''' Created using https://github.com/a2x/cs2-dumper Thu, 29 Feb 2024 02:15:37 +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 = 0xD48 # bool m_bSuppressAnimEventSounds = 0xD4A # bool m_bAnimGraphUpdateEnabled = 0xD58 # bool m_flMaxSlopeDistance = 0xD5C # float m_vLastSlopeCheckPos = 0xD60 # Vector m_bAnimationUpdateScheduled = 0xD6C # bool m_vecForce = 0xD70 # Vector m_nForceBone = 0xD7C # int32_t m_pClientsideRagdoll = 0xD80 # CBaseAnimGraph* m_bBuiltRagdoll = 0xD88 # bool m_pRagdollPose = 0xDA0 # PhysicsRagdollPose_t* m_bClientRagdoll = 0xDA8 # bool m_bHasAnimatedMaterialAttributes = 0xDB8 # 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 = 0x558 # int32_t m_CommandContext = 0x560 # C_CommandContext m_nInButtonsWhichAreToggles = 0x5F8 # uint64_t m_nTickBase = 0x600 # uint32_t m_hPawn = 0x604 # CHandle m_hPredictedPawn = 0x608 # CHandle m_nSplitScreenSlot = 0x60C # CSplitScreenSlot m_hSplitOwner = 0x610 # CHandle m_hSplitScreenPlayers = 0x618 # CUtlVector> m_bIsHLTV = 0x630 # bool m_iConnected = 0x634 # PlayerConnectedState m_iszPlayerName = 0x638 # char[128] m_steamID = 0x6C0 # uint64_t m_bIsLocalPlayerController = 0x6C8 # bool m_iDesiredFOV = 0x6CC # 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 = 0xED8 # bool m_iShapeType = 0xEDC # int32_t m_bConformToCollisionBounds = 0xEE0 # bool m_mPreferredCatchTransform = 0xEE4 # matrix3x4_t class CBodyComponent: # CEntityComponent m_pSceneNode = 0x8 # CGameSceneNode* __m_pChainEntity = 0x20 # CNetworkVarChainer class CBodyComponentBaseAnimGraph: # CBodyComponentSkeletonInstance m_animationController = 0x460 # CBaseAnimGraphController __m_pChainEntity = 0x1C28 # CNetworkVarChainer class CBodyComponentBaseModelEntity: # CBodyComponentSkeletonInstance __m_pChainEntity = 0x460 # CNetworkVarChainer class CBodyComponentPoint: # CBodyComponent m_sceneNode = 0x50 # CGameSceneNode __m_pChainEntity = 0x1A0 # CNetworkVarChainer class CBodyComponentSkeletonInstance: # CBodyComponent m_skeletonInstance = 0x50 # CSkeletonInstance __m_pChainEntity = 0x430 # CNetworkVarChainer class CBombTarget: # C_BaseTrigger m_bBombPlantedHere = 0xCD8 # 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 = 0x6F8 # CCSPlayerController_InGameMoneyServices* m_pInventoryServices = 0x700 # CCSPlayerController_InventoryServices* m_pActionTrackingServices = 0x708 # CCSPlayerController_ActionTrackingServices* m_pDamageServices = 0x710 # CCSPlayerController_DamageServices* m_iPing = 0x718 # uint32_t m_bHasCommunicationAbuseMute = 0x71C # bool m_szCrosshairCodes = 0x720 # CUtlSymbolLarge m_iPendingTeamNum = 0x728 # uint8_t m_flForceTeamTime = 0x72C # GameTime_t m_iCompTeammateColor = 0x730 # int32_t m_bEverPlayedOnTeam = 0x734 # bool m_flPreviousForceJoinTeamTime = 0x738 # GameTime_t m_szClan = 0x740 # CUtlSymbolLarge m_sSanitizedPlayerName = 0x748 # CUtlString m_iCoachingTeam = 0x750 # int32_t m_nPlayerDominated = 0x758 # uint64_t m_nPlayerDominatingMe = 0x760 # uint64_t m_iCompetitiveRanking = 0x768 # int32_t m_iCompetitiveWins = 0x76C # int32_t m_iCompetitiveRankType = 0x770 # int8_t m_iCompetitiveRankingPredicted_Win = 0x774 # int32_t m_iCompetitiveRankingPredicted_Loss = 0x778 # int32_t m_iCompetitiveRankingPredicted_Tie = 0x77C # int32_t m_nEndMatchNextMapVote = 0x780 # int32_t m_unActiveQuestId = 0x784 # uint16_t m_nQuestProgressReason = 0x788 # QuestProgress::Reason m_unPlayerTvControlFlags = 0x78C # uint32_t m_iDraftIndex = 0x7B8 # int32_t m_msQueuedModeDisconnectionTimestamp = 0x7BC # uint32_t m_uiAbandonRecordedReason = 0x7C0 # uint32_t m_bCannotBeKicked = 0x7C4 # bool m_bEverFullyConnected = 0x7C5 # bool m_bAbandonAllowsSurrender = 0x7C6 # bool m_bAbandonOffersInstantSurrender = 0x7C7 # bool m_bDisconnection1MinWarningPrinted = 0x7C8 # bool m_bScoreReported = 0x7C9 # bool m_nDisconnectionTick = 0x7CC # int32_t m_bControllingBot = 0x7D8 # bool m_bHasControlledBotThisRound = 0x7D9 # bool m_bHasBeenControlledByPlayerThisRound = 0x7DA # bool m_nBotsControlledThisRound = 0x7DC # int32_t m_bCanControlObservedBot = 0x7E0 # bool m_hPlayerPawn = 0x7E4 # CHandle m_hObserverPawn = 0x7E8 # CHandle m_bPawnIsAlive = 0x7EC # bool m_iPawnHealth = 0x7F0 # uint32_t m_iPawnArmor = 0x7F4 # int32_t m_bPawnHasDefuser = 0x7F8 # bool m_bPawnHasHelmet = 0x7F9 # bool m_nPawnCharacterDefIndex = 0x7FA # uint16_t m_iPawnLifetimeStart = 0x7FC # int32_t m_iPawnLifetimeEnd = 0x800 # int32_t m_iPawnBotDifficulty = 0x804 # int32_t m_hOriginalControllerOfCurrentPawn = 0x808 # CHandle m_iScore = 0x80C # int32_t m_vecKills = 0x810 # C_NetworkUtlVectorBase m_bMvpNoMusic = 0x828 # bool m_eMvpReason = 0x82C # int32_t m_iMusicKitID = 0x830 # int32_t m_iMusicKitMVPs = 0x834 # int32_t m_iMVPs = 0x838 # int32_t m_bIsPlayerNameDirty = 0x83C # bool class CCSPlayerControllerAPI: class CCSPlayerController_ActionTrackingServices: # CPlayerControllerComponent m_perRoundStats = 0x40 # C_UtlVectorEmbeddedNetworkVar m_matchStats = 0x90 # CSMatchStats_t m_iNumRoundKills = 0x110 # int32_t m_iNumRoundKillsHeadshots = 0x114 # int32_t m_unTotalRoundDamageDealt = 0x118 # 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 = 0x218 # float m_vecLadderNormal = 0x21C # Vector m_nLadderSurfacePropIndex = 0x228 # int32_t m_flDuckAmount = 0x22C # float m_flDuckSpeed = 0x230 # float m_bDuckOverride = 0x234 # bool m_bDesiresDuck = 0x235 # bool m_flDuckOffset = 0x238 # float m_nDuckTimeMsecs = 0x23C # uint32_t m_nDuckJumpTimeMsecs = 0x240 # uint32_t m_nJumpTimeMsecs = 0x244 # uint32_t m_flLastDuckTime = 0x248 # float m_vecLastPositionAtFullCrouchSpeed = 0x258 # Vector2D m_duckUntilOnGround = 0x260 # bool m_bHasWalkMovedSinceLastJump = 0x261 # bool m_bInStuckTest = 0x262 # bool m_flStuckCheckTime = 0x270 # float[64][2] m_nTraceCount = 0x470 # int32_t m_StuckLast = 0x474 # int32_t m_bSpeedCropped = 0x478 # bool m_nOldWaterLevel = 0x47C # int32_t m_flWaterEntryTime = 0x480 # float m_vecForward = 0x484 # Vector m_vecLeft = 0x490 # Vector m_vecUp = 0x49C # Vector m_nGameCodeHasMovedPlayerAfterCommand = 0x4A8 # int32_t m_bOldJumpPressed = 0x4AC # bool m_flJumpPressedTime = 0x4B0 # float m_flJumpUntil = 0x4B4 # float m_flJumpVel = 0x4B8 # float m_fStashGrenadeParameterWhen = 0x4BC # GameTime_t m_nButtonDownMaskPrev = 0x4C0 # uint64_t m_flOffsetTickCompleteTime = 0x4C8 # float m_flOffsetTickStashedSpeed = 0x4CC # float m_flStamina = 0x4D0 # float m_flHeightAtJumpStart = 0x4D4 # float m_flMaxJumpHeightThisJump = 0x4D8 # 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 = 0x10 # bool m_bMuzzleFlashEnabled = 0x20 # bool m_flMuzzleFlashBrightness = 0x24 # float m_quatMuzzleFlashOrientation = 0x30 # Quaternion m_vecMuzzleFlashOrigin = 0x40 # Vector m_flFov = 0x4C # float m_flFarZ = 0x50 # float m_flLinearAtten = 0x54 # float m_bCastsShadows = 0x58 # bool m_flCurrentPullBackDist = 0x5C # float m_FlashlightTexture = 0x60 # CStrongHandle m_MuzzleFlashTexture = 0x68 # CStrongHandle m_textureName = 0x70 # char[64] class CFuncWater: # C_BaseModelEntity m_BuoyancyHelper = 0xCD0 # 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 = 0x130 # CUtlStringToken m_flZOffset = 0x134 # float m_vRenderOrigin = 0x138 # 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 = 0xCF0 # float m_nType = 0xCF4 # GrenadeType_t class CHitboxComponent: # CEntityComponent m_bvDisabledHitGroups = 0x24 # uint32_t[1] class CHostageRescueZone: # CHostageRescueZoneShim class CHostageRescueZoneShim: # C_BaseTrigger class CInfoDynamicShadowHint: # C_PointEntity m_bDisabled = 0x550 # bool m_flRange = 0x554 # float m_nImportance = 0x558 # int32_t m_nLightChoice = 0x55C # int32_t m_hLight = 0x560 # CHandle class CInfoDynamicShadowHintBox: # CInfoDynamicShadowHint m_vBoxMins = 0x568 # Vector m_vBoxMaxs = 0x574 # Vector class CInfoOffscreenPanoramaTexture: # C_PointEntity m_bDisabled = 0x550 # bool m_nResolutionX = 0x554 # int32_t m_nResolutionY = 0x558 # int32_t m_szLayoutFileName = 0x560 # CUtlSymbolLarge m_RenderAttrName = 0x568 # CUtlSymbolLarge m_TargetEntities = 0x570 # C_NetworkUtlVectorBase> m_nTargetChangeCount = 0x588 # int32_t m_vecCSSClasses = 0x590 # C_NetworkUtlVectorBase m_bCheckCSSClasses = 0x708 # bool class CInfoParticleTarget: # C_PointEntity class CInfoTarget: # C_PointEntity class CInfoWorldLayer: # C_BaseEntity m_pOutputOnEntitiesSpawned = 0x550 # CEntityIOOutput m_worldName = 0x578 # CUtlSymbolLarge m_layerName = 0x580 # CUtlSymbolLarge m_bWorldLayerVisible = 0x588 # bool m_bEntitiesSpawned = 0x589 # bool m_bCreateAsChildSpawnGroup = 0x58A # bool m_hLayerSpawnGroup = 0x58C # uint32_t m_bWorldLayerActuallyVisible = 0x590 # 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 = 0x48 # CNetworkVarChainer m_Color = 0x85 # Color m_SecondaryColor = 0x89 # Color m_flBrightness = 0x90 # float m_flBrightnessScale = 0x94 # float m_flBrightnessMult = 0x98 # float m_flRange = 0x9C # float m_flFalloff = 0xA0 # float m_flAttenuation0 = 0xA4 # float m_flAttenuation1 = 0xA8 # float m_flAttenuation2 = 0xAC # float m_flTheta = 0xB0 # float m_flPhi = 0xB4 # float m_hLightCookie = 0xB8 # CStrongHandle m_nCascades = 0xC0 # int32_t m_nCastShadows = 0xC4 # int32_t m_nShadowWidth = 0xC8 # int32_t m_nShadowHeight = 0xCC # int32_t m_bRenderDiffuse = 0xD0 # bool m_nRenderSpecular = 0xD4 # int32_t m_bRenderTransmissive = 0xD8 # bool m_flOrthoLightWidth = 0xDC # float m_flOrthoLightHeight = 0xE0 # float m_nStyle = 0xE4 # int32_t m_Pattern = 0xE8 # CUtlString m_nCascadeRenderStaticObjects = 0xF0 # int32_t m_flShadowCascadeCrossFade = 0xF4 # float m_flShadowCascadeDistanceFade = 0xF8 # float m_flShadowCascadeDistance0 = 0xFC # float m_flShadowCascadeDistance1 = 0x100 # float m_flShadowCascadeDistance2 = 0x104 # float m_flShadowCascadeDistance3 = 0x108 # float m_nShadowCascadeResolution0 = 0x10C # int32_t m_nShadowCascadeResolution1 = 0x110 # int32_t m_nShadowCascadeResolution2 = 0x114 # int32_t m_nShadowCascadeResolution3 = 0x118 # int32_t m_bUsesBakedShadowing = 0x11C # bool m_nShadowPriority = 0x120 # int32_t m_nBakedShadowIndex = 0x124 # int32_t m_bRenderToCubemaps = 0x128 # bool m_nDirectLight = 0x12C # int32_t m_nIndirectLight = 0x130 # int32_t m_flFadeMinDist = 0x134 # float m_flFadeMaxDist = 0x138 # float m_flShadowFadeMinDist = 0x13C # float m_flShadowFadeMaxDist = 0x140 # float m_bEnabled = 0x144 # bool m_bFlicker = 0x145 # bool m_bPrecomputedFieldsValid = 0x146 # bool m_vPrecomputedBoundsMins = 0x148 # Vector m_vPrecomputedBoundsMaxs = 0x154 # Vector m_vPrecomputedOBBOrigin = 0x160 # Vector m_vPrecomputedOBBAngles = 0x16C # QAngle m_vPrecomputedOBBExtent = 0x178 # Vector m_flPrecomputedMaxRange = 0x184 # float m_nFogLightingMode = 0x188 # int32_t m_flFogContributionStength = 0x18C # float m_flNearClipPlane = 0x190 # float m_SkyColor = 0x194 # Color m_flSkyIntensity = 0x198 # float m_SkyAmbientBounce = 0x19C # Color m_bUseSecondaryColor = 0x1A0 # bool m_bMixedShadows = 0x1A1 # bool m_flLightStyleStartTime = 0x1A4 # GameTime_t m_flCapsuleLength = 0x1A8 # float m_flMinRoughness = 0x1AC # float class CLogicRelay: # CLogicalEntity m_OnTrigger = 0x550 # CEntityIOOutput m_OnSpawn = 0x578 # CEntityIOOutput m_bDisabled = 0x5A0 # bool m_bWaitForRefire = 0x5A1 # bool m_bTriggerOnce = 0x5A2 # bool m_bFastRetrigger = 0x5A3 # bool m_bPassthoughCaller = 0x5A4 # 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 = 0x202 # int8_t m_nForceLOD = 0x203 # int8_t m_nClothUpdateFlags = 0x204 # 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 = 0xF30 # bool m_bHide = 0xF31 # bool m_flSeenTargetTime = 0xF34 # float m_pTargetPanel = 0xF38 # C_PointClientUIWorldPanel* class CPointTemplate: # CLogicalEntity m_iszWorldName = 0x550 # CUtlSymbolLarge m_iszSource2EntityLumpName = 0x558 # CUtlSymbolLarge m_iszEntityFilterName = 0x560 # CUtlSymbolLarge m_flTimeoutInterval = 0x568 # float m_bAsynchronouslySpawnEntities = 0x56C # bool m_pOutputOnSpawned = 0x570 # CEntityIOOutput m_clientOnlyEntityBehavior = 0x598 # PointTemplateClientOnlyEntityBehavior_t m_ownerSpawnGroupType = 0x59C # PointTemplateOwnerSpawnGroupType_t m_createdSpawnGroupHandles = 0x5A0 # CUtlVector m_SpawnedEntityHandles = 0x5B8 # CUtlVector m_ScriptSpawnCallback = 0x5D0 # HSCRIPT m_ScriptCallbackScope = 0x5D8 # 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 = 0xB0 # bool class CSMatchStats_t: # CSPerRoundStats_t m_iEnemy5Ks = 0x68 # int32_t m_iEnemy4Ks = 0x6C # int32_t m_iEnemy3Ks = 0x70 # int32_t m_iEnemyKnifeKills = 0x74 # int32_t m_iEnemyTaserKills = 0x78 # 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 = 0x370 # bool m_bUseParentRenderBounds = 0x371 # bool m_bDisableSolidCollisionsForHierarchy = 0x372 # bool m_bDirtyMotionType = 0x0 # bitfield:1 m_bIsGeneratingLatchedParentSpaceState = 0x0 # bitfield:1 m_materialGroup = 0x374 # CUtlStringToken m_nHitboxSet = 0x378 # uint8_t class CSkyboxReference: # C_BaseEntity m_worldGroupId = 0x550 # WorldGroupId_t m_hSkyCamera = 0x554 # 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 = 0x498 # int32_t m_ullRegisteredAsItemID = 0x4A0 # uint64_t class C_BarnLight: # C_BaseModelEntity m_bEnabled = 0xCD0 # bool m_nColorMode = 0xCD4 # int32_t m_Color = 0xCD8 # Color m_flColorTemperature = 0xCDC # float m_flBrightness = 0xCE0 # float m_flBrightnessScale = 0xCE4 # float m_nDirectLight = 0xCE8 # int32_t m_nBakedShadowIndex = 0xCEC # int32_t m_nLuminaireShape = 0xCF0 # int32_t m_flLuminaireSize = 0xCF4 # float m_flLuminaireAnisotropy = 0xCF8 # float m_LightStyleString = 0xD00 # CUtlString m_flLightStyleStartTime = 0xD08 # GameTime_t m_QueuedLightStyleStrings = 0xD10 # C_NetworkUtlVectorBase m_LightStyleEvents = 0xD28 # C_NetworkUtlVectorBase m_LightStyleTargets = 0xD40 # C_NetworkUtlVectorBase> m_StyleEvent = 0xD58 # CEntityIOOutput[4] m_hLightCookie = 0xDF8 # CStrongHandle m_flShape = 0xE00 # float m_flSoftX = 0xE04 # float m_flSoftY = 0xE08 # float m_flSkirt = 0xE0C # float m_flSkirtNear = 0xE10 # float m_vSizeParams = 0xE14 # Vector m_flRange = 0xE20 # float m_vShear = 0xE24 # Vector m_nBakeSpecularToCubemaps = 0xE30 # int32_t m_vBakeSpecularToCubemapsSize = 0xE34 # Vector m_nCastShadows = 0xE40 # int32_t m_nShadowMapSize = 0xE44 # int32_t m_nShadowPriority = 0xE48 # int32_t m_bContactShadow = 0xE4C # bool m_nBounceLight = 0xE50 # int32_t m_flBounceScale = 0xE54 # float m_flMinRoughness = 0xE58 # float m_vAlternateColor = 0xE5C # Vector m_fAlternateColorBrightness = 0xE68 # float m_nFog = 0xE6C # int32_t m_flFogStrength = 0xE70 # float m_nFogShadows = 0xE74 # int32_t m_flFogScale = 0xE78 # float m_flFadeSizeStart = 0xE7C # float m_flFadeSizeEnd = 0xE80 # float m_flShadowFadeSizeStart = 0xE84 # float m_flShadowFadeSizeEnd = 0xE88 # float m_bPrecomputedFieldsValid = 0xE8C # bool m_vPrecomputedBoundsMins = 0xE90 # Vector m_vPrecomputedBoundsMaxs = 0xE9C # Vector m_vPrecomputedOBBOrigin = 0xEA8 # Vector m_vPrecomputedOBBAngles = 0xEB4 # QAngle m_vPrecomputedOBBExtent = 0xEC0 # Vector class C_BaseButton: # C_BaseToggle m_glowEntity = 0xCD0 # CHandle m_usable = 0xCD4 # bool m_szDisplayText = 0xCD8 # CUtlSymbolLarge class C_BaseCSGrenade: # C_CSWeaponBase m_bClientPredictDelete = 0x1A70 # bool m_bRedraw = 0x1A71 # bool m_bIsHeldByPlayer = 0x1A72 # bool m_bPinPulled = 0x1A73 # bool m_bJumpThrow = 0x1A74 # bool m_bThrowAnimating = 0x1A75 # bool m_fThrowTime = 0x1A78 # GameTime_t m_flThrowStrength = 0x1A7C # float m_flThrowStrengthApproach = 0x1A80 # float m_fDropTime = 0x1A84 # GameTime_t m_bJustPulledPin = 0x1A88 # bool m_nNextHoldTick = 0x1A8C # GameTick_t m_flNextHoldFrac = 0x1A90 # float m_hSwitchToWeaponAfterThrow = 0x1A94 # CHandle class C_BaseCSGrenadeProjectile: # C_BaseGrenade m_vInitialPosition = 0x10C0 # Vector m_vInitialVelocity = 0x10CC # Vector m_nBounces = 0x10D8 # int32_t m_nExplodeEffectIndex = 0x10E0 # CStrongHandle m_nExplodeEffectTickBegin = 0x10E8 # int32_t m_vecExplodeEffectOrigin = 0x10EC # Vector m_flSpawnTime = 0x10F8 # GameTime_t vecLastTrailLinePos = 0x10FC # Vector flNextTrailLineTime = 0x1108 # GameTime_t m_bExplodeEffectBegan = 0x110C # bool m_bCanCreateGrenadeTrail = 0x110D # bool m_nSnapshotTrajectoryEffectIndex = 0x1110 # ParticleIndex_t m_hSnapshotTrajectoryParticleSnapshot = 0x1118 # CStrongHandle m_arrTrajectoryTrailPoints = 0x1120 # CUtlVector m_arrTrajectoryTrailPointCreationTimes = 0x1138 # CUtlVector m_flTrajectoryTrailEffectCreationTime = 0x1150 # float class C_BaseClientUIEntity: # C_BaseModelEntity m_bEnabled = 0xCD8 # bool m_DialogXMLName = 0xCE0 # CUtlSymbolLarge m_PanelClassName = 0xCE8 # CUtlSymbolLarge m_PanelID = 0xCF0 # CUtlSymbolLarge class C_BaseCombatCharacter: # C_BaseFlex m_hMyWearables = 0x1070 # C_NetworkUtlVectorBase> m_bloodColor = 0x1088 # int32_t m_leftFootAttachment = 0x108C # AttachmentHandle_t m_rightFootAttachment = 0x108D # AttachmentHandle_t m_nWaterWakeMode = 0x1090 # C_BaseCombatCharacter::WaterWakeMode_t m_flWaterWorldZ = 0x1094 # float m_flWaterNextTraceTime = 0x1098 # float m_flFieldOfView = 0x109C # float class C_BaseDoor: # C_BaseToggle m_bIsUsable = 0xCD0 # bool class C_BaseEntity: # CEntityInstance m_CBodyComponent = 0x38 # CBodyComponent* m_NetworkTransmitComponent = 0x40 # CNetworkTransmitComponent m_nLastThinkTick = 0x310 # GameTick_t m_pGameSceneNode = 0x318 # CGameSceneNode* m_pRenderComponent = 0x320 # CRenderComponent* m_pCollision = 0x328 # CCollisionProperty* m_iMaxHealth = 0x330 # int32_t m_iHealth = 0x334 # int32_t m_lifeState = 0x338 # uint8_t m_bTakesDamage = 0x339 # bool m_nTakeDamageFlags = 0x33C # TakeDamageFlags_t m_bIsPlatform = 0x340 # bool m_ubInterpolationFrame = 0x341 # uint8_t m_hSceneObjectController = 0x344 # CHandle m_nNoInterpolationTick = 0x348 # int32_t m_nVisibilityNoInterpolationTick = 0x34C # int32_t m_flProxyRandomValue = 0x350 # float m_iEFlags = 0x354 # int32_t m_nWaterType = 0x358 # uint8_t m_bInterpolateEvenWithNoModel = 0x359 # bool m_bPredictionEligible = 0x35A # bool m_bApplyLayerMatchIDToModel = 0x35B # bool m_tokLayerMatchID = 0x35C # CUtlStringToken m_nSubclassID = 0x360 # CUtlStringToken m_nSimulationTick = 0x370 # int32_t m_iCurrentThinkContext = 0x374 # int32_t m_aThinkFunctions = 0x378 # CUtlVector m_nDisableContextThinkStartTick = 0x390 # GameTick_t m_flAnimTime = 0x394 # float m_flSimulationTime = 0x398 # float m_nSceneObjectOverrideFlags = 0x39C # uint8_t m_bHasSuccessfullyInterpolated = 0x39D # bool m_bHasAddedVarsToInterpolation = 0x39E # bool m_bRenderEvenWhenNotSuccessfullyInterpolated = 0x39F # bool m_nInterpolationLatchDirtyFlags = 0x3A0 # int32_t[2] m_ListEntry = 0x3A8 # uint16_t[11] m_flCreateTime = 0x3C0 # GameTime_t m_flSpeed = 0x3C4 # float m_EntClientFlags = 0x3C8 # uint16_t m_bClientSideRagdoll = 0x3CA # bool m_iTeamNum = 0x3CB # uint8_t m_spawnflags = 0x3CC # uint32_t m_nNextThinkTick = 0x3D0 # GameTick_t m_fFlags = 0x3D4 # uint32_t m_vecAbsVelocity = 0x3D8 # Vector m_vecVelocity = 0x3E8 # CNetworkVelocityVector m_vecBaseVelocity = 0x418 # Vector m_hEffectEntity = 0x424 # CHandle m_hOwnerEntity = 0x428 # CHandle m_MoveCollide = 0x42C # MoveCollide_t m_MoveType = 0x42D # MoveType_t m_nActualMoveType = 0x42E # MoveType_t m_flWaterLevel = 0x430 # float m_fEffects = 0x434 # uint32_t m_hGroundEntity = 0x438 # CHandle m_flFriction = 0x43C # float m_flElasticity = 0x440 # float m_flGravityScale = 0x444 # float m_flTimeScale = 0x448 # float m_bAnimatedEveryTick = 0x44C # bool m_flNavIgnoreUntilTime = 0x450 # GameTime_t m_hThink = 0x454 # uint16_t m_fBBoxVisFlags = 0x460 # uint8_t m_bPredictable = 0x461 # bool m_bRenderWithViewModels = 0x462 # bool m_nSplitUserPlayerPredictionSlot = 0x464 # CSplitScreenSlot m_nFirstPredictableCommand = 0x468 # int32_t m_nLastPredictableCommand = 0x46C # int32_t m_hOldMoveParent = 0x470 # CHandle m_Particles = 0x478 # CParticleProperty m_vecPredictedScriptFloats = 0x4A0 # CUtlVector m_vecPredictedScriptFloatIDs = 0x4B8 # CUtlVector m_nNextScriptVarRecordID = 0x4E8 # int32_t m_vecAngVelocity = 0x4F8 # QAngle m_DataChangeEventRef = 0x504 # int32_t m_dependencies = 0x508 # CUtlVector m_nCreationTick = 0x520 # int32_t m_bAnimTimeChanged = 0x539 # bool m_bSimulationTimeChanged = 0x53A # bool m_sUniqueHammerID = 0x548 # CUtlString class C_BaseEntityAPI: class C_BaseFire: # C_BaseEntity m_flScale = 0x550 # float m_flStartScale = 0x554 # float m_flScaleTime = 0x558 # float m_nFlags = 0x55C # uint32_t class C_BaseFlex: # CBaseAnimGraph m_flexWeight = 0xEE8 # C_NetworkUtlVectorBase m_vLookTargetPosition = 0xF00 # Vector m_blinktoggle = 0xF18 # bool m_nLastFlexUpdateFrameCount = 0xF78 # int32_t m_CachedViewTarget = 0xF7C # Vector m_nNextSceneEventId = 0xF88 # uint32_t m_iBlink = 0xF8C # int32_t m_blinktime = 0xF90 # float m_prevblinktoggle = 0xF94 # bool m_iJawOpen = 0xF98 # int32_t m_flJawOpenAmount = 0xF9C # float m_flBlinkAmount = 0xFA0 # float m_iMouthAttachment = 0xFA4 # AttachmentHandle_t m_iEyeAttachment = 0xFA5 # AttachmentHandle_t m_bResetFlexWeightsOnModelChange = 0xFA6 # bool m_nEyeOcclusionRendererBone = 0xFC0 # int32_t m_mEyeOcclusionRendererCameraToBoneTransform = 0xFC4 # matrix3x4_t m_vEyeOcclusionRendererHalfExtent = 0xFF4 # Vector m_PhonemeClasses = 0x1010 # 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 = 0x1070 # bool m_bIsSmokeGrenade = 0x1071 # bool m_bIsLive = 0x1072 # bool m_DmgRadius = 0x1074 # float m_flDetonateTime = 0x1078 # GameTime_t m_flWarnAITime = 0x107C # float m_flDamage = 0x1080 # float m_iszBounceSound = 0x1088 # CUtlSymbolLarge m_ExplosionSound = 0x1090 # CUtlString m_hThrower = 0x109C # CHandle m_flNextAttack = 0x10B4 # GameTime_t m_hOriginalThrower = 0x10B8 # CHandle class C_BaseModelEntity: # C_BaseEntity m_CRenderComponent = 0xA20 # CRenderComponent* m_CHitboxComponent = 0xA28 # CHitboxComponent m_bInitModelEffects = 0xA70 # bool m_bIsStaticProp = 0xA71 # bool m_nLastAddDecal = 0xA74 # int32_t m_nDecalsAdded = 0xA78 # int32_t m_iOldHealth = 0xA7C # int32_t m_nRenderMode = 0xA80 # RenderMode_t m_nRenderFX = 0xA81 # RenderFx_t m_bAllowFadeInView = 0xA82 # bool m_clrRender = 0xA83 # Color m_vecRenderAttributes = 0xA88 # C_UtlVectorEmbeddedNetworkVar m_bRenderToCubemaps = 0xAF0 # bool m_Collision = 0xAF8 # CCollisionProperty m_Glow = 0xBA8 # CGlowProperty m_flGlowBackfaceMult = 0xC00 # float m_fadeMinDist = 0xC04 # float m_fadeMaxDist = 0xC08 # float m_flFadeScale = 0xC0C # float m_flShadowStrength = 0xC10 # float m_nObjectCulling = 0xC14 # uint8_t m_nAddDecal = 0xC18 # int32_t m_vDecalPosition = 0xC1C # Vector m_vDecalForwardAxis = 0xC28 # Vector m_flDecalHealBloodRate = 0xC34 # float m_flDecalHealHeightRate = 0xC38 # float m_ConfigEntitiesToPropagateMaterialDecalsTo = 0xC40 # C_NetworkUtlVectorBase> m_vecViewOffset = 0xC58 # CNetworkViewOffsetVector m_pClientAlphaProperty = 0xC88 # CClientAlphaProperty* m_ClientOverrideTint = 0xC90 # Color m_bUseClientOverrideTint = 0xC94 # bool class C_BasePlayerPawn: # C_BaseCombatCharacter m_pWeaponServices = 0x1100 # CPlayer_WeaponServices* m_pItemServices = 0x1108 # CPlayer_ItemServices* m_pAutoaimServices = 0x1110 # CPlayer_AutoaimServices* m_pObserverServices = 0x1118 # CPlayer_ObserverServices* m_pWaterServices = 0x1120 # CPlayer_WaterServices* m_pUseServices = 0x1128 # CPlayer_UseServices* m_pFlashlightServices = 0x1130 # CPlayer_FlashlightServices* m_pCameraServices = 0x1138 # CPlayer_CameraServices* m_pMovementServices = 0x1140 # CPlayer_MovementServices* m_ServerViewAngleChanges = 0x1150 # C_UtlVectorEmbeddedNetworkVar m_nHighestConsumedServerViewAngleChangeIndex = 0x11A0 # uint32_t v_angle = 0x11A4 # QAngle v_anglePrevious = 0x11B0 # QAngle m_iHideHUD = 0x11BC # uint32_t m_skybox3d = 0x11C0 # sky3dparams_t m_flDeathTime = 0x1250 # GameTime_t m_vecPredictionError = 0x1254 # Vector m_flPredictionErrorTime = 0x1260 # GameTime_t m_vecLastCameraSetupLocalOrigin = 0x1264 # Vector m_flLastCameraSetupTime = 0x1270 # GameTime_t m_flFOVSensitivityAdjust = 0x1274 # float m_flMouseSensitivity = 0x1278 # float m_vOldOrigin = 0x127C # Vector m_flOldSimulationTime = 0x1288 # float m_nLastExecutedCommandNumber = 0x128C # int32_t m_nLastExecutedCommandTick = 0x1290 # int32_t m_hController = 0x1294 # CHandle m_bIsSwappingToPredictableController = 0x1298 # bool class C_BasePlayerWeapon: # C_EconEntity m_nNextPrimaryAttackTick = 0x15B8 # GameTick_t m_flNextPrimaryAttackTickRatio = 0x15BC # float m_nNextSecondaryAttackTick = 0x15C0 # GameTick_t m_flNextSecondaryAttackTickRatio = 0x15C4 # float m_iClip1 = 0x15C8 # int32_t m_iClip2 = 0x15CC # int32_t m_pReserveAmmo = 0x15D0 # int32_t[2] class C_BasePropDoor: # C_DynamicProp m_eDoorState = 0x1150 # DoorState_t m_modelChanged = 0x1154 # bool m_bLocked = 0x1155 # bool m_closedPosition = 0x1158 # Vector m_closedAngles = 0x1164 # QAngle m_hMaster = 0x1170 # CHandle m_vWhereToSetLightingOrigin = 0x1174 # Vector class C_BaseToggle: # C_BaseModelEntity class C_BaseTrigger: # C_BaseToggle m_bDisabled = 0xCD0 # bool m_bClientSidePredicted = 0xCD1 # bool class C_BaseViewModel: # CBaseAnimGraph m_vecLastFacing = 0xEE0 # Vector m_nViewModelIndex = 0xEEC # uint32_t m_nAnimationParity = 0xEF0 # uint32_t m_flAnimationStartTime = 0xEF4 # float m_hWeapon = 0xEF8 # CHandle m_sVMName = 0xF00 # CUtlSymbolLarge m_sAnimationPrefix = 0xF08 # CUtlSymbolLarge m_hWeaponModel = 0xF10 # CHandle m_iCameraAttachment = 0xF14 # AttachmentHandle_t m_vecLastCameraAngles = 0xF18 # QAngle m_previousElapsedDuration = 0xF24 # float m_previousCycle = 0xF28 # float m_nOldAnimationParity = 0xF2C # int32_t m_hOldLayerSequence = 0xF30 # HSequence m_oldLayer = 0xF34 # int32_t m_oldLayerStartTime = 0xF38 # float m_hControlPanel = 0xF3C # CHandle class C_Beam: # C_BaseModelEntity m_flFrameRate = 0xCD0 # float m_flHDRColorScale = 0xCD4 # float m_flFireTime = 0xCD8 # GameTime_t m_flDamage = 0xCDC # float m_nNumBeamEnts = 0xCE0 # uint8_t m_queryHandleHalo = 0xCE4 # int32_t m_hBaseMaterial = 0xD08 # CStrongHandle m_nHaloIndex = 0xD10 # CStrongHandle m_nBeamType = 0xD18 # BeamType_t m_nBeamFlags = 0xD1C # uint32_t m_hAttachEntity = 0xD20 # CHandle[10] m_nAttachIndex = 0xD48 # AttachmentHandle_t[10] m_fWidth = 0xD54 # float m_fEndWidth = 0xD58 # float m_fFadeLength = 0xD5C # float m_fHaloScale = 0xD60 # float m_fAmplitude = 0xD64 # float m_fStartFrame = 0xD68 # float m_fSpeed = 0xD6C # float m_flFrame = 0xD70 # float m_nClipStyle = 0xD74 # BeamClipStyle_t m_bTurnedOff = 0xD78 # bool m_vecEndPos = 0xD7C # Vector m_hEndEntity = 0xD88 # CHandle class C_Breakable: # C_BaseModelEntity class C_BreakableProp: # CBaseProp m_OnBreak = 0xF20 # CEntityIOOutput m_OnHealthChanged = 0xF48 # CEntityOutputTemplate m_OnTakeDamage = 0xF70 # CEntityIOOutput m_impactEnergyScale = 0xF98 # float m_iMinHealthDmg = 0xF9C # int32_t m_flPressureDelay = 0xFA0 # float m_hBreaker = 0xFA4 # CHandle m_PerformanceMode = 0xFA8 # PerformanceMode_t m_flDmgModBullet = 0xFAC # float m_flDmgModClub = 0xFB0 # float m_flDmgModExplosive = 0xFB4 # float m_flDmgModFire = 0xFB8 # float m_iszPhysicsDamageTableName = 0xFC0 # CUtlSymbolLarge m_iszBasePropData = 0xFC8 # CUtlSymbolLarge m_iInteractions = 0xFD0 # int32_t m_flPreventDamageBeforeTime = 0xFD4 # GameTime_t m_bHasBreakPiecesOrCommands = 0xFD8 # bool m_explodeDamage = 0xFDC # float m_explodeRadius = 0xFE0 # float m_explosionDelay = 0xFE8 # float m_explosionBuildupSound = 0xFF0 # CUtlSymbolLarge m_explosionCustomEffect = 0xFF8 # CUtlSymbolLarge m_explosionCustomSound = 0x1000 # CUtlSymbolLarge m_explosionModifier = 0x1008 # CUtlSymbolLarge m_hPhysicsAttacker = 0x1010 # CHandle m_flLastPhysicsInfluenceTime = 0x1014 # GameTime_t m_flDefaultFadeScale = 0x1018 # float m_hLastAttacker = 0x101C # CHandle m_hFlareEnt = 0x1020 # CHandle m_noGhostCollision = 0x1024 # bool class C_BulletHitModel: # CBaseAnimGraph m_matLocal = 0xED8 # matrix3x4_t m_iBoneIndex = 0xF08 # int32_t m_hPlayerParent = 0xF0C # CHandle m_bIsHit = 0xF10 # bool m_flTimeCreated = 0xF14 # float m_vecStartPos = 0xF18 # Vector class C_C4: # C_CSWeaponBase m_szScreenText = 0x1A70 # char[32] m_activeLightParticleIndex = 0x1A90 # ParticleIndex_t m_eActiveLightEffect = 0x1A94 # C4LightEffect_t m_bStartedArming = 0x1A98 # bool m_fArmedTime = 0x1A9C # GameTime_t m_bBombPlacedAnimation = 0x1AA0 # bool m_bIsPlantingViaUse = 0x1AA1 # bool m_entitySpottedState = 0x1AA8 # EntitySpottedState_t m_nSpotRules = 0x1AC0 # int32_t m_bPlayedArmingBeeps = 0x1AC4 # bool[7] m_bBombPlanted = 0x1ACB # bool class C_CSGOViewModel: # C_PredictedViewModel m_bShouldIgnoreOffsetAndAccuracy = 0xF68 # bool m_nWeaponParity = 0xF6C # uint32_t m_nOldWeaponParity = 0xF70 # uint32_t m_nLastKnownAssociatedWeaponEntIndex = 0xF74 # CEntityIndex m_bNeedToQueueHighResComposite = 0xF78 # bool m_vLoweredWeaponOffset = 0xFDC # 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 = 0x550 # float m_flZNear = 0x554 # float m_bLoop = 0x558 # bool m_bVerticalFOV = 0x559 # bool m_bConstantSpeed = 0x55A # bool m_flDuration = 0x55C # float m_flPathLength = 0x5A0 # float m_flPathDuration = 0x5A4 # float class C_CSGO_MapPreviewCameraPathNode: # C_BaseEntity m_szParentPathUniqueID = 0x550 # CUtlSymbolLarge m_nPathIndex = 0x558 # int32_t m_vInTangentLocal = 0x55C # Vector m_vOutTangentLocal = 0x568 # Vector m_flFOV = 0x574 # float m_flSpeed = 0x578 # float m_flEaseIn = 0x57C # float m_flEaseOut = 0x580 # float m_vInTangentWorld = 0x584 # Vector m_vOutTangentWorld = 0x590 # Vector class C_CSGO_PreviewModel: # C_BaseFlex m_animgraph = 0x1070 # CUtlString m_animgraphCharacterModeString = 0x1078 # CGlobalSymbol m_defaultAnim = 0x1080 # CUtlString m_nDefaultAnimLoopMode = 0x1088 # AnimLoopMode_t m_flInitialModelScale = 0x108C # float 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 = 0x2418 # CUtlString m_animgraphCharacterModeString = 0x2420 # CGlobalSymbol m_flInitialModelScale = 0x2428 # 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 = 0x5B0 # int32_t m_bDofEnabled = 0x5B4 # bool m_flDofNearBlurry = 0x5B8 # float m_flDofNearCrisp = 0x5BC # float m_flDofFarCrisp = 0x5C0 # float m_flDofFarBlurry = 0x5C4 # float m_flDofTiltToGround = 0x5C8 # float class C_CSGO_TeamPreviewCharacterPosition: # C_BaseEntity m_nVariant = 0x550 # int32_t m_nRandom = 0x554 # int32_t m_nOrdinal = 0x558 # int32_t m_sWeaponName = 0x560 # CUtlString m_xuid = 0x568 # uint64_t m_agentItem = 0x570 # C_EconItemView m_glovesItem = 0x9B8 # C_EconItemView m_weaponItem = 0xE00 # 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 = 0x550 # C_CSGameRules* class C_CSMinimapBoundary: # C_BaseEntity class C_CSObserverPawn: # C_CSPlayerPawnBase m_hDetectParentChange = 0x1718 # CEntityHandle class C_CSObserverPawnAPI: class C_CSPlayerPawn: # C_CSPlayerPawnBase m_pBulletServices = 0x1718 # CCSPlayer_BulletServices* m_pHostageServices = 0x1720 # CCSPlayer_HostageServices* m_pBuyServices = 0x1728 # CCSPlayer_BuyServices* m_pGlowServices = 0x1730 # CCSPlayer_GlowServices* m_pActionTrackingServices = 0x1738 # CCSPlayer_ActionTrackingServices* m_flHealthShotBoostExpirationTime = 0x1740 # GameTime_t m_flLastFiredWeaponTime = 0x1744 # GameTime_t m_bHasFemaleVoice = 0x1748 # bool m_flLandseconds = 0x174C # float m_flOldFallVelocity = 0x1750 # float m_szLastPlaceName = 0x1754 # char[18] m_bPrevDefuser = 0x1766 # bool m_bPrevHelmet = 0x1767 # bool m_nPrevArmorVal = 0x1768 # int32_t m_nPrevGrenadeAmmoCount = 0x176C # int32_t m_unPreviousWeaponHash = 0x1770 # uint32_t m_unWeaponHash = 0x1774 # uint32_t m_bInBuyZone = 0x1778 # bool m_bPreviouslyInBuyZone = 0x1779 # bool m_aimPunchAngle = 0x177C # QAngle m_aimPunchAngleVel = 0x1788 # QAngle m_aimPunchTickBase = 0x1794 # int32_t m_aimPunchTickFraction = 0x1798 # float m_aimPunchCache = 0x17A0 # CUtlVector m_bInLanding = 0x17C0 # bool m_flLandingTime = 0x17C4 # float m_bInHostageRescueZone = 0x17C8 # bool