''' Created using https://github.com/a2x/cs2-dumper Fri, 22 Dec 2023 03:14:56 +0000 ''' class CFeIndexedJiggleBone: m_nNode = 0x0 # uint32_t m_nJiggleParent = 0x4 # uint32_t m_jiggleBone = 0x8 # CFeJiggleBone class CFeJiggleBone: m_nFlags = 0x0 # uint32_t m_flLength = 0x4 # float m_flTipMass = 0x8 # float m_flYawStiffness = 0xC # float m_flYawDamping = 0x10 # float m_flPitchStiffness = 0x14 # float m_flPitchDamping = 0x18 # float m_flAlongStiffness = 0x1C # float m_flAlongDamping = 0x20 # float m_flAngleLimit = 0x24 # float m_flMinYaw = 0x28 # float m_flMaxYaw = 0x2C # float m_flYawFriction = 0x30 # float m_flYawBounce = 0x34 # float m_flMinPitch = 0x38 # float m_flMaxPitch = 0x3C # float m_flPitchFriction = 0x40 # float m_flPitchBounce = 0x44 # float m_flBaseMass = 0x48 # float m_flBaseStiffness = 0x4C # float m_flBaseDamping = 0x50 # float m_flBaseMinLeft = 0x54 # float m_flBaseMaxLeft = 0x58 # float m_flBaseLeftFriction = 0x5C # float m_flBaseMinUp = 0x60 # float m_flBaseMaxUp = 0x64 # float m_flBaseUpFriction = 0x68 # float m_flBaseMinForward = 0x6C # float m_flBaseMaxForward = 0x70 # float m_flBaseForwardFriction = 0x74 # float m_flRadius0 = 0x78 # float m_flRadius1 = 0x7C # float m_vPoint0 = 0x80 # Vector m_vPoint1 = 0x8C # Vector m_nCollisionMask = 0x98 # uint16_t class CFeMorphLayer: m_Name = 0x0 # CUtlString m_nNameHash = 0x8 # uint32_t m_Nodes = 0x10 # CUtlVector m_InitPos = 0x28 # CUtlVector m_Gravity = 0x40 # CUtlVector m_GoalStrength = 0x58 # CUtlVector m_GoalDamping = 0x70 # CUtlVector class CFeNamedJiggleBone: m_strParentBone = 0x0 # CUtlString m_transform = 0x10 # CTransform m_nJiggleParent = 0x30 # uint32_t m_jiggleBone = 0x34 # CFeJiggleBone class CFeVertexMapBuildArray: m_Array = 0x0 # CUtlVector class CRegionSVM: m_Planes = 0x0 # CUtlVector m_Nodes = 0x18 # CUtlVector class CastSphereSATParams_t: m_vRayStart = 0x0 # Vector m_vRayDelta = 0xC # Vector m_flRadius = 0x18 # float m_flMaxFraction = 0x1C # float m_flScale = 0x20 # float m_pHull = 0x28 # RnHull_t* class CovMatrix3: m_vDiag = 0x0 # Vector m_flXY = 0xC # float m_flXZ = 0x10 # float m_flYZ = 0x14 # float class Dop26_t: m_flSupport = 0x0 # float[26] class FeAnimStrayRadius_t: nNode = 0x0 # uint16_t[2] flMaxDist = 0x4 # float flRelaxationFactor = 0x8 # float class FeAxialEdgeBend_t: te = 0x0 # float tv = 0x4 # float flDist = 0x8 # float flWeight = 0xC # float[4] nNode = 0x1C # uint16_t[6] class FeBandBendLimit_t: flDistMin = 0x0 # float flDistMax = 0x4 # float nNode = 0x8 # uint16_t[6] class FeBoxRigid_t: tmFrame2 = 0x0 # CTransform nNode = 0x20 # uint16_t nCollisionMask = 0x22 # uint16_t vSize = 0x24 # Vector nVertexMapIndex = 0x30 # uint16_t nFlags = 0x32 # uint16_t class FeBuildBoxRigid_t: # FeBoxRigid_t m_nPriority = 0x40 # int32_t m_nVertexMapHash = 0x44 # uint32_t class FeBuildSphereRigid_t: # FeSphereRigid_t