = 0x1168 # GameTime_t class C_HostageCarriableProp: # CBaseAnimGraph class C_IncendiaryGrenade: # C_MolotovGrenade class C_Inferno: # C_BaseModelEntity m_nfxFireDamageEffect = 0xC90 # ParticleIndex_t m_firePositions = 0xC94 # Vector[64] m_fireParentPositions = 0xF94 # Vector[64] m_bFireIsBurning = 0x1294 # bool[64] m_BurnNormal = 0x12D4 # Vector[64] m_fireCount = 0x15D4 # int32_t m_nInfernoType = 0x15D8 # int32_t m_nFireLifetime = 0x15DC # float m_bInPostEffectTime = 0x15E0 # bool m_lastFireCount = 0x15E4 # int32_t m_nFireEffectTickBegin = 0x15E8 # int32_t m_drawableCount = 0x81F0 # int32_t m_blosCheck = 0x81F4 # bool m_nlosperiod = 0x81F8 # int32_t m_maxFireHalfWidth = 0x81FC # float m_maxFireHeight = 0x8200 # float m_minBounds = 0x8204 # Vector m_maxBounds = 0x8210 # Vector m_flLastGrassBurnThink = 0x821C # float class C_InfoInstructorHintHostageRescueZone: # C_PointEntity class C_InfoLadderDismount: # C_BaseEntity class C_InfoVisibilityBox: # C_BaseEntity m_nMode = 0x6D4 # int32_t m_vBoxSize = 0x6D8 # Vector m_bEnabled = 0x6E4 # bool class C_IronSightController: m_bIronSightAvailable = 0x10 # bool m_flIronSightAmount = 0x14 # float m_flIronSightAmountGained = 0x18 # float m_flIronSightAmountBiased = 0x1C # float m_flIronSightAmount_Interpolated = 0x20 # float m_flIronSightAmountGained_Interpolated = 0x24 # float m_flIronSightAmountBiased_Interpolated = 0x28 # float m_flInterpolationLastUpdated = 0x2C # float m_angDeltaAverage = 0x30 # QAngle[8] m_angViewLast = 0x90 # QAngle m_vecDotCoords = 0x9C # Vector2D m_flDotBlur = 0xA4 # float m_flSpeedRatio = 0xA8 # float class C_Item: # C_EconEntity m_bShouldGlow = 0x2460 # bool m_pReticleHintTextName = 0x2461 # char[256] class C_ItemDogtags: # C_Item m_OwningPlayer = 0x2564 # CHandle m_KillingPlayer = 0x2568 # CHandle class C_Item_Healthshot: # C_WeaponBaseItem class C_Knife: # C_CSWeaponBase class C_LightDirectionalEntity: # C_LightEntity class C_LightEntity: # C_BaseModelEntity m_CLightComponent = 0xC50 # CLightComponent* class C_LightEnvironmentEntity: # C_LightDirectionalEntity class C_LightGlow: # C_BaseModelEntity m_nHorizontalSize = 0xC50 # uint32_t m_nVerticalSize = 0xC54 # uint32_t m_nMinDist = 0xC58 # uint32_t m_nMaxDist = 0xC5C # uint32_t m_nOuterMaxDist = 0xC60 # uint32_t m_flGlowProxySize = 0xC64 # float m_flHDRColorScale = 0xC68 # float m_Glow = 0xC70 # C_LightGlowOverlay class C_LightGlowOverlay: # CGlowOverlay m_vecOrigin = 0xCC # Vector m_vecDirection = 0xD8 # Vector m_nMinDist = 0xE4 # int32_t m_nMaxDist = 0xE8 # int32_t m_nOuterMaxDist = 0xEC # int32_t m_bOneSided = 0xF0 # bool m_bModulateByDot = 0xF1 # bool class C_LightOrthoEntity: # C_LightEntity class C_LightSpotEntity: # C_LightEntity class C_LocalTempEntity: # CBaseAnimGraph flags = 0xE8C # int32_t die = 0xE90 # GameTime_t m_flFrameMax = 0xE94 # float x = 0xE98 # float y = 0xE9C # float fadeSpeed = 0xEA0 # float bounceFactor = 0xEA4 # float hitSound = 0xEA8 # int32_t priority = 0xEAC # int32_t tentOffset = 0xEB0 # Vector m_vecTempEntAngVelocity = 0xEBC # QAngle tempent_renderamt = 0xEC8 # int32_t m_vecNormal = 0xECC # Vector m_flSpriteScale = 0xED8 # float m_nFlickerFrame = 0xEDC # int32_t m_flFrameRate = 0xEE0 # float m_flFrame = 0xEE4 # float m_pszImpactEffect = 0xEE8 # char* m_pszParticleEffect = 0xEF0 # char* m_bParticleCollision = 0xEF8 # bool m_iLastCollisionFrame = 0xEFC # int32_t m_vLastCollisionOrigin = 0xF00 # Vector m_vecTempEntVelocity = 0xF0C # Vector m_vecPrevAbsOrigin = 0xF18 # Vector m_vecTempEntAcceleration = 0xF24 # Vector class C_MapPreviewParticleSystem: # C_ParticleSystem class C_MapVetoPickController: # C_BaseEntity m_nDraftType = 0x6DC # int32_t m_nTeamWinningCoinToss = 0x6E0 # int32_t m_nTeamWithFirstChoice = 0x6E4 # int32_t[64] m_nVoteMapIdsList = 0x7E4 # int32_t[7] m_nAccountIDs = 0x800 # int32_t[64] m_nMapId0 = 0x900 # int32_t[64] m_nMapId1 = 0xA00 # int32_t[64] m_nMapId2 = 0xB00 # int32_t[64] m_nMapId3 = 0xC00 # int32_t[64] m_nMapId4 = 0xD00 # int32_t[64] m_nMapId5 = 0xE00 # int32_t[64] m_nStartingSide0 = 0xF00 # int32_t[64] m_nCurrentPhase = 0x1000 # int32_t m_nPhaseStartTick = 0x1004 # int32_t m_nPhaseDurationTicks = 0x1008 # int32_t m_nPostDataUpdateTick = 0x100C # int32_t m_bDisabledHud = 0x1010 # bool class C_Melee: # C_CSWeaponBase class C_ModelPointEntity: # C_BaseModelEntity class C_MolotovGrenade: # C_BaseCSGrenade class C_MolotovProjectile: # C_BaseCSGrenadeProjectile m_bIsIncGrenade = 0x10EC # bool class C_Multimeter: # CBaseAnimGraph m_hTargetC4 = 0xE80 # CHandle class C_MultiplayRules: # C_GameRules class C_NetTestBaseCombatCharacter: # C_BaseCombatCharacter class C_OmniLight: # C_BarnLight m_flInnerAngle = 0xE98 # float m_flOuterAngle = 0xE9C # float m_bShowLight = 0xEA0 # bool class C_ParticleSystem: # C_BaseModelEntity m_szSnapshotFileName = 0xC50 # char[512] m_bActive = 0xE50 # bool m_bFrozen = 0xE51 # bool m_flFreezeTransitionDuration = 0xE54 # float m_nStopType = 0xE58 # int32_t m_bAnimateDuringGameplayPause = 0xE5C # bool m_iEffectIndex = 0xE60 # CStrongHandle m_flStartTime = 0xE68 # GameTime_t m_flPreSimTime = 0xE6C # float m_vServerControlPoints = 0xE70 # Vector[4] m_iServerControlPointAssignments = 0xEA0 # uint8_t[4] m_hControlPointEnts = 0xEA4 # CHandle[64] m_bNoSave = 0xFA4 # bool m_bNoFreeze = 0xFA5 # bool m_bNoRamp = 0xFA6 # bool m_bStartActive = 0xFA7 # bool m_iszEffectName = 0xFA8 # CUtlSymbolLarge m_iszControlPointNames = 0xFB0 # CUtlSymbolLarge[64] m_nDataCP = 0x11B0 # int32_t m_vecDataCPValue = 0x11B4 # Vector m_nTintCP = 0x11C0 # int32_t m_clrTint = 0x11C4 # Color m_bOldActive = 0x11E8 # bool m_bOldFrozen = 0x11E9 # bool class C_PathParticleRope: # C_BaseEntity m_bStartActive = 0x6D0 # bool m_flMaxSimulationTime = 0x6D4 # float m_iszEffectName = 0x6D8 # CUtlSymbolLarge m_PathNodes_Name = 0x6E0 # CUtlVector m_flParticleSpacing = 0x6F8 # float m_flSlack = 0x6FC # float m_flRadius = 0x700 # float m_ColorTint = 0x704 # Color m_nEffectState = 0x708 # int32_t m_iEffectIndex = 0x710 # CStrongHandle m_PathNodes_Position = 0x718 # C_NetworkUtlVectorBase m_PathNodes_TangentIn = 0x730 # C_NetworkUtlVectorBase m_PathNodes_TangentOut = 0x748 # C_NetworkUtlVectorBase m_PathNodes_Color = 0x760 # C_NetworkUtlVectorBase m_PathNodes_PinEnabled = 0x778 # C_NetworkUtlVectorBase m_PathNodes_RadiusScale = 0x790 # C_NetworkUtlVectorBase class C_PathParticleRopeAlias_path_particle_rope_clientside: # C_PathParticleRope class C_PhysBox: # C_Breakable class C_PhysMagnet: # CBaseAnimGraph m_aAttachedObjectsFromServer = 0xE78 # CUtlVector m_aAttachedObjects = 0xE90 # CUtlVector> class C_PhysPropClientside: # C_BreakableProp m_flTouchDelta = 0xFC8 # GameTime_t m_fDeathTime = 0xFCC # GameTime_t m_impactEnergyScale = 0xFD0 # float m_inertiaScale = 0xFD4 # float m_flDmgModBullet = 0xFD8 # float m_flDmgModClub = 0xFDC # float m_flDmgModExplosive = 0xFE0 # float m_flDmgModFire = 0xFE4 # float m_iszPhysicsDamageTableName = 0xFE8 # CUtlSymbolLarge m_iszBasePropData = 0xFF0 # CUtlSymbolLarge m_iInteractions = 0xFF8 # int32_t m_bHasBreakPiecesOrCommands = 0xFFC # bool m_vecDamagePosition = 0x1000 # Vector m_vecDamageDirection = 0x100C # Vector m_nDamageType = 0x1018 # int32_t class C_PhysicsProp: # C_BreakableProp m_bAwake = 0xFC5 # bool class C_PhysicsPropMultiplayer: # C_PhysicsProp class C_PickUpModelSlerper: # CBaseAnimGraph m_hPlayerParent = 0xE78 # CHandle m_hItem = 0xE7C # CHandle m_flTimePickedUp = 0xE80 # float m_angOriginal = 0xE84 # QAngle m_vecPosOriginal = 0xE90 # Vector m_angRandom = 0xEA0 # QAngle class C_PlantedC4: # CBaseAnimGraph m_bBombTicking = 0xE78 # bool m_nBombSite = 0xE7C # int32_t m_nSourceSoundscapeHash = 0xE80 # int32_t m_entitySpottedState = 0xE88 # EntitySpottedState_t m_flNextGlow = 0xEA0 # GameTime_t m_flNextBeep = 0xEA4 # GameTime_t m_flC4Blow = 0xEA8 # GameTime_t m_bCannotBeDefused = 0xEAC # bool m_bHasExploded = 0xEAD # bool m_flTimerLength = 0xEB0 # float m_bBeingDefused = 0xEB4 # bool m_bTriggerWarning = 0xEB8 # float m_bExplodeWarning = 0xEBC # float m_bC4Activated = 0xEC0 # bool m_bTenSecWarning = 0xEC1 # bool m_flDefuseLength = 0xEC4 # float m_flDefuseCountDown = 0xEC8 # GameTime_t m_bBombDefused = 0xECC # bool m_hBombDefuser = 0xED0 # CHandle m_hControlPanel = 0xED4 # CHandle m_hDefuserMultimeter = 0xED8 # CHandle m_flNextRadarFlashTime = 0xEDC # GameTime_t m_bRadarFlash = 0xEE0 # bool m_pBombDefuser = 0xEE4 # CHandle m_fLastDefuseTime = 0xEE8 # GameTime_t m_pPredictionOwner = 0xEF0 # CBasePlayerController* m_vecC4ExplodeSpectatePos = 0xEF8 # Vector m_vecC4ExplodeSpectateAng = 0xF04 # QAngle m_flC4ExplodeSpectateDuration = 0xF10 # float class C_PlayerPing: # C_BaseEntity m_hPlayer = 0x700 # CHandle m_hPingedEntity = 0x704 # CHandle m_iType = 0x708 # int32_t m_bUrgent = 0x70C # bool m_szPlaceName = 0x70D # char[18] class C_PlayerSprayDecal: # C_ModelPointEntity m_nUniqueID = 0xC50 # int32_t m_unAccountID = 0xC54 # uint32_t m_unTraceID = 0xC58 # uint32_t m_rtGcTime = 