--- CFeIndexedJiggleBone: m_nNode: 0 # uint32_t m_nJiggleParent: 4 # uint32_t m_jiggleBone: 8 # CFeJiggleBone CFeJiggleBone: m_nFlags: 0 # uint32_t m_flLength: 4 # float m_flTipMass: 8 # float m_flYawStiffness: 12 # float m_flYawDamping: 16 # float m_flPitchStiffness: 20 # float m_flPitchDamping: 24 # float m_flAlongStiffness: 28 # float m_flAlongDamping: 32 # float m_flAngleLimit: 36 # float m_flMinYaw: 40 # float m_flMaxYaw: 44 # float m_flYawFriction: 48 # float m_flYawBounce: 52 # float m_flMinPitch: 56 # float m_flMaxPitch: 60 # float m_flPitchFriction: 64 # float m_flPitchBounce: 68 # float m_flBaseMass: 72 # float m_flBaseStiffness: 76 # float m_flBaseDamping: 80 # float m_flBaseMinLeft: 84 # float m_flBaseMaxLeft: 88 # float m_flBaseLeftFriction: 92 # float m_flBaseMinUp: 96 # float m_flBaseMaxUp: 100 # float m_flBaseUpFriction: 104 # float m_flBaseMinForward: 108 # float m_flBaseMaxForward: 112 # float m_flBaseForwardFriction: 116 # float m_flRadius0: 120 # float m_flRadius1: 124 # float m_vPoint0: 128 # Vector m_vPoint1: 140 # Vector m_nCollisionMask: 152 # uint16_t CFeMorphLayer: m_Name: 0 # CUtlString m_nNameHash: 8 # uint32_t m_Nodes: 16 # CUtlVector m_InitPos: 40 # CUtlVector m_Gravity: 64 # CUtlVector m_GoalStrength: 88 # CUtlVector m_GoalDamping: 112 # CUtlVector CFeNamedJiggleBone: m_strParentBone: 0 # CUtlString m_transform: 16 # CTransform m_nJiggleParent: 48 # uint32_t m_jiggleBone: 52 # CFeJiggleBone CFeVertexMapBuildArray: m_Array: 0 # CUtlVector CRegionSVM: m_Planes: 0 # CUtlVector m_Nodes: 24 # CUtlVector CastSphereSATParams_t: m_vRayStart: 0 # Vector m_vRayDelta: 12 # Vector m_flRadius: 24 # float m_flMaxFraction: 28 # float m_flScale: 32 # float m_pHull: 40 # RnHull_t* CovMatrix3: m_vDiag: 0 # Vector m_flXY: 12 # float m_flXZ: 16 # float m_flYZ: 20 # float Dop26_t: m_flSupport: 0 # float[26] FeAnimStrayRadius_t: nNode: 0 # uint16_t[2] flMaxDist: 4 # float flRelaxationFactor: 8 # float FeAxialEdgeBend_t: te: 0 # float tv: 4 # float flDist: 8 # float flWeight: 12 # float[4] nNode: 28 # uint16_t[6] FeBandBendLimit_t: flDistMin: 0 # float flDistMax: 4 # float nNode: 8 # uint16_t[6] FeBoxRigid_t: tmFrame2: 0 # CTransform nNode: 32 # uint16_t nCollisionMask: 34 # uint16_t vSize: 36 # Vector nVertexMapIndex: 48 # uint16_t nFlags: 50 # uint16_t FeBuildBoxRigid_t: # FeBoxRigid_t m_nPriority: 64 # int32_t m_nVertexMapHash: 68 # uint32_t FeBuildSphereRigid_t: # FeSphereRigid_t m_nPriority: 32 # int32_t m_nVertexMapHash: 36 # uint32_t FeBuildTaperedCapsuleRigid_t: # FeTaperedCapsuleRigid_t