m_nPriority = 0x20 # int32_t m_nVertexMapHash = 0x24 # uint32_t class FeBuildTaperedCapsuleRigid_t: # FeTaperedCapsuleRigid_t m_nPriority = 0x30 # int32_t m_nVertexMapHash = 0x34 # uint32_t class FeCollisionPlane_t: nCtrlParent = 0x0 # uint16_t nChildNode = 0x2 # uint16_t m_Plane = 0x4 # RnPlane_t flStrength = 0x14 # float class FeCtrlOffset_t: vOffset = 0x0 # Vector nCtrlParent = 0xC # uint16_t nCtrlChild = 0xE # uint16_t class FeCtrlOsOffset_t: nCtrlParent = 0x0 # uint16_t nCtrlChild = 0x2 # uint16_t class FeCtrlSoftOffset_t: nCtrlParent = 0x0 # uint16_t nCtrlChild = 0x2 # uint16_t vOffset = 0x4 # Vector flAlpha = 0x10 # float class FeEdgeDesc_t: nEdge = 0x0 # uint16_t[2] nSide = 0x4 # uint16_t[2][2] nVirtElem = 0xC # uint16_t[2] class FeEffectDesc_t: sName = 0x0 # CUtlString nNameHash = 0x8 # uint32_t nType = 0xC # int32_t m_Params = 0x10 # KeyValues3 class FeFitInfluence_t: nVertexNode = 0x0 # uint32_t flWeight = 0x4 # float nMatrixNode = 0x8 # uint32_t class FeFitMatrix_t: bone = 0x0 # CTransform vCenter = 0x20 # Vector nEnd = 0x2C # uint16_t nNode = 0x2E # uint16_t nBeginDynamic = 0x30 # uint16_t class FeFitWeight_t: flWeight = 0x0 # float nNode = 0x4 # uint16_t nDummy = 0x6 # uint16_t class FeFollowNode_t: nParentNode = 0x0 # uint16_t nChildNode = 0x2 # uint16_t flWeight = 0x4 # float class FeKelagerBend2_t: flWeight = 0x0 # float[3] flHeight0 = 0xC # float nNode = 0x10 # uint16_t[3] nReserved = 0x16 # uint16_t class FeMorphLayerDepr_t: m_Name = 0x0 # CUtlString m_nNameHash = 0x8 # uint32_t m_Nodes = 0x10 # CUtlVector m_InitPos = 0x28 # CUtlVector m_Gravity = 0x40 # CUtlVector m_GoalStrength = 0x58 # CUtlVector m_GoalDamping = 0x70 # CUtlVector m_nFlags = 0x88 # uint32_t class FeNodeBase_t: nNode = 0x0 # uint16_t nDummy = 0x2 # uint16_t[3] nNodeX0 = 0x8 # uint16_t nNodeX1 = 0xA # uint16_t nNodeY0 = 0xC # uint16_t nNodeY1 = 0xE # uint16_t qAdjust = 0x10 # QuaternionStorage class FeNodeIntegrator_t: flPointDamping = 0x0 # float flAnimationForceAttraction = 0x4 # float flAnimationVertexAttraction = 0x8 # float flGravity = 0xC # float class FeNodeReverseOffset_t: vOffset = 0x0 # Vector nBoneCtrl = 0xC # uint16_t nTargetNode = 0xE # uint16_t class FeNodeWindBase_t: nNodeX0 = 0x0 # uint16_t nNodeX1 = 0x2 # uint16_t nNodeY0 = 0x4 # uint16_t nNodeY1 = 0x6 # uint16_t class FeProxyVertexMap_t: m_Name = 0x0 # CUtlString m_flWeight = 0x8 # float class FeQuad_t: nNode = 0x0 # uint16_t[4] flSlack = 0x8 # float vShape = 0xC # Vector4D[4] class FeRigidColliderIndices_t: m_nTaperedCapsuleRigidIndex = 0x0 # uint16_t m_nSphereRigidIndex = 0x2 # uint16_t m_nBoxRigidIndex = 0x4 # uint16_t m_nCollisionPlaneIndex = 0x6 # uint16_t class FeRodConstraint_t: nNode = 0x0 # uint16_t[2] flMaxDist = 0x4 # float flMinDist = 0x8 # float flWeight0 = 0xC # float flRelaxationFactor = 0x10 # float class