0xC5C # uint32_t m_vecEndPos = 0xC60 # Vector m_vecStart = 0xC6C # Vector m_vecLeft = 0xC78 # Vector m_vecNormal = 0xC84 # Vector m_nPlayer = 0xC90 # int32_t m_nEntity = 0xC94 # int32_t m_nHitbox = 0xC98 # int32_t m_flCreationTime = 0xC9C # float m_nTintID = 0xCA0 # int32_t m_nVersion = 0xCA4 # uint8_t m_ubSignature = 0xCA5 # uint8_t[128] m_SprayRenderHelper = 0xD30 # CPlayerSprayDecalRenderHelper class C_PlayerVisibility: # C_BaseEntity m_flVisibilityStrength = 0x6D0 # float m_flFogDistanceMultiplier = 0x6D4 # float m_flFogMaxDensityMultiplier = 0x6D8 # float m_flFadeTime = 0x6DC # float m_bStartDisabled = 0x6E0 # bool m_bIsEnabled = 0x6E1 # bool class C_PointCamera: # C_BaseEntity m_FOV = 0x6D0 # float m_Resolution = 0x6D4 # float m_bFogEnable = 0x6D8 # bool m_FogColor = 0x6D9 # Color m_flFogStart = 0x6E0 # float m_flFogEnd = 0x6E4 # float m_flFogMaxDensity = 0x6E8 # float m_bActive = 0x6EC # bool m_bUseScreenAspectRatio = 0x6ED # bool m_flAspectRatio = 0x6F0 # float m_bNoSky = 0x6F4 # bool m_fBrightness = 0x6F8 # float m_flZFar = 0x6FC # float m_flZNear = 0x700 # float m_bCanHLTVUse = 0x704 # bool m_bDofEnabled = 0x705 # bool m_flDofNearBlurry = 0x708 # float m_flDofNearCrisp = 0x70C # float m_flDofFarCrisp = 0x710 # float m_flDofFarBlurry = 0x714 # float m_flDofTiltToGround = 0x718 # float m_TargetFOV = 0x71C # float m_DegreesPerSecond = 0x720 # float m_bIsOn = 0x724 # bool m_pNext = 0x728 # C_PointCamera* class C_PointCameraVFOV: # C_PointCamera m_flVerticalFOV = 0x730 # float class C_PointClientUIDialog: # C_BaseClientUIEntity m_hActivator = 0xC80 # CHandle m_bStartEnabled = 0xC84 # bool class C_PointClientUIHUD: # C_BaseClientUIEntity m_bCheckCSSClasses = 0xC88 # bool m_bIgnoreInput = 0xE10 # bool m_flWidth = 0xE14 # float m_flHeight = 0xE18 # float m_flDPI = 0xE1C # float m_flInteractDistance = 0xE20 # float m_flDepthOffset = 0xE24 # float m_unOwnerContext = 0xE28 # uint32_t m_unHorizontalAlign = 0xE2C # uint32_t m_unVerticalAlign = 0xE30 # uint32_t m_unOrientation = 0xE34 # uint32_t m_bAllowInteractionFromAllSceneWorlds = 0xE38 # bool m_vecCSSClasses = 0xE40 # C_NetworkUtlVectorBase class C_PointClientUIWorldPanel: # C_BaseClientUIEntity m_bForceRecreateNextUpdate = 0xC88 # bool m_bMoveViewToPlayerNextThink = 0xC89 # bool m_bCheckCSSClasses = 0xC8A # bool m_anchorDeltaTransform = 0xC90 # CTransform m_pOffScreenIndicator = 0xE30 # CPointOffScreenIndicatorUi* m_bIgnoreInput = 0xE58 # bool m_bLit = 0xE59 # bool m_bFollowPlayerAcrossTeleport = 0xE5A # bool m_flWidth = 0xE5C # float m_flHeight = 0xE60 # float m_flDPI = 0xE64 # float m_flInteractDistance = 0xE68 # float m_flDepthOffset = 0xE6C # float m_unOwnerContext = 0xE70 # uint32_t m_unHorizontalAlign = 0xE74 # uint32_t m_unVerticalAlign = 0xE78 # uint32_t m_unOrientation = 0xE7C # uint32_t m_bAllowInteractionFromAllSceneWorlds = 0xE80 # bool m_vecCSSClasses = 0xE88 # C_NetworkUtlVectorBase m_bOpaque = 0xEA0 # bool m_bNoDepth = 0xEA1 # bool m_bRenderBackface = 0xEA2 # bool m_bUseOffScreenIndicator = 0xEA3 # bool m_bExcludeFromSaveGames = 0xEA4 # bool m_bGrabbable = 0xEA5 # bool m_bOnlyRenderToTexture = 0xEA6 # bool m_bDisableMipGen = 0xEA7 # bool m_nExplicitImageLayout = 0xEA8 # int32_t class C_PointClientUIWorldTextPanel: # C_PointClientUIWorldPanel m_messageText = 0xEAC # char[512] class C_PointCommentaryNode: # CBaseAnimGraph m_bActive = 0xE80 # bool m_bWasActive = 0xE81 # bool m_flEndTime = 0xE84 # GameTime_t m_flStartTime = 0xE88 # GameTime_t m_flStartTimeInCommentary = 0xE8C # float m_iszCommentaryFile = 0xE90 # CUtlSymbolLarge m_iszTitle = 0xE98 # CUtlSymbolLarge m_iszSpeakers = 0xEA0 # CUtlSymbolLarge m_iNodeNumber = 0xEA8 # int32_t m_iNodeNumberMax = 0xEAC # int32_t m_bListenedTo = 0xEB0 # bool m_hViewPosition = 0xEC0 # CHandle m_bRestartAfterRestore = 0xEC4 # bool class C_PointEntity: # C_BaseEntity class C_PointValueRemapper: # C_BaseEntity m_bDisabled = 0x6D0 # bool m_bDisabledOld = 0x6D1 # bool m_bUpdateOnClient = 0x6D2 # bool m_nInputType = 0x6D4 # ValueRemapperInputType_t m_hRemapLineStart = 0x6D8 # CHandle m_hRemapLineEnd = 0x6DC # CHandle m_flMaximumChangePerSecond = 0x6E0 # float m_flDisengageDistance = 0x6E4 # float m_flEngageDistance = 0x6E8 # float m_bRequiresUseKey = 0x6EC # bool m_nOutputType = 0x6F0 # ValueRemapperOutputType_t m_hOutputEntities = 0x6F8 # C_NetworkUtlVectorBase> m_nHapticsType = 0x710 # ValueRemapperHapticsType_t m_nMomentumType = 0x714 # ValueRemapperMomentumType_t m_flMomentumModifier = 0x718 # float m_flSnapValue = 0x71C # float m_flCurrentMomentum = 0x720 # float m_nRatchetType = 0x724 # ValueRemapperRatchetType_t m_flRatchetOffset = 0x728 # float m_flInputOffset = 0x72C # float m_bEngaged = 0x730 # bool m_bFirstUpdate = 0x731 # bool m_flPreviousValue = 0x734 # float m_flPreviousUpdateTickTime = 0x738 # GameTime_t m_vecPreviousTestPoint = 0x73C # Vector class C_PointWorldText: # C_ModelPointEntity m_bForceRecreateNextUpdate = 0xC58 # bool m_messageText = 0xC68 # char[512] m_FontName = 0xE68 # char[64] m_bEnabled = 0xEA8 # bool m_bFullbright = 0xEA9 # bool m_flWorldUnitsPerPx = 0xEAC # float m_flFontSize = 0xEB0 # float m_flDepthOffset = 0xEB4 # float m_Color = 0xEB8 # Color m_nJustifyHorizontal = 0xEBC # PointWorldTextJustifyHorizontal_t m_nJustifyVertical = 0xEC0 # PointWorldTextJustifyVertical_t m_nReorientMode = 0xEC4 # PointWorldTextReorientMode_t class C_PostProcessingVolume: # C_BaseTrigger m_hPostSettings = 0xC68 # CStrongHandle m_flFadeDuration = 0xC70 # float m_flMinLogExposure = 0xC74 # float m_flMaxLogExposure = 0xC78 # float m_flMinExposure = 0xC7C # float m_flMaxExposure = 0xC80 # float m_flExposureCompensation = 0xC84 # float m_flExposureFadeSpeedUp = 0xC88 # float m_flExposureFadeSpeedDown = 0xC8C # float m_flTonemapEVSmoothingRange = 0xC90 # float m_bMaster = 0xC94 # bool m_bExposureControl = 0xC95 # bool m_flRate = 0xC98 # float m_flTonemapPercentTarget = 0xC9C # float m_flTonemapPercentBrightPixels = 0xCA0 # float m_flTonemapMinAvgLum = 0xCA4 # float class C_Precipitation: # C_BaseTrigger m_flDensity = 0xC54 # float m_flParticleInnerDist = 0xC60 # float m_pParticleDef = 0xC68 # char* m_tParticlePrecipTraceTimer = 0xC90 # TimedEvent[1] m_bActiveParticlePrecipEmitter = 0xC98 # bool[1] m_bParticlePrecipInitialized = 0xC99 # bool m_bHasSimulatedSinceLastSceneObjectUpdate = 0xC9A # bool m_nAvailableSheetSequencesMaxIndex = 0xC9C # int32_t class C_PrecipitationBlocker: # C_BaseModelEntity class C_PredictedViewModel: # C_BaseViewModel m_vPredictedLagOffset = 0xEE0 # Vector m_targetSpeed = 0xEEC # QAngle m_currentSpeed = 0xEF8 # QAngle class C_PropDoorRotating: # C_BasePropDoor class C_RagdollManager: # C_BaseEntity m_iCurrentMaxRagdollCount = 0x6D0 # int8_t class C_RagdollProp: # CBaseAnimGraph m_ragPos = 0xE80 # C_NetworkUtlVectorBase m_ragAngles = 0xE98 # C_NetworkUtlVectorBase m_flBlendWeight = 0xEB0 # float m_hRagdollSource = 0xEB4 # CHandle m_iEyeAttachment = 0xEB8 # AttachmentHandle_t m_flBlendWeightCurrent = 0xEBC # float m_parentPhysicsBoneIndices = 0xEC0 # CUtlVector m_worldSpaceBoneComputationOrder = 0xED8 # CUtlVector class C_RagdollPropAttached: # C_RagdollProp m_boneIndexAttached = 0xEF0 # uint32_t m_ragdollAttachedObjectIndex = 0xEF4 # uint32_t m_attachmentPointBoneSpace = 0xEF8 # Vector m_attachmentPointRagdollSpace = 0xF04 # Vector m_vecOffset = 0xF10 # Vector m_parentTime = 0xF1C # float m_bHasParent = 0xF20 # bool class C_RectLight: # C_BarnLight m_bShowLight = 0xE98 # bool class C_RetakeGameRules: m_nMatchSeed = 0xF8 # int32_t m_bBlockersPresent = 0xFC # bool m_bRoundInProgress = 0xFD # bool m_iFirstSecondHalfRound = 0x100 # int32_t m_iBombSite = 0x104 # int32_t class C_RopeKeyframe: # C_BaseModelEntity m_LinksTouchingSomething = 0xC58 # CBitVec<10> m_nLinksTouchingSomething = 0xC5C # int32_t m_bApplyWind = 0xC60 # bool m_fPrevLockedPoints = 0xC64 # int32_t m_iForcePointMoveCounter = 0xC68 # int32_t m_bPrevEndPointPos = 0xC6C # bool[2] m_vPrevEndPointPos = 0xC70 # Vector[2] m_flCurScroll = 0xC88 # float m_flScrollSpeed = 0xC8C # float m_RopeFlags = 0xC90 # uint16_t m_iRopeMaterialModelIndex = 0xC98 # CStrongHandle m_LightValues = 0xF10 # Vector[10] m_nSegments = 0xF88 # uint8_t m_hStartPoint = 0xF8C # CHandle m_hEndPoint = 0xF90 # CHandle m_iStartAttachment = 0xF94 # AttachmentHandle_t m_iEndAttachment = 0xF95 # AttachmentHandle_t m_Subdiv = 0xF96 # uint8_t m_RopeLength = 0xF98 # int16_t m_Slack = 0xF9A # int16_t m_TextureScale = 0xF9C # float m_fLockedPoints = 0xFA0 # uint8_t m_nChangeCount = 0xFA1 # uint8_t m_Width = 0xFA4 # float m_PhysicsDelegate = 0xFA8 # C_RopeKeyframe::CPhysicsDelegate m_hMaterial = 0xFB8 # CStrongHandle m_TextureHeight = 0xFC0 # int32_t m_vecImpulse = 0xFC4 # Vector m_vecPreviousImpulse = 0xFD0 # Vector m_flCurrentGustTimer = 0xFDC # float m_flCurrentGustLifetime = 0xFE0 # float m_flTimeToNextGust = 0xFE4 # float m_vWindDir = 0xFE8 # Vector m_vColorMod = 0xFF4 # Vector m_vCachedEndPointAttachmentPos = 0x1000 # Vector[2] m_vCachedEndPointAttachmentAngle = 0x1018 # QAngle[2] m_bConstrainBetweenEndpoints = 0x1030 # bool m_bEndPointAttachmentPositionsDirty = 0x0 # bitfield:1 m_bEndPointAttachmentAnglesDirty = 0x0 # bitfield:1 m_bNewDataThisFrame = 0x0 # bitfield:1 m_bPhysicsInitted = 0x0 # bitfield:1 class C_RopeKeyframe_CPhysicsDelegate: m_pKeyframe = 0x8 # C_RopeKeyframe* class C_SceneEntity: # C_PointEntity m_bIsPlayingBack = 0x6D8 # bool m_bPaused = 0x6D9 # bool m_bMultiplayer = 0x6DA # bool m_bAutogenerated = 0x6DB # bool m_flForceClientTime = 0x6DC # float m_nSceneStringIndex = 0x6E0 # uint16_t m_bClientOnly = 0x6E2 # bool m_hOwner = 0x6E4 # CHandle m_hActorList = 0x6E8 # C_NetworkUtlVectorBase> m_bWasPlaying = 0x700 # bool m_QueuedEvents = 0x710 # CUtlVector m_flCurrentTime = 0x728 # float class C_SceneEntity_QueuedEvents_t: starttime = 0x0 # float class C_SensorGrenade: # C_BaseCSGrenade class C_SensorGrenadeProjectile: # C_BaseCSGrenadeProjectile class C_ShatterGlassShardPhysics: # C_PhysicsProp m_ShardDesc = 0xFD0 # shard_model_desc_t class C_SingleplayRules: # C_GameRules class C_SkyCamera: # C_BaseEntity m_skyboxData = 0x6D0 # sky3dparams_t m_skyboxSlotToken = 0x760 # CUtlStringToken m_bUseAngles = 0x764 # bool m_pNext = 0x768 # C_SkyCamera* class C_SmokeGrenade: # C_BaseCSGrenade class C_SmokeGrenadeProjectile: # C_BaseCSGrenadeProjectile m_nSmokeEffectTickBegin = 0x10F8 # int32_t m_bDidSmokeEffect = 0x10FC # bool m_nRandomSeed = 0x1100 # int32_t m_vSmokeColor = 0x1104 # Vector m_vSmokeDetonationPos = 0x1110 # Vector m_VoxelFrameData = 0x1120 # CUtlVector m_bSmokeVolumeDataReceived = 0x1138 # bool m_bSmokeEffectSpawned = 0x1139 # bool class C_SoundAreaEntityBase: # C_BaseEntity m_bDisabled = 0x6D0 # bool m_bWasEnabled = 0x6D8 # bool m_iszSoundAreaType = 0x6E0 # CUtlSymbolLarge m_vPos = 0x6E8 # Vector class C_SoundAreaEntityOrientedBox: # C_SoundAreaEntityBase m_vMin = 0x6F4 # Vector m_vMax = 0x700 # Vector class C_SoundAreaEntitySphere: # C_SoundAreaEntityBase m_flRadius = 0x6F4 # float class C_SoundOpvarSetAABBEntity: # C_SoundOpvarSetPointEntity class C_SoundOpvarSetAutoRoomEntity: # C_SoundOpvarSetPointEntity class C_SoundOpvarSetOBBEntity: # C_SoundOpvarSetAABBEntity class C_SoundOpvarSetOBBWindEntity: # C_SoundOpvarSetPointBase class C_SoundOpvarSetPathCornerEntity: # C_SoundOpvarSetPointEntity class C_SoundOpvarSetPointBase: # C_BaseEntity m_iszStackName = 0x6D0 # CUtlSymbolLarge m_iszOperatorName = 0x6D8 # CUtlSymbolLarge m_iszOpvarName = 0x6E0 # CUtlSymbolLarge m_iOpvarIndex = 0x6E8 # int32_t m_bUseAutoCompare = 0x6EC # bool class C_SoundOpvarSetPointEntity: # C_SoundOpvarSetPointBase class C_SpotlightEnd: # C_BaseModelEntity m_flLightScale = 0xC50 # float m_Radius = 0xC54 # float class C_Sprite: # C_BaseModelEntity m_hSpriteMaterial = 0xC68 # CStrongHandle m_hAttachedToEntity = 0xC70 # CHandle m_nAttachment = 0xC74 # AttachmentHandle_t m_flSpriteFramerate = 0xC78 # float m_flFrame = 0xC7C # float m_flDieTime = 0xC80 # GameTime_t m_nBrightness = 0xC90 # uint32_t m_flBrightnessDuration = 0xC94 # float m_flSpriteScale = 0xC98 # float m_flScaleDuration = 0xC9C # float m_bWorldSpaceScale = 0xCA0 # bool m_flGlowProxySize = 0xCA4 # float m_flHDRColorScale = 0xCA8 # float m_flLastTime = 0xCAC # GameTime_t m_flMaxFrame = 0xCB0 # float m_flStartScale = 0xCB4 # float m_flDestScale = 0xCB8 # float m_flScaleTimeStart = 0xCBC # GameTime_t m_nStartBrightness = 0xCC0 # int32_t m_nDestBrightness = 0xCC4 # int32_t m_flBrightnessTimeStart = 0xCC8 # GameTime_t m_hOldSpriteMaterial = 0xCD0 # CWeakHandle m_nSpriteWidth = 0xD78 # int32_t m_nSpriteHeight = 0xD7C # int32_t class C_SpriteOriented: # C_Sprite class C_Sun: # C_BaseModelEntity m_fxSSSunFlareEffectIndex = 0xC50 # ParticleIndex_t m_fxSunFlareEffectIndex = 0xC54 # ParticleIndex_t m_fdistNormalize = 0xC58 # float m_vSunPos = 0xC5C # Vector m_vDirection = 0xC68 # Vector m_iszEffectName = 0xC78 # CUtlSymbolLarge m_iszSSEffectName = 0xC80 # CUtlSymbolLarge m_clrOverlay = 0xC88 # Color m_bOn = 0xC8C # bool m_bmaxColor = 0xC8D # bool m_flSize = 0xC90 # float m_flHazeScale = 0xC94 # float m_flRotation = 0xC98 # float m_flHDRColorScale = 0xC9C # float m_flAlphaHaze = 0xCA0 # float m_flAlphaScale = 0xCA4 # float m_flAlphaHdr = 0xCA8 # float m_flFarZScale = 0xCAC # float class C_SunGlowOverlay: # CGlowOverlay m_bModulateByDot = 0xCC # bool class C_Team: # C_BaseEntity m_aPlayerControllers = 0x6D0 # C_NetworkUtlVectorBase> m_aPlayers = 0x6E8 # C_NetworkUtlVectorBase> m_iScore = 0x700 # int32_t m_szTeamname = 0x704 # char[129] class C_TeamRoundTimer: # C_BaseEntity m_bTimerPaused = 0x6D0 # bool m_flTimeRemaining = 0x6D4 # float m_flTimerEndTime = 0x6D8 # GameTime_t m_bIsDisabled = 0x6DC # bool m_bShowInHUD = 0x6DD # bool m_nTimerLength = 0x6E0 # int32_t m_nTimerInitialLength = 0x6E4 # int32_t m_nTimerMaxLength = 0x6E8 # int32_t m_bAutoCountdown = 0x6EC # bool m_nSetupTimeLength = 0x6F0 # int32_t m_nState = 0x6F4 # int32_t m_bStartPaused = 0x6F8 # bool m_bInCaptureWatchState = 0x6F9 # bool m_flTotalTime = 0x6FC # float m_bStopWatchTimer = 0x700 # bool m_bFireFinished = 0x701 # bool m_bFire5MinRemain = 0x702 # bool m_bFire4MinRemain = 0x703 # bool m_bFire3MinRemain = 0x704 # bool m_bFire2MinRemain = 0x705 # bool m_bFire1MinRemain = 0x706 # bool m_bFire30SecRemain = 0x707 # bool m_bFire10SecRemain = 0x708 # bool m_bFire5SecRemain = 0x709 # bool m_bFire4SecRemain = 0x70A # bool m_bFire3SecRemain = 0x70B # bool m_bFire2SecRemain = 0x70C # bool m_bFire1SecRemain = 0x70D # bool m_nOldTimerLength = 0x710 # int32_t m_nOldTimerState = 0x714 # int32_t class C_TeamplayRules: # C_MultiplayRules class C_TextureBasedAnimatable: # C_BaseModelEntity m_bLoop = 0xC50 # bool m_flFPS = 0xC54 # float m_hPositionKeys = 0xC58 # CStrongHandle m_hRotationKeys = 0xC60 # CStrongHandle m_vAnimationBoundsMin = 0xC68 # Vector m_vAnimationBoundsMax = 0xC74 # Vector m_flStartTime = 0xC80 # float m_flStartFrame = 0xC84 # float class C_TintController: # C_BaseEntity class C_TonemapController2: # C_BaseEntity m_flAutoExposureMin = 0x6D0 # float m_flAutoExposureMax = 0x6D4 # float m_flTonemapPercentTarget = 0x6D8 # float m_flTonemapPercentBrightPixels = 0x6DC # float m_flTonemapMinAvgLum = 0x6E0 # float m_flExposureAdaptationSpeedUp = 0x6E4 # float m_flExposureAdaptationSpeedDown = 0x6E8 # float m_flTonemapEVSmoothingRange = 0x6EC # float class C_TonemapController2Alias_env_tonemap_controller2: # C_TonemapController2 class C_TriggerBuoyancy: # C_BaseTrigger m_BuoyancyHelper = 0xC58 # CBuoyancyHelper m_flFluidDensity = 0xC78 # float class C_TriggerLerpObject: # C_BaseTrigger class C_TriggerMultiple: # C_BaseTrigger class C_TriggerPhysics: # C_BaseTrigger m_gravityScale = 0xC54 # float m_linearLimit = 0xC58 # float m_linearDamping = 0xC5C # float m_angularLimit = 0xC60 # float m_angularDamping = 0xC64 # float m_linearForce = 0xC68 # float m_flFrequency = 0xC6C # float m_flDampingRatio = 0xC70 # float m_vecLinearForcePointAt = 0xC74 # Vector m_bCollapseToForcePoint = 0xC80 # bool m_vecLinearForcePointAtWorld = 0xC84 # Vector m_vecLinearForceDirection = 0xC90 # Vector m_bConvertToDebrisWhenPossible = 0xC9C # bool class C_TriggerVolume: # C_BaseModelEntity class C_ViewmodelAttachmentModel: # CBaseAnimGraph class C_ViewmodelWeapon: # CBaseAnimGraph m_worldModel = 0xE78 # char* class C_VoteController: # C_BaseEntity m_iActiveIssueIndex = 0x6DC # int32_t m_iOnlyTeamToVote = 0x6E0 # int32_t m_nVoteOptionCount = 0x6E4 # int32_t[5] m_nPotentialVotes = 0x6F8 # int32_t m_bVotesDirty = 0x6FC # bool m_bTypeDirty = 0x6FD # bool m_bIsYesNoVote = 0x6FE # bool class C_WaterBullet: # CBaseAnimGraph class C_WeaponAWP: # C_CSWeaponBaseGun class C_WeaponAug: # C_CSWeaponBaseGun class C_WeaponBaseItem: # C_CSWeaponBase m_SequenceCompleteTimer = 0x2908 # CountdownTimer m_bRedraw = 0x2920 # bool class C_WeaponBizon: # C_CSWeaponBaseGun class C_WeaponCZ75a: # C_CSWeaponBaseGun class C_WeaponElite: # C_CSWeaponBaseGun class C_WeaponFamas: # C_CSWeaponBaseGun class C_WeaponFiveSeven: # C_CSWeaponBaseGun class C_WeaponG3SG1: # C_CSWeaponBaseGun class C_WeaponGalilAR: # C_CSWeaponBaseGun class C_WeaponGlock: # C_CSWeaponBaseGun class C_WeaponHKP2000: # C_CSWeaponBaseGun class C_WeaponM249: # C_CSWeaponBaseGun class C_WeaponM4A1: # C_CSWeaponBaseGun class C_WeaponM4A1Silencer: # C_CSWeaponBaseGun class C_WeaponMAC10: # C_CSWeaponBaseGun class C_WeaponMP5SD: # C_CSWeaponBaseGun class C_WeaponMP7: # C_CSWeaponBaseGun class C_WeaponMP9: # C_CSWeaponBaseGun class C_WeaponMag7: # C_CSWeaponBaseGun class C_WeaponNOVA: # C_CSWeaponBase class C_WeaponNegev: # C_CSWeaponBaseGun class C_WeaponP250: # C_CSWeaponBaseGun class C_WeaponP90: # C_CSWeaponBaseGun class C_WeaponRevolver: # C_CSWeaponBaseGun class C_WeaponSCAR20: # C_CSWeaponBaseGun class C_WeaponSG556: # C_CSWeaponBaseGun class C_WeaponSSG08: # C_CSWeaponBaseGun class C_WeaponSawedoff: # C_CSWeaponBase class