m_nPriority: 48 # int32_t m_nVertexMapHash: 52 # uint32_t FeCollisionPlane_t: nCtrlParent: 0 # uint16_t nChildNode: 2 # uint16_t m_Plane: 4 # RnPlane_t flStrength: 20 # float FeCtrlOffset_t: vOffset: 0 # Vector nCtrlParent: 12 # uint16_t nCtrlChild: 14 # uint16_t FeCtrlOsOffset_t: nCtrlParent: 0 # uint16_t nCtrlChild: 2 # uint16_t FeCtrlSoftOffset_t: nCtrlParent: 0 # uint16_t nCtrlChild: 2 # uint16_t vOffset: 4 # Vector flAlpha: 16 # float FeEdgeDesc_t: nEdge: 0 # uint16_t[2] nSide: 4 # uint16_t[2][2] nVirtElem: 12 # uint16_t[2] FeEffectDesc_t: sName: 0 # CUtlString nNameHash: 8 # uint32_t nType: 12 # int32_t m_Params: 16 # KeyValues3 FeFitInfluence_t: nVertexNode: 0 # uint32_t flWeight: 4 # float nMatrixNode: 8 # uint32_t FeFitMatrix_t: bone: 0 # CTransform vCenter: 32 # Vector nEnd: 44 # uint16_t nNode: 46 # uint16_t nBeginDynamic: 48 # uint16_t FeFitWeight_t: flWeight: 0 # float nNode: 4 # uint16_t nDummy: 6 # uint16_t FeFollowNode_t: nParentNode: 0 # uint16_t nChildNode: 2 # uint16_t flWeight: 4 # float FeKelagerBend2_t: flWeight: 0 # float[3] flHeight0: 12 # float nNode: 16 # uint16_t[3] nReserved: 22 # uint16_t FeMorphLayerDepr_t: m_Name: 0 # CUtlString m_nNameHash: 8 # uint32_t m_Nodes: 16 # CUtlVector m_InitPos: 40 # CUtlVector m_Gravity: 64 # CUtlVector m_GoalStrength: 88 # CUtlVector m_GoalDamping: 112 # CUtlVector m_nFlags: 136 # uint32_t FeNodeBase_t: nNode: 0 # uint16_t nDummy: 2 # uint16_t[3] nNodeX0: 8 # uint16_t nNodeX1: 10 # uint16_t nNodeY0: 12 # uint16_t nNodeY1: 14 # uint16_t qAdjust: 16 # QuaternionStorage FeNodeIntegrator_t: flPointDamping: 0 # float flAnimationForceAttraction: 4 # float flAnimationVertexAttraction: 8 # float flGravity: 12 # float FeNodeReverseOffset_t: vOffset: 0 # Vector nBoneCtrl: 12 # uint16_t nTargetNode: 14 # uint16_t FeNodeWindBase_t: nNodeX0: 0 # uint16_t nNodeX1: 2 # uint16_t nNodeY0: 4 # uint16_t nNodeY1: 6 # uint16_t FeProxyVertexMap_t: m_Name: 0 # CUtlString m_flWeight: 8 # float FeQuad_t: nNode: 0 # uint16_t[4] flSlack: 8 # float vShape: 12 # Vector4D[4] FeRigidColliderIndices_t: m_nTaperedCapsuleRigidIndex: 0 # uint16_t m_nSphereRigidIndex: 2 # uint16_t m_nBoxRigidIndex: 4 # uint16_t m_nCollisionPlaneIndex: 6 # uint16_t FeRodConstraint_t: nNode: 0 # uint16_t[2] flMaxDist: 4 # float flMinDist: 8 # float flWeight0: 12 # float flRelaxationFactor: 16 # float FeSimdAnimStrayRadius_t: nNode: 0 # uint16_t[4][2] flMaxDist: 16 # fltx4 flRelaxationFactor: 32 # fltx4 FeSimdNodeBase_t: nNode: 0 # uint16_t[4] nNodeX0: 8 # uint16_t[4] nNodeX1: 16 # uint16_t[4] nNodeY0: 24 # uint16_t[4] nNodeY1: 32 # uint16_t[4] nDummy: 40 # uint16_t[4] qAdjust: 48 # FourQuaternions FeSimdQuad_t: nNode: 0 # uint16_t[4][4] f4Slack: 32 # fltx4 vShape: 48 # FourVectors[4] f4Weights: 240 # fltx4[4] FeSimdRodConstraintAnim_t: nNode: 0 # uint16_t[4][2] f4Weight0: 16 # fltx4 f4RelaxationFactor: 32 # fltx4 FeSimdRodConstraint_t: nNode: 0 # uint16_t[4][2] f4MaxDist: 16 # fltx4 f4MinDist: 32 # fltx4 f4Weight0: 48 # fltx4 f4RelaxationFactor: 64 # fltx4 FeSimdSpringIntegrator_t: nNode: 0 # uint16_t[4][2] flSpringRestLength: 16 # fltx4 flSpringConstant: 32 # fltx4 flSpringDamping: 48 # fltx4 flNodeWeight0: 64 # fltx4 FeSimdTri_t: nNode: 0 # uint32_t[4][3] w1: 48 # fltx4 w2: 64 # fltx4 v1x: 80 # fltx4 v2: 96 # FourVectors2D FeSoftParent_t: nParent: 0 # int32_t flAlpha: 4 # float FeSourceEdge_t: nNode: 0 # uint16_t[2] FeSphereRigid_t: vSphere: 0 # fltx4 nNode: 16 # uint16_t nCollisionMask: 18 # uint16_t nVertexMapIndex: 20 # uint16_t nFlags: 22 # uint16_t FeSpringIntegrator_t: nNode: 0 # uint16_t[2] flSpringRestLength: 4 # float flSpringConstant: 8 # float flSpringDamping: 12 # float flNodeWeight0: 16 # float FeStiffHingeBuild_t: flMaxAngle: 0 # float flStrength: 4 # float flMotionBias: 8 # float[3] nNode: 20 # uint16_t[3] FeTaperedCapsuleRigid_t: vSphere: 0 # fltx4[2] nNode: 32 # uint16_t nCollisionMask: 34 # uint16_t nVertexMapIndex: 36 # uint16_t nFlags: 38 # uint16_t FeTaperedCapsuleStretch_t: nNode: 0 # uint16_t[2] nCollisionMask: 4 # uint16_t nDummy: 6 # uint16_t flRadius: 8 # float[2] FeTreeChildren_t: nChild: 0 # uint16_t[2] FeTri_t: nNode: 0 # uint16_t[3] w1: 8 # float w2: 12 # float v1x: 16 # float v2: 20 # Vector2D FeTwistConstraint_t: nNodeOrient: 0 # uint16_t nNodeEnd: 2 # uint16_t flTwistRelax: 4 # float flSwingRelax: 8 # float FeVertexMapBuild_t: m_VertexMapName: 0 # CUtlString m_nNameHash: 8 # uint32_t m_Color: 12 # Color m_flVolumetricSolveStrength: 16 # float m_nScaleSourceNode: 20 # int32_t m_Weights: 24 # CUtlVector FeVertexMapDesc_t: sName: 0 # CUtlString nNameHash: 8 # uint32_t nColor: 12 # uint32_t nFlags: 16 # uint32_t nVertexBase: 20 # uint16_t nVertexCount: 22 # uint16_t nMapOffset: 24 # uint32_t nNodeListOffset: 28 # uint32_t vCenterOfMass: 32 # Vector flVolumetricSolveStrength: 44 # float nScaleSourceNode: 48 # int16_t nNodeListCount: 50 # uint16_t FeWeightedNode_t: nNode: 0 # uint16_t nWeight: 2 # uint16_t FeWorldCollisionParams_t: flWorldFriction: 0 # float flGroundFriction: 4 # float nListBegin: 8 # uint16_t nListEnd: 10 # uint16_t FourCovMatrices3: m_vDiag: 0 # FourVectors m_flXY: 48 # fltx4 m_flXZ: 64 # fltx4 m_flYZ: 80 # fltx4 FourVectors2D: x: 0 # fltx4 y: 16 # fltx4 IPhysicsPlayerController: OldFeEdge_t: m_flK: 0 # float[3] invA: 12 # float t: 16 # float flThetaRelaxed: 20 # float flThetaFactor: 24 # float c01: 28 # float c02: 32 # float c03: 36 # float c04: 40 # float flAxialModelDist: 44 # float flAxialModelWeights: 48 # float[4] m_nNode: 64 # uint16_t[4] PhysFeModelDesc_t: m_CtrlHash: 0 # CUtlVector m_CtrlName: 24 # CUtlVector m_nStaticNodeFlags: 48 # uint32_t m_nDynamicNodeFlags: 52 # uint32_t m_flLocalForce: 56 # float m_flLocalRotation: 60 # float m_nNodeCount: 64 # uint16_t m_nStaticNodes: 66 # uint16_t m_nRotLockStaticNodes: 68 # uint16_t m_nFirstPositionDrivenNode: 70 # uint16_t m_nSimdTriCount1: 72 # uint16_t m_nSimdTriCount2: 74 # uint16_t m_nSimdQuadCount1: 76 # uint16_t m_nSimdQuadCount2: 78 # uint16_t m_nQuadCount1: 80 # uint16_t m_nQuadCount2: 82 # uint16_t m_nTreeDepth: 84 # uint16_t m_nNodeBaseJiggleboneDependsCount: 86 # uint16_t m_nRopeCount: 88 # uint16_t m_Ropes: 96 # CUtlVector m_NodeBases: 120 # CUtlVector m_SimdNodeBases: 144 # CUtlVector m_Quads: 168 # CUtlVector m_SimdQuads: 192 # CUtlVector m_SimdTris: 216 # CUtlVector m_SimdRods: 240 # CUtlVector m_SimdRodsAnim: 264 # CUtlVector m_InitPose: 288 # CUtlVector m_Rods: 312 # CUtlVector m_Twists: 336 # CUtlVector m_AxialEdges: 360 # CUtlVector m_NodeInvMasses: 384 # CUtlVector m_CtrlOffsets: 408 # CUtlVector m_CtrlOsOffsets: 432 # CUtlVector m_FollowNodes: 456 # CUtlVector m_CollisionPlanes: 480 # CUtlVector m_NodeIntegrator: 504 # CUtlVector m_SpringIntegrator: 528 # CUtlVector m_SimdSpringIntegrator: 552 # CUtlVector m_WorldCollisionParams: 576 # CUtlVector m_LegacyStretchForce: 600 # CUtlVector m_NodeCollisionRadii: 624 # CUtlVector m_DynNodeFriction: 648 # CUtlVector m_LocalRotation: 672 # CUtlVector m_LocalForce: 696 # CUtlVector m_TaperedCapsuleStretches: 720 # CUtlVector m_TaperedCapsuleRigids: 744 # CUtlVector m_SphereRigids: 768 # CUtlVector m_WorldCollisionNodes: 792 # CUtlVector m_TreeParents: 816 # CUtlVector m_TreeCollisionMasks: 840 # CUtlVector m_TreeChildren: 864 # CUtlVector m_FreeNodes: 888 # CUtlVector m_FitMatrices: 912 # CUtlVector m_FitWeights: 936 # CUtlVector m_ReverseOffsets: 960 # CUtlVector m_AnimStrayRadii: 984 # CUtlVector m_SimdAnimStrayRadii: 1008 # CUtlVector m_KelagerBends: 1032 # CUtlVector m_CtrlSoftOffsets: 1056 # CUtlVector m_JiggleBones: 1080 # CUtlVector m_SourceElems: 1104 # CUtlVector m_GoalDampedSpringIntegrators: 