''' Created using https://github.com/a2x/cs2-dumper Mon, 11 Dec 2023 23:16:31 +0000 ''' class ActiveModelConfig_t: m_Handle = 0x28 # ModelConfigHandle_t m_Name = 0x30 # CUtlSymbolLarge m_AssociatedEntities = 0x38 # CNetworkUtlVectorBase> m_AssociatedEntityNames = 0x50 # CNetworkUtlVectorBase class AmmoIndex_t: m_Value = 0x0 # int8_t class AmmoTypeInfo_t: m_nMaxCarry = 0x10 # int32_t m_nSplashSize = 0x1C # CRangeInt m_nFlags = 0x24 # AmmoFlags_t m_flMass = 0x28 # float m_flSpeed = 0x2C # CRangeFloat class AnimationUpdateListHandle_t: m_Value = 0x0 # uint32_t class CAISound: # CPointEntity m_iSoundType = 0x4B0 # int32_t m_iSoundContext = 0x4B4 # int32_t m_iVolume = 0x4B8 # int32_t m_iSoundIndex = 0x4BC # int32_t m_flDuration = 0x4C0 # float m_iszProxyEntityName = 0x4C8 # CUtlSymbolLarge class CAI_ChangeHintGroup: # CBaseEntity m_iSearchType = 0x4B0 # int32_t m_strSearchName = 0x4B8 # CUtlSymbolLarge m_strNewHintGroup = 0x4C0 # CUtlSymbolLarge m_flRadius = 0x4C8 # float class CAI_ChangeTarget: # CBaseEntity m_iszNewTarget = 0x4B0 # CUtlSymbolLarge class CAI_Expresser: m_flStopTalkTime = 0x38 # GameTime_t m_flStopTalkTimeWithoutDelay = 0x3C # GameTime_t m_flBlockedTalkTime = 0x40 # GameTime_t m_voicePitch = 0x44 # int32_t m_flLastTimeAcceptedSpeak = 0x48 # GameTime_t m_bAllowSpeakingInterrupts = 0x4C # bool m_bConsiderSceneInvolvementAsSpeech = 0x4D # bool m_nLastSpokenPriority = 0x50 # int32_t m_pOuter = 0x58 # CBaseFlex* class CAI_ExpresserWithFollowup: # CAI_Expresser m_pPostponedFollowup = 0x60 # ResponseFollowup* class CAK47: # CCSWeaponBaseGun class CAmbientGeneric: # CPointEntity m_radius = 0x4B0 # float m_flMaxRadius = 0x4B4 # float m_iSoundLevel = 0x4B8 # soundlevel_t m_dpv = 0x4BC # dynpitchvol_t m_fActive = 0x520 # bool m_fLooping = 0x521 # bool m_iszSound = 0x528 # CUtlSymbolLarge m_sSourceEntName = 0x530 # CUtlSymbolLarge m_hSoundSource = 0x538 # CHandle m_nSoundSourceEntIndex = 0x53C # CEntityIndex class CAnimEventListener: # CAnimEventListenerBase class CAnimEventListenerBase: class CAnimEventQueueListener: # CAnimEventListenerBase class CAnimGraphControllerBase: class CAnimGraphNetworkedVariables: m_PredNetBoolVariables = 0x8 # CNetworkUtlVectorBase m_PredNetByteVariables = 0x20 # CNetworkUtlVectorBase m_PredNetUInt16Variables = 0x38 # CNetworkUtlVectorBase m_PredNetIntVariables = 0x50 # CNetworkUtlVectorBase m_PredNetUInt32Variables = 0x68 # CNetworkUtlVectorBase m_PredNetUInt64Variables = 0x80 # CNetworkUtlVectorBase m_PredNetFloatVariables = 0x98 # CNetworkUtlVectorBase m_PredNetVectorVariables = 0xB0 # CNetworkUtlVectorBase m_PredNetQuaternionVariables = 0xC8 # CNetworkUtlVectorBase m_OwnerOnlyPredNetBoolVariables = 0xE0 # CNetworkUtlVectorBase m_OwnerOnlyPredNetByteVariables = 0xF8 # CNetworkUtlVectorBase m_OwnerOnlyPredNetUInt16Variables = 0x110 # CNetworkUtlVectorBase m_OwnerOnlyPredNetIntVariables = 0x128 # CNetworkUtlVectorBase m_OwnerOnlyPredNetUInt32Variables = 0x140 # CNetworkUtlVectorBase m_OwnerOnlyPredNetUInt64Variables = 0x158 # CNetworkUtlVectorBase m_OwnerOnlyPredNetFloatVariables = 0x170 # CNetworkUtlVectorBase m_OwnerOnlyPredNetVectorVariables = 0x188 # CNetworkUtlVectorBase m_OwnerOnlyPredNetQuaternionVariables = 0x1A0 # CNetworkUtlVectorBase m_nBoolVariablesCount = 0x1B8 # int32_t m_nOwnerOnlyBoolVariablesCount = 0x1BC # int32_t m_nRandomSeedOffset = 0x1C0 # int32_t m_flLastTeleportTime = 0x1C4 # float class CAnimGraphTagRef: m_nTagIndex = 0x0 # int32_t m_tagName = 0x10 # CGlobalSymbol class CAttributeContainer: # CAttributeManager m_Item = 0x50 # CEconItemView class CAttributeList: m_Attributes = 0x8 # CUtlVectorEmbeddedNetworkVar 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 CBarnLight: # CBaseModelEntity m_bEnabled = 0x700 # bool m_nColorMode = 0x704 # int32_t m_Color = 0x708 # Color m_flColorTemperature = 0x70C # float m_flBrightness = 0x710 # float m_flBrightnessScale = 0x714 # float m_nDirectLight = 0x718 # int32_t m_nBakedShadowIndex = 0x71C # int32_t m_nLuminaireShape = 0x720 # int32_t m_flLuminaireSize = 0x724 # float m_flLuminaireAnisotropy = 0x728 # float m_LightStyleString = 0x730 # CUtlString m_flLightStyleStartTime = 0x738 # GameTime_t m_QueuedLightStyleStrings = 0x740 # CNetworkUtlVectorBase m_LightStyleEvents = 0x758 # CNetworkUtlVectorBase m_LightStyleTargets = 0x770 # CNetworkUtlVectorBase> m_StyleEvent = 0x788 # CEntityIOOutput[4] m_hLightCookie = 0x848 # CStrongHandle m_flShape = 0x850 # float m_flSoftX = 0x854 # float m_flSoftY = 0x858 # float m_flSkirt = 0x85C # float m_flSkirtNear = 0x860 # float m_vSizeParams = 0x864 # Vector m_flRange = 0x870 # float m_vShear = 0x874 # Vector m_nBakeSpecularToCubemaps = 0x880 # int32_t m_vBakeSpecularToCubemapsSize = 0x884 # Vector m_nCastShadows = 0x890 # int32_t m_nShadowMapSize = 0x894 # int32_t m_nShadowPriority = 0x898 # int32_t m_bContactShadow = 0x89C # bool m_nBounceLight = 0x8A0 # int32_t m_flBounceScale = 0x8A4 # float m_flMinRoughness = 0x8A8 # float m_vAlternateColor = 0x8AC # Vector m_fAlternateColorBrightness = 0x8B8 # float m_nFog = 0x8BC # int32_t m_flFogStrength = 0x8C0 # float m_nFogShadows = 0x8C4 # int32_t m_flFogScale = 0x8C8 # float m_flFadeSizeStart = 0x8CC # float m_flFadeSizeEnd = 0x8D0 # float m_flShadowFadeSizeStart = 0x8D4 # float m_flShadowFadeSizeEnd = 0x8D8 # float m_bPrecomputedFieldsValid = 0x8DC # bool m_vPrecomputedBoundsMins = 0x8E0 # Vector m_vPrecomputedBoundsMaxs = 0x8EC # Vector m_vPrecomputedOBBOrigin = 0x8F8 # Vector m_vPrecomputedOBBAngles = 0x904 # QAngle m_vPrecomputedOBBExtent = 0x910 # Vector m_bPvsModifyEntity = 0x91C # bool class CBaseAnimGraph: # CBaseModelEntity m_bInitiallyPopulateInterpHistory = 0x700 # bool m_bShouldAnimateDuringGameplayPause = 0x701 # bool m_pChoreoServices = 0x708 # IChoreoServices* m_bAnimGraphUpdateEnabled = 0x710 # bool m_flMaxSlopeDistance = 0x714 # float m_vLastSlopeCheckPos = 0x718 # Vector m_bAnimGraphDirty = 0x724 # bool m_vecForce = 0x728 # Vector m_nForceBone = 0x734 # int32_t m_pRagdollPose = 0x748 # PhysicsRagdollPose_t* m_bClientRagdoll = 0x750 # bool class CBaseAnimGraphController: # CSkeletonAnimationController m_baseLayer = 0x18 # CNetworkedSequenceOperation m_animGraphNetworkedVars = 0x40 # CAnimGraphNetworkedVariables m_bSequenceFinished = 0x218 # bool m_flLastEventCycle = 0x21C # float m_flLastEventAnimTime = 0x220 # float m_flPlaybackRate = 0x224 # CNetworkedQuantizedFloat m_flPrevAnimTime = 0x22C # float m_bClientSideAnimation = 0x230 # bool m_bNetworkedAnimationInputsChanged = 0x231 # bool m_nNewSequenceParity = 0x234 # int32_t m_nResetEventsParity = 0x238 # int32_t m_nAnimLoopMode = 0x23C # AnimLoopMode_t m_hAnimationUpdate = 0x2DC # AnimationUpdateListHandle_t class CBaseButton: # CBaseToggle m_angMoveEntitySpace = 0x780 # QAngle m_fStayPushed = 0x78C # bool m_fRotating = 0x78D # bool m_ls = 0x790 # locksound_t m_sUseSound = 0x7B0 # CUtlSymbolLarge m_sLockedSound = 0x7B8 # CUtlSymbolLarge m_sUnlockedSound = 0x7C0 # CUtlSymbolLarge m_bLocked = 0x7C8 # bool m_bDisabled = 0x7C9 # bool m_flUseLockedTime = 0x7CC # GameTime_t m_bSolidBsp = 0x7D0 # bool m_OnDamaged = 0x7D8 # CEntityIOOutput m_OnPressed = 0x800 # CEntityIOOutput m_OnUseLocked = 0x828 # CEntityIOOutput m_OnIn = 0x850 # CEntityIOOutput m_OnOut = 0x878 # CEntityIOOutput m_nState = 0x8A0 # int32_t m_hConstraint = 0x8A4 # CEntityHandle m_hConstraintParent = 0x8A8 # CEntityHandle m_bForceNpcExclude = 0x8AC # bool m_sGlowEntity = 0x8B0 # CUtlSymbolLarge m_glowEntity = 0x8B8 # CHandle m_usable = 0x8BC # bool m_szDisplayText = 0x8C0 # CUtlSymbolLarge class CBaseCSGrenade: # CCSWeaponBase m_bRedraw = 0xE30 # bool m_bIsHeldByPlayer = 0xE31 # bool m_bPinPulled = 0xE32 # bool m_bJumpThrow = 0xE33 # bool m_bThrowAnimating = 0xE34 # bool m_fThrowTime = 0xE38 # GameTime_t m_flThrowStrength = 0xE3C # float m_flThrowStrengthApproach = 0xE40 # float m_fDropTime = 0xE44 # GameTime_t m_bJustPulledPin = 0xE48 # bool m_nNextHoldTick = 0xE4C # GameTick_t m_flNextHoldFrac = 0xE50 # float m_hSwitchToWeaponAfterThrow = 0xE54 # CHandle class CBaseCSGrenadeProjectile: # CBaseGrenade m_vInitialPosition = 0x9C8 # Vector m_vInitialVelocity = 0x9D4 # Vector m_nBounces = 0x9E0 # int32_t m_nExplodeEffectIndex = 0x9E8 # CStrongHandle m_nExplodeEffectTickBegin = 0x9F0 # int32_t m_vecExplodeEffectOrigin = 0x9F4 # Vector m_flSpawnTime = 0xA00 # GameTime_t m_unOGSExtraFlags = 0xA04 # uint8_t m_bDetonationRecorded = 0xA05 # bool m_flDetonateTime = 0xA08 # GameTime_t m_nItemIndex = 0xA0C # uint16_t m_vecOriginalSpawnLocation = 0xA10 # Vector m_flLastBounceSoundTime = 0xA1C # GameTime_t m_vecGrenadeSpin = 0xA20 # RotationVector m_vecLastHitSurfaceNormal = 0xA2C # Vector m_nTicksAtZeroVelocity = 0xA38 # int32_t m_bHasEverHitPlayer = 0xA3C # bool m_bClearFromPlayers = 0xA3D # bool class CBaseClientUIEntity: # CBaseModelEntity m_bEnabled = 0x700 # bool m_DialogXMLName = 0x708 # CUtlSymbolLarge m_PanelClassName = 0x710 # CUtlSymbolLarge m_PanelID = 0x718 # CUtlSymbolLarge m_CustomOutput0 = 0x720 # CEntityIOOutput m_CustomOutput1 = 0x748 # CEntityIOOutput m_CustomOutput2 = 0x770 # CEntityIOOutput m_CustomOutput3 = 0x798 # CEntityIOOutput m_CustomOutput4 = 0x7C0 # CEntityIOOutput m_CustomOutput5 = 0x7E8 # CEntityIOOutput m_CustomOutput6 = 0x810 # CEntityIOOutput m_CustomOutput7 = 0x838 # CEntityIOOutput m_CustomOutput8 = 0x860 # CEntityIOOutput m_CustomOutput9 = 0x888 # CEntityIOOutput class CBaseCombatCharacter: # CBaseFlex m_bForceServerRagdoll = 0x920 # bool m_hMyWearables = 0x928 # CNetworkUtlVectorBase> m_flFieldOfView = 0x940 # float m_impactEnergyScale = 0x944 # float m_LastHitGroup = 0x948 # HitGroup_t m_bApplyStressDamage = 0x94C # bool m_bloodColor = 0x950 # int32_t m_navMeshID = 0x9B0 # int32_t m_iDamageCount = 0x9B4 # int32_t m_pVecRelationships = 0x9B8 # CUtlVector* m_strRelationships = 0x9C0 # CUtlSymbolLarge m_eHull = 0x9C8 # Hull_t m_nNavHullIdx = 0x9CC # uint32_t class CBaseDMStart: # CPointEntity m_Master = 0x4B0 # CUtlSymbolLarge class CBaseDoor: # CBaseToggle m_angMoveEntitySpace = 0x790 # QAngle m_vecMoveDirParentSpace = 0x79C # Vector m_ls = 0x7A8 # locksound_t m_bForceClosed = 0x7C8 # bool m_bDoorGroup = 0x7C9 # bool m_bLocked = 0x7CA # bool m_bIgnoreDebris = 0x7CB # bool m_eSpawnPosition = 0x7CC # FuncDoorSpawnPos_t m_flBlockDamage = 0x7D0 # float m_NoiseMoving = 0x7D8 # CUtlSymbolLarge m_NoiseArrived = 0x7E0 # CUtlSymbolLarge m_NoiseMovingClosed = 0x7E8 # CUtlSymbolLarge m_NoiseArrivedClosed = 0x7F0 # CUtlSymbolLarge m_ChainTarget = 0x7F8 # CUtlSymbolLarge m_OnBlockedClosing = 0x800 # CEntityIOOutput m_OnBlockedOpening = 0x828 # CEntityIOOutput m_OnUnblockedClosing = 0x850 # CEntityIOOutput m_OnUnblockedOpening = 0x878 # CEntityIOOutput m_OnFullyClosed = 0x8A0 # CEntityIOOutput m_OnFullyOpen = 0x8C8 # CEntityIOOutput m_OnClose = 0x8F0 # CEntityIOOutput m_OnOpen = 0x918 # CEntityIOOutput m_OnLockedUse = 0x940 # CEntityIOOutput m_bLoopMoveSound = 0x968 # bool m_bCreateNavObstacle = 0x980 # bool m_isChaining = 0x981 # bool m_bIsUsable = 0x982 # bool class CBaseEntity: # CEntityInstance m_CBodyComponent = 0x30 # CBodyComponent* m_NetworkTransmitComponent = 0x38 # CNetworkTransmitComponent m_aThinkFunctions = 0x228 # CUtlVector m_iCurrentThinkContext = 0x240 # int32_t m_nLastThinkTick = 0x244 # GameTick_t m_isSteadyState = 0x250 # CBitVec<64> m_lastNetworkChange = 0x258 # float m_ResponseContexts = 0x268 # CUtlVector m_iszResponseContext = 0x280 # CUtlSymbolLarge m_iHealth = 0x2A8 # int32_t m_iMaxHealth = 0x2AC # int32_t m_lifeState = 0x2B0 # uint8_t m_flDamageAccumulator = 0x2B4 # float m_bTakesDamage = 0x2B8 # bool m_nTakeDamageFlags = 0x2BC # TakeDamageFlags_t m_MoveCollide = 0x2C1 # MoveCollide_t m_MoveType = 0x2C2 # MoveType_t m_nWaterTouch = 0x2C3 # uint8_t m_nSlimeTouch = 0x2C4 # uint8_t m_bRestoreInHierarchy = 0x2C5 # bool m_target = 0x2C8 # CUtlSymbolLarge m_flMoveDoneTime = 0x2D0 # float m_hDamageFilter = 0x2D4 # CHandle m_iszDamageFilterName = 0x2D8 # CUtlSymbolLarge m_nSubclassID = 0x2E0 # CUtlStringToken m_flAnimTime = 0x2F0 # float m_flSimulationTime = 0x2F4 # float m_flCreateTime = 0x2F8 # GameTime_t m_bClientSideRagdoll = 0x2FC # bool m_ubInterpolationFrame = 0x2FD # uint8_t m_vPrevVPhysicsUpdatePos = 0x300 # Vector m_iTeamNum = 0x30C # uint8_t m_iGlobalname = 0x310 # CUtlSymbolLarge m_iSentToClients = 0x318 # int32_t m_flSpeed = 0x31C # float m_sUniqueHammerID = 0x320 # CUtlString m_spawnflags = 0x328 # uint32_t m_nNextThinkTick = 0x32C # GameTick_t m_nSimulationTick = 0x330 # int32_t m_OnKilled = 0x338 # CEntityIOOutput m_fFlags = 0x360 # uint32_t m_vecAbsVelocity = 0x364 # Vector m_vecVelocity = 0x370 # CNetworkVelocityVector m_vecBaseVelocity = 0x3A0 # Vector m_nPushEnumCount = 0x3AC # int32_t m_pCollision = 0x3B0 # CCollisionProperty* m_hEffectEntity = 0x3B8 # CHandle m_hOwnerEntity = 0x3BC # CHandle m_fEffects = 0x3C0 # uint32_t m_hGroundEntity = 0x3C4 # CHandle m_flFriction = 0x3C8 # float m_flElasticity = 0x3CC # float m_flGravityScale = 0x3D0 # float m_flTimeScale = 0x3D4 # float m_flWaterLevel = 0x3D8 # float m_bSimulatedEveryTick = 0x3DC # bool m_bAnimatedEveryTick = 0x3DD # bool m_bDisableLowViolence = 0x3DE # bool m_nWaterType = 0x3DF # uint8_t m_iEFlags = 0x3E0 # int32_t m_OnUser1 = 0x3E8 # CEntityIOOutput m_OnUser2 = 0x410 # CEntityIOOutput m_OnUser3 = 0x438 # CEntityIOOutput m_OnUser4 = 0x460 # CEntityIOOutput m_iInitialTeamNum = 0x488 # int32_t m_flNavIgnoreUntilTime = 0x48C # GameTime_t m_vecAngVelocity = 0x490 # QAngle m_bNetworkQuantizeOriginAndAngles = 0x49C # bool m_bLagCompensate = 0x49D # bool m_flOverriddenFriction = 0x4A0 # float m_pBlocker = 0x4A4 # CHandle m_flLocalTime = 0x4A8 # float m_flVPhysicsUpdateLocalTime = 0x4AC # float class CBaseFilter: # CLogicalEntity m_bNegated = 0x4B0 # bool m_OnPass = 0x4B8 # CEntityIOOutput m_OnFail = 0x4E0 # CEntityIOOutput class CBaseFire: # CBaseEntity m_flScale = 0x4B0 # float m_flStartScale = 0x4B4 # float m_flScaleTime = 0x4B8 # float m_nFlags = 0x4BC # uint32_t class CBaseFlex: # CBaseAnimGraph m_flexWeight = 0x890 # CNetworkUtlVectorBase m_vLookTargetPosition = 0x8A8 # Vector m_blinktoggle = 0x8B4 # bool m_flAllowResponsesEndTime = 0x908 # GameTime_t m_flLastFlexAnimationTime = 0x90C # GameTime_t m_nNextSceneEventId = 0x910 # uint32_t m_bUpdateLayerPriorities = 0x914 # bool class CBaseFlexAlias_funCBaseFlex: # CBaseFlex class CBaseGrenade: # CBaseFlex m_OnPlayerPickup = 0x928 # CEntityIOOutput m_OnExplode = 0x950 # CEntityIOOutput m_bHasWarnedAI = 0x978 # bool m_bIsSmokeGrenade = 0x979 # bool m_bIsLive = 0x97A # bool m_DmgRadius = 0x97C # float m_flDetonateTime = 0x980 # GameTime_t m_flWarnAITime = 0x984 # float m_flDamage = 0x988 # float m_iszBounceSound = 0x990 # CUtlSymbolLarge m_ExplosionSound = 0x998 # CUtlString m_hThrower = 0x9A4 # CHandle m_flNextAttack = 0x9BC # GameTime_t m_hOriginalThrower = 0x9C0 # CHandle class CBaseIssue: m_szTypeString = 0x20 # char[64] m_szDetailsString = 0x60 # char[260] m_iNumYesVotes = 0x164 # int32_t m_iNumNoVotes = 0x168 # int32_t m_iNumPotentialVotes = 0x16C # int32_t m_pVoteController = 0x170 # CVoteController* class CBaseModelEntity: # CBaseEntity m_CRenderComponent = 0x4B0 # CRenderComponent* m_CHitboxComponent = 0x4B8 # CHitboxComponent m_flDissolveStartTime = 0x4E0 # GameTime_t m_OnIgnite = 0x4E8 # CEntityIOOutput m_nRenderMode = 0x510 # RenderMode_t m_nRenderFX = 0x511 # RenderFx_t m_bAllowFadeInView = 0x512 # bool m_clrRender = 0x513 # Color m_vecRenderAttributes = 0x518 # CUtlVectorEmbeddedNetworkVar m_bRenderToCubemaps = 0x568 # bool m_Collision = 0x570 # CCollisionProperty m_Glow = 0x620 # CGlowProperty m_flGlowBackfaceMult = 0x678 # float m_fadeMinDist = 0x67C # float m_fadeMaxDist = 0x680 # float m_flFadeScale = 0x684 # float m_flShadowStrength = 0x688 # float m_nObjectCulling = 0x68C # uint8_t m_nAddDecal = 0x690 # int32_t m_vDecalPosition = 0x694 # Vector m_vDecalForwardAxis = 0x6A0 # Vector m_flDecalHealBloodRate = 0x6AC # float m_flDecalHealHeightRate = 0x6B0 # float m_ConfigEntitiesToPropagateMaterialDecalsTo = 0x6B8 # CNetworkUtlVectorBase> m_vecViewOffset = 0x6D0 # CNetworkViewOffsetVector class CBaseMoveBehavior: # CPathKeyFrame m_iPositionInterpolator = 0x510 # int32_t m_iRotationInterpolator = 0x514 # int32_t m_flAnimStartTime = 0x518 # float m_flAnimEndTime = 0x51C # float m_flAverageSpeedAcrossFrame = 0x520 # float m_pCurrentKeyFrame = 0x528 # CPathKeyFrame* m_pTargetKeyFrame = 0x530 # CPathKeyFrame* m_pPreKeyFrame = 0x538 # CPathKeyFrame* m_pPostKeyFrame = 0x540 # CPathKeyFrame* m_flTimeIntoFrame = 0x548 # float m_iDirection = 0x54C # int32_t class CBasePlatTrain: # CBaseToggle m_NoiseMoving = 0x780 # CUtlSymbolLarge m_NoiseArrived = 0x788 # CUtlSymbolLarge m_volume = 0x798 # float m_flTWidth = 0x79C # float m_flTLength = 0x7A0 # float class CBasePlayerController: # CBaseEntity m_nInButtonsWhichAreToggles = 0x4B8 # uint64_t m_nTickBase = 0x4C0 # uint32_t m_hPawn = 0x4F0 # CHandle m_nSplitScreenSlot = 0x4F4 # CSplitScreenSlot m_hSplitOwner = 0x4F8 # CHandle m_hSplitScreenPlayers = 0x500 # CUtlVector> m_bIsHLTV = 0x518 # bool m_iConnected = 0x51C # PlayerConnectedState m_iszPlayerName = 0x520 # char[128] m_szNetworkIDString = 0x5A0 # CUtlString m_fLerpTime = 0x5A8 # float m_bLagCompensation = 0x5AC # bool m_bPredict = 0x5AD # bool m_bAutoKickDisabled = 0x5AE # bool m_bIsLowViolence = 0x5AF # bool m_bGamePaused = 0x5B0 # bool m_nUsecTimestampLastUserCmdReceived = 0x648 # int64_t m_nLastRealCommandNumberExecuted = 0x654 # int32_t m_iIgnoreGlobalChat = 0x668 # ChatIgnoreType_t m_flLastPlayerTalkTime = 0x66C # float m_flLastEntitySteadyState = 0x670 # float m_nAvailableEntitySteadyState = 0x674 # int32_t m_bHasAnySteadyStateEnts = 0x678 # bool m_steamID = 0x688 # uint64_t m_iDesiredFOV = 0x690 # uint32_t class CBasePlayerPawn: # CBaseCombatCharacter m_pWeaponServices = 0x9D0 # CPlayer_WeaponServices* m_pItemServices = 0x9D8 # CPlayer_ItemServices* m_pAutoaimServices = 0x9E0 # CPlayer_AutoaimServices* m_pObserverServices = 0x9E8 # CPlayer_ObserverServices* m_pWaterServices = 0x9F0 # CPlayer_WaterServices* m_pUseServices = 0x9F8 # CPlayer_UseServices* m_pFlashlightServices = 0xA00 # CPlayer_FlashlightServices* m_pCameraServices = 0xA08 # CPlayer_CameraServices* m_pMovementServices = 0xA10 # CPlayer_MovementServices* m_ServerViewAngleChanges = 0xA20 # CUtlVectorEmbeddedNetworkVar m_nHighestGeneratedServerViewAngleChangeIndex = 0xA70 # uint32_t v_angle = 0xA74 # QAngle v_anglePrevious = 0xA80 # QAngle m_iHideHUD = 0xA8C # uint32_t m_skybox3d = 0xA90 # sky3dparams_t m_fTimeLastHurt = 0xB20 # GameTime_t m_flDeathTime = 0xB24 # GameTime_t m_fNextSuicideTime = 0xB28 # GameTime_t m_fInitHUD = 0xB2C # bool m_pExpresser = 0xB30 # CAI_Expresser* m_hController = 0xB38 # CHandle m_fHltvReplayDelay = 0xB40 # float m_fHltvReplayEnd = 0xB44 # float m_iHltvReplayEntity = 0xB48 # CEntityIndex 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 CBasePlayerWeapon: # CEconEntity m_nNextPrimaryAttackTick = 0xC18 # GameTick_t m_flNextPrimaryAttackTickRatio = 0xC1C # float m_nNextSecondaryAttackTick = 0xC20 # GameTick_t m_flNextSecondaryAttackTickRatio = 0xC24 # float m_iClip1 = 0xC28 # int32_t m_iClip2 = 0xC2C # int32_t m_pReserveAmmo = 0xC30 # int32_t[2] m_OnPlayerUse = 0xC38 # CEntityIOOutput class CBasePlayerWeaponVData: # CEntitySubclassVDataBase m_szWorldModel = 0x28 # CResourceNameTyped> m_bBuiltRightHanded = 0x108 # bool m_bAllowFlipping = 0x109 # bool m_bIsFullAuto = 0x10A # bool m_nNumBullets = 0x10C # int32_t 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_aShootSounds = 0x218 # CUtlMap m_iSlot = 0x238 # int32_t m_iPosition = 0x23C # int32_t class CBaseProp: # CBaseAnimGraph m_bModelOverrodeBlockLOS = 0x890 # bool m_iShapeType = 0x894 # int32_t m_bConformToCollisionBounds = 0x898 # bool m_mPreferredCatchTransform = 0x89C # matrix3x4_t class CBasePropDoor: # CDynamicProp m_flAutoReturnDelay = 0xB18 # float m_hDoorList = 0xB20 # CUtlVector> m_nHardwareType = 0xB38 # int32_t m_bNeedsHardware = 0xB3C # bool m_eDoorState = 0xB40 # DoorState_t m_bLocked = 0xB44 # bool m_closedPosition = 0xB48 # Vector m_closedAngles = 0xB54 # QAngle m_hBlocker = 0xB60 # CHandle m_bFirstBlocked = 0xB64 # bool m_ls = 0xB68 # locksound_t m_bForceClosed = 0xB88 # bool m_vecLatchWorldPosition = 0xB8C # Vector m_hActivator = 0xB98 # CHandle m_SoundMoving = 0xBA8 # CUtlSymbolLarge m_SoundOpen = 0xBB0 # CUtlSymbolLarge m_SoundClose = 0xBB8 # CUtlSymbolLarge m_SoundLock = 0xBC0 # CUtlSymbolLarge m_SoundUnlock = 0xBC8 # CUtlSymbolLarge m_SoundLatch = 0xBD0 # CUtlSymbolLarge m_SoundPound = 0xBD8 # CUtlSymbolLarge m_SoundJiggle = 0xBE0 # CUtlSymbolLarge m_SoundLockedAnim = 0xBE8 # CUtlSymbolLarge m_numCloseAttempts = 0xBF0 # int32_t m_nPhysicsMaterial = 0xBF4 # CUtlStringToken m_SlaveName = 0xBF8 # CUtlSymbolLarge m_hMaster = 0xC00 # CHandle m_OnBlockedClosing = 0xC08 # CEntityIOOutput m_OnBlockedOpening = 0xC30 # CEntityIOOutput m_OnUnblockedClosing = 0xC58 # CEntityIOOutput m_OnUnblockedOpening = 0xC80 # CEntityIOOutput m_OnFullyClosed = 0xCA8 # CEntityIOOutput m_OnFullyOpen = 0xCD0 # CEntityIOOutput m_OnClose = 0xCF8 # CEntityIOOutput m_OnOpen = 0xD20 # CEntityIOOutput m_OnLockedUse = 0xD48 # CEntityIOOutput m_OnAjarOpen = 0xD70 # CEntityIOOutput class CBaseToggle: # CBaseModelEntity m_toggle_state = 0x700 # TOGGLE_STATE m_flMoveDistance = 0x704 # float m_flWait = 0x708 # float m_flLip = 0x70C # float m_bAlwaysFireBlockedOutputs = 0x710 # bool m_vecPosition1 = 0x714 # Vector m_vecPosition2 = 0x720 # Vector m_vecMoveAng = 0x72C # QAngle m_vecAngle1 = 0x738 # QAngle m_vecAngle2 = 0x744 # QAngle m_flHeight = 0x750 # float m_hActivator = 0x754 # CHandle m_vecFinalDest = 0x758 # Vector m_vecFinalAngle = 0x764 # QAngle m_movementType = 0x770 # int32_t m_sMaster = 0x778 # CUtlSymbolLarge class CBaseTrigger: # CBaseToggle m_bDisabled = 0x780 # bool m_iFilterName = 0x788 # CUtlSymbolLarge m_hFilter = 0x790 # CHandle m_OnStartTouch = 0x798 # CEntityIOOutput m_OnStartTouchAll = 0x7C0 # CEntityIOOutput m_OnEndTouch = 0x7E8 # CEntityIOOutput m_OnEndTouchAll = 0x810 # CEntityIOOutput m_OnTouching = 0x838 # CEntityIOOutput m_OnNotTouching = 0x860 # CEntityIOOutput m_hTouchingEntities = 0x888 # CUtlVector> m_bClientSidePredicted = 0x8A0 # bool class CBaseViewModel: # CBaseAnimGraph m_vecLastFacing = 0x898 # Vector m_nViewModelIndex = 0x8A4 # uint32_t m_nAnimationParity = 0x8A8 # uint32_t m_flAnimationStartTime = 0x8AC # float m_hWeapon = 0x8B0 # CHandle m_sVMName = 0x8B8 # CUtlSymbolLarge m_sAnimationPrefix = 0x8C0 # CUtlSymbolLarge m_hOldLayerSequence = 0x8C8 # HSequence m_oldLayer = 0x8CC # int32_t m_oldLayerStartTime = 0x8D0 # float m_hControlPanel = 0x8D4 # CHandle class CBeam: # CBaseModelEntity m_flFrameRate = 0x700 # float m_flHDRColorScale = 0x704 # float m_flFireTime = 0x708 # GameTime_t m_flDamage = 0x70C # float m_nNumBeamEnts = 0x710 # uint8_t m_hBaseMaterial = 0x718 # CStrongHandle m_nHaloIndex = 0x720 # CStrongHandle m_nBeamType = 0x728 # BeamType_t m_nBeamFlags = 0x72C # uint32_t m_hAttachEntity = 0x730 # CHandle[10] m_nAttachIndex = 0x758 # AttachmentHandle_t[10] m_fWidth = 0x764 # float m_fEndWidth = 0x768 # float m_fFadeLength = 0x76C # float m_fHaloScale = 0x770 # float m_fAmplitude = 0x774 # float m_fStartFrame = 0x778 # float m_fSpeed = 0x77C # float m_flFrame = 0x780 # float m_nClipStyle = 0x784 # BeamClipStyle_t m_bTurnedOff = 0x788 # bool m_vecEndPos = 0x78C # Vector m_hEndEntity = 0x798 # CHandle m_nDissolveType = 0x79C # int32_t class CBlood: # CPointEntity m_vecSprayAngles = 0x4B0 # QAngle m_vecSprayDir = 0x4BC # Vector m_flAmount = 0x4C8 # float m_Color = 0x4CC # int32_t class CBodyComponent: # CEntityComponent m_pSceneNode = 0x8 # CGameSceneNode* __m_pChainEntity = 0x20 # CNetworkVarChainer class CBodyComponentBaseAnimGraph: # CBodyComponentSkeletonInstance m_animationController = 0x480 # CBaseAnimGraphController __m_pChainEntity = 0x760 # CNetworkVarChainer class CBodyComponentBaseModelEntity: # CBodyComponentSkeletonInstance __m_pChainEntity = 0x480 # CNetworkVarChainer class CBodyComponentPoint: # CBodyComponent m_sceneNode = 0x50 # CGameSceneNode __m_pChainEntity = 0x1A0 # CNetworkVarChainer class CBodyComponentSkeletonInstance: # CBodyComponent m_skeletonInstance = 0x50 # CSkeletonInstance __m_pChainEntity = 0x450 # CNetworkVarChainer class CBombTarget: # CBaseTrigger m_OnBombExplode = 0x8A8 # CEntityIOOutput m_OnBombPlanted = 0x8D0 # CEntityIOOutput m_OnBombDefused = 0x8F8 # CEntityIOOutput m_bIsBombSiteB = 0x920 # bool m_bIsHeistBombTarget = 0x921 # bool m_bBombPlantedHere = 0x922 # bool m_szMountTarget = 0x928 # CUtlSymbolLarge m_hInstructorHint = 0x930 # CHandle m_nBombSiteDesignation = 0x934 # int32_t class CBot: m_pController = 0x10 # CCSPlayerController* m_pPlayer = 0x18 # CCSPlayerPawn* m_bHasSpawned = 0x20 # bool m_id = 0x24 # uint32_t m_isRunning = 0xB8 # bool m_isCrouching = 0xB9 # bool m_forwardSpeed = 0xBC # float m_leftSpeed = 0xC0 # float m_verticalSpeed = 0xC4 # float m_buttonFlags = 0xC8 # uint64_t m_jumpTimestamp = 0xD0 # float m_viewForward = 0xD4 # Vector m_postureStackIndex = 0xF0 # int32_t class CBreachCharge: # CCSWeaponBase class CBreachChargeProjectile: # CBaseGrenade class CBreakable: # CBaseModelEntity m_Material = 0x710 # Materials m_hBreaker = 0x714 # CHandle m_Explosion = 0x718 # Explosions m_iszSpawnObject = 0x720 # CUtlSymbolLarge m_flPressureDelay = 0x728 # float m_iMinHealthDmg = 0x72C # int32_t m_iszPropData = 0x730 # CUtlSymbolLarge m_impactEnergyScale = 0x738 # float m_nOverrideBlockLOS = 0x73C # EOverrideBlockLOS_t m_OnBreak = 0x740 # CEntityIOOutput m_OnHealthChanged = 0x768 # CEntityOutputTemplate m_flDmgModBullet = 0x790 # float m_flDmgModClub = 0x794 # float m_flDmgModExplosive = 0x798 # float m_flDmgModFire = 0x79C # float m_iszPhysicsDamageTableName = 0x7A0 # CUtlSymbolLarge m_iszBasePropData = 0x7A8 # CUtlSymbolLarge m_iInteractions = 0x7B0 # int32_t m_PerformanceMode = 0x7B4 # PerformanceMode_t m_hPhysicsAttacker = 0x7B8 # CHandle m_flLastPhysicsInfluenceTime = 0x7BC # GameTime_t class CBreakableProp: # CBaseProp m_OnBreak = 0x8E0 # CEntityIOOutput m_OnHealthChanged = 0x908 # CEntityOutputTemplate m_OnTakeDamage = 0x930 # CEntityIOOutput m_impactEnergyScale = 0x958 # float m_iMinHealthDmg = 0x95C # int32_t m_preferredCarryAngles = 0x960 # QAngle m_flPressureDelay = 0x96C # float m_hBreaker = 0x970 # CHandle m_PerformanceMode = 0x974 # PerformanceMode_t m_flDmgModBullet = 0x978 # float m_flDmgModClub = 0x97C # float m_flDmgModExplosive = 0x980 # float m_flDmgModFire = 0x984 # float m_iszPhysicsDamageTableName = 0x988 # CUtlSymbolLarge m_iszBasePropData = 0x990 # CUtlSymbolLarge m_iInteractions = 0x998 # int32_t m_flPreventDamageBeforeTime = 0x99C # GameTime_t m_bHasBreakPiecesOrCommands = 0x9A0 # bool m_explodeDamage = 0x9A4 # float m_explodeRadius = 0x9A8 # float m_explosionDelay = 0x9B0 # float m_explosionBuildupSound = 0x9B8 # CUtlSymbolLarge m_explosionCustomEffect = 0x9C0 # CUtlSymbolLarge m_explosionCustomSound = 0x9C8 # CUtlSymbolLarge m_explosionModifier = 0x9D0 # CUtlSymbolLarge m_hPhysicsAttacker = 0x9D8 # CHandle m_flLastPhysicsInfluenceTime = 0x9DC # GameTime_t m_bOriginalBlockLOS = 0x9E0 # bool m_flDefaultFadeScale = 0x9E4 # float m_hLastAttacker = 0x9E8 # CHandle m_hFlareEnt = 0x9EC # CHandle m_bUsePuntSound = 0x9F0 # bool m_iszPuntSound = 0x9F8 # CUtlSymbolLarge m_noGhostCollision = 0xA00 # bool class CBreakableStageHelper: m_nCurrentStage = 0x8 # int32_t m_nStageCount = 0xC # int32_t class CBtActionAim: # CBtNode m_szSensorInputKey = 0x68 # CUtlString m_szAimReadyKey = 0x80 # CUtlString m_flZoomCooldownTimestamp = 0x88 # float m_bDoneAiming = 0x8C # bool m_flLerpStartTime = 0x90 # float m_flNextLookTargetLerpTime = 0x94 # float m_flPenaltyReductionRatio = 0x98 # float m_NextLookTarget = 0x9C # QAngle m_AimTimer = 0xA8 # CountdownTimer m_SniperHoldTimer = 0xC0 # CountdownTimer m_FocusIntervalTimer = 0xD8 # CountdownTimer m_bAcquired = 0xF0 # bool class CBtActionCombatPositioning: # CBtNode m_szSensorInputKey = 0x68 # CUtlString m_szIsAttackingKey = 0x80 # CUtlString m_ActionTimer = 0x88 # CountdownTimer m_bCrouching = 0xA0 # bool class CBtActionMoveTo: # CBtNode m_szDestinationInputKey = 0x60 # CUtlString m_szHidingSpotInputKey = 0x68 # CUtlString m_szThreatInputKey = 0x70 # CUtlString m_vecDestination = 0x78 # Vector m_bAutoLookAdjust = 0x84 # bool m_bComputePath = 0x85 # bool m_flDamagingAreasPenaltyCost = 0x88 # float m_CheckApproximateCornersTimer = 0x90 # CountdownTimer m_CheckHighPriorityItem = 0xA8 # CountdownTimer m_RepathTimer = 0xC0 # CountdownTimer m_flArrivalEpsilon = 0xD8 # float m_flAdditionalArrivalEpsilon2D = 0xDC # float m_flHidingSpotCheckDistanceThreshold = 0xE0 # float m_flNearestAreaDistanceThreshold = 0xE4 # float class CBtActionParachutePositioning: # CBtNode m_ActionTimer = 0x58 # CountdownTimer class CBtNode: class CBtNodeComposite: # CBtNode class CBtNodeCondition: # CBtNodeDecorator m_bNegated = 0x58 # bool class CBtNodeConditionInactive: # CBtNodeCondition m_flRoundStartThresholdSeconds = 0x78 # float m_flSensorInactivityThresholdSeconds = 0x7C # float m_SensorInactivityTimer = 0x80 # CountdownTimer class CBtNodeDecorator: # CBtNode class CBubbling: # CBaseModelEntity m_density = 0x700 # int32_t m_frequency = 0x704 # int32_t m_state = 0x708 # int32_t class CBumpMine: # CCSWeaponBase class CBumpMineProjectile: # CBaseGrenade class CBuoyancyHelper: m_flFluidDensity = 0x18 # float class CBuyZone: # CBaseTrigger m_LegacyTeamNum = 0x8A8 # int32_t class CC4: # CCSWeaponBase m_vecLastValidPlayerHeldPosition = 0xE30 # Vector m_vecLastValidDroppedPosition = 0xE3C # Vector m_bDoValidDroppedPositionCheck = 0xE48 # bool m_bStartedArming = 0xE49 # bool m_fArmedTime = 0xE4C # GameTime_t m_bBombPlacedAnimation = 0xE50 # bool m_bIsPlantingViaUse = 0xE51 # bool m_entitySpottedState = 0xE58 # EntitySpottedState_t m_nSpotRules = 0xE70 # int32_t m_bPlayedArmingBeeps = 0xE74 # bool[7] m_bBombPlanted = 0xE7B # bool m_bDroppedFromDeath = 0xE7C # bool class CCSBot: # CBot m_lastCoopSpawnPoint = 0xF8 # CHandle m_eyePosition = 0x108 # Vector m_name = 0x114 # char[64] m_combatRange = 0x154 # float m_isRogue = 0x158 # bool m_rogueTimer = 0x160 # CountdownTimer m_diedLastRound = 0x17C # bool m_safeTime = 0x180 # float m_wasSafe = 0x184 # bool m_blindFire = 0x18C # bool m_surpriseTimer = 0x190 # CountdownTimer m_bAllowActive = 0x1A8 # bool m_isFollowing = 0x1A9 # bool m_leader = 0x1AC # CHandle m_followTimestamp = 0x1B0 # float m_allowAutoFollowTime = 0x1B4 # float m_hurryTimer = 0x1B8 # CountdownTimer m_alertTimer = 0x1D0 # CountdownTimer m_sneakTimer = 0x1E8 # CountdownTimer m_panicTimer = 0x200 # CountdownTimer m_stateTimestamp = 0x4D0 # float m_isAttacking = 0x4D4 # bool m_isOpeningDoor = 0x4D5 # bool m_taskEntity = 0x4DC # CHandle m_goalPosition = 0x4EC # Vector m_goalEntity = 0x4F8 # CHandle m_avoid = 0x4FC # CHandle m_avoidTimestamp = 0x500 # float m_isStopping = 0x504 # bool m_hasVisitedEnemySpawn = 0x505 # bool m_stillTimer = 0x508 # IntervalTimer m_bEyeAnglesUnderPathFinderControl = 0x518 # bool m_pathIndex = 0x6610 # int32_t m_areaEnteredTimestamp = 0x6614 # GameTime_t m_repathTimer = 0x6618 # CountdownTimer m_avoidFriendTimer = 0x6630 # CountdownTimer m_isFriendInTheWay = 0x6648 # bool m_politeTimer = 0x6650 # CountdownTimer m_isWaitingBehindFriend = 0x6668 # bool m_pathLadderEnd = 0x6694 # float m_mustRunTimer = 0x66E0 # CountdownTimer m_waitTimer = 0x66F8 # CountdownTimer m_updateTravelDistanceTimer = 0x6710 # CountdownTimer m_playerTravelDistance = 0x6728 # float[64] m_travelDistancePhase = 0x6828 # uint8_t m_hostageEscortCount = 0x69C0 # uint8_t m_hostageEscortCountTimestamp = 0x69C4 # float m_desiredTeam = 0x69C8 # int32_t m_hasJoined = 0x69CC # bool m_isWaitingForHostage = 0x69CD # bool m_inhibitWaitingForHostageTimer = 0x69D0 # CountdownTimer m_waitForHostageTimer = 0x69E8 # CountdownTimer m_noisePosition = 0x6A00 # Vector m_noiseTravelDistance = 0x6A0C # float m_noiseTimestamp = 0x6A10 # float m_noiseSource = 0x6A18 # CCSPlayerPawn* m_noiseBendTimer = 0x6A30 # CountdownTimer m_bentNoisePosition = 0x6A48 # Vector m_bendNoisePositionValid = 0x6A54 # bool m_lookAroundStateTimestamp = 0x6A58 # float m_lookAheadAngle = 0x6A5C # float m_forwardAngle = 0x6A60 # float m_inhibitLookAroundTimestamp = 0x6A64 # float m_lookAtSpot = 0x6A6C # Vector m_lookAtSpotDuration = 0x6A7C # float m_lookAtSpotTimestamp = 0x6A80 # float m_lookAtSpotAngleTolerance = 0x6A84 # float m_lookAtSpotClearIfClose = 0x6A88 # bool m_lookAtSpotAttack = 0x6A89 # bool m_lookAtDesc = 0x6A90 # char* m_peripheralTimestamp = 0x6A98 # float m_approachPointCount = 0x6C20 # uint8_t m_approachPointViewPosition = 0x6C24 # Vector m_viewSteadyTimer = 0x6C30 # IntervalTimer m_tossGrenadeTimer = 0x6C48 # CountdownTimer m_isAvoidingGrenade = 0x6C68 # CountdownTimer m_spotCheckTimestamp = 0x6C88 # float m_checkedHidingSpotCount = 0x7090 # int32_t m_lookPitch = 0x7094 # float m_lookPitchVel = 0x7098 # float m_lookYaw = 0x709C # float m_lookYawVel = 0x70A0 # float m_targetSpot = 0x70A4 # Vector m_targetSpotVelocity = 0x70B0 # Vector m_targetSpotPredicted = 0x70BC # Vector m_aimError = 0x70C8 # QAngle m_aimGoal = 0x70D4 # QAngle m_targetSpotTime = 0x70E0 # GameTime_t m_aimFocus = 0x70E4 # float m_aimFocusInterval = 0x70E8 # float m_aimFocusNextUpdate = 0x70EC # GameTime_t m_ignoreEnemiesTimer = 0x70F8 # CountdownTimer m_enemy = 0x7110 # CHandle m_isEnemyVisible = 0x7114 # bool m_visibleEnemyParts = 0x7115 # uint8_t m_lastEnemyPosition = 0x7118 # Vector m_lastSawEnemyTimestamp = 0x7124 # float m_firstSawEnemyTimestamp = 0x7128 # float m_currentEnemyAcquireTimestamp = 0x712C # float m_enemyDeathTimestamp = 0x7130 # float m_friendDeathTimestamp = 0x7134 # float m_isLastEnemyDead = 0x7138 # bool m_nearbyEnemyCount = 0x713C # int32_t m_bomber = 0x7348 # CHandle m_nearbyFriendCount = 0x734C # int32_t m_closestVisibleFriend = 0x7350 # CHandle m_closestVisibleHumanFriend = 0x7354 # CHandle m_attentionInterval = 0x7358 # IntervalTimer m_attacker = 0x7368 # CHandle m_attackedTimestamp = 0x736C # float m_burnedByFlamesTimer = 0x7370 # IntervalTimer m_lastVictimID = 0x7380 # int32_t m_isAimingAtEnemy = 0x7384 # bool m_isRapidFiring = 0x7385 # bool m_equipTimer = 0x7388 # IntervalTimer m_zoomTimer = 0x7398 # CountdownTimer m_fireWeaponTimestamp = 0x73B0 # GameTime_t m_lookForWeaponsOnGroundTimer = 0x73B8 # CountdownTimer m_bIsSleeping = 0x73D0 # bool m_isEnemySniperVisible = 0x73D1 # bool m_sawEnemySniperTimer = 0x73D8 # CountdownTimer m_enemyQueueIndex = 0x7490 # uint8_t m_enemyQueueCount = 0x7491 # uint8_t m_enemyQueueAttendIndex = 0x7492 # uint8_t m_isStuck = 0x7493 # bool m_stuckTimestamp = 0x7494 # GameTime_t m_stuckSpot = 0x7498 # Vector m_wiggleTimer = 0x74A8 # CountdownTimer m_stuckJumpTimer = 0x74C0 # CountdownTimer m_nextCleanupCheckTimestamp = 0x74D8 # GameTime_t m_avgVel = 0x74DC # float[10] m_avgVelIndex = 0x7504 # int32_t m_avgVelCount = 0x7508 # int32_t m_lastOrigin = 0x750C # Vector m_lastRadioRecievedTimestamp = 0x751C # float m_lastRadioSentTimestamp = 0x7520 # float m_radioSubject = 0x7524 # CHandle m_radioPosition = 0x7528 # Vector m_voiceEndTimestamp = 0x7534 # float m_lastValidReactionQueueFrame = 0x7540 # int32_t class CCSGOPlayerAnimGraphState: class CCSGOViewModel: # CPredictedViewModel m_bShouldIgnoreOffsetAndAccuracy = 0x8D8 # bool m_nWeaponParity = 0x8DC # uint32_t m_nOldWeaponParity = 0x8E0 # uint32_t class CCSGO_TeamIntroCharacterPosition: # CCSGO_TeamPreviewCharacterPosition class CCSGO_TeamIntroCounterTerroristPosition: # CCSGO_TeamIntroCharacterPosition class CCSGO_TeamIntroTerroristPosition: # CCSGO_TeamIntroCharacterPosition class CCSGO_TeamPreviewCharacterPosition: # CBaseEntity m_nVariant = 0x4B0 # int32_t m_nRandom = 0x4B4 # int32_t m_nOrdinal = 0x4B8 # int32_t m_sWeaponName = 0x4C0 # CUtlString m_xuid = 0x4C8 # uint64_t m_agentItem = 0x4D0 # CEconItemView m_glovesItem = 0x748 # CEconItemView m_weaponItem = 0x9C0 # CEconItemView class CCSGO_TeamSelectCharacterPosition: # CCSGO_TeamPreviewCharacterPosition class CCSGO_TeamSelectCounterTerroristPosition: # CCSGO_TeamSelectCharacterPosition class CCSGO_TeamSelectTerroristPosition: # CCSGO_TeamSelectCharacterPosition class CCSGO_WingmanIntroCharacterPosition: # CCSGO_TeamIntroCharacterPosition class CCSGO_WingmanIntroCounterTerroristPosition: # CCSGO_WingmanIntroCharacterPosition class CCSGO_WingmanIntroTerroristPosition: # CCSGO_WingmanIntroCharacterPosition class CCSGameModeRules: __m_pChainEntity = 0x8 # CNetworkVarChainer class CCSGameModeRules_Deathmatch: # CCSGameModeRules m_bFirstThink = 0x30 # bool m_bFirstThinkAfterConnected = 0x31 # bool m_flDMBonusStartTime = 0x34 # GameTime_t m_flDMBonusTimeLength = 0x38 # float m_nDMBonusWeaponLoadoutSlot = 0x3C # int16_t class CCSGameModeRules_Noop: # CCSGameModeRules class CCSGameModeRules_Scripted: # CCSGameModeRules class CCSGameModeScript: # CBasePulseGraphInstance class CCSGameRules: # CTeamplayRules __m_pChainEntity = 0x98 # CNetworkVarChainer m_coopMissionManager = 0xC0 # CHandle m_bFreezePeriod = 0xC4 # bool m_bWarmupPeriod = 0xC5 # bool m_fWarmupPeriodEnd = 0xC8 # GameTime_t m_fWarmupPeriodStart = 0xCC # GameTime_t m_nTotalPausedTicks = 0xD0 # int32_t m_nPauseStartTick = 0xD4 # int32_t m_bServerPaused = 0xD8 # bool m_bGamePaused = 0xD9 # bool m_bTerroristTimeOutActive = 0xDA # bool m_bCTTimeOutActive = 0xDB # bool m_flTerroristTimeOutRemaining = 0xDC # float m_flCTTimeOutRemaining = 0xE0 # float m_nTerroristTimeOuts = 0xE4 # int32_t m_nCTTimeOuts = 0xE8 # int32_t m_bTechnicalTimeOut = 0xEC # bool m_bMatchWaitingForResume = 0xED # bool m_iRoundTime = 0xF0 # int32_t m_fMatchStartTime = 0xF4 # float m_fRoundStartTime = 0xF8 # GameTime_t m_flRestartRoundTime = 0xFC # GameTime_t m_bGameRestart = 0x100 # bool m_flGameStartTime = 0x104 # float m_timeUntilNextPhaseStarts = 0x108 # float m_gamePhase = 0x10C # int32_t m_totalRoundsPlayed = 0x110 # int32_t m_nRoundsPlayedThisPhase = 0x114 # int32_t m_nOvertimePlaying = 0x118 # int32_t m_iHostagesRemaining = 0x11C # int32_t m_bAnyHostageReached = 0x120 # bool m_bMapHasBombTarget = 0x121 # bool m_bMapHasRescueZone = 0x122 # bool m_bMapHasBuyZone = 0x123 # bool m_bIsQueuedMatchmaking = 0x124 # bool m_nQueuedMatchmakingMode = 0x128 # int32_t m_bIsValveDS = 0x12C # bool m_bLogoMap = 0x12D # bool m_bPlayAllStepSoundsOnServer = 0x12E # bool m_iSpectatorSlotCount = 0x130 # int32_t m_MatchDevice = 0x134 # int32_t m_bHasMatchStarted = 0x138 # bool m_nNextMapInMapgroup = 0x13C # int32_t m_szTournamentEventName = 0x140 # char[512] m_szTournamentEventStage = 0x340 # char[512] m_szMatchStatTxt = 0x540 # char[512] m_szTournamentPredictionsTxt = 0x740 # char[512] m_nTournamentPredictionsPct = 0x940 # int32_t m_flCMMItemDropRevealStartTime = 0x944 # GameTime_t m_flCMMItemDropRevealEndTime = 0x948 # GameTime_t m_bIsDroppingItems = 0x94C # bool m_bIsQuestEligible = 0x94D # bool m_bIsHltvActive = 0x94E # bool m_nGuardianModeWaveNumber = 0x950 # int32_t m_nGuardianModeSpecialKillsRemaining = 0x954 # int32_t m_nGuardianModeSpecialWeaponNeeded = 0x958 # int32_t m_nGuardianGrenadesToGiveBots = 0x95C # int32_t m_nNumHeaviesToSpawn = 0x960 # int32_t m_numGlobalGiftsGiven = 0x964 # uint32_t m_numGlobalGifters = 0x968 # uint32_t m_numGlobalGiftsPeriodSeconds = 0x96C # uint32_t m_arrFeaturedGiftersAccounts = 0x970 # uint32_t[4] m_arrFeaturedGiftersGifts = 0x980 # uint32_t[4] m_arrProhibitedItemIndices = 0x990 # uint16_t[100] m_arrTournamentActiveCasterAccounts = 0xA58 # uint32_t[4] m_numBestOfMaps = 0xA68 # int32_t m_nHalloweenMaskListSeed = 0xA6C # int32_t m_bBombDropped = 0xA70 # bool m_bBombPlanted = 0xA71 # bool m_iRoundWinStatus = 0xA74 # int32_t m_eRoundWinReason = 0xA78 # int32_t m_bTCantBuy = 0xA7C # bool m_bCTCantBuy = 0xA7D # bool m_flGuardianBuyUntilTime = 0xA80 # GameTime_t m_iMatchStats_RoundResults = 0xA84 # int32_t[30] m_iMatchStats_PlayersAlive_CT = 0xAFC # int32_t[30] m_iMatchStats_PlayersAlive_T = 0xB74 # int32_t[30] m_TeamRespawnWaveTimes = 0xBEC # float[32] m_flNextRespawnWave = 0xC6C # GameTime_t[32] m_nServerQuestID = 0xCEC # int32_t m_vMinimapMins = 0xCF0 # Vector m_vMinimapMaxs = 0xCFC # Vector m_MinimapVerticalSectionHeights = 0xD08 # float[8] m_bDontIncrementCoopWave = 0xD28 # bool m_bSpawnedTerrorHuntHeavy = 0xD29 # bool m_nEndMatchMapGroupVoteTypes = 0xD2C # int32_t[10] m_nEndMatchMapGroupVoteOptions = 0xD54 # int32_t[10] m_nEndMatchMapVoteWinner = 0xD7C # int32_t m_iNumConsecutiveCTLoses = 0xD80 # int32_t m_iNumConsecutiveTerroristLoses = 0xD84 # int32_t m_bHasHostageBeenTouched = 0xDA0 # bool m_flIntermissionStartTime = 0xDA4 # GameTime_t m_flIntermissionEndTime = 0xDA8 # GameTime_t m_bLevelInitialized = 0xDAC # bool m_iTotalRoundsPlayed = 0xDB0 # int32_t m_iUnBalancedRounds = 0xDB4 # int32_t m_endMatchOnRoundReset = 0xDB8 # bool m_endMatchOnThink = 0xDB9 # bool m_iFreezeTime = 0xDBC # int32_t m_iNumTerrorist = 0xDC0 # int32_t m_iNumCT = 0xDC4 # int32_t m_iNumSpawnableTerrorist = 0xDC8 # int32_t m_iNumSpawnableCT = 0xDCC # int32_t m_arrSelectedHostageSpawnIndices = 0xDD0 # CUtlVector m_bFirstConnected = 0xDE8 # bool m_bCompleteReset = 0xDE9 # bool m_bPickNewTeamsOnReset = 0xDEA # bool m_bScrambleTeamsOnRestart = 0xDEB # bool m_bSwapTeamsOnRestart = 0xDEC # bool m_nEndMatchTiedVotes = 0xDF8 # CUtlVector m_bNeedToAskPlayersForContinueVote = 0xE14 # bool m_numQueuedMatchmakingAccounts = 0xE18 # uint32_t m_pQueuedMatchmakingReservationString = 0xE20 # char* m_numTotalTournamentDrops = 0xE28 # uint32_t m_numSpectatorsCountMax = 0xE2C # uint32_t m_numSpectatorsCountMaxTV = 0xE30 # uint32_t m_numSpectatorsCountMaxLnk = 0xE34 # uint32_t m_bForceTeamChangeSilent = 0xE40 # bool m_bLoadingRoundBackupData = 0xE41 # bool m_nMatchInfoShowType = 0xE78 # int32_t m_flMatchInfoDecidedTime = 0xE7C # float m_flCoopRespawnAndHealTime = 0xE98 # float m_coopBonusCoinsFound = 0xE9C # int32_t m_coopBonusPistolsOnly = 0xEA0 # bool m_coopPlayersInDeploymentZone = 0xEA1 # bool m_coopMissionDeadPlayerRespawnEnabled = 0xEA2 # bool mTeamDMLastWinningTeamNumber = 0xEA4 # int32_t mTeamDMLastThinkTime = 0xEA8 # float m_flTeamDMLastAnnouncementTime = 0xEAC # float m_iAccountTerrorist = 0xEB0 # int32_t m_iAccountCT = 0xEB4 # int32_t m_iSpawnPointCount_Terrorist = 0xEB8 # int32_t m_iSpawnPointCount_CT = 0xEBC # int32_t m_iMaxNumTerrorists = 0xEC0 # int32_t m_iMaxNumCTs = 0xEC4 # int32_t m_iLoserBonus = 0xEC8 # int32_t m_iLoserBonusMostRecentTeam = 0xECC # int32_t m_tmNextPeriodicThink = 0xED0 # float m_bVoiceWonMatchBragFired = 0xED4 # bool m_fWarmupNextChatNoticeTime = 0xED8 # float m_iHostagesRescued = 0xEE0 # int32_t m_iHostagesTouched = 0xEE4 # int32_t m_flNextHostageAnnouncement = 0xEE8 # float m_bNoTerroristsKilled = 0xEEC # bool m_bNoCTsKilled = 0xEED # bool m_bNoEnemiesKilled = 0xEEE # bool m_bCanDonateWeapons = 0xEEF # bool m_firstKillTime = 0xEF4 # float m_firstBloodTime = 0xEFC # float m_hostageWasInjured = 0xF18 # bool m_hostageWasKilled = 0xF19 # bool m_bVoteCalled = 0xF28 # bool m_bServerVoteOnReset = 0xF29 # bool m_flVoteCheckThrottle = 0xF2C # float m_bBuyTimeEnded = 0xF30 # bool m_nLastFreezeEndBeep = 0xF34 # int32_t m_bTargetBombed = 0xF38 # bool m_bBombDefused = 0xF39 # bool m_bMapHasBombZone = 0xF3A # bool m_vecMainCTSpawnPos = 0xF58 # Vector m_CTSpawnPointsMasterList = 0xF68 # CUtlVector m_TerroristSpawnPointsMasterList = 0xF80 # CUtlVector m_iNextCTSpawnPoint = 0xF98 # int32_t m_iNextTerroristSpawnPoint = 0xF9C # int32_t m_CTSpawnPoints = 0xFA0 # CUtlVector m_TerroristSpawnPoints = 0xFB8 # CUtlVector m_bIsUnreservedGameServer = 0xFD0 # bool m_fAutobalanceDisplayTime = 0xFD4 # float m_bAllowWeaponSwitch = 0x1240 # bool m_bRoundTimeWarningTriggered = 0x1241 # bool m_phaseChangeAnnouncementTime = 0x1244 # GameTime_t m_fNextUpdateTeamClanNamesTime = 0x1248 # float m_flLastThinkTime = 0x124C # GameTime_t m_fAccumulatedRoundOffDamage = 0x1250 # float m_nShorthandedBonusLastEvalRound = 0x1254 # int32_t m_nMatchAbortedEarlyReason = 0x14D0 # int32_t m_bHasTriggeredRoundStartMusic = 0x14D4 # bool m_bHasTriggeredCoopSpawnReset = 0x14D5 # bool m_bSwitchingTeamsAtRoundReset = 0x14D6 # bool m_pGameModeRules = 0x14F0 # CCSGameModeRules* m_BtGlobalBlackboard = 0x14F8 # KeyValues3 m_hPlayerResource = 0x1560 # CHandle m_RetakeRules = 0x1568 # CRetakeGameRules m_GuardianBotSkillLevelMax = 0x174C # int32_t m_GuardianBotSkillLevelMin = 0x1750 # int32_t m_arrTeamUniqueKillWeaponsMatch = 0x1758 # CUtlVector[4] m_bTeamLastKillUsedUniqueWeaponMatch = 0x17B8 # bool[4] m_nMatchEndCount = 0x17E0 # uint8_t m_nTTeamIntroVariant = 0x17E4 # int32_t m_nCTTeamIntroVariant = 0x17E8 # int32_t m_bTeamIntroPeriod = 0x17EC # bool m_fTeamIntroPeriodEnd = 0x17F0 # GameTime_t m_bPlayedTeamIntroVO = 0x17F4 # bool m_flLastPerfSampleTime = 0x5800 # double m_bSkipNextServerPerfSample = 0x5808 # bool class CCSGameRulesProxy: # CGameRulesProxy m_pGameRules = 0x4B0 # CCSGameRules* class CCSMinimapBoundary: # CBaseEntity class CCSObserverPawn: # CCSPlayerPawnBase class CCSObserver_CameraServices: # CCSPlayerBase_CameraServices class CCSObserver_MovementServices: # CPlayer_MovementServices class CCSObserver_ObserverServices: # CPlayer_ObserverServices class CCSObserver_UseServices: # CPlayer_UseServices class CCSObserver_ViewModelServices: # CPlayer_ViewModelServices class CCSPlace: # CServerOnlyModelEntity m_name = 0x708 # CUtlSymbolLarge class CCSPlayerBase_CameraServices: # CPlayer_CameraServices m_iFOV = 0x170 # uint32_t m_iFOVStart = 0x174 # uint32_t m_flFOVTime = 0x178 # GameTime_t m_flFOVRate = 0x17C # float m_hZoomOwner = 0x180 # CHandle m_hTriggerFogList = 0x188 # CUtlVector> m_hLastFogTrigger = 0x1A0 # CHandle class CCSPlayerController: # CBasePlayerController m_pInGameMoneyServices = 0x6C0 # CCSPlayerController_InGameMoneyServices* m_pInventoryServices = 0x6C8 # CCSPlayerController_InventoryServices* m_pActionTrackingServices = 0x6D0 # CCSPlayerController_ActionTrackingServices* m_pDamageServices = 0x6D8 # CCSPlayerController_DamageServices* m_iPing = 0x6E0 # uint32_t m_bHasCommunicationAbuseMute = 0x6E4 # bool m_szCrosshairCodes = 0x6E8 # CUtlSymbolLarge m_iPendingTeamNum = 0x6F0 # uint8_t m_flForceTeamTime = 0x6F4 # GameTime_t m_iCompTeammateColor = 0x6F8 # int32_t m_bEverPlayedOnTeam = 0x6FC # bool m_bAttemptedToGetColor = 0x6FD # bool m_iTeammatePreferredColor = 0x700 # int32_t m_bTeamChanged = 0x704 # bool m_bInSwitchTeam = 0x705 # bool m_bHasSeenJoinGame = 0x706 # bool m_bJustBecameSpectator = 0x707 # bool m_bSwitchTeamsOnNextRoundReset = 0x708 # bool m_bRemoveAllItemsOnNextRoundReset = 0x709 # bool m_szClan = 0x710 # CUtlSymbolLarge m_szClanName = 0x718 # char[32] m_iCoachingTeam = 0x738 # int32_t m_nPlayerDominated = 0x740 # uint64_t m_nPlayerDominatingMe = 0x748 # uint64_t m_iCompetitiveRanking = 0x750 # int32_t m_iCompetitiveWins = 0x754 # int32_t m_iCompetitiveRankType = 0x758 # int8_t m_iCompetitiveRankingPredicted_Win = 0x75C # int32_t m_iCompetitiveRankingPredicted_Loss = 0x760 # int32_t m_iCompetitiveRankingPredicted_Tie = 0x764 # int32_t m_nEndMatchNextMapVote = 0x768 # int32_t m_unActiveQuestId = 0x76C # uint16_t m_nQuestProgressReason = 0x770 # QuestProgress::Reason m_unPlayerTvControlFlags = 0x774 # uint32_t m_iDraftIndex = 0x7A0 # int32_t m_msQueuedModeDisconnectionTimestamp = 0x7A4 # uint32_t m_uiAbandonRecordedReason = 0x7A8 # uint32_t m_bCannotBeKicked = 0x7AC # bool m_bEverFullyConnected = 0x7AD # bool m_bAbandonAllowsSurrender = 0x7AE # bool m_bAbandonOffersInstantSurrender = 0x7AF # bool m_bDisconnection1MinWarningPrinted = 0x7B0 # bool m_bScoreReported = 0x7B1 # bool m_nDisconnectionTick = 0x7B4 # int32_t m_bControllingBot = 0x7C0 # bool m_bHasControlledBotThisRound = 0x7C1 # bool m_bHasBeenControlledByPlayerThisRound = 0x7C2 # bool m_nBotsControlledThisRound = 0x7C4 # int32_t m_bCanControlObservedBot = 0x7C8 # bool m_hPlayerPawn = 0x7CC # CHandle m_hObserverPawn = 0x7D0 # CHandle m_DesiredObserverMode = 0x7D4 # int32_t m_hDesiredObserverTarget = 0x7D8 # CEntityHandle m_bPawnIsAlive = 0x7DC # bool m_iPawnHealth = 0x7E0 # uint32_t m_iPawnArmor = 0x7E4 # int32_t m_bPawnHasDefuser = 0x7E8 # bool m_bPawnHasHelmet = 0x7E9 # bool m_nPawnCharacterDefIndex = 0x7EA # uint16_t m_iPawnLifetimeStart = 0x7EC # int32_t m_iPawnLifetimeEnd = 0x7F0 # int32_t m_iPawnBotDifficulty = 0x7F4 # int32_t m_hOriginalControllerOfCurrentPawn = 0x7F8 # CHandle m_iScore = 0x7FC # int32_t m_iRoundScore = 0x800 # int32_t m_iRoundsWon = 0x804 # int32_t m_vecKills = 0x808 # CNetworkUtlVectorBase m_iMVPs = 0x820 # int32_t m_nUpdateCounter = 0x824 # int32_t m_flSmoothedPing = 0x828 # float m_lastHeldVoteTimer = 0xF8D0 # IntervalTimer m_bShowHints = 0xF8E8 # bool m_iNextTimeCheck = 0xF8EC # int32_t m_bJustDidTeamKill = 0xF8F0 # bool m_bPunishForTeamKill = 0xF8F1 # bool m_bGaveTeamDamageWarning = 0xF8F2 # bool m_bGaveTeamDamageWarningThisRound = 0xF8F3 # bool m_dblLastReceivedPacketPlatFloatTime = 0xF8F8 # double m_LastTeamDamageWarningTime = 0xF900 # GameTime_t m_LastTimePlayerWasDisconnectedForPawnsRemove = 0xF904 # GameTime_t class CCSPlayerController_ActionTrackingServices: # CPlayerControllerComponent m_perRoundStats = 0x40 # CUtlVectorEmbeddedNetworkVar m_matchStats = 0x90 # CSMatchStats_t m_iNumRoundKills = 0x148 # int32_t m_iNumRoundKillsHeadshots = 0x14C # int32_t m_unTotalRoundDamageDealt = 0x150 # uint32_t class CCSPlayerController_DamageServices: # CPlayerControllerComponent m_nSendUpdate = 0x40 # int32_t m_DamageList = 0x48 # CUtlVectorEmbeddedNetworkVar class CCSPlayerController_InGameMoneyServices: # CPlayerControllerComponent m_bReceivesMoneyNextRound = 0x40 # bool m_iAccountMoneyEarnedForNextRound = 0x44 # int32_t m_iAccount = 0x48 # int32_t m_iStartAccount = 0x4C # int32_t m_iTotalCashSpent = 0x50 # int32_t m_iCashSpentThisRound = 0x54 # 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_unEquippedPlayerSprayIDs = 0xF48 # uint32_t[1] m_vecServerAuthoritativeWeaponSlots = 0xF50 # CUtlVectorEmbeddedNetworkVar class CCSPlayerPawn: # CCSPlayerPawnBase m_pBulletServices = 0x1550 # CCSPlayer_BulletServices* m_pHostageServices = 0x1558 # CCSPlayer_HostageServices* m_pBuyServices = 0x1560 # CCSPlayer_BuyServices* m_pActionTrackingServices = 0x1568 # CCSPlayer_ActionTrackingServices* m_pRadioServices = 0x1570 # CCSPlayer_RadioServices* m_pDamageReactServices = 0x1578 # CCSPlayer_DamageReactServices* m_nCharacterDefIndex = 0x1580 # uint16_t m_hPreviousModel = 0x1588 # CStrongHandle m_bHasFemaleVoice = 0x1590 # bool m_strVOPrefix = 0x1598 # CUtlString m_szLastPlaceName = 0x15A0 # char[18] m_bInHostageResetZone = 0x1660 # bool m_bInBuyZone = 0x1661 # bool m_bWasInBuyZone = 0x1662 # bool m_bInHostageRescueZone = 0x1663 # bool m_bInBombZone = 0x1664 # bool m_bWasInHostageRescueZone = 0x1665 # bool m_iRetakesOffering = 0x1668 # int32_t m_iRetakesOfferingCard = 0x166C # int32_t m_bRetakesHasDefuseKit = 0x1670 # bool m_bRetakesMVPLastRound = 0x1671 # bool m_iRetakesMVPBoostItem = 0x1674 # int32_t m_RetakesMVPBoostExtraUtility = 0x1678 # loadout_slot_t m_flHealthShotBoostExpirationTime = 0x167C # GameTime_t m_flLandseconds = 0x1680 # float m_aimPunchAngle = 0x1684 # QAngle m_aimPunchAngleVel = 0x1690 # QAngle m_aimPunchTickBase = 0x169C # int32_t m_aimPunchTickFraction = 0x16A0 # float m_aimPunchCache = 0x16A8 # CUtlVector m_bIsBuyMenuOpen = 0x16C0 # bool m_xLastHeadBoneTransform = 0x1D00 # CTransform m_bLastHeadBoneTransformIsValid = 0x1D20 # bool m_lastLandTime = 0x1D24 # GameTime_t m_bOnGroundLastTick = 0x1D28 # bool m_iPlayerLocked = 0x1D2C # int32_t m_flTimeOfLastInjury = 0x1D34 # GameTime_t m_flNextSprayDecalTime = 0x1D38 # GameTime_t m_bNextSprayDecalTimeExpedited = 0x1D3C # bool m_nRagdollDamageBone = 0x1D40 # int32_t m_vRagdollDamageForce = 0x1D44 # Vector m_vRagdollDamagePosition = 0x1D50 # Vector m_szRagdollDamageWeaponName = 0x1D5C # char[64] m_bRagdollDamageHeadshot = 0x1D9C # bool m_vRagdollServerOrigin = 0x1DA0 # Vector m_EconGloves = 0x1DB0 # CEconItemView m_qDeathEyeAngles = 0x2028 # QAngle m_bSkipOneHeadConstraintUpdate = 0x2034 # bool class CCSPlayerPawnBase: # CBasePlayerPawn m_CTouchExpansionComponent = 0xB68 # CTouchExpansionComponent m_pPingServices = 0xBB8 # CCSPlayer_PingServices* m_pViewModelServices = 0xBC0 # CPlayer_ViewModelServices* m_iDisplayHistoryBits = 0xBC8 # uint32_t m_flLastAttackedTeammate = 0xBCC # float m_hOriginalController = 0xBD0 # CHandle m_blindUntilTime = 0xBD4 # GameTime_t m_blindStartTime = 0xBD8 # GameTime_t m_allowAutoFollowTime = 0xBDC # GameTime_t m_entitySpottedState = 0xBE0 # EntitySpottedState_t m_nSpotRules = 0xBF8 # int32_t m_iPlayerState = 0xBFC # CSPlayerState m_chickenIdleSoundTimer = 0xC08 # CountdownTimer m_chickenJumpSoundTimer = 0xC20 # CountdownTimer m_vecLastBookmarkedPosition = 0xCD8 # Vector m_flLastDistanceTraveledNotice = 0xCE4 # float m_flAccumulatedDistanceTraveled = 0xCE8 # float m_flLastFriendlyFireDamageReductionRatio = 0xCEC # float m_bRespawning = 0xCF0 # bool m_nLastPickupPriority = 0xCF4 # int32_t m_flLastPickupPriorityTime = 0xCF8 # float m_bIsScoped = 0xCFC # bool m_bIsWalking = 0xCFD # bool m_bResumeZoom = 0xCFE # bool m_bIsDefusing = 0xCFF # bool m_bIsGrabbingHostage = 0xD00 # bool m_iBlockingUseActionInProgress = 0xD04 # CSPlayerBlockingUseAction_t m_fImmuneToGunGameDamageTime = 0xD08 # GameTime_t m_bGunGameImmunity = 0xD0C # bool m_fMolotovDamageTime = 0xD10 # float m_bHasMovedSinceSpawn = 0xD14 # bool m_bCanMoveDuringFreezePeriod = 0xD15 # bool m_flGuardianTooFarDistFrac = 0xD18 # float m_flNextGuardianTooFarHurtTime = 0xD1C # float m_flDetectedByEnemySensorTime = 0xD20 # GameTime_t m_flDealtDamageToEnemyMostRecentTimestamp = 0xD24 # float m_flLastEquippedHelmetTime = 0xD28 # GameTime_t m_flLastEquippedArmorTime = 0xD2C # GameTime_t m_nHeavyAssaultSuitCooldownRemaining = 0xD30 # int32_t m_bResetArmorNextSpawn = 0xD34 # bool m_flLastBumpMineBumpTime = 0xD38 # GameTime_t m_flEmitSoundTime = 0xD3C # GameTime_t m_iNumSpawns = 0xD40 # int32_t m_iShouldHaveCash = 0xD44 # int32_t m_bInvalidSteamLogonDelayed = 0xD48 # bool m_flLastAction = 0xD4C # GameTime_t m_flNameChangeHistory = 0xD50 # float[5] m_fLastGivenDefuserTime = 0xD64 # float m_fLastGivenBombTime = 0xD68 # float m_bHasNightVision = 0xD6C # bool m_bNightVisionOn = 0xD6D # bool m_fNextRadarUpdateTime = 0xD70 # float m_flLastMoneyUpdateTime = 0xD74 # float m_MenuStringBuffer = 0xD78 # char[1024] m_fIntroCamTime = 0x1178 # float m_nMyCollisionGroup = 0x117C # int32_t m_bInNoDefuseArea = 0x1180 # bool m_bKilledByTaser = 0x1181 # bool m_iMoveState = 0x1184 # int32_t m_grenadeParameterStashTime = 0x1188 # GameTime_t m_bGrenadeParametersStashed = 0x118C # bool m_angStashedShootAngles = 0x1190 # QAngle m_vecStashedGrenadeThrowPosition = 0x119C # Vector m_vecStashedVelocity = 0x11A8 # Vector m_angShootAngleHistory = 0x11B4 # QAngle[2] m_vecThrowPositionHistory = 0x11CC # Vector[2] m_vecVelocityHistory = 0x11E4 # Vector[2] m_bDiedAirborne = 0x11FC # bool m_iBombSiteIndex = 0x1200 # CEntityIndex m_nWhichBombZone = 0x1204 # int32_t m_bInBombZoneTrigger = 0x1208 # bool m_bWasInBombZoneTrigger = 0x1209 # bool m_iDirection = 0x120C # int32_t m_iShotsFired = 0x1210 # int32_t m_ArmorValue = 0x1214 # int32_t m_flFlinchStack = 0x1218 # float m_flVelocityModifier = 0x121C # float m_flHitHeading = 0x1220 # float m_nHitBodyPart = 0x1224 # int32_t m_iHostagesKilled = 0x1228 # int32_t m_vecTotalBulletForce = 0x122C # Vector m_flFlashDuration = 0x1238 # float m_flFlashMaxAlpha = 0x123C # float m_flProgressBarStartTime = 0x1240 # float m_iProgressBarDuration = 0x1244 # int32_t m_bWaitForNoAttack = 0x1248 # bool m_flLowerBodyYawTarget = 0x124C # float m_bStrafing = 0x1250 # bool m_lastStandingPos = 0x1254 # Vector m_ignoreLadderJumpTime = 0x1260 # float m_ladderSurpressionTimer = 0x1268 # CountdownTimer m_lastLadderNormal = 0x1280 # Vector m_lastLadderPos = 0x128C # Vector m_thirdPersonHeading = 0x1298 # QAngle m_flSlopeDropOffset = 0x12A4 # float m_flSlopeDropHeight = 0x12A8 # float m_vHeadConstraintOffset = 0x12AC # Vector m_iLastWeaponFireUsercmd = 0x12C0 # int32_t m_angEyeAngles = 0x12C4 # QAngle m_bVCollisionInitted = 0x12D0 # bool m_storedSpawnPosition = 0x12D4 # Vector m_storedSpawnAngle = 0x12E0 # QAngle m_bIsSpawning = 0x12EC # bool m_bHideTargetID = 0x12ED # bool m_nNumDangerZoneDamageHits = 0x12F0 # int32_t m_bHud_MiniScoreHidden = 0x12F4 # bool m_bHud_RadarHidden = 0x12F5 # bool m_nLastKillerIndex = 0x12F8 # CEntityIndex m_nLastConcurrentKilled = 0x12FC # int32_t m_nDeathCamMusic = 0x1300 # int32_t m_iAddonBits = 0x1304 # int32_t m_iPrimaryAddon = 0x1308 # int32_t m_iSecondaryAddon = 0x130C # int32_t m_currentDeafnessFilter = 0x1310 # CUtlStringToken m_NumEnemiesKilledThisSpawn = 0x1314 # int32_t m_NumEnemiesKilledThisRound = 0x1318 # int32_t m_NumEnemiesAtRoundStart = 0x131C # int32_t m_wasNotKilledNaturally = 0x1320 # bool m_vecPlayerPatchEconIndices = 0x1324 # uint32_t[5] m_iDeathFlags = 0x1338 # int32_t m_hPet = 0x133C # CHandle m_unCurrentEquipmentValue = 0x1508 # uint16_t m_unRoundStartEquipmentValue = 0x150A # uint16_t m_unFreezetimeEndEquipmentValue = 0x150C # uint16_t m_nSurvivalTeamNumber = 0x1510 # int32_t m_bHasDeathInfo = 0x1514 # bool m_flDeathInfoTime = 0x1518 # float m_vecDeathInfoOrigin = 0x151C # Vector m_bKilledByHeadshot = 0x1528 # bool m_LastHitBox = 0x152C # int32_t m_LastHealth = 0x1530 # int32_t m_flLastCollisionCeiling = 0x1534 # float m_flLastCollisionCeilingChangeTime = 0x1538 # float m_pBot = 0x1540 # CCSBot* m_bBotAllowActive = 0x1548 # bool m_bCommittingSuicideOnTeamChange = 0x1549 # bool class CCSPlayerResource: # CBaseEntity m_bHostageAlive = 0x4B0 # bool[12] m_isHostageFollowingSomeone = 0x4BC # bool[12] m_iHostageEntityIDs = 0x4C8 # CEntityIndex[12] m_bombsiteCenterA = 0x4F8 # Vector m_bombsiteCenterB = 0x504 # Vector m_hostageRescueX = 0x510 # int32_t[4] m_hostageRescueY = 0x520 # int32_t[4] m_hostageRescueZ = 0x530 # int32_t[4] m_bEndMatchNextMapAllVoted = 0x540 # bool m_foundGoalPositions = 0x541 # bool class CCSPlayer_ActionTrackingServices: # CPlayerPawnComponent m_hLastWeaponBeforeC4AutoSwitch = 0x208 # CHandle m_bIsRescuing = 0x23C # bool m_weaponPurchasesThisMatch = 0x240 # WeaponPurchaseTracker_t m_weaponPurchasesThisRound = 0x298 # WeaponPurchaseTracker_t class CCSPlayer_BulletServices: # CPlayerPawnComponent m_totalHitsOnServer = 0x40 # int32_t class CCSPlayer_BuyServices: # CPlayerPawnComponent m_vecSellbackPurchaseEntries = 0xC8 # CUtlVectorEmbeddedNetworkVar class CCSPlayer_CameraServices: # CCSPlayerBase_CameraServices class CCSPlayer_DamageReactServices: # 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 = 0x220 # float m_vecLadderNormal = 0x224 # Vector m_nLadderSurfacePropIndex = 0x230 # int32_t m_flDuckAmount = 0x234 # float m_flDuckSpeed = 0x238 # float m_bDuckOverride = 0x23C # bool m_bDesiresDuck = 0x23D # bool m_flDuckOffset = 0x240 # float m_nDuckTimeMsecs = 0x244 # uint32_t m_nDuckJumpTimeMsecs = 0x248 # uint32_t m_nJumpTimeMsecs = 0x24C # uint32_t m_flLastDuckTime = 0x250 # float m_vecLastPositionAtFullCrouchSpeed = 0x260 # Vector2D m_duckUntilOnGround = 0x268 # bool m_bHasWalkMovedSinceLastJump = 0x269 # bool m_bInStuckTest = 0x26A # bool m_flStuckCheckTime = 0x278 # float[64][2] m_nTraceCount = 0x478 # int32_t m_StuckLast = 0x47C # int32_t m_bSpeedCropped = 0x480 # bool m_nOldWaterLevel = 0x484 # int32_t m_flWaterEntryTime = 0x488 # float m_vecForward = 0x48C # Vector m_vecLeft = 0x498 # Vector m_vecUp = 0x4A4 # Vector m_vecPreviouslyPredictedOrigin = 0x4B0 # Vector m_bMadeFootstepNoise = 0x4BC # bool m_iFootsteps = 0x4C0 # int32_t m_bOldJumpPressed = 0x4C4 # bool m_flJumpPressedTime = 0x4C8 # float m_flJumpUntil = 0x4CC # float m_flJumpVel = 0x4D0 # float m_fStashGrenadeParameterWhen = 0x4D4 # GameTime_t m_nButtonDownMaskPrev = 0x4D8 # uint64_t m_flOffsetTickCompleteTime = 0x4E0 # float m_flOffsetTickStashedSpeed = 0x4E4 # float m_flStamina = 0x4E8 # float m_flHeightAtJumpStart = 0x4EC # float m_flMaxJumpHeightThisJump = 0x4F0 # float class CCSPlayer_PingServices: # CPlayerPawnComponent m_flPlayerPingTokens = 0x40 # GameTime_t[5] m_hPlayerPing = 0x54 # CHandle class CCSPlayer_RadioServices: # CPlayerPawnComponent m_flGotHostageTalkTimer = 0x40 # GameTime_t m_flDefusingTalkTimer = 0x44 # GameTime_t m_flC4PlantTalkTimer = 0x48 # GameTime_t m_flRadioTokenSlots = 0x4C # GameTime_t[3] m_bIgnoreRadio = 0x58 # bool class CCSPlayer_UseServices: # CPlayer_UseServices m_hLastKnownUseEntity = 0x40 # CHandle m_flLastUseTimeStamp = 0x44 # GameTime_t m_flTimeStartedHoldingUse = 0x48 # GameTime_t m_flTimeLastUsedWindow = 0x4C # GameTime_t class CCSPlayer_ViewModelServices: # CPlayer_ViewModelServices m_hViewModel = 0x40 # CHandle[3] class CCSPlayer_WaterServices: # CPlayer_WaterServices m_NextDrownDamageTime = 0x40 # float m_nDrownDmgRate = 0x44 # int32_t m_AirFinishedTime = 0x48 # GameTime_t m_flWaterJumpTime = 0x4C # float m_vecWaterJumpVel = 0x50 # Vector m_flSwimSoundTime = 0x5C # float class CCSPlayer_WeaponServices: # CPlayer_WeaponServices m_flNextAttack = 0xB0 # GameTime_t m_bIsLookingAtWeapon = 0xB4 # bool m_bIsHoldingLookAtWeapon = 0xB5 # bool m_hSavedWeapon = 0xB8 # CHandle m_nTimeToMelee = 0xBC # int32_t m_nTimeToSecondary = 0xC0 # int32_t m_nTimeToPrimary = 0xC4 # int32_t m_nTimeToSniperRifle = 0xC8 # int32_t m_bIsBeingGivenItem = 0xCC # bool m_bIsPickingUpItemWithUse = 0xCD # bool m_bPickedUpWeapon = 0xCE # bool class CCSPulseServerFuncs_Globals: class CCSSprite: # CSprite class CCSTeam: # CTeam m_nLastRecievedShorthandedRoundBonus = 0x568 # int32_t m_nShorthandedRoundBonusStartRound = 0x56C # int32_t m_bSurrendered = 0x570 # bool m_szTeamMatchStat = 0x571 # char[512] m_numMapVictories = 0x774 # int32_t m_scoreFirstHalf = 0x778 # int32_t m_scoreSecondHalf = 0x77C # int32_t m_scoreOvertime = 0x780 # int32_t m_szClanTeamname = 0x784 # char[129] m_iClanID = 0x808 # uint32_t m_szTeamFlagImage = 0x80C # char[8] m_szTeamLogoImage = 0x814 # char[8] m_flNextResourceTime = 0x81C # float m_iLastUpdateSentAt = 0x820 # int32_t class CCSWeaponBase: # CBasePlayerWeapon m_bRemoveable = 0xC88 # bool m_flFireSequenceStartTime = 0xC90 # float m_nFireSequenceStartTimeChange = 0xC94 # int32_t m_nFireSequenceStartTimeAck = 0xC98 # int32_t m_ePlayerFireEvent = 0xC9C # PlayerAnimEvent_t m_ePlayerFireEventAttackType = 0xCA0 # WeaponAttackType_t m_seqIdle = 0xCA4 # HSequence m_seqFirePrimary = 0xCA8 # HSequence m_seqFireSecondary = 0xCAC # HSequence m_thirdPersonFireSequences = 0xCB0 # CUtlVector m_hCurrentThirdPersonSequence = 0xCC8 # HSequence m_nSilencerBoneIndex = 0xCCC # int32_t m_thirdPersonSequences = 0xCD0 # HSequence[7] m_bPlayerAmmoStockOnPickup = 0xCF8 # bool m_bRequireUseToTouch = 0xCF9 # bool m_iState = 0xCFC # CSWeaponState_t m_flLastTimeInAir = 0xD00 # GameTime_t m_flLastDeployTime = 0xD04 # GameTime_t m_nViewModelIndex = 0xD08 # uint32_t m_bReloadsWithClips = 0xD0C # bool m_flTimeWeaponIdle = 0xD28 # GameTime_t m_bFireOnEmpty = 0xD2C # bool m_OnPlayerPickup = 0xD30 # CEntityIOOutput m_weaponMode = 0xD58 # CSWeaponMode m_flTurningInaccuracyDelta = 0xD5C # float m_vecTurningInaccuracyEyeDirLast = 0xD60 # Vector m_flTurningInaccuracy = 0xD6C # float m_fAccuracyPenalty = 0xD70 # float m_flLastAccuracyUpdateTime = 0xD74 # GameTime_t m_fAccuracySmoothedForZoom = 0xD78 # float m_fScopeZoomEndTime = 0xD7C # GameTime_t m_iRecoilIndex = 0xD80 # int32_t m_flRecoilIndex = 0xD84 # float m_bBurstMode = 0xD88 # bool m_nPostponeFireReadyTicks = 0xD8C # GameTick_t m_flPostponeFireReadyFrac = 0xD90 # float m_bInReload = 0xD94 # bool m_bReloadVisuallyComplete = 0xD95 # bool m_flDroppedAtTime = 0xD98 # GameTime_t m_bIsHauledBack = 0xD9C # bool m_bSilencerOn = 0xD9D # bool m_flTimeSilencerSwitchComplete = 0xDA0 # GameTime_t m_iOriginalTeamNumber = 0xDA4 # int32_t m_flNextAttackRenderTimeOffset = 0xDA8 # float m_bCanBePickedUp = 0xDC0 # bool m_bUseCanOverrideNextOwnerTouchTime = 0xDC1 # bool m_nextOwnerTouchTime = 0xDC4 # GameTime_t m_nextPrevOwnerTouchTime = 0xDC8 # GameTime_t m_hPrevOwner = 0xDCC # CHandle m_nDropTick = 0xDD0 # GameTick_t m_donated = 0xDF4 # bool m_fLastShotTime = 0xDF8 # GameTime_t m_bWasOwnedByCT = 0xDFC # bool m_bWasOwnedByTerrorist = 0xDFD # bool m_bFiredOutOfAmmoEvent = 0xDFE # bool m_numRemoveUnownedWeaponThink = 0xE00 # int32_t m_IronSightController = 0xE08 # CIronSightController m_iIronSightMode = 0xE20 # int32_t m_flLastLOSTraceFailureTime = 0xE24 # GameTime_t m_iNumEmptyAttacks = 0xE28 # int32_t class CCSWeaponBaseGun: # CCSWeaponBase m_zoomLevel = 0xE30 # int32_t m_iBurstShotsRemaining = 0xE34 # int32_t m_silencedModelIndex = 0xE40 # int32_t m_inPrecache = 0xE44 # bool m_bNeedsBoltAction = 0xE45 # bool m_bSkillReloadAvailable = 0xE46 # bool m_bSkillReloadLiftedReloadKey = 0xE47 # bool m_bSkillBoltInterruptAvailable = 0xE48 # bool m_bSkillBoltLiftedFireKey = 0xE49 # bool class CCSWeaponBaseVData: # CBasePlayerWeaponVData m_WeaponType = 0x240 # CSWeaponType m_WeaponCategory = 0x244 # CSWeaponCategory m_szViewModel = 0x248 # CResourceNameTyped> m_szPlayerModel = 0x328 # CResourceNameTyped> m_szWorldDroppedModel = 0x408 # CResourceNameTyped> m_szAimsightLensMaskModel = 0x4E8 # CResourceNameTyped> m_szMagazineModel = 0x5C8 # CResourceNameTyped> m_szHeatEffect = 0x6A8 # CResourceNameTyped> m_szEjectBrassEffect = 0x788 # CResourceNameTyped> m_szMuzzleFlashParticleAlt = 0x868 # CResourceNameTyped> m_szMuzzleFlashThirdPersonParticle = 0x948 # CResourceNameTyped> m_szMuzzleFlashThirdPersonParticleAlt = 0xA28 # CResourceNameTyped> m_szTracerParticle = 0xB08 # CResourceNameTyped> m_GearSlot = 0xBE8 # gear_slot_t m_GearSlotPosition = 0xBEC # int32_t m_DefaultLoadoutSlot = 0xBF0 # loadout_slot_t m_sWrongTeamMsg = 0xBF8 # CUtlString m_nPrice = 0xC00 # int32_t m_nKillAward = 0xC04 # int32_t m_nPrimaryReserveAmmoMax = 0xC08 # int32_t m_nSecondaryReserveAmmoMax = 0xC0C # int32_t m_bMeleeWeapon = 0xC10 # bool m_bHasBurstMode = 0xC11 # bool m_bIsRevolver = 0xC12 # bool m_bCannotShootUnderwater = 0xC13 # bool m_szName = 0xC18 # CUtlString m_szAnimExtension = 0xC20 # CUtlString m_eSilencerType = 0xC28 # CSWeaponSilencerType m_nCrosshairMinDistance = 0xC2C # int32_t m_nCrosshairDeltaDistance = 0xC30 # int32_t m_flCycleTime = 0xC34 # CFiringModeFloat m_flMaxSpeed = 0xC3C # CFiringModeFloat m_flSpread = 0xC44 # CFiringModeFloat m_flInaccuracyCrouch = 0xC4C # CFiringModeFloat m_flInaccuracyStand = 0xC54 # CFiringModeFloat m_flInaccuracyJump = 0xC5C # CFiringModeFloat m_flInaccuracyLand = 0xC64 # CFiringModeFloat m_flInaccuracyLadder = 0xC6C # CFiringModeFloat m_flInaccuracyFire = 0xC74 # CFiringModeFloat m_flInaccuracyMove = 0xC7C # CFiringModeFloat m_flRecoilAngle = 0xC84 # CFiringModeFloat m_flRecoilAngleVariance = 0xC8C # CFiringModeFloat m_flRecoilMagnitude = 0xC94 # CFiringModeFloat m_flRecoilMagnitudeVariance = 0xC9C # CFiringModeFloat m_nTracerFrequency = 0xCA4 # CFiringModeInt m_flInaccuracyJumpInitial = 0xCAC # float m_flInaccuracyJumpApex = 0xCB0 # float m_flInaccuracyReload = 0xCB4 # float m_nRecoilSeed = 0xCB8 # int32_t m_nSpreadSeed = 0xCBC # int32_t m_flTimeToIdleAfterFire = 0xCC0 # float m_flIdleInterval = 0xCC4 # float m_flAttackMovespeedFactor = 0xCC8 # float m_flHeatPerShot = 0xCCC # float m_flInaccuracyPitchShift = 0xCD0 # float