m_bInBombZone = 0x17C9 # bool m_bIsBuyMenuOpen = 0x17CA # bool m_flTimeOfLastInjury = 0x17CC # GameTime_t m_flNextSprayDecalTime = 0x17D0 # GameTime_t m_iRetakesOffering = 0x18E8 # int32_t m_iRetakesOfferingCard = 0x18EC # int32_t m_bRetakesHasDefuseKit = 0x18F0 # bool m_bRetakesMVPLastRound = 0x18F1 # bool m_iRetakesMVPBoostItem = 0x18F4 # int32_t m_RetakesMVPBoostExtraUtility = 0x18F8 # loadout_slot_t m_bNeedToReApplyGloves = 0x1918 # bool m_EconGloves = 0x1920 # C_EconItemView m_nEconGlovesChanged = 0x1D68 # uint8_t m_bMustSyncRagdollState = 0x1D69 # bool m_nRagdollDamageBone = 0x1D6C # int32_t m_vRagdollDamageForce = 0x1D70 # Vector m_vRagdollDamagePosition = 0x1D7C # Vector m_szRagdollDamageWeaponName = 0x1D88 # char[64] m_bRagdollDamageHeadshot = 0x1DC8 # bool m_vRagdollServerOrigin = 0x1DCC # Vector m_bLastHeadBoneTransformIsValid = 0x23E0 # bool m_lastLandTime = 0x23E4 # GameTime_t m_bOnGroundLastTick = 0x23E8 # bool m_qDeathEyeAngles = 0x2404 # QAngle m_bSkipOneHeadConstraintUpdate = 0x2410 # bool class C_CSPlayerPawnAPI: class C_CSPlayerPawnBase: # C_BasePlayerPawn m_pPingServices = 0x12C0 # CCSPlayer_PingServices* m_pViewModelServices = 0x12C8 # CPlayer_ViewModelServices* m_fRenderingClipPlane = 0x12D8 # float[4] m_nLastClipPlaneSetupFrame = 0x12E8 # int32_t m_vecLastClipCameraPos = 0x12EC # Vector m_vecLastClipCameraForward = 0x12F8 # Vector m_bClipHitStaticWorld = 0x1304 # bool m_bCachedPlaneIsValid = 0x1305 # bool m_pClippingWeapon = 0x1308 # C_CSWeaponBase* m_previousPlayerState = 0x1310 # CSPlayerState m_flLastCollisionCeiling = 0x1314 # float m_flLastCollisionCeilingChangeTime = 0x1318 # float m_grenadeParameterStashTime = 0x1338 # GameTime_t m_bGrenadeParametersStashed = 0x133C # bool m_angStashedShootAngles = 0x1340 # QAngle m_vecStashedGrenadeThrowPosition = 0x134C # Vector m_vecStashedVelocity = 0x1358 # Vector m_angShootAngleHistory = 0x1364 # QAngle[2] m_vecThrowPositionHistory = 0x137C # Vector[2] m_vecVelocityHistory = 0x1394 # Vector[2] m_thirdPersonHeading = 0x13B0 # QAngle m_flSlopeDropOffset = 0x13C8 # float m_flSlopeDropHeight = 0x13D8 # float m_vHeadConstraintOffset = 0x13E8 # Vector m_bIsScoped = 0x1400 # bool m_bIsWalking = 0x1401 # bool m_bResumeZoom = 0x1402 # bool m_iPlayerState = 0x1404 # CSPlayerState m_bIsDefusing = 0x1408 # bool m_bIsGrabbingHostage = 0x1409 # bool m_iBlockingUseActionInProgress = 0x140C # CSPlayerBlockingUseAction_t m_bIsRescuing = 0x1410 # bool m_fImmuneToGunGameDamageTime = 0x1414 # GameTime_t m_fImmuneToGunGameDamageTimeLast = 0x1418 # GameTime_t m_bGunGameImmunity = 0x141C # bool m_GunGameImmunityColor = 0x141D # Color m_bHasMovedSinceSpawn = 0x1421 # bool m_fMolotovUseTime = 0x1424 # float m_fMolotovDamageTime = 0x1428 # float m_nWhichBombZone = 0x142C # int32_t m_bInNoDefuseArea = 0x1430 # bool m_iThrowGrenadeCounter = 0x1434 # int32_t m_bWaitForNoAttack = 0x1438 # bool m_flGuardianTooFarDistFrac = 0x143C # float m_flDetectedByEnemySensorTime = 0x1440 # GameTime_t m_flNextGuardianTooFarWarning = 0x1444 # float m_bSuppressGuardianTooFarWarningAudio = 0x1448 # bool m_bKilledByTaser = 0x1449 # bool m_iMoveState = 0x144C # int32_t m_bCanMoveDuringFreezePeriod = 0x1450 # bool m_flLowerBodyYawTarget = 0x1454 # float m_bStrafing = 0x1458 # bool m_flLastSpawnTimeIndex = 0x145C # GameTime_t m_flEmitSoundTime = 0x1460 # GameTime_t m_iAddonBits = 0x1464 # int32_t m_iPrimaryAddon = 0x1468 # int32_t m_iSecondaryAddon = 0x146C # int32_t m_iProgressBarDuration = 0x1470 # int32_t m_flProgressBarStartTime = 0x1474 # float m_iDirection = 0x1478 # int32_t m_iShotsFired = 0x147C # int32_t m_bNightVisionOn = 0x1480 # bool m_bHasNightVision = 0x1481 # bool m_flVelocityModifier = 0x1484 # float m_flHitHeading = 0x1488 # float m_nHitBodyPart = 0x148C # int32_t m_iStartAccount = 0x1490 # int32_t m_vecIntroStartEyePosition = 0x1494 # Vector m_vecIntroStartPlayerForward = 0x14A0 # Vector m_flClientDeathTime = 0x14AC # GameTime_t m_flNightVisionAlpha = 0x14B0 # float m_bScreenTearFrameCaptured = 0x14B4 # bool m_flFlashBangTime = 0x14B8 # float m_flFlashScreenshotAlpha = 0x14BC # float m_flFlashOverlayAlpha = 0x14C0 # float m_bFlashBuildUp = 0x14C4 # bool m_bFlashDspHasBeenCleared = 0x14C5 # bool m_bFlashScreenshotHasBeenGrabbed = 0x14C6 # bool m_flFlashMaxAlpha = 0x14C8 # float m_flFlashDuration = 0x14CC # float m_lastStandingPos = 0x14D0 # Vector m_vecLastMuzzleFlashPos = 0x14DC # Vector m_angLastMuzzleFlashAngle = 0x14E8 # QAngle m_hMuzzleFlashShape = 0x14F4 # CHandle m_iHealthBarRenderMaskIndex = 0x14F8 # int32_t m_flHealthFadeValue = 0x14FC # float m_flHealthFadeAlpha = 0x1500 # float m_nMyCollisionGroup = 0x1504 # int32_t m_ignoreLadderJumpTime = 0x1508 # float m_ladderSurpressionTimer = 0x1510 # CountdownTimer m_lastLadderNormal = 0x1528 # Vector m_lastLadderPos = 0x1534 # Vector m_flDeathCCWeight = 0x1548 # float m_bOldIsScoped = 0x154C # bool m_flPrevRoundEndTime = 0x1550 # float m_flPrevMatchEndTime = 0x1554 # float m_unCurrentEquipmentValue = 0x1558 # uint16_t m_unRoundStartEquipmentValue = 0x155A # uint16_t m_unFreezetimeEndEquipmentValue = 0x155C # uint16_t m_vecThirdPersonViewPositionOverride = 0x1560 # Vector m_nHeavyAssaultSuitCooldownRemaining = 0x156C # int32_t m_ArmorValue = 0x1570 # int32_t m_angEyeAngles = 0x1578 # QAngle m_fNextThinkPushAway = 0x1590 # float m_bShouldAutobuyDMWeapons = 0x1594 # bool m_bShouldAutobuyNow = 0x1595 # bool m_bHud_MiniScoreHidden = 0x1596 # bool m_bHud_RadarHidden = 0x1597 # bool m_nLastKillerIndex = 0x1598 # CEntityIndex m_nLastConcurrentKilled = 0x159C # int32_t m_nDeathCamMusic = 0x15A0 # int32_t m_iIDEntIndex = 0x15A4 # CEntityIndex m_delayTargetIDTimer = 0x15A8 # CountdownTimer m_iTargetedWeaponEntIndex = 0x15C0 # CEntityIndex m_iOldIDEntIndex = 0x15C4 # CEntityIndex m_holdTargetIDTimer = 0x15C8 # CountdownTimer m_flCurrentMusicStartTime = 0x15E4 # float m_flMusicRoundStartTime = 0x15E8 # float m_bDeferStartMusicOnWarmup = 0x15EC # bool m_cycleLatch = 0x15F0 # int32_t m_serverIntendedCycle = 0x15F4 # float m_vecPlayerPatchEconIndices = 0x15F8 # uint32_t[5] m_bHideTargetID = 0x1614 # bool m_flLastSmokeOverlayAlpha = 0x1618 # float m_vLastSmokeOverlayColor = 0x161C # Vector m_nPlayerSmokedFx = 0x1628 # ParticleIndex_t m_nPlayerInfernoBodyFx = 0x162C # ParticleIndex_t m_nPlayerInfernoFootFx = 0x1630 # ParticleIndex_t m_flNextMagDropTime = 0x1634 # float m_nLastMagDropAttachmentIndex = 0x1638 # int32_t m_vecBulletHitModels = 0x1640 # CUtlVector m_vecPickupModelSlerpers = 0x1658 # CUtlVector m_vecLastAliveLocalVelocity = 0x1670 # Vector m_entitySpottedState = 0x1698 # EntitySpottedState_t m_nSurvivalTeamNumber = 0x16B0 # int32_t m_bGuardianShouldSprayCustomXMark = 0x16B4 # bool m_bHasDeathInfo = 0x16B5 # bool m_flDeathInfoTime = 0x16B8 # float m_vecDeathInfoOrigin = 0x16BC # Vector m_bKilledByHeadshot = 0x16C8 # bool m_hOriginalController = 0x16CC # CHandle class C_CSPlayerResource: # C_BaseEntity m_bHostageAlive = 0x550 # bool[12] m_isHostageFollowingSomeone = 0x55C # bool[12] m_iHostageEntityIDs = 0x568 # CEntityIndex[12] m_bombsiteCenterA = 0x598 # Vector m_bombsiteCenterB = 0x5A4 # Vector m_hostageRescueX = 0x5B0 # int32_t[4] m_hostageRescueY = 0x5C0 # int32_t[4] m_hostageRescueZ = 0x5D0 # int32_t[4] m_bEndMatchNextMapAllVoted = 0x5E0 # bool m_foundGoalPositions = 0x5E1 # bool class C_CSTeam: # C_Team m_szTeamMatchStat = 0x608 # char[512] m_numMapVictories = 0x808 # int32_t m_bSurrendered = 0x80C # bool m_scoreFirstHalf = 0x810 # int32_t m_scoreSecondHalf = 0x814 # int32_t m_scoreOvertime = 0x818 # int32_t m_szClanTeamname = 0x81C # char[129] m_iClanID = 0x8A0 # uint32_t m_szTeamFlagImage = 0x8A4 # char[8] m_szTeamLogoImage = 0x8AC # char[8] class C_CSWeaponBase: # C_BasePlayerWeapon m_flFireSequenceStartTime = 0x162C # float m_nFireSequenceStartTimeChange = 0x1630 # int32_t m_nFireSequenceStartTimeAck = 0x1634 # int32_t m_ePlayerFireEvent = 0x1638 # PlayerAnimEvent_t m_ePlayerFireEventAttackType = 0x163C # WeaponAttackType_t m_seqIdle = 0x1640 # HSequence m_seqFirePrimary = 0x1644 # HSequence m_seqFireSecondary = 0x1648 # HSequence m_thirdPersonFireSequences = 0x1650 # CUtlVector m_hCurrentThirdPersonSequence = 0x1668 # HSequence m_nSilencerBoneIndex = 0x166C # int32_t m_thirdPersonSequences = 0x1670 # HSequence[7] m_ClientPreviousWeaponState = 0x16A8 # CSWeaponState_t m_iState = 0x16AC # CSWeaponState_t m_flCrosshairDistance = 0x16B0 # float m_iAmmoLastCheck = 0x16B4 # int32_t m_iAlpha = 0x16B8 # int32_t m_iScopeTextureID = 0x16BC # int32_t m_iCrosshairTextureID = 0x16C0 # int32_t m_flGunAccuracyPositionDeprecated = 0x16C4 # float m_nLastEmptySoundCmdNum = 0x16C8 # int32_t m_nViewModelIndex = 0x16CC # uint32_t m_bReloadsWithClips = 0x16D0 # bool m_flTimeWeaponIdle = 0x16D4 # GameTime_t m_bFireOnEmpty = 0x16D8 # bool m_OnPlayerPickup = 0x16E0 # CEntityIOOutput m_weaponMode = 0x1708 # CSWeaponMode m_flTurningInaccuracyDelta = 0x170C # float m_vecTurningInaccuracyEyeDirLast = 0x1710 # Vector m_flTurningInaccuracy = 0x171C # float m_fAccuracyPenalty = 0x1720 # float m_flLastAccuracyUpdateTime = 0x1724 # GameTime_t m_fAccuracySmoothedForZoom = 0x1728 # float m_fScopeZoomEndTime = 0x172C # GameTime_t m_iRecoilIndex = 0x1730 # int32_t m_flRecoilIndex = 0x1734 # float m_bBurstMode = 0x1738 # bool m_nPostponeFireReadyTicks = 0x173C # GameTick_t m_flPostponeFireReadyFrac = 0x1740 # float m_bInReload = 0x1744 # bool m_bReloadVisuallyComplete = 0x1745 # bool m_flDroppedAtTime = 0x1748 # GameTime_t m_bIsHauledBack = 0x174C # bool m_bSilencerOn = 0x174D # bool m_flTimeSilencerSwitchComplete = 0x1750 # GameTime_t m_iOriginalTeamNumber = 0x1754 # int32_t m_flNextAttackRenderTimeOffset = 0x1758 # float m_bVisualsDataSet = 0x17E0 # bool m_bOldFirstPersonSpectatedState = 0x17E1 # bool m_hOurPing = 0x17E4 # CHandle m_nOurPingIndex = 0x17E8 # CEntityIndex m_vecOurPingPos = 0x17EC # Vector m_bGlowForPing = 0x17F8 # bool m_bUIWeapon = 0x17F9 # bool m_hPrevOwner = 0x1808 # CHandle m_nDropTick = 0x180C # GameTick_t m_donated = 0x182C # bool m_fLastShotTime = 0x1830 # GameTime_t m_bWasOwnedByCT = 0x1834 # bool m_bWasOwnedByTerrorist = 0x1835 # bool m_gunHeat = 0x1838 # float m_smokeAttachments = 0x183C # uint32_t m_lastSmokeTime = 0x1840 # GameTime_t m_flNextClientFireBulletTime = 0x1844 # float m_flNextClientFireBulletTime_Repredict = 0x1848 # float m_IronSightController = 0x1920 # C_IronSightController m_iIronSightMode = 0x19D0 # int32_t m_flLastLOSTraceFailureTime = 0x19E0 # GameTime_t m_iNumEmptyAttacks = 0x19E4 # int32_t