1128 # CUtlVector m_Tris: 1152 # CUtlVector m_nTriCount1: 1176 # uint16_t m_nTriCount2: 1178 # uint16_t m_nReservedUint8: 1180 # uint8_t m_nExtraPressureIterations: 1181 # uint8_t m_nExtraGoalIterations: 1182 # uint8_t m_nExtraIterations: 1183 # uint8_t m_BoxRigids: 1184 # CUtlVector m_DynNodeVertexSet: 1208 # CUtlVector m_VertexSetNames: 1232 # CUtlVector m_RigidColliderPriorities: 1256 # CUtlVector m_MorphLayers: 1280 # CUtlVector m_MorphSetData: 1304 # CUtlVector m_VertexMaps: 1328 # CUtlVector m_VertexMapValues: 1352 # CUtlVector m_Effects: 1376 # CUtlVector m_LockToParent: 1400 # CUtlVector m_LockToGoal: 1424 # CUtlVector m_SkelParents: 1448 # CUtlVector m_DynNodeWindBases: 1472 # CUtlVector m_flInternalPressure: 1496 # float m_flDefaultTimeDilation: 1500 # float m_flWindage: 1504 # float m_flWindDrag: 1508 # float m_flDefaultSurfaceStretch: 1512 # float m_flDefaultThreadStretch: 1516 # float m_flDefaultGravityScale: 1520 # float m_flDefaultVelAirDrag: 1524 # float m_flDefaultExpAirDrag: 1528 # float m_flDefaultVelQuadAirDrag: 1532 # float m_flDefaultExpQuadAirDrag: 1536 # float m_flRodVelocitySmoothRate: 1540 # float m_flQuadVelocitySmoothRate: 1544 # float m_flAddWorldCollisionRadius: 1548 # float m_flDefaultVolumetricSolveAmount: 1552 # float m_nRodVelocitySmoothIterations: 1556 # uint16_t m_nQuadVelocitySmoothIterations: 1558 # uint16_t RnBlendVertex_t: m_nWeight0: 0 # uint16_t m_nIndex0: 2 # uint16_t m_nWeight1: 4 # uint16_t m_nIndex1: 6 # uint16_t m_nWeight2: 8 # uint16_t m_nIndex2: 10 # uint16_t m_nFlags: 12 # uint16_t m_nTargetIndex: 14 # uint16_t RnBodyDesc_t: m_sDebugName: 0 # CUtlString m_vPosition: 8 # Vector m_qOrientation: 20 # QuaternionStorage m_vLinearVelocity: 36 # Vector m_vAngularVelocity: 48 # Vector m_vLocalMassCenter: 60 # Vector m_LocalInertiaInv: 72 # Vector[3] m_flMassInv: 108 # float m_flGameMass: 112 # float m_flInertiaScaleInv: 116 # float m_flLinearDamping: 120 # float m_flAngularDamping: 124 # float m_flLinearDrag: 128 # float m_flAngularDrag: 132 # float m_flLinearBuoyancyDrag: 136 # float m_flAngularBuoyancyDrag: 140 # float m_vLastAwakeForceAccum: 144 # Vector m_vLastAwakeTorqueAccum: 156 # Vector m_flBuoyancyFactor: 168 # float m_flGravityScale: 172 # float m_flTimeScale: 176 # float m_nBodyType: 180 # int32_t m_nGameIndex: 184 # uint32_t m_nGameFlags: 188 # uint32_t m_nMinVelocityIterations: 192 # int8_t m_nMinPositionIterations: 193 # int8_t m_nMassPriority: 194 # int8_t m_bEnabled: 195 # bool m_bSleeping: 196 # bool m_bIsContinuousEnabled: 197 # bool