FeSimdAnimStrayRadius_t: nNode = 0x0 # uint16_t[4][2] flMaxDist = 0x10 # fltx4 flRelaxationFactor = 0x20 # fltx4 class FeSimdNodeBase_t: nNode = 0x0 # uint16_t[4] nNodeX0 = 0x8 # uint16_t[4] nNodeX1 = 0x10 # uint16_t[4] nNodeY0 = 0x18 # uint16_t[4] nNodeY1 = 0x20 # uint16_t[4] nDummy = 0x28 # uint16_t[4] qAdjust = 0x30 # FourQuaternions class FeSimdQuad_t: nNode = 0x0 # uint16_t[4][4] f4Slack = 0x20 # fltx4 vShape = 0x30 # FourVectors[4] f4Weights = 0xF0 # fltx4[4] class FeSimdRodConstraint_t: nNode = 0x0 # uint16_t[4][2] f4MaxDist = 0x10 # fltx4 f4MinDist = 0x20 # fltx4 f4Weight0 = 0x30 # fltx4 f4RelaxationFactor = 0x40 # fltx4 class FeSimdSpringIntegrator_t: nNode = 0x0 # uint16_t[4][2] flSpringRestLength = 0x10 # fltx4 flSpringConstant = 0x20 # fltx4 flSpringDamping = 0x30 # fltx4 flNodeWeight0 = 0x40 # fltx4 class FeSimdTri_t: nNode = 0x0 # uint32_t[4][3] w1 = 0x30 # fltx4 w2 = 0x40 # fltx4 v1x = 0x50 # fltx4 v2 = 0x60 # FourVectors2D class FeSoftParent_t: nParent = 0x0 # int32_t flAlpha = 0x4 # float class FeSourceEdge_t: nNode = 0x0 # uint16_t[2] class FeSphereRigid_t: vSphere = 0x0 # fltx4 nNode = 0x10 # uint16_t nCollisionMask = 0x12 # uint16_t nVertexMapIndex = 0x14 # uint16_t nFlags = 0x16 # uint16_t class FeSpringIntegrator_t: nNode = 0x0 # uint16_t[2] flSpringRestLength = 0x4 # float flSpringConstant = 0x8 # float flSpringDamping = 0xC # float flNodeWeight0 = 0x10 # float class FeStiffHingeBuild_t: flMaxAngle = 0x0 # float flStrength = 0x4 # float flMotionBias = 0x8 # float[3] nNode = 0x14 # uint16_t[3] class FeTaperedCapsuleRigid_t: vSphere = 0x0 # fltx4[2] nNode = 0x20 # uint16_t nCollisionMask = 0x22 # uint16_t nVertexMapIndex = 0x24 # uint16_t nFlags = 0x26 # uint16_t class FeTaperedCapsuleStretch_t: nNode = 0x0 # uint16_t[2] nCollisionMask = 0x4 # uint16_t nDummy = 0x6 # uint16_t flRadius = 0x8 # float[2] class FeTreeChildren_t: nChild = 0x0 # uint16_t[2] class FeTri_t: nNode = 0x0 # uint16_t[3] w1 = 0x8 # float w2 = 0xC # float v1x = 0x10 # float v2 = 0x14 # Vector2D class FeTwistConstraint_t: nNodeOrient = 0x0 # uint16_t nNodeEnd = 0x2 # uint16_t flTwistRelax = 0x4 # float flSwingRelax = 0x8 # float class FeVertexMapBuild_t: m_VertexMapName = 0x0 # CUtlString m_nNameHash = 0x8 # uint32_t m_Color = 0xC # Color m_flVolumetricSolveStrength = 0x10 # float m_nScaleSourceNode = 0x14 # int32_t m_Weights = 0x18 # CUtlVector class FeVertexMapDesc_t: sName = 0x0 # CUtlString nNameHash = 0x8 # uint32_t nColor = 0xC # uint32_t nFlags = 0x10 # uint32_t nVertexBase = 0x14 # uint16_t nVertexCount = 0x16 # uint16_t nMapOffset = 0x18 # uint32_t nNodeListOffset = 0x1C # uint32_t vCenterOfMass = 0x20 # Vector flVolumetricSolveStrength = 0x2C # float nScaleSourceNode = 0x30 # int16_t nNodeListCount = 0x32 # uint16_t class FeWeightedNode_t: nNode = 0x0 # uint16_t nWeight = 0x2 # uint16_t class