m_flLastMagDropRequestTime = 0x1A60 # GameTime_t m_flWatTickOffset = 0x1A64 # float class C_CSWeaponBaseGun: # C_CSWeaponBase m_zoomLevel = 0x1A70 # int32_t m_iBurstShotsRemaining = 0x1A74 # int32_t m_iSilencerBodygroup = 0x1A78 # int32_t m_silencedModelIndex = 0x1A88 # int32_t m_inPrecache = 0x1A8C # bool m_bNeedsBoltAction = 0x1A8D # bool class C_Chicken: # C_DynamicProp m_hHolidayHatAddon = 0x1148 # CHandle m_jumpedThisFrame = 0x114C # bool m_leader = 0x1150 # CHandle m_AttributeManager = 0x1158 # C_AttributeContainer m_OriginalOwnerXuidLow = 0x1600 # uint32_t m_OriginalOwnerXuidHigh = 0x1604 # uint32_t m_bAttributesInitialized = 0x1608 # bool m_hWaterWakeParticles = 0x160C # ParticleIndex_t class C_ClientRagdoll: # CBaseAnimGraph m_bFadeOut = 0xED8 # bool m_bImportant = 0xED9 # bool m_flEffectTime = 0xEDC # GameTime_t m_gibDespawnTime = 0xEE0 # GameTime_t m_iCurrentFriction = 0xEE4 # int32_t m_iMinFriction = 0xEE8 # int32_t m_iMaxFriction = 0xEEC # int32_t m_iFrictionAnimState = 0xEF0 # int32_t m_bReleaseRagdoll = 0xEF4 # bool m_iEyeAttachment = 0xEF5 # AttachmentHandle_t m_bFadingOut = 0xEF6 # bool m_flScaleEnd = 0xEF8 # float[10] m_flScaleTimeStart = 0xF20 # GameTime_t[10] m_flScaleTimeEnd = 0xF48 # GameTime_t[10] class C_ColorCorrection: # C_BaseEntity m_vecOrigin = 0x550 # Vector m_MinFalloff = 0x55C # float m_MaxFalloff = 0x560 # float m_flFadeInDuration = 0x564 # float m_flFadeOutDuration = 0x568 # float m_flMaxWeight = 0x56C # float m_flCurWeight = 0x570 # float m_netlookupFilename = 0x574 # char[512] m_bEnabled = 0x774 # bool m_bMaster = 0x775 # bool m_bClientSide = 0x776 # bool m_bExclusive = 0x777 # bool m_bEnabledOnClient = 0x778 # bool[1] m_flCurWeightOnClient = 0x77C # float[1] m_bFadingIn = 0x780 # bool[1] m_flFadeStartWeight = 0x784 # float[1] m_flFadeStartTime = 0x788 # float[1] m_flFadeDuration = 0x78C # float[1] class C_ColorCorrectionVolume: # C_BaseTrigger m_LastEnterWeight = 0xCD8 # float m_LastEnterTime = 0xCDC # float m_LastExitWeight = 0xCE0 # float m_LastExitTime = 0xCE4 # float m_bEnabled = 0xCE8 # bool m_MaxWeight = 0xCEC # float m_FadeDuration = 0xCF0 # float m_Weight = 0xCF4 # float m_lookupFilename = 0xCF8 # char[512] class C_CommandContext: needsprocessing = 0x0 # bool command_number = 0x90 # int32_t class C_CsmFovOverride: # C_BaseEntity m_cameraName = 0x550 # CUtlString m_flCsmFovOverrideValue = 0x558 # float class C_DEagle: # C_CSWeaponBaseGun class C_DecoyGrenade: # C_BaseCSGrenade class C_DecoyProjectile: # C_BaseCSGrenadeProjectile m_nDecoyShotTick = 0x1158 # int32_t m_nClientLastKnownDecoyShotTick = 0x115C # int32_t m_flTimeParticleEffectSpawn = 0x1180 # GameTime_t class C_DynamicLight: # C_BaseModelEntity m_Flags = 0xCD0 # uint8_t m_LightStyle = 0xCD1 # uint8_t m_Radius = 0xCD4 # float m_Exponent = 0xCD8 # int32_t m_InnerAngle = 0xCDC # float m_OuterAngle = 0xCE0 # float m_SpotRadius = 0xCE4 # float class C_DynamicProp: # C_BreakableProp m_bUseHitboxesForRenderBox = 0x1028 # bool m_bUseAnimGraph = 0x1029 # bool m_pOutputAnimBegun = 0x1030 # CEntityIOOutput m_pOutputAnimOver = 0x1058 # CEntityIOOutput m_pOutputAnimLoopCycleOver = 0x1080 # CEntityIOOutput m_OnAnimReachedStart = 0x10A8 # CEntityIOOutput m_OnAnimReachedEnd = 0x10D0 # CEntityIOOutput m_iszIdleAnim = 0x10F8 # CUtlSymbolLarge m_nIdleAnimLoopMode = 0x1100 # AnimLoopMode_t m_bRandomizeCycle = 0x1104 # bool m_bStartDisabled = 0x1105 # bool m_bFiredStartEndOutput = 0x1106 # bool m_bForceNpcExclude = 0x1107 # bool m_bCreateNonSolid = 0x1108 # bool m_bIsOverrideProp = 0x1109 # bool m_iInitialGlowState = 0x110C # int32_t m_nGlowRange = 0x1110 # int32_t m_nGlowRangeMin = 0x1114 # int32_t m_glowColor = 0x1118 # Color m_nGlowTeam = 0x111C # int32_t m_iCachedFrameCount = 0x1120 # int32_t m_vecCachedRenderMins = 0x1124 # Vector m_vecCachedRenderMaxs = 0x1130 # 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 = 0x1080 # float m_flFlexDelayedWeight = 0x1088 # float* m_bAttributesInitialized = 0x1090 # bool m_AttributeManager = 0x1098 # C_AttributeContainer m_OriginalOwnerXuidLow = 0x1540 # uint32_t m_OriginalOwnerXuidHigh = 0x1544 # uint32_t m_nFallbackPaintKit = 0x1548 # int32_t m_nFallbackSeed = 0x154C # int32_t m_flFallbackWear = 0x1550 # float m_nFallbackStatTrak = 0x1554 # int32_t m_bClientside = 0x1558 # bool m_bParticleSystemsCreated = 0x1559 # bool m_vecAttachedParticles = 0x1560 # CUtlVector m_hViewmodelAttachment = 0x1578 # CHandle m_iOldTeam = 0x157C # int32_t m_bAttachmentDirty = 0x1580 # bool m_nUnloadedModelIndex = 0x1584 # int32_t m_iNumOwnerValidationRetries = 0x1588 # int32_t m_hOldProvidee = 0x1598 # CHandle m_vecAttachedModels = 0x15A0 # CUtlVector class C_EconEntity_AttachedModelData_t: m_iModelDisplayFlags = 0x0 # int32_t class C_EconItemView: # IEconItemInterface m_bInventoryImageRgbaRequested = 0x60 # bool m_bInventoryImageTriedCache = 0x61 # bool m_nInventoryImageRgbaWidth = 0x80 # int32_t m_nInventoryImageRgbaHeight = 0x84 # int32_t m_szCurrentLoadCachedFileName = 0x88 # char[260] m_bRestoreCustomMaterialAfterPrecache = 0x1B8 # bool m_iItemDefinitionIndex = 0x1BA # uint16_t m_iEntityQuality = 0x1BC # int32_t m_iEntityLevel = 0x1C0 # uint32_t m_iItemID = 0x1C8 # uint64_t m_iItemIDHigh = 0x1D0 # uint32_t m_iItemIDLow = 0x1D4 # uint32_t m_iAccountID = 0x1D8 # uint32_t m_iInventoryPosition = 0x1DC # uint32_t m_bInitialized = 0x1E8 # bool m_bDisallowSOC = 0x1E9 # bool m_bIsStoreItem = 0x1EA # bool m_bIsTradeItem = 0x1EB # bool m_iEntityQuantity = 0x1EC # int32_t m_iRarityOverride = 0x1F0 # int32_t m_iQualityOverride = 0x1F4 # int32_t m_unClientFlags = 0x1F8 # uint8_t m_unOverrideStyle = 0x1F9 # uint8_t m_AttributeList = 0x210 # CAttributeList m_NetworkedDynamicAttributes = 0x270 # CAttributeList m_szCustomName = 0x2D0 # char[161] m_szCustomNameOverride = 0x371 # char[161] m_bInitializedTags = 0x440 # bool class C_EconWearable: # C_EconEntity m_nForceSkin = 0x15B8 # int32_t m_bAlwaysAllow = 0x15BC # bool class C_EntityDissolve: # C_BaseModelEntity m_flStartTime = 0xCD8 # GameTime_t m_flFadeInStart = 0xCDC # float m_flFadeInLength = 0xCE0 # float m_flFadeOutModelStart = 0xCE4 # float m_flFadeOutModelLength = 0xCE8 # float m_flFadeOutStart = 0xCEC # float m_flFadeOutLength = 0xCF0 # float m_flNextSparkTime = 0xCF4 # GameTime_t m_nDissolveType = 0xCF8 # EntityDisolveType_t m_vDissolverOrigin = 0xCFC # Vector m_nMagnitude = 0xD08 # uint32_t m_bCoreExplode = 0xD0C # bool m_bLinkedToServerEnt = 0xD0D # bool class C_EntityFlame: # C_BaseEntity m_hEntAttached = 0x550 # CHandle m_hOldAttached = 0x578 # CHandle m_bCheapEffect = 0x57C # bool class C_EnvCombinedLightProbeVolume: # C_BaseEntity m_Color = 0x15A8 # Color m_flBrightness = 0x15AC # float m_hCubemapTexture = 0x15B0 # CStrongHandle m_bCustomCubemapTexture = 0x15B8 # bool m_hLightProbeTexture = 0x15C0 # CStrongHandle m_hLightProbeDirectLightIndicesTexture = 0x15C8 # CStrongHandle m_hLightProbeDirectLightScalarsTexture = 0x15D0 # CStrongHandle m_hLightProbeDirectLightShadowsTexture = 0x15D8 # CStrongHandle m_vBoxMins = 0x15E0 # Vector m_vBoxMaxs = 0x15EC # Vector m_bMoveable = 0x15F8 # bool m_nHandshake = 0x15FC # int32_t m_nEnvCubeMapArrayIndex = 0x1600 # int32_t m_nPriority = 0x1604 # int32_t m_bStartDisabled = 0x1608 # bool m_flEdgeFadeDist = 0x160C # float m_vEdgeFadeDists = 0x1610 # Vector m_nLightProbeSizeX = 0x161C # int32_t m_nLightProbeSizeY = 0x1620 # int32_t m_nLightProbeSizeZ = 0x1624 # int32_t m_nLightProbeAtlasX = 0x1628 # int32_t m_nLightProbeAtlasY = 0x162C # int32_t m_nLightProbeAtlasZ = 0x1630 # int32_t m_bEnabled = 0x1649 # bool class C_EnvCubemap: # C_BaseEntity m_hCubemapTexture = 0x5D0 # CStrongHandle m_bCustomCubemapTexture = 0x5D8 # bool m_flInfluenceRadius = 0x5DC # float m_vBoxProjectMins = 0x5E0 # Vector m_vBoxProjectMaxs = 0x5EC # Vector m_bMoveable = 0x5F8 # bool m_nHandshake = 0x5FC # int32_t m_nEnvCubeMapArrayIndex = 0x600 # int32_t m_nPriority = 0x604 # int32_t m_flEdgeFadeDist = 0x608 # float m_vEdgeFadeDists = 0x60C # Vector m_flDiffuseScale = 0x618 # float m_bStartDisabled = 0x61C # bool m_bDefaultEnvMap = 0x61D # bool m_bDefaultSpecEnvMap = 0x61E # bool m_bIndoorCubeMap = 0x61F # bool m_bCopyDiffuseFromDefaultCubemap = 0x620 # bool m_bEnabled = 0x630 # bool class C_EnvCubemapBox: # C_EnvCubemap class C_EnvCubemapFog: # C_BaseEntity m_flEndDistance = 0x550 # float m_flStartDistance = 0x554 # float m_flFogFalloffExponent = 0x558 # float m_bHeightFogEnabled = 0x55C # bool m_flFogHeightWidth = 0x560 # float m_flFogHeightEnd = 0x564 # float m_flFogHeightStart = 0x568 # float m_flFogHeightExponent = 0x56C # float m_flLODBias = 0x570 # float m_bActive = 0x574 # bool m_bStartDisabled = 0x575 # bool m_flFogMaxOpacity = 0x578 # float m_nCubemapSourceType = 0x57C # int32_t m_hSkyMaterial = 0x580 # CStrongHandle m_iszSkyEntity = 0x588 # CUtlSymbolLarge m_hFogCubemapTexture = 0x590 # CStrongHandle m_bHasHeightFogEnd = 0x598 # bool m_bFirstTime = 0x599 # bool class C_EnvDecal: # C_BaseModelEntity m_hDecalMaterial = 0xCD0 # CStrongHandle m_flWidth = 0xCD8 # float m_flHeight = 0xCDC # float m_flDepth = 0xCE0 # float m_nRenderOrder = 0xCE4 # uint32_t m_bProjectOnWorld = 0xCE8 # bool m_bProjectOnCharacters = 0xCE9 # bool m_bProjectOnWater = 0xCEA # bool m_flDepthSortBias = 0xCEC # float class C_EnvDetailController: # C_BaseEntity m_flFadeStartDist = 0x550 # float m_flFadeEndDist = 0x554 # float class C_EnvLightProbeVolume: # C_BaseEntity m_hLightProbeTexture = 0x1528 # CStrongHandle m_hLightProbeDirectLightIndicesTexture = 0x1530 # CStrongHandle m_hLightProbeDirectLightScalarsTexture = 0x1538 # CStrongHandle m_hLightProbeDirectLightShadowsTexture = 0x1540 # CStrongHandle m_vBoxMins = 0x1548 # Vector m_vBoxMaxs = 0x1554 # Vector m_bMoveable = 0x1560 # bool m_nHandshake = 0x1564 # int32_t m_nPriority = 0x1568 # int32_t m_bStartDisabled = 0x156C # bool m_nLightProbeSizeX = 0x1570 # int32_t m_nLightProbeSizeY = 0x1574 # int32_t m_nLightProbeSizeZ = 0x1578 # int32_t m_nLightProbeAtlasX = 0x157C # int32_t m_nLightProbeAtlasY = 0x1580 # int32_t m_nLightProbeAtlasZ = 0x1584 # int32_t m_bEnabled = 0x1591 # bool class C_EnvParticleGlow: # C_ParticleSystem m_flAlphaScale = 0x1280 # float m_flRadiusScale = 0x1284 # float m_flSelfIllumScale = 0x1288 # float m_ColorTint = 0x128C # Color m_hTextureOverride = 0x1290 # CStrongHandle class C_EnvProjectedTexture: # C_ModelPointEntity class C_EnvScreenOverlay: # C_PointEntity m_iszOverlayNames = 0x550 # CUtlSymbolLarge[10] m_flOverlayTimes = 0x5A0 # float[10] m_flStartTime = 0x5C8 # GameTime_t