C_WeaponShield: # C_CSWeaponBaseGun m_flDisplayHealth = 0x2928 # float class C_WeaponTaser: # C_CSWeaponBaseGun m_fFireTime = 0x2928 # GameTime_t class C_WeaponTec9: # C_CSWeaponBaseGun class C_WeaponUMP45: # C_CSWeaponBaseGun class C_WeaponUSPSilencer: # C_CSWeaponBaseGun class C_WeaponXM1014: # C_CSWeaponBase class C_World: # C_BaseModelEntity class C_WorldModelGloves: # CBaseAnimGraph class C_WorldModelNametag: # CBaseAnimGraph class C_WorldModelStattrak: # CBaseAnimGraph class C_fogplayerparams_t: m_hCtrl = 0x8 # CHandle m_flTransitionTime = 0xC # float m_OldColor = 0x10 # Color m_flOldStart = 0x14 # float m_flOldEnd = 0x18 # float m_flOldMaxDensity = 0x1C # float m_flOldHDRColorScale = 0x20 # float m_flOldFarZ = 0x24 # float m_NewColor = 0x28 # Color m_flNewStart = 0x2C # float m_flNewEnd = 0x30 # float m_flNewMaxDensity = 0x34 # float m_flNewHDRColorScale = 0x38 # float m_flNewFarZ = 0x3C # float class CompMatMutatorCondition_t: m_nMutatorCondition = 0x0 # CompMatPropertyMutatorConditionType_t m_strMutatorConditionContainerName = 0x8 # CUtlString m_strMutatorConditionContainerVarName = 0x10 # CUtlString m_strMutatorConditionContainerVarValue = 0x18 # CUtlString m_bPassWhenTrue = 0x20 # bool class CompMatPropertyMutator_t: m_bEnabled = 0x0 # bool m_nMutatorCommandType = 0x4 # CompMatPropertyMutatorType_t m_strInitWith_Container = 0x8 # CUtlString m_strCopyProperty_InputContainerSrc = 0x10 # CUtlString m_strCopyProperty_InputContainerProperty = 0x18 # CUtlString m_strCopyProperty_TargetProperty = 0x20 # CUtlString m_strRandomRollInputVars_SeedInputVar = 0x28 # CUtlString m_vecRandomRollInputVars_InputVarsToRoll = 0x30 # CUtlVector m_strCopyMatchingKeys_InputContainerSrc = 0x48 # CUtlString m_strCopyKeysWithSuffix_InputContainerSrc = 0x50 # CUtlString m_strCopyKeysWithSuffix_FindSuffix = 0x58 # CUtlString m_strCopyKeysWithSuffix_ReplaceSuffix = 0x60 # CUtlString m_nSetValue_Value = 0x68 # CompositeMaterialInputLooseVariable_t m_strGenerateTexture_TargetParam = 0x2D8 # CUtlString m_strGenerateTexture_InitialContainer = 0x2E0 # CUtlString m_nResolution = 0x2E8 # int32_t m_bIsScratchTarget = 0x2EC # bool m_bSplatDebugInfo = 0x2ED # bool m_bCaptureInRenderDoc = 0x2EE # bool m_vecTexGenInstructions = 0x2F0 # CUtlVector m_vecConditionalMutators = 0x308 # CUtlVector m_strPopInputQueue_Container = 0x320 # CUtlString m_strDrawText_InputContainerSrc = 0x328 # CUtlString m_strDrawText_InputContainerProperty = 0x330 # CUtlString m_vecDrawText_Position = 0x338 # Vector2D m_colDrawText_Color = 0x340 # Color m_strDrawText_Font = 0x348 # CUtlString m_vecConditions = 0x350 # CUtlVector class CompositeMaterialAssemblyProcedure_t: m_vecCompMatIncludes = 0x0 # CUtlVector m_vecMatchFilters = 0x18 # CUtlVector m_vecCompositeInputContainers = 0x30 # CUtlVector m_vecPropertyMutators = 0x48 # CUtlVector class CompositeMaterialEditorPoint_t: m_ModelName = 0x0 # CResourceName m_nSequenceIndex = 0xE0 # int32_t m_flCycle = 0xE4 # float m_KVModelStateChoices = 0xE8 # KeyValues3 m_bEnableChildModel = 0xF8 # bool m_ChildModelName = 0x100 # CResourceName m_vecCompositeMaterialAssemblyProcedures = 0x1E0 # CUtlVector m_vecCompositeMaterials = 0x1F8 # CUtlVector class CompositeMaterialInputContainer_t: m_bEnabled = 0x0 # bool m_nCompositeMaterialInputContainerSourceType = 0x4 # CompositeMaterialInputContainerSourceType_t m_strSpecificContainerMaterial = 0x8 # CResourceName m_strAttrName = 0xE8 # CUtlString m_strAlias = 0xF0 # CUtlString m_vecLooseVariables = 0xF8 # CUtlVector m_strAttrNameForVar = 0x110 # CUtlString m_bExposeExternally = 0x118 # bool class CompositeMaterialInputLooseVariable_t: m_strName = 0x0 # CUtlString m_bExposeExternally = 0x8 # bool m_strExposedFriendlyName = 0x10 # CUtlString m_strExposedFriendlyGroupName = 0x18 # CUtlString m_bExposedVariableIsFixedRange = 0x20 # bool m_strExposedVisibleWhenTrue = 0x28 # CUtlString m_strExposedHiddenWhenTrue = 0x30 # CUtlString m_nVariableType = 0x38 # CompositeMaterialInputLooseVariableType_t m_bValueBoolean = 0x3C # bool m_nValueIntX = 0x40 # int32_t m_nValueIntY = 0x44 # int32_t m_nValueIntZ = 0x48 # int32_t m_nValueIntW = 0x4C # int32_t m_bHasFloatBounds = 0x50 # bool m_flValueFloatX = 0x54 # float m_flValueFloatX_Min = 0x58 # float m_flValueFloatX_Max = 0x5C # float m_flValueFloatY = 0x60 # float m_flValueFloatY_Min = 0x64 # float m_flValueFloatY_Max = 0x68 # float m_flValueFloatZ = 0x6C # float m_flValueFloatZ_Min = 0x70 # float m_flValueFloatZ_Max = 0x74 # float m_flValueFloatW = 0x78 # float m_flValueFloatW_Min = 0x7C # float m_flValueFloatW_Max = 0x80 # float m_cValueColor4 = 0x84 # Color m_nValueSystemVar = 0x88 # CompositeMaterialVarSystemVar_t m_strResourceMaterial = 0x90 # CResourceName m_strTextureContentAssetPath = 0x170 # CUtlString m_strTextureRuntimeResourcePath = 0x178 # CResourceName m_strTextureCompilationVtexTemplate = 0x258 # CUtlString m_nTextureType = 0x260 # CompositeMaterialInputTextureType_t m_strString = 0x268 # CUtlString class CompositeMaterialMatchFilter_t: m_nCompositeMaterialMatchFilterType = 0x0 # CompositeMaterialMatchFilterType_t m_strMatchFilter = 0x8 # CUtlString m_strMatchValue = 0x10 # CUtlString m_bPassWhenTrue = 0x18 # bool class CompositeMaterial_t: m_TargetKVs = 0x8 # KeyValues3 m_PreGenerationKVs = 0x18 # KeyValues3 m_FinalKVs = 0x28 # KeyValues3 m_vecGeneratedTextures = 0x40 # CUtlVector class CountdownTimer: m_duration = 0x8 # float m_timestamp = 0xC # GameTime_t m_timescale = 0x10 # float m_nWorldGroupId = 0x14 # WorldGroupId_t class EngineCountdownTimer: m_duration = 0x8 # float m_timestamp = 0xC # float m_timescale = 0x10 # float class EntityRenderAttribute_t: m_ID = 0x30 # CUtlStringToken m_Values = 0x34 # Vector4D class EntitySpottedState_t: m_bSpotted = 0x8 # bool m_bSpottedByMask = 0xC # uint32_t[2] class GeneratedTextureHandle_t: m_strBitmapName = 0x0 # CUtlString class IClientAlphaProperty: class IntervalTimer: m_timestamp = 0x8 # GameTime_t m_nWorldGroupId = 0xC # WorldGroupId_t class PhysicsRagdollPose_t: __m_pChainEntity = 0x8 # CNetworkVarChainer m_Transforms = 0x30 # C_NetworkUtlVectorBase m_hOwner = 0x48 # CHandle m_bDirty = 0x68 # bool class SellbackPurchaseEntry_t: m_unDefIdx = 0x30 # uint16_t m_nCost = 0x34 # int32_t m_nPrevArmor = 0x38 # int32_t m_bPrevHelmet = 0x3C # bool m_hItem = 0x40 # CEntityHandle class SequenceHistory_t: m_hSequence = 0x0 # HSequence m_flSeqStartTime = 0x4 # GameTime_t m_flSeqFixedCycle = 0x8 # float m_nSeqLoopMode = 0xC # AnimLoopMode_t m_flPlaybackRate = 0x10 # float m_flCyclesPerSecond = 0x14 # float class ServerAuthoritativeWeaponSlot_t: unClass = 0x28 # uint16_t unSlot = 0x2A # uint16_t unItemDefIdx = 0x2C # uint16_t class TimedEvent: m_TimeBetweenEvents = 0x0 # float m_fNextEvent = 0x4 # float class VPhysicsCollisionAttribute_t: m_nInteractsAs = 0x8 # uint64_t m_nInteractsWith = 0x10 # uint64_t m_nInteractsExclude = 0x18 # uint64_t m_nEntityId = 0x20 # uint32_t m_nOwnerId = 0x24 # uint32_t m_nHierarchyId = 0x28 # uint16_t m_nCollisionGroup = 0x2A # uint8_t m_nCollisionFunctionMask = 0x2B # uint8_t class ViewAngleServerChange_t: nType = 0x30 # FixAngleSet_t qAngle = 0x34 # QAngle nIndex = 0x40 # uint32_t class WeaponPurchaseCount_t: m_nItemDefIndex = 0x30 # uint16_t m_nCount = 0x32 # uint16_t class WeaponPurchaseTracker_t: m_weaponPurchases = 0x8 # C_UtlVectorEmbeddedNetworkVar class audioparams_t: localSound = 0x8 # Vector[8] soundscapeIndex = 0x68 # int32_t localBits = 0x6C # uint8_t soundscapeEntityListIndex = 0x70 # int32_t soundEventHash = 0x74 # uint32_t class fogparams_t: dirPrimary = 0x8 # Vector colorPrimary = 0x14 # Color colorSecondary = 0x18 # Color colorPrimaryLerpTo = 0x1C # Color colorSecondaryLerpTo = 0x20 # Color start = 0x24 # float end = 0x28 # float farz = 0x2C # float maxdensity = 0x30 # float exponent = 0x34 # float HDRColorScale = 0x38 # float skyboxFogFactor = 0x3C # float skyboxFogFactorLerpTo = 0x40 # float startLerpTo = 0x44 # float endLerpTo = 0x48 # float maxdensityLerpTo = 0x4C # float lerptime = 0x50 # GameTime_t duration = 0x54 # float blendtobackground = 0x58 # float scattering = 0x5C # float locallightscale = 0x60 # float enable = 0x64 # bool blend = 0x65 # bool m_bNoReflectionFog = 0x66 # bool m_bPadding = 0x67 # bool class shard_model_desc_t: m_nModelID = 0x8 # int32_t m_hMaterial = 0x10 # CStrongHandle m_solid = 0x18 # ShardSolid_t m_ShatterPanelMode = 0x19 # ShatterPanelMode m_vecPanelSize = 0x1C # Vector2D m_vecStressPositionA = 0x24 # Vector2D m_vecStressPositionB = 0x2C # Vector2D m_vecPanelVertices = 0x38 # C_NetworkUtlVectorBase m_flGlassHalfThickness = 0x50 # float m_bHasParent = 0x54 # bool m_bParentFrozen = 0x55 # bool m_SurfacePropStringToken = 0x58 # CUtlStringToken class sky3dparams_t: scale = 0x8 # int16_t origin = 0xC # Vector bClip3DSkyBoxNearToWorldFar = 0x18 # bool flClip3DSkyBoxNearToWorldFarOffset = 0x1C # float fog = 0x20 # fogparams_t m_nWorldGroupID = 0x88 # WorldGroupId_t