m_bDragEnabled: 198 # bool m_bBuoyancyDragEnabled: 199 # bool m_bGravityDisabled: 200 # bool m_bSpeculativeEnabled: 201 # bool m_bHasShadowController: 202 # bool RnCapsuleDesc_t: # RnShapeDesc_t m_Capsule: 16 # RnCapsule_t RnCapsule_t: m_vCenter: 0 # Vector[2] m_flRadius: 24 # float RnFace_t: m_nEdge: 0 # uint8_t RnHalfEdge_t: m_nNext: 0 # uint8_t m_nTwin: 1 # uint8_t m_nOrigin: 2 # uint8_t m_nFace: 3 # uint8_t RnHullDesc_t: # RnShapeDesc_t m_Hull: 16 # RnHull_t RnHull_t: m_vCentroid: 0 # Vector m_flMaxAngularRadius: 12 # float m_Bounds: 16 # AABB_t m_vOrthographicAreas: 40 # Vector m_MassProperties: 52 # matrix3x4_t m_flVolume: 100 # float m_flSurfaceArea: 104 # float m_Vertices: 112 # CUtlVector m_VertexPositions: 136 # CUtlVector m_Edges: 160 # CUtlVector m_Faces: 184 # CUtlVector m_FacePlanes: 208 # CUtlVector m_nFlags: 232 # uint32_t m_pRegionSVM: 240 # CRegionSVM* RnMeshDesc_t: # RnShapeDesc_t m_Mesh: 16 # RnMesh_t RnMesh_t: m_vMin: 0 # Vector m_vMax: 12 # Vector m_Nodes: 24 # CUtlVector m_Vertices: 48 # CUtlVectorSIMDPaddedVector m_Triangles: 72 # CUtlVector m_Wings: 96 # CUtlVector m_Materials: 120 # CUtlVector m_vOrthographicAreas: 144 # Vector m_nFlags: 156 # uint32_t m_nDebugFlags: 160 # uint32_t RnNode_t: m_vMin: 0 # Vector m_nChildren: 12 # uint32_t m_vMax: 16 # Vector m_nTriangleOffset: 28 # uint32_t RnPlane_t: m_vNormal: 0 # Vector m_flOffset: 12 # float RnShapeDesc_t: m_nCollisionAttributeIndex: 0 # uint32_t m_nSurfacePropertyIndex: 4 # uint32_t m_UserFriendlyName: 8 # CUtlString RnSoftbodyCapsule_t: m_vCenter: 0 # Vector[2] m_flRadius: 24 # float m_nParticle: 28 # uint16_t[2] RnSoftbodyParticle_t: m_flMassInv: 0 # float RnSoftbodySpring_t: m_nParticle: 0 # uint16_t[2] m_flLength: 4 # float RnSphereDesc_t: # RnShapeDesc_t m_Sphere: 16 # SphereBase_t RnTriangle_t: m_nIndex: 0 # int32_t[3] RnVertex_t: m_nEdge: 0 # uint8_t RnWing_t: m_nIndex: 0 # int32_t[3] VertexPositionColor_t: m_vPosition: 0 # Vector VertexPositionNormal_t: m_vPosition: 0 # Vector m_vNormal: 12 # Vector constraint_axislimit_t: flMinRotation: 0 # float flMaxRotation: 4 # float flMotorTargetAngSpeed: 8 # float flMotorMaxTorque: 12 # float constraint_breakableparams_t: strength: 0 # float forceLimit: 4 # float torqueLimit: 8 # float bodyMassScale: 12 # float[2] isActive: 20 # bool constraint_hingeparams_t: worldPosition: 0 # Vector worldAxisDirection: 12 # Vector hingeAxis: 24 # constraint_axislimit_t constraint: 40 # constraint_breakableparams_t vphysics_save_cphysicsbody_t: # RnBodyDesc_t m_nOldPointer: 208 # uint64_t