m_iDesiredOverlay = 0x5CC # int32_t m_bIsActive = 0x5D0 # bool m_bWasActive = 0x5D1 # bool m_iCachedDesiredOverlay = 0x5D4 # int32_t m_iCurrentOverlay = 0x5D8 # int32_t m_flCurrentOverlayTime = 0x5DC # GameTime_t class C_EnvSky: # C_BaseModelEntity m_hSkyMaterial = 0xCD0 # CStrongHandle m_hSkyMaterialLightingOnly = 0xCD8 # CStrongHandle m_bStartDisabled = 0xCE0 # bool m_vTintColor = 0xCE1 # Color m_vTintColorLightingOnly = 0xCE5 # Color m_flBrightnessScale = 0xCEC # float m_nFogType = 0xCF0 # int32_t m_flFogMinStart = 0xCF4 # float m_flFogMinEnd = 0xCF8 # float m_flFogMaxStart = 0xCFC # float m_flFogMaxEnd = 0xD00 # float m_bEnabled = 0xD04 # bool class C_EnvVolumetricFogController: # C_BaseEntity m_flScattering = 0x550 # float m_flAnisotropy = 0x554 # float m_flFadeSpeed = 0x558 # float m_flDrawDistance = 0x55C # float m_flFadeInStart = 0x560 # float m_flFadeInEnd = 0x564 # float m_flIndirectStrength = 0x568 # float m_nIndirectTextureDimX = 0x56C # int32_t m_nIndirectTextureDimY = 0x570 # int32_t m_nIndirectTextureDimZ = 0x574 # int32_t m_vBoxMins = 0x578 # Vector m_vBoxMaxs = 0x584 # Vector m_bActive = 0x590 # bool m_flStartAnisoTime = 0x594 # GameTime_t m_flStartScatterTime = 0x598 # GameTime_t m_flStartDrawDistanceTime = 0x59C # GameTime_t m_flStartAnisotropy = 0x5A0 # float m_flStartScattering = 0x5A4 # float m_flStartDrawDistance = 0x5A8 # float m_flDefaultAnisotropy = 0x5AC # float m_flDefaultScattering = 0x5B0 # float m_flDefaultDrawDistance = 0x5B4 # float m_bStartDisabled = 0x5B8 # bool m_bEnableIndirect = 0x5B9 # bool m_bIsMaster = 0x5BA # bool m_hFogIndirectTexture = 0x5C0 # CStrongHandle m_nForceRefreshCount = 0x5C8 # int32_t m_bFirstTime = 0x5CC # bool class C_EnvVolumetricFogVolume: # C_BaseEntity m_bActive = 0x550 # bool m_vBoxMins = 0x554 # Vector m_vBoxMaxs = 0x560 # Vector m_bStartDisabled = 0x56C # bool m_flStrength = 0x570 # float m_nFalloffShape = 0x574 # int32_t m_flFalloffExponent = 0x578 # float class C_EnvWind: # C_BaseEntity m_EnvWindShared = 0x550 # C_EnvWindShared class C_EnvWindClientside: # C_BaseEntity m_EnvWindShared = 0x550 # 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 = 0x560 # int32_t m_nFlameFromAboveModelIndex = 0x564 # int32_t m_flScaleRegister = 0x568 # float m_flScaleStart = 0x56C # float m_flScaleEnd = 0x570 # float m_flScaleTimeStart = 0x574 # GameTime_t m_flScaleTimeEnd = 0x578 # GameTime_t m_flChildFlameSpread = 0x57C # float m_flClipPerc = 0x590 # float m_bClipTested = 0x594 # bool m_bFadingOut = 0x595 # bool m_tParticleSpawn = 0x598 # TimedEvent m_pFireOverlay = 0x5A0 # CFireOverlay* class C_FireSprite: # C_Sprite m_vecMoveDir = 0xE00 # Vector m_bFadeFromAbove = 0xE0C # bool class C_Fish: # CBaseAnimGraph m_pos = 0xED8 # Vector m_vel = 0xEE4 # Vector m_angles = 0xEF0 # QAngle m_localLifeState = 0xEFC # int32_t m_deathDepth = 0xF00 # float m_deathAngle = 0xF04 # float m_buoyancy = 0xF08 # float m_wiggleTimer = 0xF10 # CountdownTimer m_wigglePhase = 0xF28 # float m_wiggleRate = 0xF2C # float m_actualPos = 0xF30 # Vector m_actualAngles = 0xF3C # QAngle m_poolOrigin = 0xF48 # Vector m_waterLevel = 0xF54 # float m_gotUpdate = 0xF58 # bool m_x = 0xF5C # float m_y = 0xF60 # float m_z = 0xF64 # float m_angle = 0xF68 # float m_errorHistory = 0xF6C # float[20] m_errorHistoryIndex = 0xFBC # int32_t m_errorHistoryCount = 0xFC0 # int32_t m_averageError = 0xFC4 # float class C_Fists: # C_CSWeaponBase m_bPlayingUninterruptableAct = 0x1A70 # bool m_nUninterruptableActivity = 0x1A74 # PlayerAnimEvent_t class C_Flashbang: # C_BaseCSGrenade class C_FlashbangProjectile: # C_BaseCSGrenadeProjectile class C_FogController: # C_BaseEntity m_fog = 0x550 # fogparams_t m_bUseAngles = 0x5B8 # bool m_iChangedVariables = 0x5BC # int32_t class C_FootstepControl: # C_BaseTrigger m_source = 0xCD8 # CUtlSymbolLarge m_destination = 0xCE0 # CUtlSymbolLarge class C_FuncBrush: # C_BaseModelEntity class C_FuncConveyor: # C_BaseModelEntity m_vecMoveDirEntitySpace = 0xCD8 # Vector m_flTargetSpeed = 0xCE4 # float m_nTransitionStartTick = 0xCE8 # GameTick_t m_nTransitionDurationTicks = 0xCEC # int32_t m_flTransitionStartSpeed = 0xCF0 # float m_hConveyorModels = 0xCF8 # C_NetworkUtlVectorBase> m_flCurrentConveyorOffset = 0xD10 # float m_flCurrentConveyorSpeed = 0xD14 # float class C_FuncElectrifiedVolume: # C_FuncBrush m_nAmbientEffect = 0xCD0 # ParticleIndex_t m_EffectName = 0xCD8 # CUtlSymbolLarge m_bState = 0xCE0 # bool class C_FuncLadder: # C_BaseModelEntity m_vecLadderDir = 0xCD0 # Vector m_Dismounts = 0xCE0 # CUtlVector> m_vecLocalTop = 0xCF8 # Vector m_vecPlayerMountPositionTop = 0xD04 # Vector m_vecPlayerMountPositionBottom = 0xD10 # Vector m_flAutoRideSpeed = 0xD1C # float m_bDisabled = 0xD20 # bool m_bFakeLadder = 0xD21 # bool m_bHasSlack = 0xD22 # bool class C_FuncMonitor: # C_FuncBrush m_targetCamera = 0xCD0 # CUtlString m_nResolutionEnum = 0xCD8 # int32_t m_bRenderShadows = 0xCDC # bool m_bUseUniqueColorTarget = 0xCDD # bool m_brushModelName = 0xCE0 # CUtlString m_hTargetCamera = 0xCE8 # CHandle m_bEnabled = 0xCEC # bool m_bDraw3DSkybox = 0xCED # bool class C_FuncMoveLinear: # C_BaseToggle class C_FuncRotating: # C_BaseModelEntity class C_FuncTrackTrain: # C_BaseModelEntity m_nLongAxis = 0xCD0 # int32_t m_flRadius = 0xCD4 # float m_flLineLength = 0xCD8 # float class C_GameRules: class C_GameRulesProxy: # C_BaseEntity class C_GlobalLight: # C_BaseEntity m_WindClothForceHandle = 0xA10 # uint16_t class C_GradientFog: # C_BaseEntity m_hGradientFogTexture = 0x550 # CStrongHandle m_flFogStartDistance = 0x558 # float m_flFogEndDistance = 0x55C # float m_bHeightFogEnabled = 0x560 # bool m_flFogStartHeight = 0x564 # float m_flFogEndHeight = 0x568 # float m_flFarZ = 0x56C # float m_flFogMaxOpacity = 0x570 # float m_flFogFalloffExponent = 0x574 # float m_flFogVerticalExponent = 0x578 # float m_fogColor = 0x57C # Color m_flFogStrength = 0x580 # float m_flFadeTime = 0x584 # float m_bStartDisabled = 0x588 # bool m_bIsEnabled = 0x589 # bool m_bGradientFogNeedsTextures = 0x58A # bool class C_HEGrenade: # C_BaseCSGrenade class C_HEGrenadeProjectile: # C_BaseCSGrenadeProjectile class C_HandleTest: # C_BaseEntity m_Handle = 0x550 # CHandle m_bSendHandle = 0x554 # bool class C_Hostage: # C_BaseCombatCharacter m_entitySpottedState = 0x1100 # EntitySpottedState_t m_leader = 0x1118 # CHandle m_reuseTimer = 0x1120 # CountdownTimer m_vel = 0x1138 # Vector m_isRescued = 0x1144 # bool m_jumpedThisFrame = 0x1145 # bool m_nHostageState = 0x1148 # int32_t m_bHandsHaveBeenCut = 0x114C # bool m_hHostageGrabber = 0x1150 # CHandle m_fLastGrabTime = 0x1154 # GameTime_t m_vecGrabbedPos = 0x1158 # Vector m_flRescueStartTime = 0x1164 # GameTime_t m_flGrabSuccessTime = 0x1168 # GameTime_t m_flDropStartTime = 0x116C # GameTime_t m_flDeadOrRescuedTime = 0x1170 # GameTime_t m_blinkTimer = 0x1178 # CountdownTimer m_lookAt = 0x1190 # Vector m_lookAroundTimer = 0x11A0 # CountdownTimer m_isInit = 0x11B8 # bool m_eyeAttachment = 0x11B9 # AttachmentHandle_t m_chestAttachment = 0x11BA # AttachmentHandle_t m_pPredictionOwner = 0x11C0 # CBasePlayerController* m_fNewestAlphaThinkTime = 0x11C8 # GameTime_t class C_HostageCarriableProp: # CBaseAnimGraph class C_IncendiaryGrenade: # C_MolotovGrenade class C_Inferno: # C_BaseModelEntity m_nfxFireDamageEffect = 0xD10 # ParticleIndex_t m_firePositions = 0xD14 # Vector[64] m_fireParentPositions = 0x1014 # Vector[64] m_bFireIsBurning = 0x1314 # bool[64] m_BurnNormal = 0x1354 # Vector[64] m_fireCount = 0x1654 # int32_t m_nInfernoType = 0x1658 # int32_t m_nFireLifetime = 0x165C # float m_bInPostEffectTime = 0x1660 # bool m_lastFireCount = 0x1664 # int32_t m_nFireEffectTickBegin = 0x1668 # int32_t m_drawableCount = 0x8270 # int32_t m_blosCheck = 0x8274 # bool m_nlosperiod = 0x8278 # int32_t m_maxFireHalfWidth = 0x827C # float m_maxFireHeight = 0x8280 # float m_minBounds = 0x8284 # Vector m_maxBounds = 0x8290 # Vector m_flLastGrassBurnThink = 0x829C # float class C_InfoInstructorHintHostageRescueZone: # C_PointEntity class C_InfoLadderDismount: # C_BaseEntity class C_InfoVisibilityBox: # C_BaseEntity m_nMode = 0x554 # int32_t m_vBoxSize = 0x558 # Vector m_bEnabled = 0x564 # 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 = 0x15B8 # bool m_pReticleHintTextName = 0x15B9 # char[256] class C_ItemDogtags: # C_Item m_OwningPlayer = 0x16C0 # CHandle m_KillingPlayer = 0x16C4 # CHandle class C_Item_Healthshot: # C_WeaponBaseItem class C_Knife: # C_CSWeaponBase class C_LightDirectionalEntity: # C_LightEntity class C_LightEntity: # C_BaseModelEntity m_CLightComponent = 0xCD0 # CLightComponent* class C_LightEnvironmentEntity: # C_LightDirectionalEntity class C_LightGlow: # C_BaseModelEntity m_nHorizontalSize = 0xCD0 # uint32_t m_nVerticalSize = 0xCD4 # uint32_t m_nMinDist = 0xCD8 # uint32_t m_nMaxDist = 0xCDC # uint32_t m_nOuterMaxDist = 0xCE0 # uint32_t m_flGlowProxySize = 0xCE4 # float m_flHDRColorScale = 0xCE8 # float m_Glow = 0xCF0 # C_LightGlowOverlay class C_LightGlowOverlay: # CGlowOverlay m_vecOrigin = 0xD0 # Vector m_vecDirection = 0xDC # Vector m_nMinDist = 0xE8 # int32_t m_nMaxDist = 0xEC # int32_t m_nOuterMaxDist = 0xF0 # int32_t m_bOneSided = 0xF4 # bool m_bModulateByDot = 0xF5 # bool class C_LightOrthoEntity: # C_LightEntity class C_LightSpotEntity: # C_LightEntity class C_LocalTempEntity: # CBaseAnimGraph flags = 0xEF0 # int32_t die = 0xEF4 # GameTime_t m_flFrameMax = 0xEF8 # float x = 0xEFC # float y = 0xF00 # float fadeSpeed = 0xF04 # float bounceFactor = 0xF08 # float hitSound = 0xF0C # int32_t priority = 0xF10 # int32_t tentOffset = 0xF14 # Vector m_vecTempEntAngVelocity = 0xF20 # QAngle tempent_renderamt = 0xF2C # int32_t m_vecNormal = 0xF30 # Vector m_flSpriteScale = 0xF3C # float m_nFlickerFrame = 0xF40 # int32_t m_flFrameRate = 0xF44 # float m_flFrame = 0xF48 # float m_pszImpactEffect = 0xF50 # char* m_pszParticleEffect = 0xF58 # char* m_bParticleCollision = 0xF60 # bool m_iLastCollisionFrame = 0xF64 # int32_t m_vLastCollisionOrigin = 0xF68 # Vector m_vecTempEntVelocity = 0xF74 # Vector m_vecPrevAbsOrigin = 0xF80 # Vector m_vecTempEntAcceleration = 0xF8C # Vector class C_MapPreviewParticleSystem: # C_ParticleSystem class C_MapVetoPickController: # C_BaseEntity m_nDraftType = 0x560 # int32_t m_nTeamWinningCoinToss = 0x564 # int32_t m_nTeamWithFirstChoice = 0x568 # int32_t[64] m_nVoteMapIdsList = 0x668 # int32_t[7] m_nAccountIDs = 0x684 # int32_t[64] m_nMapId0 = 0x784 # int32_t[64] m_nMapId1 = 0x884 # int32_t[64] m_nMapId2 = 0x984 # int32_t[64] m_nMapId3 = 