FeWorldCollisionParams_t: flWorldFriction = 0x0 # float flGroundFriction = 0x4 # float nListBegin = 0x8 # uint16_t nListEnd = 0xA # uint16_t class FourCovMatrices3: m_vDiag = 0x0 # FourVectors m_flXY = 0x30 # fltx4 m_flXZ = 0x40 # fltx4 m_flYZ = 0x50 # fltx4 class FourVectors2D: x = 0x0 # fltx4 y = 0x10 # fltx4 class IPhysicsPlayerController: class OldFeEdge_t: m_flK = 0x0 # float[3] invA = 0xC # float t = 0x10 # float flThetaRelaxed = 0x14 # float flThetaFactor = 0x18 # float c01 = 0x1C # float c02 = 0x20 # float c03 = 0x24 # float c04 = 0x28 # float flAxialModelDist = 0x2C # float flAxialModelWeights = 0x30 # float[4] m_nNode = 0x40 # uint16_t[4] class PhysFeModelDesc_t: m_CtrlHash = 0x0 # CUtlVector m_CtrlName = 0x18 # CUtlVector m_nStaticNodeFlags = 0x30 # uint32_t m_nDynamicNodeFlags = 0x34 # uint32_t m_flLocalForce = 0x38 # float m_flLocalRotation = 0x3C # float m_nNodeCount = 0x40 # uint16_t m_nStaticNodes = 0x42 # uint16_t m_nRotLockStaticNodes = 0x44 # uint16_t m_nFirstPositionDrivenNode = 0x46 # uint16_t m_nSimdTriCount1 = 0x48 # uint16_t m_nSimdTriCount2 = 0x4A # uint16_t m_nSimdQuadCount1 = 0x4C # uint16_t m_nSimdQuadCount2 = 0x4E # uint16_t m_nQuadCount1 = 0x50 # uint16_t m_nQuadCount2 = 0x52 # uint16_t m_nTreeDepth = 0x54 # uint16_t m_nNodeBaseJiggleboneDependsCount = 0x56 # uint16_t m_nRopeCount = 0x58 # uint16_t m_Ropes = 0x60 # CUtlVector m_NodeBases = 0x78 # CUtlVector m_SimdNodeBases = 0x90 # CUtlVector m_Quads = 0xA8 # CUtlVector m_SimdQuads = 0xC0 # CUtlVector m_SimdTris = 0xD8 # CUtlVector m_SimdRods = 0xF0 # CUtlVector m_InitPose = 0x108 # CUtlVector m_Rods = 0x120 # CUtlVector m_Twists = 0x138 # CUtlVector m_AxialEdges = 0x150 # CUtlVector m_NodeInvMasses = 0x168 # CUtlVector m_CtrlOffsets = 0x180 # CUtlVector m_CtrlOsOffsets = 0x198 # CUtlVector m_FollowNodes = 0x1B0 # CUtlVector m_CollisionPlanes = 0x1C8 # CUtlVector m_NodeIntegrator = 0x1E0 # CUtlVector m_SpringIntegrator = 0x1F8 # CUtlVector m_SimdSpringIntegrator = 0x210 # CUtlVector m_WorldCollisionParams = 0x228 # CUtlVector m_LegacyStretchForce = 0x240 # CUtlVector m_NodeCollisionRadii = 0x258 # CUtlVector m_DynNodeFriction = 0x270 # CUtlVector m_LocalRotation = 0x288 # CUtlVector m_LocalForce = 0x2A0 # CUtlVector m_TaperedCapsuleStretches = 0x2B8 # CUtlVector m_TaperedCapsuleRigids = 0x2D0 # CUtlVector m_SphereRigids = 0x2E8 # CUtlVector m_WorldCollisionNodes = 0x300 # CUtlVector m_TreeParents = 0x318 # CUtlVector m_TreeCollisionMasks = 0x330 # CUtlVector m_TreeChildren = 0x348 # CUtlVector m_FreeNodes = 0x360 # CUtlVector m_FitMatrices = 0x378 # CUtlVector m_FitWeights = 0x390 # CUtlVector m_ReverseOffsets = 0x3A8 # CUtlVector m_AnimStrayRadii = 0x3C0 # CUtlVector m_SimdAnimStrayRadii = 0x3D8 # CUtlVector m_KelagerBends = 0x3F0 # CUtlVector m_CtrlSoftOffsets = 0x408 # CUtlVector m_JiggleBones = 0x420 # CUtlVector m_SourceElems = 0x438 # CUtlVector m_GoalDampedSpringIntegrators = 0x450 # CUtlVector m_Tris = 0x468 # CUtlVector m_nTriCount1 = 0x480 # uint16_t m_nTriCount2 = 0x482 # uint16_t m_nReservedUint8 = 0x484 # uint8_t m_nExtraPressureIterations = 0x485 # uint8_t m_nExtraGoalIterations = 0x486 # uint8_t m_nExtraIterations = 0x487 # uint8_t m_BoxRigids = 0x488 # CUtlVector m_DynNodeVertexSet = 0x4A0 # CUtlVector m_VertexSetNames = 0x4B8 # CUtlVector m_RigidColliderPriorities = 0x4D0 # CUtlVector m_MorphLayers = 0x4E8 # CUtlVector m_MorphSetData = 0x500 # CUtlVector m_VertexMaps = 0x518 # CUtlVector m_VertexMapValues = 0x530 # CUtlVector m_Effects = 0x548 # CUtlVector m_LockToParent = 0x560 # CUtlVector m_LockToGoal = 0x578 # CUtlVector m_DynNodeWindBases = 0x590 # CUtlVector m_flInternalPressure = 0x5A8 # float m_flDefaultTimeDilation = 0x5AC # float m_flWindage = 0x5B0 # float m_flWindDrag = 0x5B4 # float m_flDefaultSurfaceStretch = 0x5B8 # float m_flDefaultThreadStretch = 0x5BC # float m_flDefaultGravityScale = 0x5C0 # float m_flDefaultVelAirDrag = 0x5C4 # float m_flDefaultExpAirDrag = 0x5C8 # float m_flDefaultVelQuadAirDrag = 0x5CC # float m_flDefaultExpQuadAirDrag = 0x5D0 # float m_flRodVelocitySmoothRate = 0x5D4 # float m_flQuadVelocitySmoothRate = 0x5D8 # float m_flAddWorldCollisionRadius = 0x5DC # float m_flDefaultVolumetricSolveAmount = 0x5E0 # float m_nRodVelocitySmoothIterations = 0x5E4 # uint16_t m_nQuadVelocitySmoothIterations = 0x5E6 # uint16_t class RnBlendVertex_t: m_nWeight0 = 0x0 # uint16_t m_nIndex0 = 0x2 # uint16_t m_nWeight1 = 0x4 # uint16_t m_nIndex1 = 0x6 # uint16_t m_nWeight2 = 0x8 # uint16_t m_nIndex2 = 0xA # uint16_t m_nFlags = 0xC # uint16_t m_nTargetIndex = 0xE # uint16_t class RnBodyDesc_t: m_sDebugName = 0x0 # CUtlString m_vPosition = 0x8 # Vector m_qOrientation = 0x14 # QuaternionStorage m_vLinearVelocity = 0x24 # Vector m_vAngularVelocity = 0x30 # Vector m_vLocalMassCenter = 0x3C # Vector m_LocalInertiaInv = 0x48 # Vector[3] m_flMassInv = 0x6C # float m_flGameMass = 0x70 # float m_flInertiaScaleInv = 0x74 # float m_flLinearDamping = 0x78 # float m_flAngularDamping = 0x7C # float m_flLinearDrag = 0x80 # float m_flAngularDrag = 0x84 # float m_flLinearBuoyancyDrag = 0x88 # float m_flAngularBuoyancyDrag = 0x8C # float m_vLastAwakeForceAccum = 0x90 # Vector m_vLastAwakeTorqueAccum = 0x9C # Vector m_flBuoyancyFactor = 0xA8 # float m_flGravityScale = 0xAC # float m_flTimeScale = 0xB0 # float m_nBodyType = 0xB4 # int32_t m_nGameIndex = 0xB8 # uint32_t m_nGameFlags = 0xBC # uint32_t m_nMinVelocityIterations = 0xC0 # int8_t m_nMinPositionIterations = 0xC1 # int8_t m_nMassPriority = 0xC2 # int8_t m_bEnabled = 0xC3 # bool m_bSleeping = 0xC4 # bool m_bIsContinuousEnabled = 0xC5 # bool m_bDragEnabled = 0xC6 # bool m_bBuoyancyDragEnabled = 0xC7 # bool m_bGravityDisabled = 0xC8 # bool m_bSpeculativeEnabled = 0xC9 # bool m_bHasShadowController = 0xCA # bool class RnCapsuleDesc_t: # RnShapeDesc_t m_Capsule = 0x10 # RnCapsule_t class RnCapsule_t: m_vCenter = 0x0 # Vector[2] m_flRadius = 0x18 # float class RnFace_t: m_nEdge = 0x0 # uint8_t class RnHalfEdge_t: m_nNext = 0x0 # uint8_t m_nTwin = 0x1 # uint8_t m_nOrigin = 0x2 # uint8_t m_nFace = 0x3 # uint8_t class RnHullDesc_t: # RnShapeDesc_t m_Hull = 0x10 # RnHull_t class RnHull_t: m_vCentroid = 0x0 # Vector m_flMaxAngularRadius = 0xC # float m_Bounds = 0x10 # AABB_t m_vOrthographicAreas = 0x28 # Vector m_MassProperties = 0x34 # matrix3x4_t m_flVolume = 0x64 # float m_Vertices = 0x68 # CUtlVector m_VertexPositions = 0x80 # CUtlVector m_Edges = 0x98 # CUtlVector m_Faces = 0xB0 # CUtlVector m_FacePlanes = 0xC8 # CUtlVector m_nFlags = 0xE0 # uint32_t m_pRegionSVM = 0xE8 # CRegionSVM* class RnMeshDesc_t: # RnShapeDesc_t m_Mesh = 0x10 # RnMesh_t class RnMesh_t: m_vMin = 0x0 # Vector m_vMax = 0xC # Vector m_Nodes = 0x18 # CUtlVector m_Vertices = 0x30 # CUtlVectorSIMDPaddedVector m_Triangles = 0x48 # CUtlVector m_Wings = 0x60 # CUtlVector m_Materials = 0x78 # CUtlVector m_vOrthographicAreas = 0x90 # Vector m_nFlags = 0x9C # uint32_t m_nDebugFlags = 0xA0 # uint32_t class RnNode_t: m_vMin = 0x0 # Vector m_nChildren = 0xC # uint32_t m_vMax = 0x10 # Vector m_nTriangleOffset = 0x1C # uint32_t class RnPlane_t: m_vNormal = 0x0 # Vector m_flOffset = 0xC # float class RnShapeDesc_t: m_nCollisionAttributeIndex = 0x0 # uint32_t m_nSurfacePropertyIndex = 0x4 # uint32_t m_UserFriendlyName = 0x8 # CUtlString class RnSoftbodyCapsule_t: m_vCenter = 0x0 # Vector[2] m_flRadius = 0x18 # float m_nParticle = 0x1C # uint16_t[2] class RnSoftbodyParticle_t: m_flMassInv = 0x0 # float class RnSoftbodySpring_t: m_nParticle = 0x0 # uint16_t[2] m_flLength = 0x4 # float class RnSphereDesc_t: # RnShapeDesc_t m_Sphere = 0x10 # RnSphere_t class RnSphere_t: m_vCenter = 0x0 # Vector m_flRadius = 0xC # float class RnTriangle_t: m_nIndex = 0x0 # int32_t[3] class RnVertex_t: m_nEdge = 0x0 # uint8_t class RnWing_t: m_nIndex = 0x0 # int32_t[3] class VertexPositionColor_t: m_vPosition = 0x0 # Vector class VertexPositionNormal_t: m_vPosition = 0x0 # Vector m_vNormal = 0xC # Vector class constraint_axislimit_t: flMinRotation = 0x0 # float flMaxRotation = 0x4 # float flMotorTargetAngSpeed = 0x8 # float flMotorMaxTorque = 0xC # float class constraint_breakableparams_t: strength = 0x0 # float forceLimit = 0x4 # float torqueLimit = 0x8 # float bodyMassScale = 0xC # float[2] isActive = 0x14 # bool class constraint_hingeparams_t: worldPosition = 0x0 # Vector worldAxisDirection = 0xC # Vector hingeAxis = 0x18 # constraint_axislimit_t constraint = 0x28 # constraint_breakableparams_t class vphysics_save_cphysicsbody_t: # RnBodyDesc_t m_nOldPointer = 0xD0 # uint64_t