0xA84 # int32_t[64] m_nMapId4 = 0xB84 # int32_t[64] m_nMapId5 = 0xC84 # int32_t[64] m_nStartingSide0 = 0xD84 # int32_t[64] m_nCurrentPhase = 0xE84 # int32_t m_nPhaseStartTick = 0xE88 # int32_t m_nPhaseDurationTicks = 0xE8C # int32_t m_nPostDataUpdateTick = 0xE90 # int32_t m_bDisabledHud = 0xE94 # bool class C_Melee: # C_CSWeaponBase class C_ModelPointEntity: # C_BaseModelEntity class C_MolotovGrenade: # C_BaseCSGrenade class C_MolotovProjectile: # C_BaseCSGrenadeProjectile m_bIsIncGrenade = 0x1158 # bool class C_Multimeter: # CBaseAnimGraph m_hTargetC4 = 0xEE0 # CHandle class C_MultiplayRules: # C_GameRules class C_NetTestBaseCombatCharacter: # C_BaseCombatCharacter class C_OmniLight: # C_BarnLight m_flInnerAngle = 0xF18 # float m_flOuterAngle = 0xF1C # float m_bShowLight = 0xF20 # bool class C_ParticleSystem: # C_BaseModelEntity m_szSnapshotFileName = 0xCD0 # char[512] m_bActive = 0xED0 # bool m_bFrozen = 0xED1 # bool m_flFreezeTransitionDuration = 0xED4 # float m_nStopType = 0xED8 # int32_t m_bAnimateDuringGameplayPause = 0xEDC # bool m_iEffectIndex = 0xEE0 # CStrongHandle m_flStartTime = 0xEE8 # GameTime_t m_flPreSimTime = 0xEEC # float m_vServerControlPoints = 0xEF0 # Vector[4] m_iServerControlPointAssignments = 0xF20 # uint8_t[4] m_hControlPointEnts = 0xF24 # CHandle[64] m_bNoSave = 0x1024 # bool m_bNoFreeze = 0x1025 # bool m_bNoRamp = 0x1026 # bool m_bStartActive = 0x1027 # bool m_iszEffectName = 0x1028 # CUtlSymbolLarge m_iszControlPointNames = 0x1030 # CUtlSymbolLarge[64] m_nDataCP = 0x1230 # int32_t m_vecDataCPValue = 0x1234 # Vector m_nTintCP = 0x1240 # int32_t m_clrTint = 0x1244 # Color m_bOldActive = 0x1268 # bool m_bOldFrozen = 0x1269 # bool class C_PathParticleRope: # C_BaseEntity m_bStartActive = 0x550 # bool m_flMaxSimulationTime = 0x554 # float m_iszEffectName = 0x558 # CUtlSymbolLarge m_PathNodes_Name = 0x560 # CUtlVector m_flParticleSpacing = 0x578 # float m_flSlack = 0x57C # float m_flRadius = 0x580 # float m_ColorTint = 0x584 # Color m_nEffectState = 0x588 # int32_t m_iEffectIndex = 0x590 # CStrongHandle m_PathNodes_Position = 0x598 # C_NetworkUtlVectorBase m_PathNodes_TangentIn = 0x5B0 # C_NetworkUtlVectorBase m_PathNodes_TangentOut = 0x5C8 # C_NetworkUtlVectorBase m_PathNodes_Color = 0x5E0 # C_NetworkUtlVectorBase m_PathNodes_PinEnabled = 0x5F8 # C_NetworkUtlVectorBase m_PathNodes_RadiusScale = 0x610 # C_NetworkUtlVectorBase class C_PathParticleRopeAlias_path_particle_rope_clientside: # C_PathParticleRope class C_PhysBox: # C_Breakable class C_PhysMagnet: # CBaseAnimGraph m_aAttachedObjectsFromServer = 0xED8 # CUtlVector m_aAttachedObjects = 0xEF0 # CUtlVector> class C_PhysPropClientside: # C_BreakableProp m_flTouchDelta = 0x1028 # GameTime_t m_fDeathTime = 0x102C # GameTime_t m_impactEnergyScale = 0x1030 # float m_inertiaScale = 0x1034 # float m_flDmgModBullet = 0x1038 # float m_flDmgModClub = 0x103C # float m_flDmgModExplosive = 0x1040 # float m_flDmgModFire = 0x1044 # float m_iszPhysicsDamageTableName = 0x1048 # CUtlSymbolLarge m_iszBasePropData = 0x1050 # CUtlSymbolLarge m_iInteractions = 0x1058 # int32_t m_bHasBreakPiecesOrCommands = 0x105C # bool m_vecDamagePosition = 0x1060 # Vector m_vecDamageDirection = 0x106C # Vector m_nDamageType = 0x1078 # int32_t class C_PhysicsProp: # C_BreakableProp m_bAwake = 0x1028 # bool class C_PhysicsPropMultiplayer: # C_PhysicsProp class C_PickUpModelSlerper: # CBaseAnimGraph m_hPlayerParent = 0xED8 # CHandle m_hItem = 0xEDC # CHandle m_flTimePickedUp = 0xEE0 # float m_angOriginal = 0xEE4 # QAngle m_vecPosOriginal = 0xEF0 # Vector m_angRandom = 0xF00 # QAngle class C_PlantedC4: # CBaseAnimGraph m_bBombTicking = 0xED8 # bool m_nBombSite = 0xEDC # int32_t m_nSourceSoundscapeHash = 0xEE0 # int32_t m_entitySpottedState = 0xEE8 # EntitySpottedState_t m_flNextGlow = 0xF00 # GameTime_t m_flNextBeep = 0xF04 # GameTime_t m_flC4Blow = 0xF08 # GameTime_t m_bCannotBeDefused = 0xF0C # bool m_bHasExploded = 0xF0D # bool m_flTimerLength = 0xF10 # float m_bBeingDefused = 0xF14 # bool m_bTriggerWarning = 0xF18 # float m_bExplodeWarning = 0xF1C # float m_bC4Activated = 0xF20 # bool m_bTenSecWarning = 0xF21 # bool m_flDefuseLength = 0xF24 # float m_flDefuseCountDown = 0xF28 # GameTime_t m_bBombDefused = 0xF2C # bool m_hBombDefuser = 0xF30 # CHandle m_hControlPanel = 0xF34 # CHandle m_hDefuserMultimeter = 0xF38 # CHandle m_flNextRadarFlashTime = 0xF3C # GameTime_t m_bRadarFlash = 0xF40 # bool m_pBombDefuser = 0xF44 # CHandle m_fLastDefuseTime = 0xF48 # GameTime_t m_pPredictionOwner = 0xF50 # CBasePlayerController* m_vecC4ExplodeSpectatePos = 0xF58 # Vector m_vecC4ExplodeSpectateAng = 0xF64 # QAngle m_flC4ExplodeSpectateDuration = 0xF70 # float class C_PlayerPing: # C_BaseEntity m_hPlayer = 0x580 # CHandle m_hPingedEntity = 0x584 # CHandle m_iType = 0x588 # int32_t m_bUrgent = 0x58C # bool m_szPlaceName = 0x58D # char[18] class C_PlayerSprayDecal: # C_ModelPointEntity m_nUniqueID = 0xCD0 # int32_t m_unAccountID = 0xCD4 # uint32_t m_unTraceID = 0xCD8 # uint32_t m_rtGcTime = 0xCDC # uint32_t m_vecEndPos = 0xCE0 # Vector m_vecStart = 0xCEC # Vector m_vecLeft = 0xCF8 # Vector m_vecNormal = 0xD04 # Vector m_nPlayer = 0xD10 # int32_t m_nEntity = 0xD14 # int32_t m_nHitbox = 0xD18 # int32_t m_flCreationTime = 0xD1C # float m_nTintID = 0xD20 # int32_t m_nVersion = 0xD24 # uint8_t m_ubSignature = 0xD25 # uint8_t[128] m_SprayRenderHelper = 0xDB0 # CPlayerSprayDecalRenderHelper class C_PlayerVisibility: # C_BaseEntity m_flVisibilityStrength = 0x550 # float m_flFogDistanceMultiplier = 0x554 # float m_flFogMaxDensityMultiplier = 0x558 # float m_flFadeTime = 0x55C # float m_bStartDisabled = 0x560 # bool m_bIsEnabled = 0x561 # bool class C_PointCamera: # C_BaseEntity m_FOV = 0x550 # float m_Resolution = 0x554 # float m_bFogEnable = 0x558 # bool m_FogColor = 0x559 # Color m_flFogStart = 0x560 # float m_flFogEnd = 0x564 # float m_flFogMaxDensity = 0x568 # float m_bActive = 0x56C # bool m_bUseScreenAspectRatio = 0x56D # bool m_flAspectRatio = 0x570 # float m_bNoSky = 0x574 # bool m_fBrightness = 0x578 # float m_flZFar = 0x57C # float m_flZNear = 0x580 # float m_bCanHLTVUse = 0x584 # bool m_bDofEnabled = 0x585 # bool m_flDofNearBlurry = 0x588 # float m_flDofNearCrisp = 0x58C # float m_flDofFarCrisp = 0x590 # float m_flDofFarBlurry = 0x594 # float m_flDofTiltToGround = 0x598 # float m_TargetFOV = 0x59C # float m_DegreesPerSecond = 0x5A0 # float m_bIsOn = 0x5A4 # bool m_pNext = 0x5A8 # C_PointCamera* class C_PointCameraVFOV: # C_PointCamera m_flVerticalFOV = 0x5B0 # float class C_PointClientUIDialog: # C_BaseClientUIEntity m_hActivator = 0xD00 # CHandle m_bStartEnabled = 0xD04 # bool class C_PointClientUIHUD: # C_BaseClientUIEntity m_bCheckCSSClasses = 0xD08 # bool m_bIgnoreInput = 0xE90 # bool m_flWidth = 0xE94 # float m_flHeight = 0xE98 # float m_flDPI = 0xE9C # float m_flInteractDistance = 0xEA0 # float m_flDepthOffset = 0xEA4 # float m_unOwnerContext = 0xEA8 # uint32_t m_unHorizontalAlign = 0xEAC # uint32_t m_unVerticalAlign = 0xEB0 # uint32_t m_unOrientation = 0xEB4 # uint32_t m_bAllowInteractionFromAllSceneWorlds = 0xEB8 # bool m_vecCSSClasses = 0xEC0 # C_NetworkUtlVectorBase class C_PointClientUIWorldPanel: # C_BaseClientUIEntity m_bForceRecreateNextUpdate = 0xD08 # bool m_bMoveViewToPlayerNextThink = 0xD09 # bool m_bCheckCSSClasses = 0xD0A # bool m_anchorDeltaTransform = 0xD10 # CTransform m_pOffScreenIndicator = 0xEB0 # CPointOffScreenIndicatorUi* m_bIgnoreInput = 0xED8 # bool m_bLit = 0xED9 # bool m_bFollowPlayerAcrossTeleport = 0xEDA # bool m_flWidth = 0xEDC # float m_flHeight = 0xEE0 # float m_flDPI = 0xEE4 # float m_flInteractDistance = 0xEE8 # float m_flDepthOffset = 0xEEC # float m_unOwnerContext = 0xEF0 # uint32_t m_unHorizontalAlign = 0xEF4 # uint32_t m_unVerticalAlign = 0xEF8 # uint32_t m_unOrientation = 0xEFC # uint32_t m_bAllowInteractionFromAllSceneWorlds = 0xF00 # bool m_vecCSSClasses = 0xF08 # C_NetworkUtlVectorBase m_bOpaque = 0xF20 # bool m_bNoDepth = 0xF21 # bool m_bRenderBackface = 0xF22 # bool m_bUseOffScreenIndicator = 0xF23 # bool m_bExcludeFromSaveGames = 0xF24 # bool m_bGrabbable = 0xF25 # bool m_bOnlyRenderToTexture = 0xF26 # bool m_bDisableMipGen = 0xF27 # bool m_nExplicitImageLayout = 0xF28 # int32_t class C_PointClientUIWorldTextPanel: # C_PointClientUIWorldPanel m_messageText = 0xF30 # char[512] class C_PointCommentaryNode: # CBaseAnimGraph m_bActive = 0xEE0 # bool m_bWasActive = 0xEE1 # bool m_flEndTime = 0xEE4 # GameTime_t m_flStartTime = 0xEE8 # GameTime_t m_flStartTimeInCommentary = 0xEEC # float m_iszCommentaryFile = 0xEF0 # CUtlSymbolLarge m_iszTitle = 0xEF8 # CUtlSymbolLarge m_iszSpeakers = 0xF00 # CUtlSymbolLarge m_iNodeNumber = 0xF08 # int32_t m_iNodeNumberMax = 0xF0C # int32_t m_bListenedTo = 0xF10 # bool m_hViewPosition = 0xF20 # CHandle m_bRestartAfterRestore = 0xF24 # bool class C_PointEntity: # C_BaseEntity class C_PointValueRemapper: # C_BaseEntity m_bDisabled = 0x550 # bool m_bDisabledOld = 0x551 # bool m_bUpdateOnClient = 0x552 # bool m_nInputType = 0x554 # ValueRemapperInputType_t m_hRemapLineStart = 0x558 # CHandle m_hRemapLineEnd = 0x55C # CHandle m_flMaximumChangePerSecond = 0x560 # float m_flDisengageDistance = 0x564 # float m_flEngageDistance = 0x568 # float m_bRequiresUseKey = 0x56C # bool m_nOutputType = 0x570 # ValueRemapperOutputType_t m_hOutputEntities = 0x578 # C_NetworkUtlVectorBase> m_nHapticsType = 0x590 # ValueRemapperHapticsType_t m_nMomentumType = 0x594 # ValueRemapperMomentumType_t m_flMomentumModifier = 0x598 # float m_flSnapValue = 0x59C # float m_flCurrentMomentum = 0x5A0 # float m_nRatchetType = 0x5A4 # ValueRemapperRatchetType_t m_flRatchetOffset = 0x5A8 # float m_flInputOffset = 0x5AC # float m_bEngaged = 0x5B0 # bool m_bFirstUpdate = 0x5B1 # bool m_flPreviousValue = 0x5B4 # float m_flPreviousUpdateTickTime = 0x5B8 # GameTime_t m_vecPreviousTestPoint = 0x5BC # Vector class C_PointWorldText: # C_ModelPointEntity m_bForceRecreateNextUpdate = 0xCD8 # bool m_messageText = 0xCE8 # char[512] m_FontName = 0xEE8 # char[64] m_bEnabled = 0xF28 # bool m_bFullbright = 0xF29 # bool m_flWorldUnitsPerPx = 0xF2C # float m_flFontSize = 0xF30 # float m_flDepthOffset = 0xF34 # float m_Color = 0xF38 # Color m_nJustifyHorizontal = 0xF3C # PointWorldTextJustifyHorizontal_t m_nJustifyVertical = 0xF40 # PointWorldTextJustifyVertical_t m_nReorientMode = 0xF44 # PointWorldTextReorientMode_t class C_PostProcessingVolume: # C_BaseTrigger m_hPostSettings = 0xCE8 # CStrongHandle m_flFadeDuration = 0xCF0 # float m_flMinLogExposure = 0xCF4 # float m_flMaxLogExposure = 0xCF8 # float m_flMinExposure = 0xCFC # float m_flMaxExposure = 0xD00 # float m_flExposureCompensation = 0xD04 # float m_flExposureFadeSpeedUp = 0xD08 # float m_flExposureFadeSpeedDown = 0xD0C # float m_flTonemapEVSmoothingRange = 0xD10 # float m_bMaster = 0xD14 # bool m_bExposureControl = 0xD15 # bool m_flRate = 0xD18 # float m_flTonemapPercentTarget = 0xD1C # float m_flTonemapPercentBrightPixels = 0xD20 # float m_flTonemapMinAvgLum = 0xD24 # float class C_Precipitation: # C_BaseTrigger m_flDensity = 0xCD8 # float m_flParticleInnerDist = 0xCE8 # float m_pParticleDef = 0xCF0 # char* m_tParticlePrecipTraceTimer = 0xD18 # TimedEvent[1] m_bActiveParticlePrecipEmitter = 0xD20 # bool[1] m_bParticlePrecipInitialized = 0xD21 # bool m_bHasSimulatedSinceLastSceneObjectUpdate = 0xD22 # bool m_nAvailableSheetSequencesMaxIndex = 0xD24 # int32_t class C_PrecipitationBlocker: # C_BaseModelEntity class C_PredictedViewModel: # C_BaseViewModel m_vPredictedLagOffset = 0xF40 # Vector m_targetSpeed = 0xF4C # QAngle m_currentSpeed = 0xF58 # QAngle class C_PropDoorRotating: # C_BasePropDoor class C_RagdollManager: # C_BaseEntity m_iCurrentMaxRagdollCount = 0x550 # int8_t class C_RagdollProp: # CBaseAnimGraph m_ragPos = 0xEE0 # C_NetworkUtlVectorBase m_ragAngles = 0xEF8 # C_NetworkUtlVectorBase m_flBlendWeight = 0xF10 # float m_hRagdollSource = 0xF14 # CHandle m_iEyeAttachment = 0xF18 # AttachmentHandle_t m_flBlendWeightCurrent = 0xF1C # float m_parentPhysicsBoneIndices = 0xF20 # CUtlVector m_worldSpaceBoneComputationOrder = 0xF38 # CUtlVector class C_RagdollPropAttached: # C_RagdollProp m_boneIndexAttached = 0xF50 # uint32_t m_ragdollAttachedObjectIndex = 0xF54 # uint32_t m_attachmentPointBoneSpace = 0xF58 # Vector m_attachmentPointRagdollSpace = 0xF64 # Vector m_vecOffset = 0xF70 # Vector m_parentTime = 0xF7C # float m_bHasParent = 0xF80 # bool class C_RectLight: # C_BarnLight m_bShowLight = 0xF18 # 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 = 0xCD8 # CBitVec<10> m_nLinksTouchingSomething = 0xCDC # int32_t m_bApplyWind = 0xCE0 # bool m_fPrevLockedPoints = 0xCE4 # int32_t m_iForcePointMoveCounter = 0xCE8 # int32_t m_bPrevEndPointPos = 0xCEC # bool[2] m_vPrevEndPointPos = 0xCF0 # Vector[2] m_flCurScroll = 0xD08 # float m_flScrollSpeed = 0xD0C # float m_RopeFlags = 0xD10 # uint16_t m_iRopeMaterialModelIndex = 0xD18 # CStrongHandle m_LightValues = 0xF90 # Vector[10] m_nSegments = 0x1008 # uint8_t m_hStartPoint = 0x100C # CHandle m_hEndPoint = 0x1010 # CHandle m_iStartAttachment = 0x1014 # AttachmentHandle_t m_iEndAttachment = 0x1015 # AttachmentHandle_t m_Subdiv = 0x1016 # uint8_t m_RopeLength = 0x1018 # int16_t m_Slack = 0x101A # int16_t m_TextureScale = 0x101C # float m_fLockedPoints = 0x1020 # uint8_t m_nChangeCount = 0x1021 # uint8_t m_Width = 0x1024 # float m_PhysicsDelegate = 0x1028 # C_RopeKeyframe::CPhysicsDelegate m_hMaterial = 0x1038 # CStrongHandle m_TextureHeight = 0x1040 # int32_t m_vecImpulse = 0x1044 # Vector m_vecPreviousImpulse = 0x1050 # Vector m_flCurrentGustTimer = 0x105C # float m_flCurrentGustLifetime = 0x1060 # float m_flTimeToNextGust = 0x1064 # float m_vWindDir = 0x1068 # Vector m_vColorMod = 0x1074 # Vector m_vCachedEndPointAttachmentPos = 0x1080 # Vector[2] m_vCachedEndPointAttachmentAngle = 0x1098 # QAngle[2] m_bConstrainBetweenEndpoints = 0x10B0 # 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 = 0x558 # bool m_bPaused = 0x559 # bool m_bMultiplayer = 0x55A # bool m_bAutogenerated = 0x55B # bool m_flForceClientTime = 0x55C # float m_nSceneStringIndex = 0x560 # uint16_t m_bClientOnly = 0x562 # bool m_hOwner = 0x564 # CHandle m_hActorList = 0x568 # C_NetworkUtlVectorBase> m_bWasPlaying = 0x580 # bool m_QueuedEvents = 0x590 # CUtlVector m_flCurrentTime = 0x5A8 # 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 = 0x1038 # shard_model_desc_t class C_SingleplayRules: # C_GameRules class C_SkyCamera: # C_BaseEntity m_skyboxData = 0x550 # sky3dparams_t m_skyboxSlotToken = 0x5E0 # CUtlStringToken m_bUseAngles = 0x5E4 # bool m_pNext = 0x5E8 # C_SkyCamera* class C_SmokeGrenade: # C_BaseCSGrenade class C_SmokeGrenadeProjectile: # C_BaseCSGrenadeProjectile m_nSmokeEffectTickBegin = 0x1160 # int32_t m_bDidSmokeEffect = 0x1164 # bool m_nRandomSeed = 0x1168 # int32_t m_vSmokeColor = 0x116C # Vector m_vSmokeDetonationPos = 0x1178 # Vector m_VoxelFrameData = 0x1188 # CUtlVector m_bSmokeVolumeDataReceived = 0x11A0 # bool m_bSmokeEffectSpawned = 0x11A1 # bool class C_SoundAreaEntityBase: # C_BaseEntity m_bDisabled = 0x550 # bool m_bWasEnabled = 0x558 # bool m_iszSoundAreaType = 0x560 # CUtlSymbolLarge m_vPos = 0x568 # Vector class C_SoundAreaEntityOrientedBox: # C_SoundAreaEntityBase m_vMin = 0x578 # Vector m_vMax = 0x584 # Vector class C_SoundAreaEntitySphere: # C_SoundAreaEntityBase m_flRadius = 0x578 # 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 = 0x550 # CUtlSymbolLarge m_iszOperatorName = 0x558 # CUtlSymbolLarge m_iszOpvarName = 0x560 # CUtlSymbolLarge m_iOpvarIndex = 0x568 # int32_t m_bUseAutoCompare = 0x56C # bool class C_SoundOpvarSetPointEntity: # C_SoundOpvarSetPointBase class C_SpotlightEnd: # C_BaseModelEntity m_flLightScale = 0xCD0 # float m_Radius = 0xCD4 # float class C_Sprite: # C_BaseModelEntity m_hSpriteMaterial = 0xCE8 # CStrongHandle m_hAttachedToEntity = 0xCF0 # CHandle m_nAttachment = 0xCF4 # AttachmentHandle_t m_flSpriteFramerate = 0xCF8 # float m_flFrame = 0xCFC # float m_flDieTime = 0xD00 # GameTime_t m_nBrightness = 0xD10 # uint32_t m_flBrightnessDuration = 0xD14 # float m_flSpriteScale = 0xD18 # float m_flScaleDuration = 0xD1C # float m_bWorldSpaceScale = 0xD20 # bool m_flGlowProxySize = 0xD24 # float m_flHDRColorScale = 0xD28 # float m_flLastTime = 0xD2C # GameTime_t m_flMaxFrame = 0xD30 # float m_flStartScale = 0xD34 # float m_flDestScale = 0xD38 # float m_flScaleTimeStart = 0xD3C # GameTime_t m_nStartBrightness = 0xD40 # int32_t m_nDestBrightness = 0xD44 # int32_t m_flBrightnessTimeStart = 0xD48 # GameTime_t m_hOldSpriteMaterial = 0xD50 # CWeakHandle m_nSpriteWidth = 0xDF8 # int32_t m_nSpriteHeight = 0xDFC # int32_t class C_SpriteOriented: # C_Sprite class C_Sun: # C_BaseModelEntity m_fxSSSunFlareEffectIndex = 0xCD0 # ParticleIndex_t m_fxSunFlareEffectIndex = 0xCD4 # ParticleIndex_t m_fdistNormalize = 0xCD8 # float m_vSunPos = 0xCDC # Vector m_vDirection = 0xCE8 # Vector m_iszEffectName = 0xCF8 # CUtlSymbolLarge m_iszSSEffectName = 0xD00 # CUtlSymbolLarge m_clrOverlay = 0xD08 # Color m_bOn = 0xD0C # bool m_bmaxColor = 0xD0D # bool m_flSize = 0xD10 # float m_flHazeScale = 0xD14 # float m_flRotation = 0xD18 # float m_flHDRColorScale = 0xD1C # float m_flAlphaHaze = 0xD20 # float m_flAlphaScale = 0xD24 # float m_flAlphaHdr = 0xD28 # float m_flFarZScale = 0xD2C # float class C_SunGlowOverlay: # CGlowOverlay m_bModulateByDot = 0xD0 # bool class C_Team: # C_BaseEntity m_aPlayerControllers = 0x550 # C_NetworkUtlVectorBase> m_aPlayers = 0x568 # C_NetworkUtlVectorBase> m_iScore = 0x580 # int32_t m_szTeamname = 0x584 # char[129] class C_TeamRoundTimer: # C_BaseEntity m_bTimerPaused = 0x550 # bool m_flTimeRemaining = 0x554 # float m_flTimerEndTime = 0x558 # GameTime_t m_bIsDisabled = 0x55C # bool m_bShowInHUD = 0x55D # bool m_nTimerLength = 0x560 # int32_t m_nTimerInitialLength = 0x564 # int32_t m_nTimerMaxLength = 0x568 # int32_t m_bAutoCountdown = 0x56C # bool m_nSetupTimeLength = 0x570 # int32_t m_nState = 0x574 # int32_t m_bStartPaused = 0x578 # bool m_bInCaptureWatchState = 0x579 # bool m_flTotalTime = 0x57C # float m_bStopWatchTimer = 0x580 # bool m_bFireFinished = 0x581 # bool m_bFire5MinRemain = 0x582 # bool m_bFire4MinRemain = 0x583 # bool m_bFire3MinRemain = 0x584 # bool m_bFire2MinRemain = 0x585 # bool m_bFire1MinRemain = 0x586 # bool m_bFire30SecRemain = 0x587 # bool m_bFire10SecRemain = 0x588 # bool m_bFire5SecRemain = 0x589 # bool m_bFire4SecRemain = 0x58A # bool m_bFire3SecRemain = 0x58B # bool m_bFire2SecRemain = 0x58C # bool m_bFire1SecRemain = 0x58D # bool m_nOldTimerLength = 0x590 # int32_t m_nOldTimerState = 0x594 # int32_t class C_TeamplayRules: # C_MultiplayRules class C_TextureBasedAnimatable: # C_BaseModelEntity m_bLoop = 0xCD0 # bool m_flFPS = 0xCD4 # float m_hPositionKeys = 0xCD8 # CStrongHandle m_hRotationKeys = 0xCE0 # CStrongHandle m_vAnimationBoundsMin = 0xCE8 # Vector m_vAnimationBoundsMax = 0xCF4 # Vector m_flStartTime = 0xD00 # float m_flStartFrame = 0xD04 # float class C_TintController: # C_BaseEntity class C_TonemapController2: # C_BaseEntity m_flAutoExposureMin = 0x550 # float m_flAutoExposureMax = 0x554 # float m_flTonemapPercentTarget = 0x558 # float m_flTonemapPercentBrightPixels = 0x55C # float m_flTonemapMinAvgLum = 0x560 # float m_flExposureAdaptationSpeedUp = 0x564 # float m_flExposureAdaptationSpeedDown = 0x568 # float m_flTonemapEVSmoothingRange = 0x56C # float class C_TonemapController2Alias_env_tonemap_controller2: # C_TonemapController2 class C_TriggerBuoyancy: # C_BaseTrigger m_BuoyancyHelper = 0xCD8 # CBuoyancyHelper m_flFluidDensity = 0xCF8 # float class C_TriggerLerpObject: # C_BaseTrigger class C_TriggerMultiple: # C_BaseTrigger class C_TriggerPhysics: # C_BaseTrigger m_gravityScale = 0xCD8 # float m_linearLimit = 0xCDC # float m_linearDamping = 0xCE0 # float m_angularLimit = 0xCE4 # float m_angularDamping = 0xCE8 # float m_linearForce = 0xCEC # float m_flFrequency = 0xCF0 # float m_flDampingRatio = 0xCF4 # float m_vecLinearForcePointAt = 0xCF8 # Vector m_bCollapseToForcePoint = 0xD04 # bool m_vecLinearForcePointAtWorld = 0xD08 # Vector m_vecLinearForceDirection = 0xD14 # Vector m_bConvertToDebrisWhenPossible = 0xD20 # bool class C_TriggerVolume: # C_BaseModelEntity class C_ViewmodelAttachmentModel: # CBaseAnimGraph class C_ViewmodelWeapon: # CBaseAnimGraph m_worldModel = 0xED8 # char* class C_VoteController: # C_BaseEntity m_iActiveIssueIndex = 0x560 # int32_t m_iOnlyTeamToVote = 0x564 # int32_t m_nVoteOptionCount = 0x568 # int32_t[5] m_nPotentialVotes = 0x57C # int32_t m_bVotesDirty = 0x580 # bool m_bTypeDirty = 0x581 # bool m_bIsYesNoVote = 0x582 # bool class C_WaterBullet: # CBaseAnimGraph class C_WeaponAWP: # C_CSWeaponBaseGun class C_WeaponAug: # C_CSWeaponBaseGun class C_WeaponBaseItem: # C_CSWeaponBase m_SequenceCompleteTimer = 0x1A70 # CountdownTimer m_bRedraw = 0x1A88 # 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 = 0x1A90 # float class C_WeaponTaser: # C_CSWeaponBaseGun m_fFireTime = 0x1A90 # 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