m_flInaccuracyAltSoundThreshold = 0xCD4 # float m_flBotAudibleRange = 0xCD8 # float m_szUseRadioSubtitle = 0xCE0 # CUtlString m_bUnzoomsAfterShot = 0xCE8 # bool m_bHideViewModelWhenZoomed = 0xCE9 # bool m_nZoomLevels = 0xCEC # int32_t m_nZoomFOV1 = 0xCF0 # int32_t m_nZoomFOV2 = 0xCF4 # int32_t m_flZoomTime0 = 0xCF8 # float m_flZoomTime1 = 0xCFC # float m_flZoomTime2 = 0xD00 # float m_flIronSightPullUpSpeed = 0xD04 # float m_flIronSightPutDownSpeed = 0xD08 # float m_flIronSightFOV = 0xD0C # float m_flIronSightPivotForward = 0xD10 # float m_flIronSightLooseness = 0xD14 # float m_angPivotAngle = 0xD18 # QAngle m_vecIronSightEyePos = 0xD24 # Vector m_nDamage = 0xD30 # int32_t m_flHeadshotMultiplier = 0xD34 # float m_flArmorRatio = 0xD38 # float m_flPenetration = 0xD3C # float m_flRange = 0xD40 # float m_flRangeModifier = 0xD44 # float m_flFlinchVelocityModifierLarge = 0xD48 # float m_flFlinchVelocityModifierSmall = 0xD4C # float m_flRecoveryTimeCrouch = 0xD50 # float m_flRecoveryTimeStand = 0xD54 # float m_flRecoveryTimeCrouchFinal = 0xD58 # float m_flRecoveryTimeStandFinal = 0xD5C # float m_nRecoveryTransitionStartBullet = 0xD60 # int32_t m_nRecoveryTransitionEndBullet = 0xD64 # int32_t m_flThrowVelocity = 0xD68 # float m_vSmokeColor = 0xD6C # Vector m_szAnimClass = 0xD78 # CUtlString class CChangeLevel: # CBaseTrigger m_sMapName = 0x8A8 # CUtlString m_sLandmarkName = 0x8B0 # CUtlString m_OnChangeLevel = 0x8B8 # CEntityIOOutput m_bTouched = 0x8E0 # bool m_bNoTouch = 0x8E1 # bool m_bNewChapter = 0x8E2 # bool m_bOnChangeLevelFired = 0x8E3 # bool class CChicken: # CDynamicProp m_AttributeManager = 0xB28 # CAttributeContainer m_OriginalOwnerXuidLow = 0xDF0 # uint32_t m_OriginalOwnerXuidHigh = 0xDF4 # uint32_t m_updateTimer = 0xDF8 # CountdownTimer m_stuckAnchor = 0xE10 # Vector m_stuckTimer = 0xE20 # CountdownTimer m_collisionStuckTimer = 0xE38 # CountdownTimer m_isOnGround = 0xE50 # bool m_vFallVelocity = 0xE54 # Vector m_activity = 0xE60 # ChickenActivity m_activityTimer = 0xE68 # CountdownTimer m_turnRate = 0xE80 # float m_fleeFrom = 0xE84 # CHandle m_moveRateThrottleTimer = 0xE88 # CountdownTimer m_startleTimer = 0xEA0 # CountdownTimer m_vocalizeTimer = 0xEB8 # CountdownTimer m_flWhenZombified = 0xED0 # GameTime_t m_jumpedThisFrame = 0xED4 # bool m_leader = 0xED8 # CHandle m_reuseTimer = 0xEE0 # CountdownTimer m_hasBeenUsed = 0xEF8 # bool m_jumpTimer = 0xF00 # CountdownTimer m_flLastJumpTime = 0xF18 # float m_bInJump = 0xF1C # bool m_isWaitingForLeader = 0xF1D # bool m_repathTimer = 0x2F28 # CountdownTimer m_inhibitDoorTimer = 0x2F40 # CountdownTimer m_inhibitObstacleAvoidanceTimer = 0x2FD0 # CountdownTimer m_vecPathGoal = 0x2FF0 # Vector m_flActiveFollowStartTime = 0x2FFC # GameTime_t m_followMinuteTimer = 0x3000 # CountdownTimer m_vecLastEggPoopPosition = 0x3018 # Vector m_vecEggsPooped = 0x3028 # CUtlVector> m_BlockDirectionTimer = 0x3048 # CountdownTimer 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 CColorCorrection: # CBaseEntity m_flFadeInDuration = 0x4B0 # float m_flFadeOutDuration = 0x4B4 # float m_flStartFadeInWeight = 0x4B8 # float m_flStartFadeOutWeight = 0x4BC # float m_flTimeStartFadeIn = 0x4C0 # GameTime_t m_flTimeStartFadeOut = 0x4C4 # GameTime_t m_flMaxWeight = 0x4C8 # float m_bStartDisabled = 0x4CC # bool m_bEnabled = 0x4CD # bool m_bMaster = 0x4CE # bool m_bClientSide = 0x4CF # bool m_bExclusive = 0x4D0 # bool m_MinFalloff = 0x4D4 # float m_MaxFalloff = 0x4D8 # float m_flCurWeight = 0x4DC # float m_netlookupFilename = 0x4E0 # char[512] m_lookupFilename = 0x6E0 # CUtlSymbolLarge class CColorCorrectionVolume: # CBaseTrigger m_bEnabled = 0x8A8 # bool m_MaxWeight = 0x8AC # float m_FadeDuration = 0x8B0 # float m_bStartDisabled = 0x8B4 # bool m_Weight = 0x8B8 # float m_lookupFilename = 0x8BC # char[512] m_LastEnterWeight = 0xABC # float m_LastEnterTime = 0xAC0 # GameTime_t m_LastExitWeight = 0xAC4 # float m_LastExitTime = 0xAC8 # GameTime_t class CCommentaryAuto: # CBaseEntity m_OnCommentaryNewGame = 0x4B0 # CEntityIOOutput m_OnCommentaryMidGame = 0x4D8 # CEntityIOOutput m_OnCommentaryMultiplayerSpawn = 0x500 # CEntityIOOutput class CCommentarySystem: m_bCommentaryConvarsChanging = 0x11 # bool m_bCommentaryEnabledMidGame = 0x12 # bool m_flNextTeleportTime = 0x14 # GameTime_t m_iTeleportStage = 0x18 # int32_t m_bCheatState = 0x1C # bool m_bIsFirstSpawnGroupToLoad = 0x1D # bool m_hCurrentNode = 0x38 # CHandle m_hActiveCommentaryNode = 0x3C # CHandle m_hLastCommentaryNode = 0x40 # CHandle m_vecNodes = 0x48 # CUtlVector> class CCommentaryViewPosition: # CSprite class CConstantForceController: m_linear = 0xC # Vector m_angular = 0x18 # RotationVector m_linearSave = 0x24 # Vector m_angularSave = 0x30 # RotationVector class CConstraintAnchor: # CBaseAnimGraph m_massScale = 0x890 # float class CCoopBonusCoin: # CDynamicProp class CCopyRecipientFilter: m_Flags = 0x8 # int32_t m_Recipients = 0x10 # CUtlVector class CCredits: # CPointEntity m_OnCreditsDone = 0x4B0 # CEntityIOOutput m_bRolledOutroCredits = 0x4D8 # bool m_flLogoLength = 0x4DC # float class CDEagle: # CCSWeaponBaseGun 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 CDebugHistory: # CBaseEntity m_nNpcEvents = 0x44F0 # int32_t class CDecoyGrenade: # CBaseCSGrenade class CDecoyProjectile: # CBaseCSGrenadeProjectile m_nDecoyShotTick = 0xA48 # int32_t m_shotsRemaining = 0xA4C # int32_t m_fExpireTime = 0xA50 # GameTime_t m_decoyWeaponDefIndex = 0xA60 # uint16_t class CDynamicLight: # CBaseModelEntity m_ActualFlags = 0x700 # uint8_t m_Flags = 0x701 # uint8_t m_LightStyle = 0x702 # uint8_t m_On = 0x703 # bool m_Radius = 0x704 # float m_Exponent = 0x708 # int32_t m_InnerAngle = 0x70C # float m_OuterAngle = 0x710 # float m_SpotRadius = 0x714 # float class CDynamicProp: # CBreakableProp m_bCreateNavObstacle = 0xA10 # bool m_bUseHitboxesForRenderBox = 0xA11 # bool m_bUseAnimGraph = 0xA12 # bool m_pOutputAnimBegun = 0xA18 # CEntityIOOutput m_pOutputAnimOver = 0xA40 # CEntityIOOutput m_pOutputAnimLoopCycleOver = 0xA68 # CEntityIOOutput m_OnAnimReachedStart = 0xA90 # CEntityIOOutput m_OnAnimReachedEnd = 0xAB8 # CEntityIOOutput m_iszDefaultAnim = 0xAE0 # CUtlSymbolLarge m_nDefaultAnimLoopMode = 0xAE8 # AnimLoopMode_t m_bAnimateOnServer = 0xAEC # bool m_bRandomizeCycle = 0xAED # bool m_bStartDisabled = 0xAEE # bool m_bScriptedMovement = 0xAEF # bool m_bFiredStartEndOutput = 0xAF0 # bool m_bForceNpcExclude = 0xAF1 # bool m_bCreateNonSolid = 0xAF2 # bool m_bIsOverrideProp = 0xAF3 # bool m_iInitialGlowState = 0xAF4 # int32_t m_nGlowRange = 0xAF8 # int32_t m_nGlowRangeMin = 0xAFC # int32_t m_glowColor = 0xB00 # Color m_nGlowTeam = 0xB04 # int32_t class CDynamicPropAlias_cable_dynamic: # CDynamicProp class CDynamicPropAlias_dynamic_prop: # CDynamicProp class CDynamicPropAlias_prop_dynamic_override: # CDynamicProp class CEconEntity: # CBaseFlex m_AttributeManager = 0x930 # CAttributeContainer m_OriginalOwnerXuidLow = 0xBF8 # uint32_t m_OriginalOwnerXuidHigh = 0xBFC # uint32_t m_nFallbackPaintKit = 0xC00 # int32_t m_nFallbackSeed = 0xC04 # int32_t m_flFallbackWear = 0xC08 # float m_nFallbackStatTrak = 0xC0C # int32_t m_hOldProvidee = 0xC10 # CHandle m_iOldOwnerClass = 0xC14 # int32_t 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 CEconItemView: # IEconItemInterface m_iItemDefinitionIndex = 0x38 # uint16_t m_iEntityQuality = 0x3C # int32_t m_iEntityLevel = 0x40 # uint32_t m_iItemID = 0x48 # uint64_t m_iItemIDHigh = 0x50 # uint32_t m_iItemIDLow = 0x54 # uint32_t m_iAccountID = 0x58 # uint32_t m_iInventoryPosition = 0x5C # uint32_t m_bInitialized = 0x68 # bool m_AttributeList = 0x70 # CAttributeList m_NetworkedDynamicAttributes = 0xD0 # CAttributeList m_szCustomName = 0x130 # char[161] m_szCustomNameOverride = 0x1D1 # char[161] class CEconWearable: # CEconEntity m_nForceSkin = 0xC18 # int32_t m_bAlwaysAllow = 0xC1C # 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 CEnableMotionFixup: # CBaseEntity class CEntityBlocker: # CBaseModelEntity class CEntityComponent: class CEntityDissolve: # CBaseModelEntity m_flFadeInStart = 0x700 # float m_flFadeInLength = 0x704 # float m_flFadeOutModelStart = 0x708 # float m_flFadeOutModelLength = 0x70C # float m_flFadeOutStart = 0x710 # float m_flFadeOutLength = 0x714 # float m_flStartTime = 0x718 # GameTime_t m_nDissolveType = 0x71C # EntityDisolveType_t m_vDissolverOrigin = 0x720 # Vector m_nMagnitude = 0x72C # uint32_t class CEntityFlame: # CBaseEntity m_hEntAttached = 0x4B0 # CHandle m_bCheapEffect = 0x4B4 # bool m_flSize = 0x4B8 # float m_bUseHitboxes = 0x4BC # bool m_iNumHitboxFires = 0x4C0 # int32_t m_flHitboxFireScale = 0x4C4 # float m_flLifetime = 0x4C8 # GameTime_t m_hAttacker = 0x4CC # CHandle m_iDangerSound = 0x4D0 # int32_t m_flDirectDamagePerSecond = 0x4D4 # float m_iCustomDamageType = 0x4D8 # int32_t 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* class CEntitySubclassVDataBase: class CEnvBeam: # CBeam m_active = 0x7A0 # int32_t m_spriteTexture = 0x7A8 # CStrongHandle m_iszStartEntity = 0x7B0 # CUtlSymbolLarge m_iszEndEntity = 0x7B8 # CUtlSymbolLarge m_life = 0x7C0 # float m_boltWidth = 0x7C4 # float m_noiseAmplitude = 0x7C8 # float m_speed = 0x7CC # int32_t m_restrike = 0x7D0 # float m_iszSpriteName = 0x7D8 # CUtlSymbolLarge m_frameStart = 0x7E0 # int32_t m_vEndPointWorld = 0x7E4 # Vector m_vEndPointRelative = 0x7F0 # Vector m_radius = 0x7FC # float m_TouchType = 0x800 # Touch_t m_iFilterName = 0x808 # CUtlSymbolLarge m_hFilter = 0x810 # CHandle m_iszDecal = 0x818 # CUtlSymbolLarge m_OnTouchedByEntity = 0x820 # CEntityIOOutput class CEnvBeverage: # CBaseEntity m_CanInDispenser = 0x4B0 # bool m_nBeverageType = 0x4B4 # int32_t class CEnvCombinedLightProbeVolume: # CBaseEntity m_Color = 0x1508 # Color m_flBrightness = 0x150C # float m_hCubemapTexture = 0x1510 # CStrongHandle m_bCustomCubemapTexture = 0x1518 # bool m_hLightProbeTexture = 0x1520 # CStrongHandle m_hLightProbeDirectLightIndicesTexture = 0x1528 # CStrongHandle m_hLightProbeDirectLightScalarsTexture = 0x1530 # CStrongHandle m_hLightProbeDirectLightShadowsTexture = 0x1538 # CStrongHandle m_vBoxMins = 0x1540 # Vector m_vBoxMaxs = 0x154C # Vector m_bMoveable = 0x1558 # bool m_nHandshake = 0x155C # int32_t m_nEnvCubeMapArrayIndex = 0x1560 # int32_t m_nPriority = 0x1564 # int32_t m_bStartDisabled = 0x1568 # bool m_flEdgeFadeDist = 0x156C # float m_vEdgeFadeDists = 0x1570 # Vector m_nLightProbeSizeX = 0x157C # int32_t m_nLightProbeSizeY = 0x1580 # int32_t m_nLightProbeSizeZ = 0x1584 # int32_t m_nLightProbeAtlasX = 0x1588 # int32_t m_nLightProbeAtlasY = 0x158C # int32_t m_nLightProbeAtlasZ = 0x1590 # int32_t m_bEnabled = 0x15A9 # bool class CEnvCubemap: # CBaseEntity m_hCubemapTexture = 0x530 # CStrongHandle m_bCustomCubemapTexture = 0x538 # bool m_flInfluenceRadius = 0x53C # float m_vBoxProjectMins = 0x540 # Vector m_vBoxProjectMaxs = 0x54C # Vector m_bMoveable = 0x558 # bool m_nHandshake = 0x55C # int32_t m_nEnvCubeMapArrayIndex = 0x560 # int32_t m_nPriority = 0x564 # int32_t m_flEdgeFadeDist = 0x568 # float m_vEdgeFadeDists = 0x56C # Vector m_flDiffuseScale = 0x578 # float m_bStartDisabled = 0x57C # bool m_bDefaultEnvMap = 0x57D # bool m_bDefaultSpecEnvMap = 0x57E # bool m_bIndoorCubeMap = 0x57F # bool m_bCopyDiffuseFromDefaultCubemap = 0x580 # bool m_bEnabled = 0x590 # bool class CEnvCubemapBox: # CEnvCubemap class CEnvCubemapFog: # CBaseEntity m_flEndDistance = 0x4B0 # float m_flStartDistance = 0x4B4 # float m_flFogFalloffExponent = 0x4B8 # float m_bHeightFogEnabled = 0x4BC # bool m_flFogHeightWidth = 0x4C0 # float m_flFogHeightEnd = 0x4C4 # float m_flFogHeightStart = 0x4C8 # float m_flFogHeightExponent = 0x4CC # float m_flLODBias = 0x4D0 # float m_bActive = 0x4D4 # bool m_bStartDisabled = 0x4D5 # bool m_flFogMaxOpacity = 0x4D8 # float m_nCubemapSourceType = 0x4DC # int32_t m_hSkyMaterial = 0x4E0 # CStrongHandle m_iszSkyEntity = 0x4E8 # CUtlSymbolLarge m_hFogCubemapTexture = 0x4F0 # CStrongHandle m_bHasHeightFogEnd = 0x4F8 # bool m_bFirstTime = 0x4F9 # bool class CEnvDecal: # CBaseModelEntity m_hDecalMaterial = 0x700 # CStrongHandle m_flWidth = 0x708 # float m_flHeight = 0x70C # float m_flDepth = 0x710 # float m_nRenderOrder = 0x714 # uint32_t m_bProjectOnWorld = 0x718 # bool m_bProjectOnCharacters = 0x719 # bool m_bProjectOnWater = 0x71A # bool m_flDepthSortBias = 0x71C # float class CEnvDetailController: # CBaseEntity m_flFadeStartDist = 0x4B0 # float m_flFadeEndDist = 0x4B4 # float class CEnvEntityIgniter: # CBaseEntity m_flLifetime = 0x4B0 # float class CEnvEntityMaker: # CPointEntity m_vecEntityMins = 0x4B0 # Vector m_vecEntityMaxs = 0x4BC # Vector m_hCurrentInstance = 0x4C8 # CHandle m_hCurrentBlocker = 0x4CC # CHandle m_vecBlockerOrigin = 0x4D0 # Vector m_angPostSpawnDirection = 0x4DC # QAngle m_flPostSpawnDirectionVariance = 0x4E8 # float m_flPostSpawnSpeed = 0x4EC # float m_bPostSpawnUseAngles = 0x4F0 # bool m_iszTemplate = 0x4F8 # CUtlSymbolLarge m_pOutputOnSpawned = 0x500 # CEntityIOOutput m_pOutputOnFailedSpawn = 0x528 # CEntityIOOutput class CEnvExplosion: # CModelPointEntity m_iMagnitude = 0x700 # int32_t m_flPlayerDamage = 0x704 # float m_iRadiusOverride = 0x708 # int32_t m_flInnerRadius = 0x70C # float m_spriteScale = 0x710 # int32_t m_flDamageForce = 0x714 # float m_hInflictor = 0x718 # CHandle m_iCustomDamageType = 0x71C # int32_t m_iszExplosionType = 0x728 # CUtlSymbolLarge m_iszCustomEffectName = 0x730 # CUtlSymbolLarge m_iszCustomSoundName = 0x738 # CUtlSymbolLarge m_iClassIgnore = 0x740 # Class_T m_iClassIgnore2 = 0x744 # Class_T m_iszEntityIgnoreName = 0x748 # CUtlSymbolLarge m_hEntityIgnore = 0x750 # CHandle class CEnvFade: # CLogicalEntity m_fadeColor = 0x4B0 # Color m_Duration = 0x4B4 # float m_HoldDuration = 0x4B8 # float m_OnBeginFade = 0x4C0 # CEntityIOOutput class CEnvFireSensor: # CBaseEntity m_bEnabled = 0x4B0 # bool m_bHeatAtLevel = 0x4B1 # bool m_radius = 0x4B4 # float m_targetLevel = 0x4B8 # float m_targetTime = 0x4BC # float m_levelTime = 0x4C0 # float m_OnHeatLevelStart = 0x4C8 # CEntityIOOutput m_OnHeatLevelEnd = 0x4F0 # CEntityIOOutput class CEnvFireSource: # CBaseEntity m_bEnabled = 0x4B0 # bool m_radius = 0x4B4 # float m_damage = 0x4B8 # float class CEnvFunnel: # CBaseEntity class CEnvGlobal: # CLogicalEntity m_outCounter = 0x4B0 # CEntityOutputTemplate m_globalstate = 0x4D8 # CUtlSymbolLarge m_triggermode = 0x4E0 # int32_t m_initialstate = 0x4E4 # int32_t m_counter = 0x4E8 # int32_t class CEnvHudHint: # CPointEntity m_iszMessage = 0x4B0 # CUtlSymbolLarge class CEnvInstructorHint: # CPointEntity m_iszName = 0x4B0 # CUtlSymbolLarge m_iszReplace_Key = 0x4B8 # CUtlSymbolLarge m_iszHintTargetEntity = 0x4C0 # CUtlSymbolLarge m_iTimeout = 0x4C8 # int32_t m_iDisplayLimit = 0x4CC # int32_t m_iszIcon_Onscreen = 0x4D0 # CUtlSymbolLarge m_iszIcon_Offscreen = 0x4D8 # CUtlSymbolLarge m_iszCaption = 0x4E0 # CUtlSymbolLarge m_iszActivatorCaption = 0x4E8 # CUtlSymbolLarge m_Color = 0x4F0 # Color m_fIconOffset = 0x4F4 # float m_fRange = 0x4F8 # float m_iPulseOption = 0x4FC # uint8_t m_iAlphaOption = 0x4FD # uint8_t m_iShakeOption = 0x4FE # uint8_t m_bStatic = 0x4FF # bool m_bNoOffscreen = 0x500 # bool m_bForceCaption = 0x501 # bool m_iInstanceType = 0x504 # int32_t m_bSuppressRest = 0x508 # bool m_iszBinding = 0x510 # CUtlSymbolLarge m_bAllowNoDrawTarget = 0x518 # bool m_bAutoStart = 0x519 # bool m_bLocalPlayerOnly = 0x51A # bool class CEnvInstructorVRHint: # CPointEntity m_iszName = 0x4B0 # CUtlSymbolLarge m_iszHintTargetEntity = 0x4B8 # CUtlSymbolLarge m_iTimeout = 0x4C0 # int32_t m_iszCaption = 0x4C8 # CUtlSymbolLarge m_iszStartSound = 0x4D0 # CUtlSymbolLarge m_iLayoutFileType = 0x4D8 # int32_t m_iszCustomLayoutFile = 0x4E0 # CUtlSymbolLarge m_iAttachType = 0x4E8 # int32_t m_flHeightOffset = 0x4EC # float class CEnvLaser: # CBeam m_iszLaserTarget = 0x7A0 # CUtlSymbolLarge m_pSprite = 0x7A8 # CSprite* m_iszSpriteName = 0x7B0 # CUtlSymbolLarge m_firePosition = 0x7B8 # Vector m_flStartFrame = 0x7C4 # float class CEnvLightProbeVolume: # CBaseEntity m_hLightProbeTexture = 0x1488 # CStrongHandle m_hLightProbeDirectLightIndicesTexture = 0x1490 # CStrongHandle m_hLightProbeDirectLightScalarsTexture = 0x1498 # CStrongHandle m_hLightProbeDirectLightShadowsTexture = 0x14A0 # CStrongHandle m_vBoxMins = 0x14A8 # Vector m_vBoxMaxs = 0x14B4 # Vector m_bMoveable = 0x14C0 # bool m_nHandshake = 0x14C4 # int32_t m_nPriority = 0x14C8 # int32_t m_bStartDisabled = 0x14CC # bool m_nLightProbeSizeX = 0x14D0 # int32_t m_nLightProbeSizeY = 0x14D4 # int32_t m_nLightProbeSizeZ = 0x14D8 # int32_t m_nLightProbeAtlasX = 0x14DC # int32_t m_nLightProbeAtlasY = 0x14E0 # int32_t m_nLightProbeAtlasZ = 0x14E4 # int32_t m_bEnabled = 0x14F1 # bool class CEnvMicrophone: # CPointEntity m_bDisabled = 0x4B0 # bool m_hMeasureTarget = 0x4B4 # CHandle m_nSoundMask = 0x4B8 # int32_t m_flSensitivity = 0x4BC # float m_flSmoothFactor = 0x4C0 # float m_flMaxRange = 0x4C4 # float m_iszSpeakerName = 0x4C8 # CUtlSymbolLarge m_hSpeaker = 0x4D0 # CHandle m_bAvoidFeedback = 0x4D4 # bool m_iSpeakerDSPPreset = 0x4D8 # int32_t m_iszListenFilter = 0x4E0 # CUtlSymbolLarge m_hListenFilter = 0x4E8 # CHandle m_SoundLevel = 0x4F0 # CEntityOutputTemplate m_OnRoutedSound = 0x518 # CEntityIOOutput m_OnHeardSound = 0x540 # CEntityIOOutput m_szLastSound = 0x568 # char[256] m_iLastRoutedFrame = 0x668 # int32_t class CEnvMuzzleFlash: # CPointEntity m_flScale = 0x4B0 # float m_iszParentAttachment = 0x4B8 # CUtlSymbolLarge class CEnvParticleGlow: # CParticleSystem m_flAlphaScale = 0xC78 # float m_flRadiusScale = 0xC7C # float m_flSelfIllumScale = 0xC80 # float m_ColorTint = 0xC84 # Color m_hTextureOverride = 0xC88 # CStrongHandle class CEnvProjectedTexture: # CModelPointEntity m_hTargetEntity = 0x700 # CHandle m_bState = 0x704 # bool m_bAlwaysUpdate = 0x705 # bool m_flLightFOV = 0x708 # float m_bEnableShadows = 0x70C # bool m_bSimpleProjection = 0x70D # bool m_bLightOnlyTarget = 0x70E # bool m_bLightWorld = 0x70F # bool m_bCameraSpace = 0x710 # bool m_flBrightnessScale = 0x714 # float m_LightColor = 0x718 # Color m_flIntensity = 0x71C # float m_flLinearAttenuation = 0x720 # float m_flQuadraticAttenuation = 0x724 # float m_bVolumetric = 0x728 # bool m_flNoiseStrength = 0x72C # float m_flFlashlightTime = 0x730 # float m_nNumPlanes = 0x734 # uint32_t m_flPlaneOffset = 0x738 # float m_flVolumetricIntensity = 0x73C # float m_flColorTransitionTime = 0x740 # float m_flAmbient = 0x744 # float m_SpotlightTextureName = 0x748 # char[512] m_nSpotlightTextureFrame = 0x948 # int32_t m_nShadowQuality = 0x94C # uint32_t m_flNearZ = 0x950 # float m_flFarZ = 0x954 # float m_flProjectionSize = 0x958 # float m_flRotation = 0x95C # float m_bFlipHorizontal = 0x960 # bool class CEnvScreenOverlay: # CPointEntity m_iszOverlayNames = 0x4B0 # CUtlSymbolLarge[10] m_flOverlayTimes = 0x500 # float[10] m_flStartTime = 0x528 # GameTime_t m_iDesiredOverlay = 0x52C # int32_t m_bIsActive = 0x530 # bool class CEnvShake: # CPointEntity m_limitToEntity = 0x4B0 # CUtlSymbolLarge m_Amplitude = 0x4B8 # float m_Frequency = 0x4BC # float m_Duration = 0x4C0 # float m_Radius = 0x4C4 # float m_stopTime = 0x4C8 # GameTime_t m_nextShake = 0x4CC # GameTime_t m_currentAmp = 0x4D0 # float m_maxForce = 0x4D4 # Vector m_shakeCallback = 0x4E8 # CPhysicsShake class CEnvSky: # CBaseModelEntity m_hSkyMaterial = 0x700 # CStrongHandle m_hSkyMaterialLightingOnly = 0x708 # CStrongHandle m_bStartDisabled = 0x710 # bool m_vTintColor = 0x711 # Color m_vTintColorLightingOnly = 0x715 # Color m_flBrightnessScale = 0x71C # float m_nFogType = 0x720 # int32_t m_flFogMinStart = 0x724 # float m_flFogMinEnd = 0x728 # float m_flFogMaxStart = 0x72C # float m_flFogMaxEnd = 0x730 # float m_bEnabled = 0x734 # bool class CEnvSoundscape: # CServerOnlyEntity m_OnPlay = 0x4B0 # CEntityIOOutput m_flRadius = 0x4D8 # float m_soundscapeName = 0x4E0 # CUtlSymbolLarge m_soundEventName = 0x4E8 # CUtlSymbolLarge m_bOverrideWithEvent = 0x4F0 # bool m_soundscapeIndex = 0x4F4 # int32_t m_soundscapeEntityListId = 0x4F8 # int32_t m_soundEventHash = 0x4FC # uint32_t m_positionNames = 0x500 # CUtlSymbolLarge[8] m_hProxySoundscape = 0x540 # CHandle m_bDisabled = 0x544 # bool class CEnvSoundscapeAlias_snd_soundscape: # CEnvSoundscape class CEnvSoundscapeProxy: # CEnvSoundscape m_MainSoundscapeName = 0x548 # CUtlSymbolLarge class CEnvSoundscapeProxyAlias_snd_soundscape_proxy: # CEnvSoundscapeProxy class CEnvSoundscapeTriggerable: # CEnvSoundscape class CEnvSoundscapeTriggerableAlias_snd_soundscape_triggerable: # CEnvSoundscapeTriggerable class CEnvSpark: # CPointEntity m_flDelay = 0x4B0 # float m_nMagnitude = 0x4B4 # int32_t m_nTrailLength = 0x4B8 # int32_t m_nType = 0x4BC # int32_t m_OnSpark = 0x4C0 # CEntityIOOutput class CEnvSplash: # CPointEntity m_flScale = 0x4B0 # float class CEnvTilt: # CPointEntity m_Duration = 0x4B0 # float m_Radius = 0x4B4 # float m_TiltTime = 0x4B8 # float m_stopTime = 0x4BC # GameTime_t class CEnvTracer: # CPointEntity m_vecEnd = 0x4B0 # Vector m_flDelay = 0x4BC # float class CEnvViewPunch: # CPointEntity m_flRadius = 0x4B0 # float m_angViewPunch = 0x4B4 # QAngle class CEnvVolumetricFogController: # CBaseEntity m_flScattering = 0x4B0 # float m_flAnisotropy = 0x4B4 # float m_flFadeSpeed = 0x4B8 # float m_flDrawDistance = 0x4BC # float m_flFadeInStart = 0x4C0 # float m_flFadeInEnd = 0x4C4 # float m_flIndirectStrength = 0x4C8 # float m_nIndirectTextureDimX = 0x4CC # int32_t m_nIndirectTextureDimY = 0x4D0 # int32_t m_nIndirectTextureDimZ = 0x4D4 # int32_t m_vBoxMins = 0x4D8 # Vector m_vBoxMaxs = 0x4E4 # Vector m_bActive = 0x4F0 # bool m_flStartAnisoTime = 0x4F4 # GameTime_t m_flStartScatterTime = 0x4F8 # GameTime_t m_flStartDrawDistanceTime = 0x4FC # GameTime_t m_flStartAnisotropy = 0x500 # float m_flStartScattering = 0x504 # float m_flStartDrawDistance = 0x508 # float m_flDefaultAnisotropy = 0x50C # float m_flDefaultScattering = 0x510 # float m_flDefaultDrawDistance = 0x514 # float m_bStartDisabled = 0x518 # bool m_bEnableIndirect = 0x519 # bool m_bIsMaster = 0x51A # bool m_hFogIndirectTexture = 0x520 # CStrongHandle m_nForceRefreshCount = 0x528 # int32_t m_bFirstTime = 0x52C # bool class CEnvVolumetricFogVolume: # CBaseEntity m_bActive = 0x4B0 # bool m_vBoxMins = 0x4B4 # Vector m_vBoxMaxs = 0x4C0 # Vector m_bStartDisabled = 0x4CC # bool m_flStrength = 0x4D0 # float m_nFalloffShape = 0x4D4 # int32_t m_flFalloffExponent = 0x4D8 # float class CEnvWind: # CBaseEntity m_EnvWindShared = 0x4B0 # CEnvWindShared class CEnvWindShared: 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_OnGustStart = 0x70 # CEntityIOOutput m_OnGustEnd = 0x98 # CEntityIOOutput m_flVariationTime = 0xC0 # GameTime_t m_flSwayTime = 0xC4 # GameTime_t m_flSimTime = 0xC8 # GameTime_t m_flSwitchTime = 0xCC # GameTime_t m_flAveWindSpeed = 0xD0 # float m_bGusting = 0xD4 # bool m_flWindAngleVariation = 0xD8 # float m_flWindSpeedVariation = 0xDC # float m_iEntIndex = 0xE0 # CEntityIndex class CEnvWindShared_WindAveEvent_t: m_flStartWindSpeed = 0x0 # float m_flAveWindSpeed = 0x4 # float class CEnvWindShared_WindVariationEvent_t: m_flWindAngleVariation = 0x0 # float m_flWindSpeedVariation = 0x4 # float class CFilterAttributeInt: # CBaseFilter m_sAttributeName = 0x508 # CUtlStringToken class CFilterClass: # CBaseFilter m_iFilterClass = 0x508 # CUtlSymbolLarge class CFilterContext: # CBaseFilter m_iFilterContext = 0x508 # CUtlSymbolLarge class CFilterEnemy: # CBaseFilter m_iszEnemyName = 0x508 # CUtlSymbolLarge m_flRadius = 0x510 # float m_flOuterRadius = 0x514 # float m_nMaxSquadmatesPerEnemy = 0x518 # int32_t m_iszPlayerName = 0x520 # CUtlSymbolLarge class CFilterLOS: # CBaseFilter class CFilterMassGreater: # CBaseFilter m_fFilterMass = 0x508 # float class CFilterModel: # CBaseFilter m_iFilterModel = 0x508 # CUtlSymbolLarge class CFilterMultiple: # CBaseFilter m_nFilterType = 0x508 # filter_t m_iFilterName = 0x510 # CUtlSymbolLarge[10] m_hFilter = 0x560 # CHandle[10] m_nFilterCount = 0x588 # int32_t class CFilterName: # CBaseFilter m_iFilterName = 0x508 # CUtlSymbolLarge class CFilterProximity: # CBaseFilter m_flRadius = 0x508 # float class CFire: # CBaseModelEntity m_hEffect = 0x700 # CHandle m_hOwner = 0x704 # CHandle m_nFireType = 0x708 # int32_t m_flFuel = 0x70C # float m_flDamageTime = 0x710 # GameTime_t m_lastDamage = 0x714 # GameTime_t m_flFireSize = 0x718 # float m_flLastNavUpdateTime = 0x71C # GameTime_t m_flHeatLevel = 0x720 # float m_flHeatAbsorb = 0x724 # float m_flDamageScale = 0x728 # float m_flMaxHeat = 0x72C # float m_flLastHeatLevel = 0x730 # float m_flAttackTime = 0x734 # float m_bEnabled = 0x738 # bool m_bStartDisabled = 0x739 # bool m_bDidActivate = 0x73A # bool m_OnIgnited = 0x740 # CEntityIOOutput m_OnExtinguished = 0x768 # CEntityIOOutput class CFireCrackerBlast: # CInferno class CFireSmoke: # CBaseFire m_nFlameModelIndex = 0x4C0 # int32_t m_nFlameFromAboveModelIndex = 0x4C4 # int32_t class CFiringModeFloat: m_flValues = 0x0 # float[2] class CFiringModeInt: m_nValues = 0x0 # int32_t[2] class CFish: # CBaseAnimGraph m_pool = 0x890 # CHandle m_id = 0x894 # uint32_t m_x = 0x898 # float m_y = 0x89C # float m_z = 0x8A0 # float m_angle = 0x8A4 # float m_angleChange = 0x8A8 # float m_forward = 0x8AC # Vector m_perp = 0x8B8 # Vector m_poolOrigin = 0x8C4 # Vector m_waterLevel = 0x8D0 # float m_speed = 0x8D4 # float m_desiredSpeed = 0x8D8 # float m_calmSpeed = 0x8DC # float m_panicSpeed = 0x8E0 # float m_avoidRange = 0x8E4 # float m_turnTimer = 0x8E8 # CountdownTimer m_turnClockwise = 0x900 # bool m_goTimer = 0x908 # CountdownTimer m_moveTimer = 0x920 # CountdownTimer m_panicTimer = 0x938 # CountdownTimer m_disperseTimer = 0x950 # CountdownTimer m_proximityTimer = 0x968 # CountdownTimer m_visible = 0x980 # CUtlVector class CFishPool: # CBaseEntity m_fishCount = 0x4C0 # int32_t m_maxRange = 0x4C4 # float m_swimDepth = 0x4C8 # float m_waterLevel = 0x4CC # float m_isDormant = 0x4D0 # bool m_fishes = 0x4D8 # CUtlVector> m_visTimer = 0x4F0 # CountdownTimer class CFists: # CCSWeaponBase m_bPlayingUninterruptableAct = 0xE30 # bool m_nUninterruptableActivity = 0xE34 # PlayerAnimEvent_t m_bRestorePrevWep = 0xE38 # bool m_hWeaponBeforePrevious = 0xE3C # CHandle m_hWeaponPrevious = 0xE40 # CHandle m_bDelayedHardPunchIncoming = 0xE44 # bool m_bDestroyAfterTaunt = 0xE45 # bool class CFlashbang: # CBaseCSGrenade class CFlashbangProjectile: # CBaseCSGrenadeProjectile m_flTimeToDetonate = 0xA40 # float m_numOpponentsHit = 0xA44 # uint8_t m_numTeammatesHit = 0xA45 # uint8_t class CFogController: # CBaseEntity m_fog = 0x4B0 # fogparams_t m_bUseAngles = 0x518 # bool m_iChangedVariables = 0x51C # int32_t class CFogTrigger: # CBaseTrigger m_fog = 0x8A8 # fogparams_t class CFogVolume: # CServerOnlyModelEntity m_fogName = 0x700 # CUtlSymbolLarge m_postProcessName = 0x708 # CUtlSymbolLarge m_colorCorrectionName = 0x710 # CUtlSymbolLarge m_bDisabled = 0x720 # bool m_bInFogVolumesList = 0x721 # bool class CFootstepControl: # CBaseTrigger m_source = 0x8A8 # CUtlSymbolLarge m_destination = 0x8B0 # CUtlSymbolLarge class CFootstepTableHandle: class CFuncBrush: # CBaseModelEntity m_iSolidity = 0x700 # BrushSolidities_e m_iDisabled = 0x704 # int32_t m_bSolidBsp = 0x708 # bool m_iszExcludedClass = 0x710 # CUtlSymbolLarge m_bInvertExclusion = 0x718 # bool m_bScriptedMovement = 0x719 # bool class CFuncConveyor: # CBaseModelEntity m_szConveyorModels = 0x700 # CUtlSymbolLarge m_flTransitionDurationSeconds = 0x708 # float m_angMoveEntitySpace = 0x70C # QAngle m_vecMoveDirEntitySpace = 0x718 # Vector m_flTargetSpeed = 0x724 # float m_nTransitionStartTick = 0x728 # GameTick_t m_nTransitionDurationTicks = 0x72C # int32_t m_flTransitionStartSpeed = 0x730 # float m_hConveyorModels = 0x738 # CNetworkUtlVectorBase> class CFuncElectrifiedVolume: # CFuncBrush m_EffectName = 0x720 # CUtlSymbolLarge m_EffectInterpenetrateName = 0x728 # CUtlSymbolLarge m_EffectZapName = 0x730 # CUtlSymbolLarge m_iszEffectSource = 0x738 # CUtlSymbolLarge class CFuncIllusionary: # CBaseModelEntity class CFuncInteractionLayerClip: # CBaseModelEntity m_bDisabled = 0x700 # bool m_iszInteractsAs = 0x708 # CUtlSymbolLarge m_iszInteractsWith = 0x710 # CUtlSymbolLarge class CFuncLadder: # CBaseModelEntity m_vecLadderDir = 0x700 # Vector m_Dismounts = 0x710 # CUtlVector> m_vecLocalTop = 0x728 # Vector m_vecPlayerMountPositionTop = 0x734 # Vector m_vecPlayerMountPositionBottom = 0x740 # Vector m_flAutoRideSpeed = 0x74C # float m_bDisabled = 0x750 # bool m_bFakeLadder = 0x751 # bool m_bHasSlack = 0x752 # bool m_surfacePropName = 0x758 # CUtlSymbolLarge m_OnPlayerGotOnLadder = 0x760 # CEntityIOOutput m_OnPlayerGotOffLadder = 0x788 # CEntityIOOutput class CFuncLadderAlias_func_useableladder: # CFuncLadder class CFuncMonitor: # CFuncBrush m_targetCamera = 0x720 # CUtlString m_nResolutionEnum = 0x728 # int32_t m_bRenderShadows = 0x72C # bool m_bUseUniqueColorTarget = 0x72D # bool m_brushModelName = 0x730 # CUtlString m_hTargetCamera = 0x738 # CHandle m_bEnabled = 0x73C # bool m_bDraw3DSkybox = 0x73D # bool m_bStartEnabled = 0x73E # bool class CFuncMoveLinear: # CBaseToggle m_authoredPosition = 0x780 # MoveLinearAuthoredPos_t m_angMoveEntitySpace = 0x784 # QAngle m_vecMoveDirParentSpace = 0x790 # Vector m_soundStart = 0x7A0 # CUtlSymbolLarge m_soundStop = 0x7A8 # CUtlSymbolLarge m_currentSound = 0x7B0 # CUtlSymbolLarge m_flBlockDamage = 0x7B8 # float m_flStartPosition = 0x7BC # float m_flMoveDistance = 0x7C0 # float m_OnFullyOpen = 0x7D0 # CEntityIOOutput m_OnFullyClosed = 0x7F8 # CEntityIOOutput m_bCreateMovableNavMesh = 0x820 # bool m_bCreateNavObstacle = 0x821 # bool class CFuncMoveLinearAlias_momentary_door: # CFuncMoveLinear class CFuncNavBlocker: # CBaseModelEntity m_bDisabled = 0x700 # bool m_nBlockedTeamNumber = 0x704 # int32_t class CFuncNavObstruction: # CBaseModelEntity m_bDisabled = 0x708 # bool class CFuncPlat: # CBasePlatTrain m_sNoise = 0x7A8 # CUtlSymbolLarge class CFuncPlatRot: # CFuncPlat m_end = 0x7B0 # QAngle m_start = 0x7BC # QAngle class CFuncPropRespawnZone: # CBaseEntity class CFuncRotating: # CBaseModelEntity m_vecMoveAng = 0x700 # QAngle m_flFanFriction = 0x70C # float m_flAttenuation = 0x710 # float m_flVolume = 0x714 # float m_flTargetSpeed = 0x718 # float m_flMaxSpeed = 0x71C # float m_flBlockDamage = 0x720 # float m_flTimeScale = 0x724 # float m_NoiseRunning = 0x728 # CUtlSymbolLarge m_bReversed = 0x730 # bool m_angStart = 0x73C # QAngle m_bStopAtStartPos = 0x748 # bool m_vecClientOrigin = 0x74C # Vector m_vecClientAngles = 0x758 # QAngle class CFuncShatterglass: # CBaseModelEntity m_hGlassMaterialDamaged = 0x700 # CStrongHandle m_hGlassMaterialUndamaged = 0x708 # CStrongHandle m_hConcreteMaterialEdgeFace = 0x710 # CStrongHandle m_hConcreteMaterialEdgeCaps = 0x718 # CStrongHandle m_hConcreteMaterialEdgeFins = 0x720 # CStrongHandle m_matPanelTransform = 0x728 # matrix3x4_t m_matPanelTransformWsTemp = 0x758 # matrix3x4_t m_vecShatterGlassShards = 0x788 # CUtlVector m_PanelSize = 0x7A0 # Vector2D m_vecPanelNormalWs = 0x7A8 # Vector m_nNumShardsEverCreated = 0x7B4 # int32_t m_flLastShatterSoundEmitTime = 0x7B8 # GameTime_t m_flLastCleanupTime = 0x7BC # GameTime_t m_flInitAtTime = 0x7C0 # GameTime_t m_flGlassThickness = 0x7C4 # float m_flSpawnInvulnerability = 0x7C8 # float m_bBreakSilent = 0x7CC # bool m_bBreakShardless = 0x7CD # bool m_bBroken = 0x7CE # bool m_bHasRateLimitedShards = 0x7CF # bool m_bGlassNavIgnore = 0x7D0 # bool m_bGlassInFrame = 0x7D1 # bool m_bStartBroken = 0x7D2 # bool m_iInitialDamageType = 0x7D3 # uint8_t m_szDamagePositioningEntityName01 = 0x7D8 # CUtlSymbolLarge m_szDamagePositioningEntityName02 = 0x7E0 # CUtlSymbolLarge m_szDamagePositioningEntityName03 = 0x7E8 # CUtlSymbolLarge m_szDamagePositioningEntityName04 = 0x7F0 # CUtlSymbolLarge m_vInitialDamagePositions = 0x7F8 # CUtlVector m_vExtraDamagePositions = 0x810 # CUtlVector m_OnBroken = 0x828 # CEntityIOOutput m_iSurfaceType = 0x851 # uint8_t class CFuncTankTrain: # CFuncTrackTrain m_OnDeath = 0x850 # CEntityIOOutput class CFuncTimescale: # CBaseEntity m_flDesiredTimescale = 0x4B0 # float m_flAcceleration = 0x4B4 # float m_flMinBlendRate = 0x4B8 # float m_flBlendDeltaMultiplier = 0x4BC # float m_isStarted = 0x4C0 # bool class CFuncTrackAuto: # CFuncTrackChange class CFuncTrackChange: # CFuncPlatRot m_trackTop = 0x7C8 # CPathTrack* m_trackBottom = 0x7D0 # CPathTrack* m_train = 0x7D8 # CFuncTrackTrain* m_trackTopName = 0x7E0 # CUtlSymbolLarge m_trackBottomName = 0x7E8 # CUtlSymbolLarge m_trainName = 0x7F0 # CUtlSymbolLarge m_code = 0x7F8 # TRAIN_CODE m_targetState = 0x7FC # int32_t m_use = 0x800 # int32_t class CFuncTrackTrain: # CBaseModelEntity m_ppath = 0x700 # CHandle m_length = 0x704 # float m_vPosPrev = 0x708 # Vector m_angPrev = 0x714 # QAngle m_controlMins = 0x720 # Vector m_controlMaxs = 0x72C # Vector m_lastBlockPos = 0x738 # Vector m_lastBlockTick = 0x744 # int32_t m_flVolume = 0x748 # float m_flBank = 0x74C # float m_oldSpeed = 0x750 # float m_flBlockDamage = 0x754 # float m_height = 0x758 # float m_maxSpeed = 0x75C # float m_dir = 0x760 # float m_iszSoundMove = 0x768 # CUtlSymbolLarge m_iszSoundMovePing = 0x770 # CUtlSymbolLarge m_iszSoundStart = 0x778 # CUtlSymbolLarge m_iszSoundStop = 0x780 # CUtlSymbolLarge m_strPathTarget = 0x788 # CUtlSymbolLarge m_flMoveSoundMinDuration = 0x790 # float m_flMoveSoundMaxDuration = 0x794 # float m_flNextMoveSoundTime = 0x798 # GameTime_t m_flMoveSoundMinPitch = 0x79C # float m_flMoveSoundMaxPitch = 0x7A0 # float m_eOrientationType = 0x7A4 # TrainOrientationType_t m_eVelocityType = 0x7A8 # TrainVelocityType_t m_OnStart = 0x7B8 # CEntityIOOutput m_OnNext = 0x7E0 # CEntityIOOutput m_OnArrivedAtDestinationNode = 0x808 # CEntityIOOutput m_bManualSpeedChanges = 0x830 # bool m_flDesiredSpeed = 0x834 # float m_flSpeedChangeTime = 0x838 # GameTime_t m_flAccelSpeed = 0x83C # float m_flDecelSpeed = 0x840 # float m_bAccelToSpeed = 0x844 # bool m_flTimeScale = 0x848 # float m_flNextMPSoundTime = 0x84C # GameTime_t class CFuncTrain: # CBasePlatTrain m_hCurrentTarget = 0x7A8 # CHandle m_activated = 0x7AC # bool m_hEnemy = 0x7B0 # CHandle m_flBlockDamage = 0x7B4 # float m_flNextBlockTime = 0x7B8 # GameTime_t m_iszLastTarget = 0x7C0 # CUtlSymbolLarge class CFuncTrainControls: # CBaseModelEntity class CFuncVPhysicsClip: # CBaseModelEntity m_bDisabled = 0x700 # bool class CFuncVehicleClip: # CBaseModelEntity class CFuncWall: # CBaseModelEntity m_nState = 0x700 # int32_t class CFuncWallToggle: # CFuncWall class CFuncWater: # CBaseModelEntity m_BuoyancyHelper = 0x700 # CBuoyancyHelper class CGameChoreoServices: # IChoreoServices m_hOwner = 0x8 # CHandle m_hScriptedSequence = 0xC # CHandle m_scriptState = 0x10 # IChoreoServices::ScriptState_t m_choreoState = 0x14 # IChoreoServices::ChoreoState_t m_flTimeStartedState = 0x18 # GameTime_t class CGameEnd: # CRulePointEntity class CGameGibManager: # CBaseEntity m_bAllowNewGibs = 0x4D0 # bool m_iCurrentMaxPieces = 0x4D4 # int32_t m_iMaxPieces = 0x4D8 # int32_t m_iLastFrame = 0x4DC # int32_t class CGameMoney: # CRulePointEntity m_OnMoneySpent = 0x710 # CEntityIOOutput m_OnMoneySpentFail = 0x738 # CEntityIOOutput m_nMoney = 0x760 # int32_t m_strAwardText = 0x768 # CUtlString class CGamePlayerEquip: # CRulePointEntity class CGamePlayerZone: # CRuleBrushEntity m_OnPlayerInZone = 0x708 # CEntityIOOutput m_OnPlayerOutZone = 0x730 # CEntityIOOutput m_PlayersInCount = 0x758 # CEntityOutputTemplate m_PlayersOutCount = 0x780 # CEntityOutputTemplate class CGameRules: m_szQuestName = 0x8 # char[128] m_nQuestPhase = 0x88 # int32_t class CGameRulesProxy: # CBaseEntity 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_bNotifyBoneTransformsChanged = 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 CGameScriptedMoveData: m_vDest = 0x0 # Vector m_vSrc = 0xC # Vector m_angSrc = 0x18 # QAngle m_angDst = 0x24 # QAngle m_angCurrent = 0x30 # QAngle m_flAngRate = 0x3C # float m_flDuration = 0x40 # float m_flStartTime = 0x44 # GameTime_t m_nPrevMoveType = 0x48 # MoveType_t m_bActive = 0x49 # bool m_bTeleportOnEnd = 0x4A # bool m_bEndOnDestinationReached = 0x4B # bool m_bIgnoreRotation = 0x4C # bool m_nType = 0x50 # ScriptedMoveType_t m_bSuccess = 0x54 # bool m_nForcedCrouchState = 0x58 # ForcedCrouchState_t m_bIgnoreCollisions = 0x5C # bool class CGameText: # CRulePointEntity m_iszMessage = 0x710 # CUtlSymbolLarge m_textParms = 0x718 # hudtextparms_t class CGenericConstraint: # CPhysConstraint m_nLinearMotionX = 0x510 # JointMotion_t m_nLinearMotionY = 0x514 # JointMotion_t m_nLinearMotionZ = 0x518 # JointMotion_t m_flLinearFrequencyX = 0x51C # float m_flLinearFrequencyY = 0x520 # float m_flLinearFrequencyZ = 0x524 # float m_flLinearDampingRatioX = 0x528 # float m_flLinearDampingRatioY = 0x52C # float m_flLinearDampingRatioZ = 0x530 # float m_flMaxLinearImpulseX = 0x534 # float m_flMaxLinearImpulseY = 0x538 # float m_flMaxLinearImpulseZ = 0x53C # float m_flBreakAfterTimeX = 0x540 # float m_flBreakAfterTimeY = 0x544 # float m_flBreakAfterTimeZ = 0x548 # float m_flBreakAfterTimeStartTimeX = 0x54C # GameTime_t m_flBreakAfterTimeStartTimeY = 0x550 # GameTime_t m_flBreakAfterTimeStartTimeZ = 0x554 # GameTime_t m_flBreakAfterTimeThresholdX = 0x558 # float m_flBreakAfterTimeThresholdY = 0x55C # float m_flBreakAfterTimeThresholdZ = 0x560 # float m_flNotifyForceX = 0x564 # float m_flNotifyForceY = 0x568 # float m_flNotifyForceZ = 0x56C # float m_flNotifyForceMinTimeX = 0x570 # float m_flNotifyForceMinTimeY = 0x574 # float m_flNotifyForceMinTimeZ = 0x578 # float m_flNotifyForceLastTimeX = 0x57C # GameTime_t m_flNotifyForceLastTimeY = 0x580 # GameTime_t m_flNotifyForceLastTimeZ = 0x584 # GameTime_t m_bAxisNotifiedX = 0x588 # bool m_bAxisNotifiedY = 0x589 # bool m_bAxisNotifiedZ = 0x58A # bool m_nAngularMotionX = 0x58C # JointMotion_t m_nAngularMotionY = 0x590 # JointMotion_t m_nAngularMotionZ = 0x594 # JointMotion_t m_flAngularFrequencyX = 0x598 # float m_flAngularFrequencyY = 0x59C # float m_flAngularFrequencyZ = 0x5A0 # float m_flAngularDampingRatioX = 0x5A4 # float m_flAngularDampingRatioY = 0x5A8 # float m_flAngularDampingRatioZ = 0x5AC # float m_flMaxAngularImpulseX = 0x5B0 # float m_flMaxAngularImpulseY = 0x5B4 # float m_flMaxAngularImpulseZ = 0x5B8 # float m_NotifyForceReachedX = 0x5C0 # CEntityIOOutput m_NotifyForceReachedY = 0x5E8 # CEntityIOOutput m_NotifyForceReachedZ = 0x610 # CEntityIOOutput 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 CGradientFog: # CBaseEntity m_hGradientFogTexture = 0x4B0 # CStrongHandle m_flFogStartDistance = 0x4B8 # float m_flFogEndDistance = 0x4BC # float m_bHeightFogEnabled = 0x4C0 # bool m_flFogStartHeight = 0x4C4 # float m_flFogEndHeight = 0x4C8 # float m_flFarZ = 0x4CC # float m_flFogMaxOpacity = 0x4D0 # float m_flFogFalloffExponent = 0x4D4 # float m_flFogVerticalExponent = 0x4D8 # float m_fogColor = 0x4DC # Color m_flFogStrength = 0x4E0 # float m_flFadeTime = 0x4E4 # float m_bStartDisabled = 0x4E8 # bool m_bIsEnabled = 0x4E9 # bool m_bGradientFogNeedsTextures = 0x4EA # bool class CGunTarget: # CBaseToggle m_on = 0x780 # bool m_hTargetEnt = 0x784 # CHandle m_OnDeath = 0x788 # CEntityIOOutput class CHEGrenade: # CBaseCSGrenade class CHEGrenadeProjectile: # CBaseCSGrenadeProjectile class CHandleDummy: # CBaseEntity class CHandleTest: # CBaseEntity m_Handle = 0x4B0 # CHandle m_bSendHandle = 0x4B4 # bool class CHintMessage: m_hintString = 0x8 # char* m_args = 0x10 # CUtlVector m_duration = 0x28 # float class CHintMessageQueue: m_tmMessageEnd = 0x8 # float m_messages = 0x10 # CUtlVector m_pPlayerController = 0x28 # CBasePlayerController* class CHitboxComponent: # CEntityComponent m_bvDisabledHitGroups = 0x24 # uint32_t[1] class CHostage: # CHostageExpresserShim m_OnHostageBeginGrab = 0x9E8 # CEntityIOOutput m_OnFirstPickedUp = 0xA10 # CEntityIOOutput m_OnDroppedNotRescued = 0xA38 # CEntityIOOutput m_OnRescued = 0xA60 # CEntityIOOutput m_entitySpottedState = 0xA88 # EntitySpottedState_t m_nSpotRules = 0xAA0 # int32_t m_uiHostageSpawnExclusionGroupMask = 0xAA4 # uint32_t m_nHostageSpawnRandomFactor = 0xAA8 # uint32_t m_bRemove = 0xAAC # bool m_vel = 0xAB0 # Vector m_isRescued = 0xABC # bool m_jumpedThisFrame = 0xABD # bool m_nHostageState = 0xAC0 # int32_t m_leader = 0xAC4 # CHandle m_lastLeader = 0xAC8 # CHandle m_reuseTimer = 0xAD0 # CountdownTimer m_hasBeenUsed = 0xAE8 # bool m_accel = 0xAEC # Vector m_isRunning = 0xAF8 # bool m_isCrouching = 0xAF9 # bool m_jumpTimer = 0xB00 # CountdownTimer m_isWaitingForLeader = 0xB18 # bool m_repathTimer = 0x2B28 # CountdownTimer m_inhibitDoorTimer = 0x2B40 # CountdownTimer m_inhibitObstacleAvoidanceTimer = 0x2BD0 # CountdownTimer m_wiggleTimer = 0x2BF0 # CountdownTimer m_isAdjusted = 0x2C0C # bool m_bHandsHaveBeenCut = 0x2C0D # bool m_hHostageGrabber = 0x2C10 # CHandle m_fLastGrabTime = 0x2C14 # GameTime_t m_vecPositionWhenStartedDroppingToGround = 0x2C18 # Vector m_vecGrabbedPos = 0x2C24 # Vector m_flRescueStartTime = 0x2C30 # GameTime_t m_flGrabSuccessTime = 0x2C34 # GameTime_t m_flDropStartTime = 0x2C38 # GameTime_t m_nApproachRewardPayouts = 0x2C3C # int32_t m_nPickupEventCount = 0x2C40 # int32_t m_vecSpawnGroundPos = 0x2C44 # Vector m_vecHostageResetPosition = 0x2C64 # Vector class CHostageAlias_info_hostage_spawn: # CHostage class CHostageCarriableProp: # CBaseAnimGraph class CHostageExpresserShim: # CBaseCombatCharacter m_pExpresser = 0x9D0 # CAI_Expresser* class CHostageRescueZone: # CHostageRescueZoneShim class CHostageRescueZoneShim: # CBaseTrigger class CInButtonState: m_pButtonStates = 0x8 # uint64_t[3] class CIncendiaryGrenade: # CMolotovGrenade class CInferno: # CBaseModelEntity m_firePositions = 0x710 # Vector[64] m_fireParentPositions = 0xA10 # Vector[64] m_bFireIsBurning = 0xD10 # bool[64] m_BurnNormal = 0xD50 # Vector[64] m_fireCount = 0x1050 # int32_t m_nInfernoType = 0x1054 # int32_t m_nFireEffectTickBegin = 0x1058 # int32_t m_nFireLifetime = 0x105C # float m_bInPostEffectTime = 0x1060 # bool m_nFiresExtinguishCount = 0x1064 # int32_t m_bWasCreatedInSmoke = 0x1068 # bool m_extent = 0x1270 # Extent m_damageTimer = 0x1288 # CountdownTimer m_damageRampTimer = 0x12A0 # CountdownTimer m_splashVelocity = 0x12B8 # Vector m_InitialSplashVelocity = 0x12C4 # Vector m_startPos = 0x12D0 # Vector m_vecOriginalSpawnLocation = 0x12DC # Vector m_activeTimer = 0x12E8 # IntervalTimer m_fireSpawnOffset = 0x12F8 # int32_t m_nMaxFlames = 0x12FC # int32_t m_BookkeepingTimer = 0x1300 # CountdownTimer m_NextSpreadTimer = 0x1318 # CountdownTimer m_nSourceItemDefIndex = 0x1330 # uint16_t class CInfoData: # CServerOnlyEntity class CInfoDeathmatchSpawn: # SpawnPoint class CInfoDynamicShadowHint: # CPointEntity m_bDisabled = 0x4B0 # bool m_flRange = 0x4B4 # float m_nImportance = 0x4B8 # int32_t m_nLightChoice = 0x4BC # int32_t m_hLight = 0x4C0 # CHandle class CInfoDynamicShadowHintBox: # CInfoDynamicShadowHint m_vBoxMins = 0x4C8 # Vector m_vBoxMaxs = 0x4D4 # Vector class CInfoEnemyTerroristSpawn: # SpawnPointCoopEnemy class CInfoGameEventProxy: # CPointEntity m_iszEventName = 0x4B0 # CUtlSymbolLarge m_flRange = 0x4B8 # float class CInfoInstructorHintBombTargetA: # CPointEntity class CInfoInstructorHintBombTargetB: # CPointEntity class CInfoInstructorHintHostageRescueZone: # CPointEntity class CInfoInstructorHintTarget: # CPointEntity class CInfoLadderDismount: # CBaseEntity class CInfoLandmark: # CPointEntity class CInfoOffscreenPanoramaTexture: # CPointEntity m_bDisabled = 0x4B0 # bool m_nResolutionX = 0x4B4 # int32_t m_nResolutionY = 0x4B8 # int32_t m_szLayoutFileName = 0x4C0 # CUtlSymbolLarge m_RenderAttrName = 0x4C8 # CUtlSymbolLarge m_TargetEntities = 0x4D0 # CNetworkUtlVectorBase> m_nTargetChangeCount = 0x4E8 # int32_t m_vecCSSClasses = 0x4F0 # CNetworkUtlVectorBase m_szTargetsName = 0x508 # CUtlSymbolLarge m_AdditionalTargetEntities = 0x510 # CUtlVector> class CInfoParticleTarget: # CPointEntity class CInfoPlayerCounterterrorist: # SpawnPoint class CInfoPlayerStart: # CPointEntity m_bDisabled = 0x4B0 # bool class CInfoPlayerTerrorist: # SpawnPoint class CInfoSpawnGroupLandmark: # CPointEntity class CInfoSpawnGroupLoadUnload: # CLogicalEntity m_OnSpawnGroupLoadStarted = 0x4B0 # CEntityIOOutput m_OnSpawnGroupLoadFinished = 0x4D8 # CEntityIOOutput m_OnSpawnGroupUnloadStarted = 0x500 # CEntityIOOutput m_OnSpawnGroupUnloadFinished = 0x528 # CEntityIOOutput m_iszSpawnGroupName = 0x550 # CUtlSymbolLarge m_iszSpawnGroupFilterName = 0x558 # CUtlSymbolLarge m_iszLandmarkName = 0x560 # CUtlSymbolLarge m_sFixedSpawnGroupName = 0x568 # CUtlString m_flTimeoutInterval = 0x570 # float m_bStreamingStarted = 0x574 # bool m_bUnloadingStarted = 0x575 # bool class CInfoTarget: # CPointEntity class CInfoTargetServerOnly: # CServerOnlyPointEntity class CInfoTeleportDestination: # CPointEntity class CInfoVisibilityBox: # CBaseEntity m_nMode = 0x4B4 # int32_t m_vBoxSize = 0x4B8 # Vector m_bEnabled = 0x4C4 # bool class CInfoWorldLayer: # CBaseEntity m_pOutputOnEntitiesSpawned = 0x4B0 # CEntityIOOutput m_worldName = 0x4D8 # CUtlSymbolLarge m_layerName = 0x4E0 # CUtlSymbolLarge m_bWorldLayerVisible = 0x4E8 # bool m_bEntitiesSpawned = 0x4E9 # bool m_bCreateAsChildSpawnGroup = 0x4EA # bool m_hLayerSpawnGroup = 0x4EC # uint32_t class CInstancedSceneEntity: # CSceneEntity m_hOwner = 0xA08 # CHandle m_bHadOwner = 0xA0C # bool m_flPostSpeakDelay = 0xA10 # float m_flPreDelay = 0xA14 # float m_bIsBackground = 0xA18 # bool class CInstructorEventEntity: # CPointEntity m_iszName = 0x4B0 # CUtlSymbolLarge m_iszHintTargetEntity = 0x4B8 # CUtlSymbolLarge m_hTargetPlayer = 0x4C0 # CHandle class CIronSightController: m_bIronSightAvailable = 0x8 # bool m_flIronSightAmount = 0xC # float m_flIronSightAmountGained = 0x10 # float m_flIronSightAmountBiased = 0x14 # float class CItem: # CBaseAnimGraph m_OnPlayerTouch = 0x898 # CEntityIOOutput m_bActivateWhenAtRest = 0x8C0 # bool m_OnCacheInteraction = 0x8C8 # CEntityIOOutput m_OnPlayerPickup = 0x8F0 # CEntityIOOutput m_OnGlovePulled = 0x918 # CEntityIOOutput m_vOriginalSpawnOrigin = 0x940 # Vector m_vOriginalSpawnAngles = 0x94C # QAngle m_bPhysStartAsleep = 0x958 # bool class CItemAssaultSuit: # CItem class CItemDefuser: # CItem m_entitySpottedState = 0x968 # EntitySpottedState_t m_nSpotRules = 0x980 # int32_t class CItemDefuserAlias_item_defuser: # CItemDefuser class CItemDogtags: # CItem m_OwningPlayer = 0x968 # CHandle m_KillingPlayer = 0x96C # CHandle class CItemGeneric: # CItem m_bHasTriggerRadius = 0x970 # bool m_bHasPickupRadius = 0x971 # bool m_flPickupRadiusSqr = 0x974 # float m_flTriggerRadiusSqr = 0x978 # float m_flLastPickupCheck = 0x97C # GameTime_t m_bPlayerCounterListenerAdded = 0x980 # bool m_bPlayerInTriggerRadius = 0x981 # bool m_hSpawnParticleEffect = 0x988 # CStrongHandle m_pAmbientSoundEffect = 0x990 # CUtlSymbolLarge m_bAutoStartAmbientSound = 0x998 # bool m_pSpawnScriptFunction = 0x9A0 # CUtlSymbolLarge m_hPickupParticleEffect = 0x9A8 # CStrongHandle m_pPickupSoundEffect = 0x9B0 # CUtlSymbolLarge m_pPickupScriptFunction = 0x9B8 # CUtlSymbolLarge m_hTimeoutParticleEffect = 0x9C0 # CStrongHandle m_pTimeoutSoundEffect = 0x9C8 # CUtlSymbolLarge m_pTimeoutScriptFunction = 0x9D0 # CUtlSymbolLarge m_pPickupFilterName = 0x9D8 # CUtlSymbolLarge m_hPickupFilter = 0x9E0 # CHandle m_OnPickup = 0x9E8 # CEntityIOOutput m_OnTimeout = 0xA10 # CEntityIOOutput m_OnTriggerStartTouch = 0xA38 # CEntityIOOutput m_OnTriggerTouch = 0xA60 # CEntityIOOutput m_OnTriggerEndTouch = 0xA88 # CEntityIOOutput m_pAllowPickupScriptFunction = 0xAB0 # CUtlSymbolLarge m_flPickupRadius = 0xAB8 # float m_flTriggerRadius = 0xABC # float m_pTriggerSoundEffect = 0xAC0 # CUtlSymbolLarge m_bGlowWhenInTrigger = 0xAC8 # bool m_glowColor = 0xAC9 # Color m_bUseable = 0xACD # bool m_hTriggerHelper = 0xAD0 # CHandle class CItemGenericTriggerHelper: # CBaseModelEntity m_hParentItem = 0x700 # CHandle class CItemHeavyAssaultSuit: # CItemAssaultSuit class CItemKevlar: # CItem class CItemSoda: # CBaseAnimGraph class CItem_Healthshot: # CWeaponBaseItem class CKeepUpright: # CPointEntity m_worldGoalAxis = 0x4B8 # Vector m_localTestAxis = 0x4C4 # Vector m_nameAttach = 0x4D8 # CUtlSymbolLarge m_attachedObject = 0x4E0 # CHandle m_angularLimit = 0x4E4 # float m_bActive = 0x4E8 # bool m_bDampAllRotation = 0x4E9 # bool class CKnife: # CCSWeaponBase m_bFirstAttack = 0xE30 # bool 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 m_bPvsModifyEntity = 0x1C0 # bool class CLightDirectionalEntity: # CLightEntity class CLightEntity: # CBaseModelEntity m_CLightComponent = 0x700 # CLightComponent* class CLightEnvironmentEntity: # CLightDirectionalEntity class CLightGlow: # CBaseModelEntity m_nHorizontalSize = 0x700 # uint32_t m_nVerticalSize = 0x704 # uint32_t m_nMinDist = 0x708 # uint32_t m_nMaxDist = 0x70C # uint32_t m_nOuterMaxDist = 0x710 # uint32_t m_flGlowProxySize = 0x714 # float m_flHDRColorScale = 0x718 # float class CLightOrthoEntity: # CLightEntity class CLightSpotEntity: # CLightEntity class CLogicAchievement: # CLogicalEntity m_bDisabled = 0x4B0 # bool m_iszAchievementEventID = 0x4B8 # CUtlSymbolLarge m_OnFired = 0x4C0 # CEntityIOOutput class CLogicActiveAutosave: # CLogicAutosave m_TriggerHitPoints = 0x4C0 # int32_t m_flTimeToTrigger = 0x4C4 # float m_flStartTime = 0x4C8 # GameTime_t m_flDangerousTime = 0x4CC # float class CLogicAuto: # CBaseEntity m_OnMapSpawn = 0x4B0 # CEntityIOOutput m_OnDemoMapSpawn = 0x4D8 # CEntityIOOutput m_OnNewGame = 0x500 # CEntityIOOutput m_OnLoadGame = 0x528 # CEntityIOOutput m_OnMapTransition = 0x550 # CEntityIOOutput m_OnBackgroundMap = 0x578 # CEntityIOOutput m_OnMultiNewMap = 0x5A0 # CEntityIOOutput m_OnMultiNewRound = 0x5C8 # CEntityIOOutput m_OnVREnabled = 0x5F0 # CEntityIOOutput m_OnVRNotEnabled = 0x618 # CEntityIOOutput m_globalstate = 0x640 # CUtlSymbolLarge class CLogicAutosave: # CLogicalEntity m_bForceNewLevelUnit = 0x4B0 # bool m_minHitPoints = 0x4B4 # int32_t m_minHitPointsToCommit = 0x4B8 # int32_t class CLogicBranch: # CLogicalEntity m_bInValue = 0x4B0 # bool m_Listeners = 0x4B8 # CUtlVector> m_OnTrue = 0x4D0 # CEntityIOOutput m_OnFalse = 0x4F8 # CEntityIOOutput class CLogicBranchList: # CLogicalEntity m_nLogicBranchNames = 0x4B0 # CUtlSymbolLarge[16] m_LogicBranchList = 0x530 # CUtlVector> m_eLastState = 0x548 # CLogicBranchList::LogicBranchListenerLastState_t m_OnAllTrue = 0x550 # CEntityIOOutput m_OnAllFalse = 0x578 # CEntityIOOutput m_OnMixed = 0x5A0 # CEntityIOOutput class CLogicCase: # CLogicalEntity m_nCase = 0x4B0 # CUtlSymbolLarge[32] m_nShuffleCases = 0x5B0 # int32_t m_nLastShuffleCase = 0x5B4 # int32_t m_uchShuffleCaseMap = 0x5B8 # uint8_t[32] m_OnCase = 0x5D8 # CEntityIOOutput[32] m_OnDefault = 0xAD8 # CEntityOutputTemplate> class CLogicCollisionPair: # CLogicalEntity m_nameAttach1 = 0x4B0 # CUtlSymbolLarge m_nameAttach2 = 0x4B8 # CUtlSymbolLarge m_disabled = 0x4C0 # bool m_succeeded = 0x4C1 # bool class CLogicCompare: # CLogicalEntity m_flInValue = 0x4B0 # float m_flCompareValue = 0x4B4 # float m_OnLessThan = 0x4B8 # CEntityOutputTemplate m_OnEqualTo = 0x4E0 # CEntityOutputTemplate m_OnNotEqualTo = 0x508 # CEntityOutputTemplate m_OnGreaterThan = 0x530 # CEntityOutputTemplate class CLogicDistanceAutosave: # CLogicalEntity m_iszTargetEntity = 0x4B0 # CUtlSymbolLarge m_flDistanceToPlayer = 0x4B8 # float m_bForceNewLevelUnit = 0x4BC # bool m_bCheckCough = 0x4BD # bool m_bThinkDangerous = 0x4BE # bool m_flDangerousTime = 0x4C0 # float class CLogicDistanceCheck: # CLogicalEntity m_iszEntityA = 0x4B0 # CUtlSymbolLarge m_iszEntityB = 0x4B8 # CUtlSymbolLarge m_flZone1Distance = 0x4C0 # float m_flZone2Distance = 0x4C4 # float m_InZone1 = 0x4C8 # CEntityIOOutput m_InZone2 = 0x4F0 # CEntityIOOutput m_InZone3 = 0x518 # CEntityIOOutput class CLogicEventListener: # CLogicalEntity m_strEventName = 0x4C0 # CUtlString m_bIsEnabled = 0x4C8 # bool m_nTeam = 0x4CC # int32_t m_OnEventFired = 0x4D0 # CEntityIOOutput class CLogicGameEvent: # CLogicalEntity m_iszEventName = 0x4B0 # CUtlSymbolLarge class CLogicGameEventListener: # CLogicalEntity m_OnEventFired = 0x4C0 # CEntityIOOutput m_iszGameEventName = 0x4E8 # CUtlSymbolLarge m_iszGameEventItem = 0x4F0 # CUtlSymbolLarge m_bEnabled = 0x4F8 # bool m_bStartDisabled = 0x4F9 # bool class CLogicLineToEntity: # CLogicalEntity m_Line = 0x4B0 # CEntityOutputTemplate m_SourceName = 0x4D8 # CUtlSymbolLarge m_StartEntity = 0x4E0 # CHandle m_EndEntity = 0x4E4 # CHandle class CLogicMeasureMovement: # CLogicalEntity m_strMeasureTarget = 0x4B0 # CUtlSymbolLarge m_strMeasureReference = 0x4B8 # CUtlSymbolLarge m_strTargetReference = 0x4C0 # CUtlSymbolLarge m_hMeasureTarget = 0x4C8 # CHandle m_hMeasureReference = 0x4CC # CHandle m_hTarget = 0x4D0 # CHandle m_hTargetReference = 0x4D4 # CHandle m_flScale = 0x4D8 # float m_nMeasureType = 0x4DC # int32_t class CLogicNPCCounter: # CBaseEntity m_OnMinCountAll = 0x4B0 # CEntityIOOutput m_OnMaxCountAll = 0x4D8 # CEntityIOOutput m_OnFactorAll = 0x500 # CEntityOutputTemplate m_OnMinPlayerDistAll = 0x528 # CEntityOutputTemplate m_OnMinCount_1 = 0x550 # CEntityIOOutput m_OnMaxCount_1 = 0x578 # CEntityIOOutput m_OnFactor_1 = 0x5A0 # CEntityOutputTemplate m_OnMinPlayerDist_1 = 0x5C8 # CEntityOutputTemplate m_OnMinCount_2 = 0x5F0 # CEntityIOOutput m_OnMaxCount_2 = 0x618 # CEntityIOOutput m_OnFactor_2 = 0x640 # CEntityOutputTemplate m_OnMinPlayerDist_2 = 0x668 # CEntityOutputTemplate m_OnMinCount_3 = 0x690 # CEntityIOOutput m_OnMaxCount_3 = 0x6B8 # CEntityIOOutput m_OnFactor_3 = 0x6E0 # CEntityOutputTemplate m_OnMinPlayerDist_3 = 0x708 # CEntityOutputTemplate m_hSource = 0x730 # CEntityHandle m_iszSourceEntityName = 0x738 # CUtlSymbolLarge m_flDistanceMax = 0x740 # float m_bDisabled = 0x744 # bool m_nMinCountAll = 0x748 # int32_t m_nMaxCountAll = 0x74C # int32_t m_nMinFactorAll = 0x750 # int32_t m_nMaxFactorAll = 0x754 # int32_t m_iszNPCClassname_1 = 0x760 # CUtlSymbolLarge m_nNPCState_1 = 0x768 # int32_t m_bInvertState_1 = 0x76C # bool m_nMinCount_1 = 0x770 # int32_t m_nMaxCount_1 = 0x774 # int32_t m_nMinFactor_1 = 0x778 # int32_t m_nMaxFactor_1 = 0x77C # int32_t m_flDefaultDist_1 = 0x784 # float m_iszNPCClassname_2 = 0x788 # CUtlSymbolLarge m_nNPCState_2 = 0x790 # int32_t m_bInvertState_2 = 0x794 # bool m_nMinCount_2 = 0x798 # int32_t m_nMaxCount_2 = 0x79C # int32_t m_nMinFactor_2 = 0x7A0 # int32_t m_nMaxFactor_2 = 0x7A4 # int32_t m_flDefaultDist_2 = 0x7AC # float m_iszNPCClassname_3 = 0x7B0 # CUtlSymbolLarge m_nNPCState_3 = 0x7B8 # int32_t m_bInvertState_3 = 0x7BC # bool m_nMinCount_3 = 0x7C0 # int32_t m_nMaxCount_3 = 0x7C4 # int32_t m_nMinFactor_3 = 0x7C8 # int32_t m_nMaxFactor_3 = 0x7CC # int32_t m_flDefaultDist_3 = 0x7D4 # float class CLogicNPCCounterAABB: # CLogicNPCCounter m_vDistanceOuterMins = 0x7F0 # Vector m_vDistanceOuterMaxs = 0x7FC # Vector m_vOuterMins = 0x808 # Vector m_vOuterMaxs = 0x814 # Vector class CLogicNPCCounterOBB: # CLogicNPCCounterAABB class CLogicNavigation: # CLogicalEntity m_isOn = 0x4B8 # bool m_navProperty = 0x4BC # navproperties_t class CLogicPlayerProxy: # CLogicalEntity m_hPlayer = 0x4B0 # CHandle m_PlayerHasAmmo = 0x4B8 # CEntityIOOutput m_PlayerHasNoAmmo = 0x4E0 # CEntityIOOutput m_PlayerDied = 0x508 # CEntityIOOutput m_RequestedPlayerHealth = 0x530 # CEntityOutputTemplate class CLogicProximity: # CPointEntity class CLogicRelay: # CLogicalEntity m_OnTrigger = 0x4B0 # CEntityIOOutput m_OnSpawn = 0x4D8 # CEntityIOOutput m_bDisabled = 0x500 # bool m_bWaitForRefire = 0x501 # bool m_bTriggerOnce = 0x502 # bool m_bFastRetrigger = 0x503 # bool m_bPassthoughCaller = 0x504 # bool class CLogicScript: # CPointEntity class CLogicalEntity: # CServerOnlyEntity class CMapInfo: # CPointEntity m_iBuyingStatus = 0x4B0 # int32_t m_flBombRadius = 0x4B4 # float m_iPetPopulation = 0x4B8 # int32_t m_bUseNormalSpawnsForDM = 0x4BC # bool m_bDisableAutoGeneratedDMSpawns = 0x4BD # bool m_flBotMaxVisionDistance = 0x4C0 # float m_iHostageCount = 0x4C4 # int32_t m_bFadePlayerVisibilityFarZ = 0x4C8 # bool class CMapVetoPickController: # CBaseEntity m_bPlayedIntroVcd = 0x4B0 # bool m_bNeedToPlayFiveSecondsRemaining = 0x4B1 # bool m_dblPreMatchDraftSequenceTime = 0x4D0 # double m_bPreMatchDraftStateChanged = 0x4D8 # bool m_nDraftType = 0x4DC # int32_t m_nTeamWinningCoinToss = 0x4E0 # int32_t m_nTeamWithFirstChoice = 0x4E4 # int32_t[64] m_nVoteMapIdsList = 0x5E4 # int32_t[7] m_nAccountIDs = 0x600 # int32_t[64] m_nMapId0 = 0x700 # int32_t[64] m_nMapId1 = 0x800 # int32_t[64] m_nMapId2 = 0x900 # int32_t[64] m_nMapId3 = 0xA00 # int32_t[64] m_nMapId4 = 0xB00 # int32_t[64] m_nMapId5 = 0xC00 # int32_t[64] m_nStartingSide0 = 0xD00 # int32_t[64] m_nCurrentPhase = 0xE00 # int32_t m_nPhaseStartTick = 0xE04 # int32_t m_nPhaseDurationTicks = 0xE08 # int32_t m_OnMapVetoed = 0xE10 # CEntityOutputTemplate m_OnMapPicked = 0xE38 # CEntityOutputTemplate m_OnSidesPicked = 0xE60 # CEntityOutputTemplate m_OnNewPhaseStarted = 0xE88 # CEntityOutputTemplate m_OnLevelTransition = 0xEB0 # CEntityOutputTemplate class CMarkupVolume: # CBaseModelEntity m_bEnabled = 0x700 # bool class CMarkupVolumeTagged: # CMarkupVolume m_bIsGroup = 0x738 # bool m_bGroupByPrefab = 0x739 # bool m_bGroupByVolume = 0x73A # bool m_bGroupOtherGroups = 0x73B # bool m_bIsInGroup = 0x73C # bool class CMarkupVolumeTagged_Nav: # CMarkupVolumeTagged class CMarkupVolumeTagged_NavGame: # CMarkupVolumeWithRef m_bFloodFillAttribute = 0x758 # bool class CMarkupVolumeWithRef: # CMarkupVolumeTagged m_bUseRef = 0x740 # bool m_vRefPos = 0x744 # Vector m_flRefDot = 0x750 # float class CMathColorBlend: # CLogicalEntity m_flInMin = 0x4B0 # float m_flInMax = 0x4B4 # float m_OutColor1 = 0x4B8 # Color m_OutColor2 = 0x4BC # Color m_OutValue = 0x4C0 # CEntityOutputTemplate class CMathCounter: # CLogicalEntity m_flMin = 0x4B0 # float m_flMax = 0x4B4 # float m_bHitMin = 0x4B8 # bool m_bHitMax = 0x4B9 # bool m_bDisabled = 0x4BA # bool m_OutValue = 0x4C0 # CEntityOutputTemplate m_OnGetValue = 0x4E8 # CEntityOutputTemplate m_OnHitMin = 0x510 # CEntityIOOutput m_OnHitMax = 0x538 # CEntityIOOutput m_OnChangedFromMin = 0x560 # CEntityIOOutput m_OnChangedFromMax = 0x588 # CEntityIOOutput class CMathRemap: # CLogicalEntity m_flInMin = 0x4B0 # float m_flInMax = 0x4B4 # float m_flOut1 = 0x4B8 # float m_flOut2 = 0x4BC # float m_flOldInValue = 0x4C0 # float m_bEnabled = 0x4C4 # bool m_OutValue = 0x4C8 # CEntityOutputTemplate m_OnRoseAboveMin = 0x4F0 # CEntityIOOutput m_OnRoseAboveMax = 0x518 # CEntityIOOutput m_OnFellBelowMin = 0x540 # CEntityIOOutput m_OnFellBelowMax = 0x568 # CEntityIOOutput class CMelee: # CCSWeaponBase class CMessage: # CPointEntity m_iszMessage = 0x4B0 # CUtlSymbolLarge m_MessageVolume = 0x4B8 # float m_MessageAttenuation = 0x4BC # int32_t m_Radius = 0x4C0 # float m_sNoise = 0x4C8 # CUtlSymbolLarge m_OnShowMessage = 0x4D0 # CEntityIOOutput class CMessageEntity: # CPointEntity m_radius = 0x4B0 # int32_t m_messageText = 0x4B8 # CUtlSymbolLarge m_drawText = 0x4C0 # bool m_bDeveloperOnly = 0x4C1 # bool m_bEnabled = 0x4C2 # bool class CModelPointEntity: # CBaseModelEntity class CModelState: m_hModel = 0xA0 # CStrongHandle m_ModelName = 0xA8 # CUtlSymbolLarge m_bClientClothCreationSuppressed = 0xE8 # bool m_MeshGroupMask = 0x180 # uint64_t m_nIdealMotionType = 0x222 # int8_t m_nForceLOD = 0x223 # int8_t m_nClothUpdateFlags = 0x224 # int8_t class CMolotovGrenade: # CBaseCSGrenade class CMolotovProjectile: # CBaseCSGrenadeProjectile m_bIsIncGrenade = 0xA40 # bool m_bDetonated = 0xA4C # bool m_stillTimer = 0xA50 # IntervalTimer m_bHasBouncedOffPlayer = 0xB30 # bool class CMomentaryRotButton: # CRotButton m_Position = 0x8C8 # CEntityOutputTemplate m_OnUnpressed = 0x8F0 # CEntityIOOutput m_OnFullyOpen = 0x918 # CEntityIOOutput m_OnFullyClosed = 0x940 # CEntityIOOutput m_OnReachedPosition = 0x968 # CEntityIOOutput m_lastUsed = 0x990 # int32_t m_start = 0x994 # QAngle m_end = 0x9A0 # QAngle m_IdealYaw = 0x9AC # float m_sNoise = 0x9B0 # CUtlSymbolLarge m_bUpdateTarget = 0x9B8 # bool m_direction = 0x9BC # int32_t m_returnSpeed = 0x9C0 # float m_flStartPosition = 0x9C4 # float class CMotorController: m_speed = 0x8 # float m_maxTorque = 0xC # float m_axis = 0x10 # Vector m_inertiaFactor = 0x1C # float class CMultiLightProxy: # CLogicalEntity m_iszLightNameFilter = 0x4B0 # CUtlSymbolLarge m_iszLightClassFilter = 0x4B8 # CUtlSymbolLarge m_flLightRadiusFilter = 0x4C0 # float m_flBrightnessDelta = 0x4C4 # float m_bPerformScreenFade = 0x4C8 # bool m_flTargetBrightnessMultiplier = 0x4CC # float m_flCurrentBrightnessMultiplier = 0x4D0 # float m_vecLights = 0x4D8 # CUtlVector> class CMultiSource: # CLogicalEntity m_rgEntities = 0x4B0 # CHandle[32] m_rgTriggered = 0x530 # int32_t[32] m_OnTrigger = 0x5B0 # CEntityIOOutput m_iTotal = 0x5D8 # int32_t m_globalstate = 0x5E0 # CUtlSymbolLarge class CMultiplayRules: # CGameRules class CMultiplayer_Expresser: # CAI_ExpresserWithFollowup m_bAllowMultipleScenes = 0x70 # bool class CNavHullPresetVData: m_vecNavHulls = 0x0 # CUtlVector class CNavHullVData: m_bAgentEnabled = 0x0 # bool m_agentRadius = 0x4 # float m_agentHeight = 0x8 # float m_agentShortHeightEnabled = 0xC # bool m_agentShortHeight = 0x10 # float m_agentMaxClimb = 0x14 # float m_agentMaxSlope = 0x18 # int32_t m_agentMaxJumpDownDist = 0x1C # float m_agentMaxJumpHorizDistBase = 0x20 # float m_agentMaxJumpUpDist = 0x24 # float m_agentBorderErosion = 0x28 # int32_t class CNavLinkAnimgraphVar: m_strAnimgraphVar = 0x0 # CUtlString m_unAlignmentDegrees = 0x8 # uint32_t class CNavLinkAreaEntity: # CPointEntity m_flWidth = 0x4B0 # float m_vLocatorOffset = 0x4B4 # Vector m_qLocatorAnglesOffset = 0x4C0 # QAngle m_strMovementForward = 0x4D0 # CUtlSymbolLarge m_strMovementReverse = 0x4D8 # CUtlSymbolLarge m_nNavLinkIdForward = 0x4E0 # int32_t m_nNavLinkIdReverse = 0x4E4 # int32_t m_bEnabled = 0x4E8 # bool m_strFilterName = 0x4F0 # CUtlSymbolLarge m_hFilter = 0x4F8 # CHandle m_OnNavLinkStart = 0x500 # CEntityIOOutput m_OnNavLinkFinish = 0x528 # CEntityIOOutput m_bIsTerminus = 0x550 # bool class CNavLinkMovementVData: m_bIsInterpolated = 0x0 # bool m_unRecommendedDistance = 0x4 # uint32_t m_vecAnimgraphVars = 0x8 # CUtlVector class CNavSpaceInfo: # CPointEntity m_bCreateFlightSpace = 0x4B0 # bool class CNavVolume: class CNavVolumeAll: # CNavVolumeVector class CNavVolumeBreadthFirstSearch: # CNavVolumeCalculatedVector m_vStartPos = 0xA0 # Vector m_flSearchDist = 0xAC # float class CNavVolumeCalculatedVector: # CNavVolume class CNavVolumeMarkupVolume: # CNavVolume class CNavVolumeSphere: # CNavVolume m_vCenter = 0x70 # Vector m_flRadius = 0x7C # float class CNavVolumeSphericalShell: # CNavVolumeSphere m_flRadiusInner = 0x80 # float class CNavVolumeVector: # CNavVolume m_bHasBeenPreFiltered = 0x78 # bool class CNavWalkable: # CPointEntity class CNetworkOriginCellCoordQuantizedVector: m_cellX = 0x10 # uint16_t m_cellY = 0x12 # uint16_t m_cellZ = 0x14 # uint16_t m_nOutsideWorld = 0x16 # uint16_t m_vecX = 0x18 # CNetworkedQuantizedFloat m_vecY = 0x20 # CNetworkedQuantizedFloat m_vecZ = 0x28 # CNetworkedQuantizedFloat class CNetworkOriginQuantizedVector: m_vecX = 0x10 # CNetworkedQuantizedFloat m_vecY = 0x18 # CNetworkedQuantizedFloat m_vecZ = 0x20 # CNetworkedQuantizedFloat class CNetworkTransmitComponent: m_nTransmitStateOwnedCounter = 0x16C # uint8_t class CNetworkVelocityVector: m_vecX = 0x10 # CNetworkedQuantizedFloat m_vecY = 0x18 # CNetworkedQuantizedFloat m_vecZ = 0x20 # CNetworkedQuantizedFloat class CNetworkViewOffsetVector: m_vecX = 0x10 # CNetworkedQuantizedFloat m_vecY = 0x18 # CNetworkedQuantizedFloat m_vecZ = 0x20 # CNetworkedQuantizedFloat 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 CNullEntity: # CBaseEntity class COmniLight: # CBarnLight m_flInnerAngle = 0x928 # float m_flOuterAngle = 0x92C # float m_bShowLight = 0x930 # bool class COrnamentProp: # CDynamicProp m_initialOwner = 0xB08 # CUtlSymbolLarge class CParticleSystem: # CBaseModelEntity m_szSnapshotFileName = 0x700 # char[512] m_bActive = 0x900 # bool m_bFrozen = 0x901 # bool m_flFreezeTransitionDuration = 0x904 # float m_nStopType = 0x908 # int32_t m_bAnimateDuringGameplayPause = 0x90C # bool m_iEffectIndex = 0x910 # CStrongHandle m_flStartTime = 0x918 # GameTime_t m_flPreSimTime = 0x91C # float m_vServerControlPoints = 0x920 # Vector[4] m_iServerControlPointAssignments = 0x950 # uint8_t[4] m_hControlPointEnts = 0x954 # CHandle[64] m_bNoSave = 0xA54 # bool m_bNoFreeze = 0xA55 # bool m_bNoRamp = 0xA56 # bool m_bStartActive = 0xA57 # bool m_iszEffectName = 0xA58 # CUtlSymbolLarge m_iszControlPointNames = 0xA60 # CUtlSymbolLarge[64] m_nDataCP = 0xC60 # int32_t m_vecDataCPValue = 0xC64 # Vector m_nTintCP = 0xC70 # int32_t m_clrTint = 0xC74 # Color class CPathCorner: # CPointEntity m_flWait = 0x4B0 # float m_flRadius = 0x4B4 # float m_OnPass = 0x4B8 # CEntityIOOutput class CPathCornerCrash: # CPathCorner class CPathKeyFrame: # CLogicalEntity m_Origin = 0x4B0 # Vector m_Angles = 0x4BC # QAngle m_qAngle = 0x4D0 # Quaternion m_iNextKey = 0x4E0 # CUtlSymbolLarge m_flNextTime = 0x4E8 # float m_pNextKey = 0x4F0 # CPathKeyFrame* m_pPrevKey = 0x4F8 # CPathKeyFrame* m_flSpeed = 0x500 # float class CPathParticleRope: # CBaseEntity m_bStartActive = 0x4B0 # bool m_flMaxSimulationTime = 0x4B4 # float m_iszEffectName = 0x4B8 # CUtlSymbolLarge m_PathNodes_Name = 0x4C0 # CUtlVector m_flParticleSpacing = 0x4D8 # float m_flSlack = 0x4DC # float m_flRadius = 0x4E0 # float m_ColorTint = 0x4E4 # Color m_nEffectState = 0x4E8 # int32_t m_iEffectIndex = 0x4F0 # CStrongHandle m_PathNodes_Position = 0x4F8 # CNetworkUtlVectorBase m_PathNodes_TangentIn = 0x510 # CNetworkUtlVectorBase m_PathNodes_TangentOut = 0x528 # CNetworkUtlVectorBase m_PathNodes_Color = 0x540 # CNetworkUtlVectorBase m_PathNodes_PinEnabled = 0x558 # CNetworkUtlVectorBase m_PathNodes_RadiusScale = 0x570 # CNetworkUtlVectorBase class CPathParticleRopeAlias_path_particle_rope_clientside: # CPathParticleRope class CPathTrack: # CPointEntity m_pnext = 0x4B0 # CPathTrack* m_pprevious = 0x4B8 # CPathTrack* m_paltpath = 0x4C0 # CPathTrack* m_flRadius = 0x4C8 # float m_length = 0x4CC # float m_altName = 0x4D0 # CUtlSymbolLarge m_nIterVal = 0x4D8 # int32_t m_eOrientationType = 0x4DC # TrackOrientationType_t m_OnPass = 0x4E0 # CEntityIOOutput class CPhysBallSocket: # CPhysConstraint m_flFriction = 0x508 # float m_bEnableSwingLimit = 0x50C # bool m_flSwingLimit = 0x510 # float m_bEnableTwistLimit = 0x514 # bool m_flMinTwistAngle = 0x518 # float m_flMaxTwistAngle = 0x51C # float class CPhysBox: # CBreakable m_damageType = 0x7C0 # int32_t m_massScale = 0x7C4 # float m_damageToEnableMotion = 0x7C8 # int32_t m_flForceToEnableMotion = 0x7CC # float m_angPreferredCarryAngles = 0x7D0 # QAngle m_bNotSolidToWorld = 0x7DC # bool m_bEnableUseOutput = 0x7DD # bool m_iExploitableByPlayer = 0x7E0 # int32_t m_flTouchOutputPerEntityDelay = 0x7E4 # float m_OnDamaged = 0x7E8 # CEntityIOOutput m_OnAwakened = 0x810 # CEntityIOOutput m_OnMotionEnabled = 0x838 # CEntityIOOutput m_OnPlayerUse = 0x860 # CEntityIOOutput m_OnStartTouch = 0x888 # CEntityIOOutput m_hCarryingPlayer = 0x8B0 # CHandle class CPhysConstraint: # CLogicalEntity m_nameAttach1 = 0x4B8 # CUtlSymbolLarge m_nameAttach2 = 0x4C0 # CUtlSymbolLarge m_breakSound = 0x4C8 # CUtlSymbolLarge m_forceLimit = 0x4D0 # float m_torqueLimit = 0x4D4 # float m_teleportTick = 0x4D8 # uint32_t m_minTeleportDistance = 0x4DC # float m_OnBreak = 0x4E0 # CEntityIOOutput class CPhysExplosion: # CPointEntity m_bExplodeOnSpawn = 0x4B0 # bool m_flMagnitude = 0x4B4 # float m_flDamage = 0x4B8 # float m_radius = 0x4BC # float m_targetEntityName = 0x4C0 # CUtlSymbolLarge m_flInnerRadius = 0x4C8 # float m_flPushScale = 0x4CC # float m_bConvertToDebrisWhenPossible = 0x4D0 # bool m_OnPushedPlayer = 0x4D8 # CEntityIOOutput class CPhysFixed: # CPhysConstraint m_flLinearFrequency = 0x508 # float m_flLinearDampingRatio = 0x50C # float m_flAngularFrequency = 0x510 # float m_flAngularDampingRatio = 0x514 # float m_bEnableLinearConstraint = 0x518 # bool m_bEnableAngularConstraint = 0x519 # bool class CPhysForce: # CPointEntity m_nameAttach = 0x4B8 # CUtlSymbolLarge m_force = 0x4C0 # float m_forceTime = 0x4C4 # float m_attachedObject = 0x4C8 # CHandle m_wasRestored = 0x4CC # bool m_integrator = 0x4D0 # CConstantForceController class CPhysHinge: # CPhysConstraint m_soundInfo = 0x510 # ConstraintSoundInfo m_NotifyMinLimitReached = 0x598 # CEntityIOOutput m_NotifyMaxLimitReached = 0x5C0 # CEntityIOOutput m_bAtMinLimit = 0x5E8 # bool m_bAtMaxLimit = 0x5E9 # bool m_hinge = 0x5EC # constraint_hingeparams_t m_hingeFriction = 0x62C # float m_systemLoadScale = 0x630 # float m_bIsAxisLocal = 0x634 # bool m_flMinRotation = 0x638 # float m_flMaxRotation = 0x63C # float m_flInitialRotation = 0x640 # float m_flMotorFrequency = 0x644 # float m_flMotorDampingRatio = 0x648 # float m_flAngleSpeed = 0x64C # float m_flAngleSpeedThreshold = 0x650 # float m_OnStartMoving = 0x658 # CEntityIOOutput m_OnStopMoving = 0x680 # CEntityIOOutput class CPhysHingeAlias_phys_hinge_local: # CPhysHinge class CPhysImpact: # CPointEntity m_damage = 0x4B0 # float m_distance = 0x4B4 # float m_directionEntityName = 0x4B8 # CUtlSymbolLarge class CPhysLength: # CPhysConstraint m_offset = 0x508 # Vector[2] m_vecAttach = 0x520 # Vector m_addLength = 0x52C # float m_minLength = 0x530 # float m_totalLength = 0x534 # float m_bEnableCollision = 0x538 # bool class CPhysMagnet: # CBaseAnimGraph m_OnMagnetAttach = 0x890 # CEntityIOOutput m_OnMagnetDetach = 0x8B8 # CEntityIOOutput m_massScale = 0x8E0 # float m_forceLimit = 0x8E4 # float m_torqueLimit = 0x8E8 # float m_MagnettedEntities = 0x8F0 # CUtlVector m_bActive = 0x908 # bool m_bHasHitSomething = 0x909 # bool m_flTotalMass = 0x90C # float m_flRadius = 0x910 # float m_flNextSuckTime = 0x914 # GameTime_t m_iMaxObjectsAttached = 0x918 # int32_t class CPhysMotor: # CLogicalEntity m_nameAttach = 0x4B0 # CUtlSymbolLarge m_hAttachedObject = 0x4B8 # CHandle m_spinUp = 0x4BC # float m_additionalAcceleration = 0x4C0 # float m_angularAcceleration = 0x4C4 # float m_lastTime = 0x4C8 # GameTime_t m_motor = 0x4E0 # CMotorController class CPhysPulley: # CPhysConstraint m_position2 = 0x508 # Vector m_offset = 0x514 # Vector[2] m_addLength = 0x52C # float m_gearRatio = 0x530 # float class CPhysSlideConstraint: # CPhysConstraint m_axisEnd = 0x510 # Vector m_slideFriction = 0x51C # float m_systemLoadScale = 0x520 # float m_initialOffset = 0x524 # float m_bEnableLinearConstraint = 0x528 # bool m_bEnableAngularConstraint = 0x529 # bool m_flMotorFrequency = 0x52C # float m_flMotorDampingRatio = 0x530 # float m_bUseEntityPivot = 0x534 # bool m_soundInfo = 0x538 # ConstraintSoundInfo class CPhysThruster: # CPhysForce m_localOrigin = 0x510 # Vector class CPhysTorque: # CPhysForce m_axis = 0x510 # Vector class CPhysWheelConstraint: # CPhysConstraint m_flSuspensionFrequency = 0x508 # float m_flSuspensionDampingRatio = 0x50C # float m_flSuspensionHeightOffset = 0x510 # float m_bEnableSuspensionLimit = 0x514 # bool m_flMinSuspensionOffset = 0x518 # float m_flMaxSuspensionOffset = 0x51C # float m_bEnableSteeringLimit = 0x520 # bool m_flMinSteeringAngle = 0x524 # float m_flMaxSteeringAngle = 0x528 # float m_flSteeringAxisFriction = 0x52C # float m_flSpinAxisFriction = 0x530 # float class CPhysicalButton: # CBaseButton class CPhysicsEntitySolver: # CLogicalEntity m_hMovingEntity = 0x4B8 # CHandle m_hPhysicsBlocker = 0x4BC # CHandle m_separationDuration = 0x4C0 # float m_cancelTime = 0x4C4 # GameTime_t class CPhysicsProp: # CBreakableProp m_MotionEnabled = 0xA10 # CEntityIOOutput m_OnAwakened = 0xA38 # CEntityIOOutput m_OnAwake = 0xA60 # CEntityIOOutput m_OnAsleep = 0xA88 # CEntityIOOutput m_OnPlayerUse = 0xAB0 # CEntityIOOutput m_OnPlayerPickup = 0xAD8 # CEntityIOOutput m_OnOutOfWorld = 0xB00 # CEntityIOOutput m_massScale = 0xB28 # float m_inertiaScale = 0xB2C # float m_buoyancyScale = 0xB30 # float m_damageType = 0xB34 # int32_t m_damageToEnableMotion = 0xB38 # int32_t m_flForceToEnableMotion = 0xB3C # float m_bThrownByPlayer = 0xB40 # bool m_bDroppedByPlayer = 0xB41 # bool m_bTouchedByPlayer = 0xB42 # bool m_bFirstCollisionAfterLaunch = 0xB43 # bool m_iExploitableByPlayer = 0xB44 # int32_t m_bHasBeenAwakened = 0xB48 # bool m_bIsOverrideProp = 0xB49 # bool m_fNextCheckDisableMotionContactsTime = 0xB4C # GameTime_t m_iInitialGlowState = 0xB50 # int32_t m_nGlowRange = 0xB54 # int32_t m_nGlowRangeMin = 0xB58 # int32_t m_glowColor = 0xB5C # Color m_bForceNavIgnore = 0xB60 # bool m_bNoNavmeshBlocker = 0xB61 # bool m_bForceNpcExclude = 0xB62 # bool m_bShouldAutoConvertBackFromDebris = 0xB63 # bool m_bMuteImpactEffects = 0xB64 # bool m_bAcceptDamageFromHeldObjects = 0xB6C # bool m_bEnableUseOutput = 0xB6D # bool m_bAwake = 0xB6E # bool m_nCollisionGroupOverride = 0xB70 # int32_t class CPhysicsPropMultiplayer: # CPhysicsProp class CPhysicsPropOverride: # CPhysicsProp class CPhysicsPropRespawnable: # CPhysicsProp m_vOriginalSpawnOrigin = 0xB78 # Vector m_vOriginalSpawnAngles = 0xB84 # QAngle m_vOriginalMins = 0xB90 # Vector m_vOriginalMaxs = 0xB9C # Vector m_flRespawnDuration = 0xBA8 # float class CPhysicsShake: m_force = 0x8 # Vector class CPhysicsSpring: # CBaseEntity m_flFrequency = 0x4B8 # float m_flDampingRatio = 0x4BC # float m_flRestLength = 0x4C0 # float m_nameAttachStart = 0x4C8 # CUtlSymbolLarge m_nameAttachEnd = 0x4D0 # CUtlSymbolLarge m_start = 0x4D8 # Vector m_end = 0x4E4 # Vector m_teleportTick = 0x4F0 # uint32_t class CPhysicsWire: # CBaseEntity m_nDensity = 0x4B0 # int32_t class CPlantedC4: # CBaseAnimGraph m_bBombTicking = 0x890 # bool m_flC4Blow = 0x894 # GameTime_t m_nBombSite = 0x898 # int32_t m_nSourceSoundscapeHash = 0x89C # int32_t m_OnBombDefused = 0x8A0 # CEntityIOOutput m_OnBombBeginDefuse = 0x8C8 # CEntityIOOutput m_OnBombDefuseAborted = 0x8F0 # CEntityIOOutput m_bCannotBeDefused = 0x918 # bool m_entitySpottedState = 0x920 # EntitySpottedState_t m_nSpotRules = 0x938 # int32_t m_bTrainingPlacedByPlayer = 0x93C # bool m_bHasExploded = 0x93D # bool m_flTimerLength = 0x940 # float m_bBeingDefused = 0x944 # bool m_fLastDefuseTime = 0x94C # GameTime_t m_flDefuseLength = 0x954 # float m_flDefuseCountDown = 0x958 # GameTime_t m_bBombDefused = 0x95C # bool m_hBombDefuser = 0x960 # CHandle m_hControlPanel = 0x964 # CHandle m_iProgressBarTime = 0x968 # int32_t m_bVoiceAlertFired = 0x96C # bool m_bVoiceAlertPlayed = 0x96D # bool[4] m_flNextBotBeepTime = 0x974 # GameTime_t m_bPlantedAfterPickup = 0x97C # bool m_angCatchUpToPlayerEye = 0x980 # QAngle m_flLastSpinDetectionTime = 0x98C # GameTime_t class CPlatTrigger: # CBaseModelEntity m_pPlatform = 0x700 # CHandle class CPlayerControllerComponent: __m_pChainEntity = 0x8 # CNetworkVarChainer class CPlayerPawnComponent: __m_pChainEntity = 0x8 # CNetworkVarChainer class CPlayerPing: # CBaseEntity m_hPlayer = 0x4B8 # CHandle m_hPingedEntity = 0x4BC # CHandle m_iType = 0x4C0 # int32_t m_bUrgent = 0x4C4 # bool m_szPlaceName = 0x4C5 # char[18] class CPlayerSprayDecal: # CModelPointEntity m_nUniqueID = 0x700 # int32_t m_unAccountID = 0x704 # uint32_t m_unTraceID = 0x708 # uint32_t m_rtGcTime = 0x70C # uint32_t m_vecEndPos = 0x710 # Vector m_vecStart = 0x71C # Vector m_vecLeft = 0x728 # Vector m_vecNormal = 0x734 # Vector m_nPlayer = 0x740 # int32_t m_nEntity = 0x744 # int32_t m_nHitbox = 0x748 # int32_t m_flCreationTime = 0x74C # float m_nTintID = 0x750 # int32_t m_nVersion = 0x754 # uint8_t m_ubSignature = 0x755 # uint8_t[128] class CPlayerVisibility: # CBaseEntity m_flVisibilityStrength = 0x4B0 # float m_flFogDistanceMultiplier = 0x4B4 # float m_flFogMaxDensityMultiplier = 0x4B8 # float m_flFadeTime = 0x4BC # float m_bStartDisabled = 0x4C0 # bool m_bIsEnabled = 0x4C1 # bool class CPlayer_AutoaimServices: # CPlayerPawnComponent class CPlayer_CameraServices: # CPlayerPawnComponent m_vecCsViewPunchAngle = 0x40 # QAngle m_nCsViewPunchAngleTick = 0x4C # GameTick_t m_flCsViewPunchAngleTickRatio = 0x50 # float m_PlayerFog = 0x58 # fogplayerparams_t m_hColorCorrectionCtrl = 0x98 # CHandle m_hViewEntity = 0x9C # CHandle m_hTonemapController = 0xA0 # CHandle m_audio = 0xA8 # audioparams_t m_PostProcessingVolumes = 0x120 # CNetworkUtlVectorBase> m_flOldPlayerZ = 0x138 # float m_flOldPlayerViewOffsetZ = 0x13C # float m_hTriggerSoundscapeList = 0x158 # CUtlVector> 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 = 0x190 # float m_arrForceSubtickMoveWhen = 0x194 # float[4] m_flForwardMove = 0x1A4 # float m_flLeftMove = 0x1A8 # float m_flUpMove = 0x1AC # float m_vecLastMovementImpulses = 0x1B0 # Vector m_vecOldViewAngles = 0x1BC # QAngle class CPlayer_MovementServices_Humanoid: # CPlayer_MovementServices m_flStepSoundTime = 0x1D0 # float m_flFallVelocity = 0x1D4 # float m_bInCrouch = 0x1D8 # bool m_nCrouchState = 0x1DC # uint32_t m_flCrouchTransitionStartTime = 0x1E0 # GameTime_t m_bDucked = 0x1E4 # bool m_bDucking = 0x1E5 # bool m_bInDuckJump = 0x1E6 # bool m_groundNormal = 0x1E8 # Vector m_flSurfaceFriction = 0x1F4 # float m_surfaceProps = 0x1F8 # CUtlStringToken m_nStepside = 0x208 # int32_t m_iTargetVolume = 0x20C # int32_t m_vecSmoothedVelocity = 0x210 # Vector class CPlayer_ObserverServices: # CPlayerPawnComponent m_iObserverMode = 0x40 # uint8_t m_hObserverTarget = 0x44 # CHandle m_iObserverLastMode = 0x48 # ObserverMode_t m_bForcedObserverMode = 0x4C # bool class CPlayer_UseServices: # CPlayerPawnComponent class CPlayer_ViewModelServices: # CPlayerPawnComponent class CPlayer_WaterServices: # CPlayerPawnComponent class CPlayer_WeaponServices: # CPlayerPawnComponent m_bAllowSwitchToNoWeapon = 0x40 # bool m_hMyWeapons = 0x48 # CNetworkUtlVectorBase> m_hActiveWeapon = 0x60 # CHandle m_hLastWeapon = 0x64 # CHandle m_iAmmo = 0x68 # uint16_t[32] m_bPreventWeaponPickup = 0xA8 # bool class CPointAngleSensor: # CPointEntity m_bDisabled = 0x4B0 # bool m_nLookAtName = 0x4B8 # CUtlSymbolLarge m_hTargetEntity = 0x4C0 # CHandle m_hLookAtEntity = 0x4C4 # CHandle m_flDuration = 0x4C8 # float m_flDotTolerance = 0x4CC # float m_flFacingTime = 0x4D0 # GameTime_t m_bFired = 0x4D4 # bool m_OnFacingLookat = 0x4D8 # CEntityIOOutput m_OnNotFacingLookat = 0x500 # CEntityIOOutput m_TargetDir = 0x528 # CEntityOutputTemplate m_FacingPercentage = 0x550 # CEntityOutputTemplate class CPointAngularVelocitySensor: # CPointEntity m_hTargetEntity = 0x4B0 # CHandle m_flThreshold = 0x4B4 # float m_nLastCompareResult = 0x4B8 # int32_t m_nLastFireResult = 0x4BC # int32_t m_flFireTime = 0x4C0 # GameTime_t m_flFireInterval = 0x4C4 # float m_flLastAngVelocity = 0x4C8 # float m_lastOrientation = 0x4CC # QAngle m_vecAxis = 0x4D8 # Vector m_bUseHelper = 0x4E4 # bool m_AngularVelocity = 0x4E8 # CEntityOutputTemplate m_OnLessThan = 0x510 # CEntityIOOutput m_OnLessThanOrEqualTo = 0x538 # CEntityIOOutput m_OnGreaterThan = 0x560 # CEntityIOOutput m_OnGreaterThanOrEqualTo = 0x588 # CEntityIOOutput m_OnEqualTo = 0x5B0 # CEntityIOOutput class CPointBroadcastClientCommand: # CPointEntity class CPointCamera: # CBaseEntity m_FOV = 0x4B0 # float m_Resolution = 0x4B4 # float m_bFogEnable = 0x4B8 # bool m_FogColor = 0x4B9 # Color m_flFogStart = 0x4C0 # float m_flFogEnd = 0x4C4 # float m_flFogMaxDensity = 0x4C8 # float m_bActive = 0x4CC # bool m_bUseScreenAspectRatio = 0x4CD # bool m_flAspectRatio = 0x4D0 # float m_bNoSky = 0x4D4 # bool m_fBrightness = 0x4D8 # float m_flZFar = 0x4DC # float m_flZNear = 0x4E0 # float m_bCanHLTVUse = 0x4E4 # bool m_bDofEnabled = 0x4E5 # bool m_flDofNearBlurry = 0x4E8 # float m_flDofNearCrisp = 0x4EC # float m_flDofFarCrisp = 0x4F0 # float m_flDofFarBlurry = 0x4F4 # float m_flDofTiltToGround = 0x4F8 # float m_TargetFOV = 0x4FC # float m_DegreesPerSecond = 0x500 # float m_bIsOn = 0x504 # bool m_pNext = 0x508 # CPointCamera* class CPointCameraVFOV: # CPointCamera m_flVerticalFOV = 0x510 # float class CPointClientCommand: # CPointEntity class CPointClientUIDialog: # CBaseClientUIEntity m_hActivator = 0x8B0 # CHandle m_bStartEnabled = 0x8B4 # bool class CPointClientUIWorldPanel: # CBaseClientUIEntity m_bIgnoreInput = 0x8B0 # bool m_bLit = 0x8B1 # bool m_bFollowPlayerAcrossTeleport = 0x8B2 # bool m_flWidth = 0x8B4 # float m_flHeight = 0x8B8 # float m_flDPI = 0x8BC # float m_flInteractDistance = 0x8C0 # float m_flDepthOffset = 0x8C4 # float m_unOwnerContext = 0x8C8 # uint32_t m_unHorizontalAlign = 0x8CC # uint32_t m_unVerticalAlign = 0x8D0 # uint32_t m_unOrientation = 0x8D4 # uint32_t m_bAllowInteractionFromAllSceneWorlds = 0x8D8 # bool m_vecCSSClasses = 0x8E0 # CNetworkUtlVectorBase m_bOpaque = 0x8F8 # bool m_bNoDepth = 0x8F9 # bool m_bRenderBackface = 0x8FA # bool m_bUseOffScreenIndicator = 0x8FB # bool m_bExcludeFromSaveGames = 0x8FC # bool m_bGrabbable = 0x8FD # bool m_bOnlyRenderToTexture = 0x8FE # bool m_bDisableMipGen = 0x8FF # bool m_nExplicitImageLayout = 0x900 # int32_t class CPointClientUIWorldTextPanel: # CPointClientUIWorldPanel m_messageText = 0x908 # char[512] class CPointCommentaryNode: # CBaseAnimGraph m_iszPreCommands = 0x890 # CUtlSymbolLarge m_iszPostCommands = 0x898 # CUtlSymbolLarge m_iszCommentaryFile = 0x8A0 # CUtlSymbolLarge m_iszViewTarget = 0x8A8 # CUtlSymbolLarge m_hViewTarget = 0x8B0 # CHandle m_hViewTargetAngles = 0x8B4 # CHandle m_iszViewPosition = 0x8B8 # CUtlSymbolLarge m_hViewPosition = 0x8C0 # CHandle m_hViewPositionMover = 0x8C4 # CHandle m_bPreventMovement = 0x8C8 # bool m_bUnderCrosshair = 0x8C9 # bool m_bUnstoppable = 0x8CA # bool m_flFinishedTime = 0x8CC # GameTime_t m_vecFinishOrigin = 0x8D0 # Vector m_vecOriginalAngles = 0x8DC # QAngle m_vecFinishAngles = 0x8E8 # QAngle m_bPreventChangesWhileMoving = 0x8F4 # bool m_bDisabled = 0x8F5 # bool m_vecTeleportOrigin = 0x8F8 # Vector m_flAbortedPlaybackAt = 0x904 # GameTime_t m_pOnCommentaryStarted = 0x908 # CEntityIOOutput m_pOnCommentaryStopped = 0x930 # CEntityIOOutput m_bActive = 0x958 # bool m_flStartTime = 0x95C # GameTime_t m_flStartTimeInCommentary = 0x960 # float m_iszTitle = 0x968 # CUtlSymbolLarge m_iszSpeakers = 0x970 # CUtlSymbolLarge m_iNodeNumber = 0x978 # int32_t m_iNodeNumberMax = 0x97C # int32_t m_bListenedTo = 0x980 # bool class CPointEntity: # CBaseEntity class CPointEntityFinder: # CBaseEntity m_hEntity = 0x4B0 # CHandle m_iFilterName = 0x4B8 # CUtlSymbolLarge m_hFilter = 0x4C0 # CHandle m_iRefName = 0x4C8 # CUtlSymbolLarge m_hReference = 0x4D0 # CHandle m_FindMethod = 0x4D4 # EntFinderMethod_t m_OnFoundEntity = 0x4D8 # CEntityIOOutput class CPointGamestatsCounter: # CPointEntity m_strStatisticName = 0x4B0 # CUtlSymbolLarge m_bDisabled = 0x4B8 # bool class CPointGiveAmmo: # CPointEntity m_pActivator = 0x4B0 # CHandle class CPointHurt: # CPointEntity m_nDamage = 0x4B0 # int32_t m_bitsDamageType = 0x4B4 # int32_t m_flRadius = 0x4B8 # float m_flDelay = 0x4BC # float m_strTarget = 0x4C0 # CUtlSymbolLarge m_pActivator = 0x4C8 # CHandle class CPointPrefab: # CServerOnlyPointEntity m_targetMapName = 0x4B0 # CUtlSymbolLarge m_forceWorldGroupID = 0x4B8 # CUtlSymbolLarge m_associatedRelayTargetName = 0x4C0 # CUtlSymbolLarge m_fixupNames = 0x4C8 # bool m_bLoadDynamic = 0x4C9 # bool m_associatedRelayEntity = 0x4CC # CHandle class CPointProximitySensor: # CPointEntity m_bDisabled = 0x4B0 # bool m_hTargetEntity = 0x4B4 # CHandle m_Distance = 0x4B8 # CEntityOutputTemplate class CPointPulse: # CBaseEntity m_sNameFixupStaticPrefix = 0x5C8 # CUtlSymbolLarge m_sNameFixupParent = 0x5D0 # CUtlSymbolLarge m_sNameFixupLocal = 0x5D8 # CUtlSymbolLarge class CPointPush: # CPointEntity m_bEnabled = 0x4B0 # bool m_flMagnitude = 0x4B4 # float m_flRadius = 0x4B8 # float m_flInnerRadius = 0x4BC # float m_flConeOfInfluence = 0x4C0 # float m_iszFilterName = 0x4C8 # CUtlSymbolLarge m_hFilter = 0x4D0 # CHandle class CPointScript: # CBaseEntity class CPointServerCommand: # CPointEntity class CPointTeleport: # CServerOnlyPointEntity m_vSaveOrigin = 0x4B0 # Vector m_vSaveAngles = 0x4BC # QAngle m_bTeleportParentedEntities = 0x4C8 # bool m_bTeleportUseCurrentAngle = 0x4C9 # bool class CPointTemplate: # CLogicalEntity m_iszWorldName = 0x4B0 # CUtlSymbolLarge m_iszSource2EntityLumpName = 0x4B8 # CUtlSymbolLarge m_iszEntityFilterName = 0x4C0 # CUtlSymbolLarge m_flTimeoutInterval = 0x4C8 # float m_bAsynchronouslySpawnEntities = 0x4CC # bool m_pOutputOnSpawned = 0x4D0 # CEntityIOOutput m_clientOnlyEntityBehavior = 0x4F8 # PointTemplateClientOnlyEntityBehavior_t m_ownerSpawnGroupType = 0x4FC # PointTemplateOwnerSpawnGroupType_t m_createdSpawnGroupHandles = 0x500 # CUtlVector m_SpawnedEntityHandles = 0x518 # CUtlVector m_ScriptSpawnCallback = 0x530 # HSCRIPT m_ScriptCallbackScope = 0x538 # HSCRIPT class CPointValueRemapper: # CBaseEntity m_bDisabled = 0x4B0 # bool m_bUpdateOnClient = 0x4B1 # bool m_nInputType = 0x4B4 # ValueRemapperInputType_t m_iszRemapLineStartName = 0x4B8 # CUtlSymbolLarge m_iszRemapLineEndName = 0x4C0 # CUtlSymbolLarge m_hRemapLineStart = 0x4C8 # CHandle m_hRemapLineEnd = 0x4CC # CHandle m_flMaximumChangePerSecond = 0x4D0 # float m_flDisengageDistance = 0x4D4 # float m_flEngageDistance = 0x4D8 # float m_bRequiresUseKey = 0x4DC # bool m_nOutputType = 0x4E0 # ValueRemapperOutputType_t m_iszOutputEntityName = 0x4E8 # CUtlSymbolLarge m_iszOutputEntity2Name = 0x4F0 # CUtlSymbolLarge m_iszOutputEntity3Name = 0x4F8 # CUtlSymbolLarge m_iszOutputEntity4Name = 0x500 # CUtlSymbolLarge m_hOutputEntities = 0x508 # CNetworkUtlVectorBase> m_nHapticsType = 0x520 # ValueRemapperHapticsType_t m_nMomentumType = 0x524 # ValueRemapperMomentumType_t m_flMomentumModifier = 0x528 # float m_flSnapValue = 0x52C # float m_flCurrentMomentum = 0x530 # float m_nRatchetType = 0x534 # ValueRemapperRatchetType_t m_flRatchetOffset = 0x538 # float m_flInputOffset = 0x53C # float m_bEngaged = 0x540 # bool m_bFirstUpdate = 0x541 # bool m_flPreviousValue = 0x544 # float m_flPreviousUpdateTickTime = 0x548 # GameTime_t m_vecPreviousTestPoint = 0x54C # Vector m_hUsingPlayer = 0x558 # CHandle m_flCustomOutputValue = 0x55C # float m_iszSoundEngage = 0x560 # CUtlSymbolLarge m_iszSoundDisengage = 0x568 # CUtlSymbolLarge m_iszSoundReachedValueZero = 0x570 # CUtlSymbolLarge m_iszSoundReachedValueOne = 0x578 # CUtlSymbolLarge m_iszSoundMovingLoop = 0x580 # CUtlSymbolLarge m_Position = 0x590 # CEntityOutputTemplate m_PositionDelta = 0x5B8 # CEntityOutputTemplate m_OnReachedValueZero = 0x5E0 # CEntityIOOutput m_OnReachedValueOne = 0x608 # CEntityIOOutput m_OnReachedValueCustom = 0x630 # CEntityIOOutput m_OnEngage = 0x658 # CEntityIOOutput m_OnDisengage = 0x680 # CEntityIOOutput class CPointVelocitySensor: # CPointEntity m_hTargetEntity = 0x4B0 # CHandle m_vecAxis = 0x4B4 # Vector m_bEnabled = 0x4C0 # bool m_fPrevVelocity = 0x4C4 # float m_flAvgInterval = 0x4C8 # float m_Velocity = 0x4D0 # CEntityOutputTemplate class CPointWorldText: # CModelPointEntity m_messageText = 0x700 # char[512] m_FontName = 0x900 # char[64] m_bEnabled = 0x940 # bool m_bFullbright = 0x941 # bool m_flWorldUnitsPerPx = 0x944 # float m_flFontSize = 0x948 # float m_flDepthOffset = 0x94C # float m_Color = 0x950 # Color m_nJustifyHorizontal = 0x954 # PointWorldTextJustifyHorizontal_t m_nJustifyVertical = 0x958 # PointWorldTextJustifyVertical_t m_nReorientMode = 0x95C # PointWorldTextReorientMode_t class CPostProcessingVolume: # CBaseTrigger m_hPostSettings = 0x8B8 # CStrongHandle m_flFadeDuration = 0x8C0 # float m_flMinLogExposure = 0x8C4 # float m_flMaxLogExposure = 0x8C8 # float m_flMinExposure = 0x8CC # float m_flMaxExposure = 0x8D0 # float m_flExposureCompensation = 0x8D4 # float m_flExposureFadeSpeedUp = 0x8D8 # float m_flExposureFadeSpeedDown = 0x8DC # float m_flTonemapEVSmoothingRange = 0x8E0 # float m_bMaster = 0x8E4 # bool m_bExposureControl = 0x8E5 # bool m_flRate = 0x8E8 # float m_flTonemapPercentTarget = 0x8EC # float m_flTonemapPercentBrightPixels = 0x8F0 # float m_flTonemapMinAvgLum = 0x8F4 # float class CPrecipitation: # CBaseTrigger class CPrecipitationBlocker: # CBaseModelEntity 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 CPredictedViewModel: # CBaseViewModel class CProjectedDecal: # CPointEntity m_nTexture = 0x4B0 # int32_t m_flDistance = 0x4B4 # float class CPropDoorRotating: # CBasePropDoor m_vecAxis = 0xD98 # Vector m_flDistance = 0xDA4 # float m_eSpawnPosition = 0xDA8 # PropDoorRotatingSpawnPos_t m_eOpenDirection = 0xDAC # PropDoorRotatingOpenDirection_e m_eCurrentOpenDirection = 0xDB0 # PropDoorRotatingOpenDirection_e m_flAjarAngle = 0xDB4 # float m_angRotationAjarDeprecated = 0xDB8 # QAngle m_angRotationClosed = 0xDC4 # QAngle m_angRotationOpenForward = 0xDD0 # QAngle m_angRotationOpenBack = 0xDDC # QAngle m_angGoal = 0xDE8 # QAngle m_vecForwardBoundsMin = 0xDF4 # Vector m_vecForwardBoundsMax = 0xE00 # Vector m_vecBackBoundsMin = 0xE0C # Vector m_vecBackBoundsMax = 0xE18 # Vector m_bAjarDoorShouldntAlwaysOpen = 0xE24 # bool m_hEntityBlocker = 0xE28 # CHandle class CPropDoorRotatingBreakable: # CPropDoorRotating m_bBreakable = 0xE30 # bool m_isAbleToCloseAreaPortals = 0xE31 # bool m_currentDamageState = 0xE34 # int32_t m_damageStates = 0xE38 # CUtlVector class CPulseCell_Inflow_GameEvent: # CPulseCell_Inflow_BaseEntrypoint m_EventName = 0x70 # CBufferString class CPulseCell_Outflow_PlayVCD: # CPulseCell_BaseFlow m_vcdFilename = 0x48 # CUtlString m_OnFinished = 0x50 # CPulse_OutflowConnection m_Triggers = 0x60 # CUtlVector class CPulseCell_SoundEventStart: # CPulseCell_BaseFlow m_Type = 0x48 # SoundEventStartType_t class CPulseCell_Step_EntFire: # CPulseCell_BaseFlow m_Input = 0x48 # CUtlString class CPulseCell_Step_SetAnimGraphParam: # CPulseCell_BaseFlow m_ParamName = 0x48 # CUtlString class CPulseCell_Value_FindEntByName: # CPulseCell_BaseValue m_EntityType = 0x48 # CUtlString class CPulseGraphInstance_ServerPointEntity: # CBasePulseGraphInstance class CPulseServerFuncs: class CPulseServerFuncs_Sounds: class CPushable: # CBreakable class CRR_Response: m_Type = 0x0 # uint8_t m_szResponseName = 0x1 # char[192] m_szMatchingRule = 0xC1 # char[128] m_Params = 0x148 # ResponseParams m_fMatchScore = 0x168 # float m_szSpeakerContext = 0x170 # char* m_szWorldContext = 0x178 # char* m_Followup = 0x180 # ResponseFollowup m_pchCriteriaNames = 0x1B8 # CUtlVector m_pchCriteriaValues = 0x1D0 # CUtlVector class CRagdollConstraint: # CPhysConstraint m_xmin = 0x508 # float m_xmax = 0x50C # float m_ymin = 0x510 # float m_ymax = 0x514 # float m_zmin = 0x518 # float m_zmax = 0x51C # float m_xfriction = 0x520 # float m_yfriction = 0x524 # float m_zfriction = 0x528 # float class CRagdollMagnet: # CPointEntity m_bDisabled = 0x4B0 # bool m_radius = 0x4B4 # float m_force = 0x4B8 # float m_axis = 0x4BC # Vector class CRagdollManager: # CBaseEntity m_iCurrentMaxRagdollCount = 0x4B0 # int8_t m_iMaxRagdollCount = 0x4B4 # int32_t m_bSaveImportant = 0x4B8 # bool class CRagdollProp: # CBaseAnimGraph m_ragdoll = 0x898 # ragdoll_t m_bStartDisabled = 0x8D0 # bool m_ragPos = 0x8D8 # CNetworkUtlVectorBase m_ragAngles = 0x8F0 # CNetworkUtlVectorBase m_hRagdollSource = 0x908 # CHandle m_lastUpdateTickCount = 0x90C # uint32_t m_allAsleep = 0x910 # bool m_bFirstCollisionAfterLaunch = 0x911 # bool m_hDamageEntity = 0x914 # CHandle m_hKiller = 0x918 # CHandle m_hPhysicsAttacker = 0x91C # CHandle m_flLastPhysicsInfluenceTime = 0x920 # GameTime_t m_flFadeOutStartTime = 0x924 # GameTime_t m_flFadeTime = 0x928 # float m_vecLastOrigin = 0x92C # Vector m_flAwakeTime = 0x938 # GameTime_t m_flLastOriginChangeTime = 0x93C # GameTime_t m_nBloodColor = 0x940 # int32_t m_strOriginClassName = 0x948 # CUtlSymbolLarge m_strSourceClassName = 0x950 # CUtlSymbolLarge m_bHasBeenPhysgunned = 0x958 # bool m_bShouldTeleportPhysics = 0x959 # bool m_flBlendWeight = 0x95C # float m_flDefaultFadeScale = 0x960 # float m_ragdollMins = 0x968 # CUtlVector m_ragdollMaxs = 0x980 # CUtlVector m_bShouldDeleteActivationRecord = 0x998 # bool m_bValidatePoweredRagdollPose = 0x9F8 # bool class CRagdollPropAlias_physics_prop_ragdoll: # CRagdollProp class CRagdollPropAttached: # CRagdollProp m_boneIndexAttached = 0xA38 # uint32_t m_ragdollAttachedObjectIndex = 0xA3C # uint32_t m_attachmentPointBoneSpace = 0xA40 # Vector m_attachmentPointRagdollSpace = 0xA4C # Vector m_bShouldDetach = 0xA58 # bool m_bShouldDeleteAttachedActivationRecord = 0xA68 # bool class CRandSimTimer: # CSimpleSimTimer m_minInterval = 0x8 # float m_maxInterval = 0xC # float class CRandStopwatch: # CStopwatchBase m_minInterval = 0xC # float m_maxInterval = 0x10 # float class CRangeFloat: m_pValue = 0x0 # float[2] class CRangeInt: m_pValue = 0x0 # int32_t[2] class CRectLight: # CBarnLight m_bShowLight = 0x928 # bool class CRemapFloat: m_pValue = 0x0 # float[4] 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 CResponseCriteriaSet: m_nNumPrefixedContexts = 0x28 # int32_t m_bOverrideOnAppend = 0x2C # bool class CResponseQueue: m_ExpresserTargets = 0x50 # CUtlVector class CResponseQueue_CDeferredResponse: m_contexts = 0x10 # CResponseCriteriaSet m_fDispatchTime = 0x40 # float m_hIssuer = 0x44 # CHandle m_response = 0x50 # CRR_Response m_bResponseValid = 0x238 # bool class CRetakeGameRules: m_nMatchSeed = 0xF8 # int32_t m_bBlockersPresent = 0xFC # bool m_bRoundInProgress = 0xFD # bool m_iFirstSecondHalfRound = 0x100 # int32_t m_iBombSite = 0x104 # int32_t class CRevertSaved: # CModelPointEntity m_loadTime = 0x700 # float m_Duration = 0x704 # float m_HoldTime = 0x708 # float class CRopeKeyframe: # CBaseModelEntity m_RopeFlags = 0x708 # uint16_t m_iNextLinkName = 0x710 # CUtlSymbolLarge m_Slack = 0x718 # int16_t m_Width = 0x71C # float m_TextureScale = 0x720 # float m_nSegments = 0x724 # uint8_t m_bConstrainBetweenEndpoints = 0x725 # bool m_strRopeMaterialModel = 0x728 # CUtlSymbolLarge m_iRopeMaterialModelIndex = 0x730 # CStrongHandle m_Subdiv = 0x738 # uint8_t m_nChangeCount = 0x739 # uint8_t m_RopeLength = 0x73A # int16_t m_fLockedPoints = 0x73C # uint8_t m_bCreatedFromMapFile = 0x73D # bool m_flScrollSpeed = 0x740 # float m_bStartPointValid = 0x744 # bool m_bEndPointValid = 0x745 # bool m_hStartPoint = 0x748 # CHandle m_hEndPoint = 0x74C # CHandle m_iStartAttachment = 0x750 # AttachmentHandle_t m_iEndAttachment = 0x751 # AttachmentHandle_t class CRopeKeyframeAlias_move_rope: # CRopeKeyframe class CRotButton: # CBaseButton class CRotDoor: # CBaseDoor m_bSolidBsp = 0x988 # bool class CRuleBrushEntity: # CRuleEntity class CRuleEntity: # CBaseModelEntity m_iszMaster = 0x700 # CUtlSymbolLarge class CRulePointEntity: # CRuleEntity m_Score = 0x708 # int32_t class CSAdditionalMatchStats_t: # CSAdditionalPerRoundStats_t m_numRoundsSurvived = 0x14 # int32_t m_maxNumRoundsSurvived = 0x18 # int32_t m_numRoundsSurvivedTotal = 0x1C # int32_t m_iRoundsWonWithoutPurchase = 0x20 # int32_t m_iRoundsWonWithoutPurchaseTotal = 0x24 # int32_t m_numFirstKills = 0x28 # int32_t m_numClutchKills = 0x2C # int32_t m_numPistolKills = 0x30 # int32_t m_numSniperKills = 0x34 # int32_t m_iNumSuicides = 0x38 # int32_t m_iNumTeamKills = 0x3C # int32_t m_iTeamDamage = 0x40 # int32_t class CSAdditionalPerRoundStats_t: m_numChickensKilled = 0x0 # int32_t m_killsWhileBlind = 0x4 # int32_t m_bombCarrierkills = 0x8 # int32_t m_iBurnDamageInflicted = 0xC # int32_t m_iDinks = 0x10 # int32_t class CSMatchStats_t: # CSPerRoundStats_t m_iEnemy5Ks = 0x68 # int32_t m_iEnemy4Ks = 0x6C # int32_t m_iEnemy3Ks = 0x70 # int32_t m_iEnemy2Ks = 0x74 # int32_t m_iUtility_Count = 0x78 # int32_t m_iUtility_Successes = 0x7C # int32_t m_iUtility_Enemies = 0x80 # int32_t m_iFlash_Count = 0x84 # int32_t m_iFlash_Successes = 0x88 # int32_t m_nHealthPointsRemovedTotal = 0x8C # int32_t m_nHealthPointsDealtTotal = 0x90 # int32_t m_nShotsFiredTotal = 0x94 # int32_t m_nShotsOnTargetTotal = 0x98 # int32_t m_i1v1Count = 0x9C # int32_t m_i1v1Wins = 0xA0 # int32_t m_i1v2Count = 0xA4 # int32_t m_i1v2Wins = 0xA8 # int32_t m_iEntryCount = 0xAC # int32_t m_iEntryWins = 0xB0 # 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 CSceneEntity: # CPointEntity m_iszSceneFile = 0x4B8 # CUtlSymbolLarge m_iszResumeSceneFile = 0x4C0 # CUtlSymbolLarge m_iszTarget1 = 0x4C8 # CUtlSymbolLarge m_iszTarget2 = 0x4D0 # CUtlSymbolLarge m_iszTarget3 = 0x4D8 # CUtlSymbolLarge m_iszTarget4 = 0x4E0 # CUtlSymbolLarge m_iszTarget5 = 0x4E8 # CUtlSymbolLarge m_iszTarget6 = 0x4F0 # CUtlSymbolLarge m_iszTarget7 = 0x4F8 # CUtlSymbolLarge m_iszTarget8 = 0x500 # CUtlSymbolLarge m_hTarget1 = 0x508 # CHandle m_hTarget2 = 0x50C # CHandle m_hTarget3 = 0x510 # CHandle m_hTarget4 = 0x514 # CHandle m_hTarget5 = 0x518 # CHandle m_hTarget6 = 0x51C # CHandle m_hTarget7 = 0x520 # CHandle m_hTarget8 = 0x524 # CHandle m_bIsPlayingBack = 0x528 # bool m_bPaused = 0x529 # bool m_bMultiplayer = 0x52A # bool m_bAutogenerated = 0x52B # bool m_flForceClientTime = 0x52C # float m_flCurrentTime = 0x530 # float m_flFrameTime = 0x534 # float m_bCancelAtNextInterrupt = 0x538 # bool m_fPitch = 0x53C # float m_bAutomated = 0x540 # bool m_nAutomatedAction = 0x544 # int32_t m_flAutomationDelay = 0x548 # float m_flAutomationTime = 0x54C # float m_hWaitingForThisResumeScene = 0x550 # CHandle m_bWaitingForResumeScene = 0x554 # bool m_bPausedViaInput = 0x555 # bool m_bPauseAtNextInterrupt = 0x556 # bool m_bWaitingForActor = 0x557 # bool m_bWaitingForInterrupt = 0x558 # bool m_bInterruptedActorsScenes = 0x559 # bool m_bBreakOnNonIdle = 0x55A # bool m_hActorList = 0x560 # CNetworkUtlVectorBase> m_hRemoveActorList = 0x578 # CUtlVector> m_nSceneFlushCounter = 0x5A0 # int32_t m_nSceneStringIndex = 0x5A4 # uint16_t m_OnStart = 0x5A8 # CEntityIOOutput m_OnCompletion = 0x5D0 # CEntityIOOutput m_OnCanceled = 0x5F8 # CEntityIOOutput m_OnPaused = 0x620 # CEntityIOOutput m_OnResumed = 0x648 # CEntityIOOutput m_OnTrigger = 0x670 # CEntityIOOutput[16] m_hInterruptScene = 0x980 # CHandle m_nInterruptCount = 0x984 # int32_t m_bSceneMissing = 0x988 # bool m_bInterrupted = 0x989 # bool m_bCompletedEarly = 0x98A # bool m_bInterruptSceneFinished = 0x98B # bool m_bRestoring = 0x98C # bool m_hNotifySceneCompletion = 0x990 # CUtlVector> m_hListManagers = 0x9A8 # CUtlVector> m_iszSoundName = 0x9E8 # CUtlSymbolLarge m_hActor = 0x9F0 # CHandle m_hActivator = 0x9F4 # CHandle m_BusyActor = 0x9F8 # int32_t m_iPlayerDeathBehavior = 0x9FC # SceneOnPlayerDeath_t class CSceneEntityAlias_logic_choreographed_scene: # CSceneEntity class CSceneEventInfo: m_iLayer = 0x0 # int32_t m_iPriority = 0x4 # int32_t m_hSequence = 0x8 # HSequence m_flWeight = 0xC # float m_bIsMoving = 0x10 # bool m_bHasArrived = 0x11 # bool m_flInitialYaw = 0x14 # float m_flTargetYaw = 0x18 # float m_flFacingYaw = 0x1C # float m_nType = 0x20 # int32_t m_flNext = 0x24 # GameTime_t m_bIsGesture = 0x28 # bool m_bShouldRemove = 0x29 # bool m_hTarget = 0x54 # CHandle m_nSceneEventId = 0x58 # uint32_t m_bClientSide = 0x5C # bool m_bStarted = 0x5D # bool class CSceneListManager: # CLogicalEntity m_hListManagers = 0x4B0 # CUtlVector> m_iszScenes = 0x4C8 # CUtlSymbolLarge[16] m_hScenes = 0x548 # CHandle[16] class CScriptComponent: # CEntityComponent m_scriptClassName = 0x30 # CUtlSymbolLarge class CScriptItem: # CItem m_OnPlayerPickup = 0x968 # CEntityIOOutput m_MoveTypeOverride = 0x990 # MoveType_t class CScriptNavBlocker: # CFuncNavBlocker m_vExtent = 0x710 # Vector class CScriptTriggerHurt: # CTriggerHurt m_vExtent = 0x948 # Vector class CScriptTriggerMultiple: # CTriggerMultiple m_vExtent = 0x8D0 # Vector class CScriptTriggerOnce: # CTriggerOnce m_vExtent = 0x8D0 # Vector class CScriptTriggerPush: # CTriggerPush m_vExtent = 0x8D0 # Vector class CScriptUniformRandomStream: m_hScriptScope = 0x8 # HSCRIPT m_nInitialSeed = 0x9C # int32_t class CScriptedSequence: # CBaseEntity m_iszEntry = 0x4B0 # CUtlSymbolLarge m_iszPreIdle = 0x4B8 # CUtlSymbolLarge m_iszPlay = 0x4C0 # CUtlSymbolLarge m_iszPostIdle = 0x4C8 # CUtlSymbolLarge m_iszModifierToAddOnPlay = 0x4D0 # CUtlSymbolLarge m_iszNextScript = 0x4D8 # CUtlSymbolLarge m_iszEntity = 0x4E0 # CUtlSymbolLarge m_iszSyncGroup = 0x4E8 # CUtlSymbolLarge m_nMoveTo = 0x4F0 # ScriptedMoveTo_t m_bIsPlayingPreIdle = 0x4F4 # bool m_bIsPlayingEntry = 0x4F5 # bool m_bIsPlayingAction = 0x4F6 # bool m_bIsPlayingPostIdle = 0x4F7 # bool m_bLoopPreIdleSequence = 0x4F8 # bool m_bLoopActionSequence = 0x4F9 # bool m_bLoopPostIdleSequence = 0x4FA # bool m_bSynchPostIdles = 0x4FB # bool m_bIgnoreGravity = 0x4FC # bool m_bDisableNPCCollisions = 0x4FD # bool m_bKeepAnimgraphLockedPost = 0x4FE # bool m_bDontAddModifiers = 0x4FF # bool m_flRadius = 0x500 # float m_flRepeat = 0x504 # float m_flPlayAnimFadeInTime = 0x508 # float m_flMoveInterpTime = 0x50C # float m_flAngRate = 0x510 # float m_iDelay = 0x514 # int32_t m_startTime = 0x518 # GameTime_t m_bWaitForBeginSequence = 0x51C # bool m_saved_effects = 0x520 # int32_t m_savedFlags = 0x524 # int32_t m_savedCollisionGroup = 0x528 # int32_t m_interruptable = 0x52C # bool m_sequenceStarted = 0x52D # bool m_bPrevAnimatedEveryTick = 0x52E # bool m_bForcedAnimatedEveryTick = 0x52F # bool m_bPositionRelativeToOtherEntity = 0x530 # bool m_hTargetEnt = 0x534 # CHandle m_hNextCine = 0x538 # CHandle m_bThinking = 0x53C # bool m_bInitiatedSelfDelete = 0x53D # bool m_bIsTeleportingDueToMoveTo = 0x53E # bool m_bAllowCustomInterruptConditions = 0x53F # bool m_hLastFoundEntity = 0x540 # CHandle m_hForcedTarget = 0x544 # CHandle m_bDontCancelOtherSequences = 0x548 # bool m_bForceSynch = 0x549 # bool m_bTargetWasAsleep = 0x54A # bool m_bPreventUpdateYawOnFinish = 0x54B # bool m_bEnsureOnNavmeshOnFinish = 0x54C # bool m_onDeathBehavior = 0x550 # ScriptedOnDeath_t m_ConflictResponse = 0x554 # ScriptedConflictResponse_t m_OnBeginSequence = 0x558 # CEntityIOOutput m_OnActionStartOrLoop = 0x580 # CEntityIOOutput m_OnEndSequence = 0x5A8 # CEntityIOOutput m_OnPostIdleEndSequence = 0x5D0 # CEntityIOOutput m_OnCancelSequence = 0x5F8 # CEntityIOOutput m_OnCancelFailedSequence = 0x620 # CEntityIOOutput m_OnScriptEvent = 0x648 # CEntityIOOutput[8] m_matOtherToMain = 0x790 # CTransform m_hInteractionMainEntity = 0x7B0 # CHandle m_iPlayerDeathBehavior = 0x7B4 # int32_t class CSensorGrenade: # CBaseCSGrenade class CSensorGrenadeProjectile: # CBaseCSGrenadeProjectile m_fExpireTime = 0xA40 # GameTime_t m_fNextDetectPlayerSound = 0xA44 # GameTime_t m_hDisplayGrenade = 0xA48 # CHandle class CServerOnlyEntity: # CBaseEntity class CServerOnlyModelEntity: # CBaseModelEntity class CServerOnlyPointEntity: # CServerOnlyEntity class CServerRagdollTrigger: # CBaseTrigger class CShatterGlassShard: m_hShardHandle = 0x8 # uint32_t m_vecPanelVertices = 0x10 # CUtlVector m_vLocalPanelSpaceOrigin = 0x28 # Vector2D m_hModel = 0x30 # CStrongHandle m_hPhysicsEntity = 0x38 # CHandle m_hParentPanel = 0x3C # CHandle m_hParentShard = 0x40 # uint32_t m_ShatterStressType = 0x44 # ShatterGlassStressType m_vecStressVelocity = 0x48 # Vector m_bCreatedModel = 0x54 # bool m_flLongestEdge = 0x58 # float m_flShortestEdge = 0x5C # float m_flLongestAcross = 0x60 # float m_flShortestAcross = 0x64 # float m_flSumOfAllEdges = 0x68 # float m_flArea = 0x6C # float m_nOnFrameEdge = 0x70 # OnFrame m_nParentPanelsNthShard = 0x74 # int32_t m_nSubShardGeneration = 0x78 # int32_t m_vecAverageVertPosition = 0x7C # Vector2D m_bAverageVertPositionIsValid = 0x84 # bool m_vecPanelSpaceStressPositionA = 0x88 # Vector2D m_vecPanelSpaceStressPositionB = 0x90 # Vector2D m_bStressPositionAIsValid = 0x98 # bool m_bStressPositionBIsValid = 0x99 # bool m_bFlaggedForRemoval = 0x9A # bool m_flPhysicsEntitySpawnedAtTime = 0x9C # GameTime_t m_bShatterRateLimited = 0xA0 # bool m_hEntityHittingMe = 0xA4 # CHandle m_vecNeighbors = 0xA8 # CUtlVector class CShatterGlassShardPhysics: # CPhysicsProp m_bDebris = 0xB78 # bool m_hParentShard = 0xB7C # uint32_t m_ShardDesc = 0xB80 # shard_model_desc_t class CShower: # CModelPointEntity class CSimTimer: # CSimpleSimTimer m_interval = 0x8 # float class CSimpleMarkupVolumeTagged: # CMarkupVolumeTagged class CSimpleSimTimer: m_next = 0x0 # GameTime_t m_nWorldGroupId = 0x4 # WorldGroupId_t class CSimpleStopwatch: # CStopwatchBase class CSingleplayRules: # CGameRules m_bSinglePlayerGameEnding = 0x90 # bool class CSkeletonAnimationController: # ISkeletonAnimationController m_pSkeletonInstance = 0x8 # CSkeletonInstance* class CSkeletonInstance: # CGameSceneNode m_modelState = 0x160 # CModelState m_bIsAnimationEnabled = 0x390 # bool m_bUseParentRenderBounds = 0x391 # bool m_bDisableSolidCollisionsForHierarchy = 0x392 # bool m_bDirtyMotionType = 0x0 # bitfield:1 m_bIsGeneratingLatchedParentSpaceState = 0x0 # bitfield:1 m_materialGroup = 0x394 # CUtlStringToken m_nHitboxSet = 0x398 # uint8_t class CSkillDamage: m_flDamage = 0x0 # CSkillFloat m_flPhysicsForceDamage = 0x10 # float class CSkillFloat: m_pValue = 0x0 # float[4] class CSkillInt: m_pValue = 0x0 # int32_t[4] class CSkyCamera: # CBaseEntity m_skyboxData = 0x4B0 # sky3dparams_t m_skyboxSlotToken = 0x540 # CUtlStringToken m_bUseAngles = 0x544 # bool m_pNext = 0x548 # CSkyCamera* class CSkyboxReference: # CBaseEntity m_worldGroupId = 0x4B0 # WorldGroupId_t m_hSkyCamera = 0x4B4 # CHandle class CSmokeGrenade: # CBaseCSGrenade class CSmokeGrenadeProjectile: # CBaseCSGrenadeProjectile m_nSmokeEffectTickBegin = 0xA58 # int32_t m_bDidSmokeEffect = 0xA5C # bool m_nRandomSeed = 0xA60 # int32_t m_vSmokeColor = 0xA64 # Vector m_vSmokeDetonationPos = 0xA70 # Vector m_VoxelFrameData = 0xA80 # CUtlVector m_flLastBounce = 0xA98 # GameTime_t m_fllastSimulationTime = 0xA9C # GameTime_t class CSmoothFunc: m_flSmoothAmplitude = 0x8 # float m_flSmoothBias = 0xC # float m_flSmoothDuration = 0x10 # float m_flSmoothRemainingTime = 0x14 # float m_nSmoothDir = 0x18 # int32_t class CSound: m_hOwner = 0x0 # CHandle m_hTarget = 0x4 # CHandle m_iVolume = 0x8 # int32_t m_flOcclusionScale = 0xC # float m_iType = 0x10 # int32_t m_iNextAudible = 0x14 # int32_t m_flExpireTime = 0x18 # GameTime_t m_iNext = 0x1C # int16_t m_bNoExpirationTime = 0x1E # bool m_ownerChannelIndex = 0x20 # int32_t m_vecOrigin = 0x24 # Vector m_bHasOwner = 0x30 # bool class CSoundAreaEntityBase: # CBaseEntity m_bDisabled = 0x4B0 # bool m_iszSoundAreaType = 0x4B8 # CUtlSymbolLarge m_vPos = 0x4C0 # Vector class CSoundAreaEntityOrientedBox: # CSoundAreaEntityBase m_vMin = 0x4D0 # Vector m_vMax = 0x4DC # Vector class CSoundAreaEntitySphere: # CSoundAreaEntityBase m_flRadius = 0x4D0 # float class CSoundEnt: # CPointEntity m_iFreeSound = 0x4B0 # int32_t m_iActiveSound = 0x4B4 # int32_t m_cLastActiveSounds = 0x4B8 # int32_t m_SoundPool = 0x4BC # CSound[128] class CSoundEnvelope: m_current = 0x0 # float m_target = 0x4 # float m_rate = 0x8 # float m_forceupdate = 0xC # bool class CSoundEventAABBEntity: # CSoundEventEntity m_vMins = 0x558 # Vector m_vMaxs = 0x564 # Vector class CSoundEventEntity: # CBaseEntity m_bStartOnSpawn = 0x4B0 # bool m_bToLocalPlayer = 0x4B1 # bool m_bStopOnNew = 0x4B2 # bool m_bSaveRestore = 0x4B3 # bool m_bSavedIsPlaying = 0x4B4 # bool m_flSavedElapsedTime = 0x4B8 # float m_iszSourceEntityName = 0x4C0 # CUtlSymbolLarge m_iszAttachmentName = 0x4C8 # CUtlSymbolLarge m_onGUIDChanged = 0x4D0 # CEntityOutputTemplate m_onSoundFinished = 0x4F8 # CEntityIOOutput m_iszSoundName = 0x540 # CUtlSymbolLarge m_hSource = 0x550 # CEntityHandle class CSoundEventEntityAlias_snd_event_point: # CSoundEventEntity class CSoundEventOBBEntity: # CSoundEventEntity m_vMins = 0x558 # Vector m_vMaxs = 0x564 # Vector class CSoundEventParameter: # CBaseEntity m_iszParamName = 0x4B8 # CUtlSymbolLarge m_flFloatValue = 0x4C0 # float class CSoundEventPathCornerEntity: # CSoundEventEntity m_iszPathCorner = 0x558 # CUtlSymbolLarge m_iCountMax = 0x560 # int32_t m_flDistanceMax = 0x564 # float m_flDistMaxSqr = 0x568 # float m_flDotProductMax = 0x56C # float bPlaying = 0x570 # bool class CSoundOpvarSetAABBEntity: # CSoundOpvarSetPointEntity m_vDistanceInnerMins = 0x648 # Vector m_vDistanceInnerMaxs = 0x654 # Vector m_vDistanceOuterMins = 0x660 # Vector m_vDistanceOuterMaxs = 0x66C # Vector m_nAABBDirection = 0x678 # int32_t m_vInnerMins = 0x67C # Vector m_vInnerMaxs = 0x688 # Vector m_vOuterMins = 0x694 # Vector m_vOuterMaxs = 0x6A0 # Vector class CSoundOpvarSetEntity: # CBaseEntity m_iszStackName = 0x4B8 # CUtlSymbolLarge m_iszOperatorName = 0x4C0 # CUtlSymbolLarge m_iszOpvarName = 0x4C8 # CUtlSymbolLarge m_nOpvarType = 0x4D0 # int32_t m_nOpvarIndex = 0x4D4 # int32_t m_flOpvarValue = 0x4D8 # float m_OpvarValueString = 0x4E0 # CUtlSymbolLarge m_bSetOnSpawn = 0x4E8 # bool class CSoundOpvarSetOBBEntity: # CSoundOpvarSetAABBEntity class CSoundOpvarSetOBBWindEntity: # CSoundOpvarSetPointBase m_vMins = 0x548 # Vector m_vMaxs = 0x554 # Vector m_vDistanceMins = 0x560 # Vector m_vDistanceMaxs = 0x56C # Vector m_flWindMin = 0x578 # float m_flWindMax = 0x57C # float m_flWindMapMin = 0x580 # float m_flWindMapMax = 0x584 # float class CSoundOpvarSetPathCornerEntity: # CSoundOpvarSetPointEntity m_flDistMinSqr = 0x660 # float m_flDistMaxSqr = 0x664 # float m_iszPathCornerEntityName = 0x668 # CUtlSymbolLarge class CSoundOpvarSetPointBase: # CBaseEntity m_bDisabled = 0x4B0 # bool m_hSource = 0x4B4 # CEntityHandle m_iszSourceEntityName = 0x4C0 # CUtlSymbolLarge m_vLastPosition = 0x518 # Vector m_iszStackName = 0x528 # CUtlSymbolLarge m_iszOperatorName = 0x530 # CUtlSymbolLarge m_iszOpvarName = 0x538 # CUtlSymbolLarge m_iOpvarIndex = 0x540 # int32_t m_bUseAutoCompare = 0x544 # bool class CSoundOpvarSetPointEntity: # CSoundOpvarSetPointBase m_OnEnter = 0x548 # CEntityIOOutput m_OnExit = 0x570 # CEntityIOOutput m_bAutoDisable = 0x598 # bool m_flDistanceMin = 0x5DC # float m_flDistanceMax = 0x5E0 # float m_flDistanceMapMin = 0x5E4 # float m_flDistanceMapMax = 0x5E8 # float m_flOcclusionRadius = 0x5EC # float m_flOcclusionMin = 0x5F0 # float m_flOcclusionMax = 0x5F4 # float m_flValSetOnDisable = 0x5F8 # float m_bSetValueOnDisable = 0x5FC # bool m_nSimulationMode = 0x600 # int32_t m_nVisibilitySamples = 0x604 # int32_t m_vDynamicProxyPoint = 0x608 # Vector m_flDynamicMaximumOcclusion = 0x614 # float m_hDynamicEntity = 0x618 # CEntityHandle m_iszDynamicEntityName = 0x620 # CUtlSymbolLarge m_flPathingDistanceNormFactor = 0x628 # float m_vPathingSourcePos = 0x62C # Vector m_vPathingListenerPos = 0x638 # Vector m_nPathingSourceIndex = 0x644 # int32_t class CSoundPatch: m_pitch = 0x8 # CSoundEnvelope m_volume = 0x18 # CSoundEnvelope m_shutdownTime = 0x30 # float m_flLastTime = 0x34 # float m_iszSoundScriptName = 0x38 # CUtlSymbolLarge m_hEnt = 0x40 # CHandle m_soundEntityIndex = 0x44 # CEntityIndex m_soundOrigin = 0x48 # Vector m_isPlaying = 0x54 # int32_t m_Filter = 0x58 # CCopyRecipientFilter m_flCloseCaptionDuration = 0x80 # float m_bUpdatedSoundOrigin = 0x84 # bool m_iszClassName = 0x88 # CUtlSymbolLarge class CSoundStackSave: # CLogicalEntity m_iszStackName = 0x4B0 # CUtlSymbolLarge class CSplineConstraint: # CPhysConstraint class CSpotlightEnd: # CBaseModelEntity m_flLightScale = 0x700 # float m_Radius = 0x704 # float m_vSpotlightDir = 0x708 # Vector m_vSpotlightOrg = 0x714 # Vector class CSprite: # CBaseModelEntity m_hSpriteMaterial = 0x700 # CStrongHandle m_hAttachedToEntity = 0x708 # CHandle m_nAttachment = 0x70C # AttachmentHandle_t m_flSpriteFramerate = 0x710 # float m_flFrame = 0x714 # float m_flDieTime = 0x718 # GameTime_t m_nBrightness = 0x728 # uint32_t m_flBrightnessDuration = 0x72C # float m_flSpriteScale = 0x730 # float m_flScaleDuration = 0x734 # float m_bWorldSpaceScale = 0x738 # bool m_flGlowProxySize = 0x73C # float m_flHDRColorScale = 0x740 # float m_flLastTime = 0x744 # GameTime_t m_flMaxFrame = 0x748 # float m_flStartScale = 0x74C # float m_flDestScale = 0x750 # float m_flScaleTimeStart = 0x754 # GameTime_t m_nStartBrightness = 0x758 # int32_t m_nDestBrightness = 0x75C # int32_t m_flBrightnessTimeStart = 0x760 # GameTime_t m_nSpriteWidth = 0x764 # int32_t m_nSpriteHeight = 0x768 # int32_t class CSpriteAlias_env_glow: # CSprite class CSpriteOriented: # CSprite class CStopwatch: # CStopwatchBase m_interval = 0xC # float class CStopwatchBase: # CSimpleSimTimer m_fIsRunning = 0x8 # bool class CSun: # CBaseModelEntity m_vDirection = 0x700 # Vector m_clrOverlay = 0x70C # Color m_iszEffectName = 0x710 # CUtlSymbolLarge m_iszSSEffectName = 0x718 # CUtlSymbolLarge m_bOn = 0x720 # bool m_bmaxColor = 0x721 # bool m_flSize = 0x724 # float m_flRotation = 0x728 # float m_flHazeScale = 0x72C # float m_flAlphaHaze = 0x730 # float m_flAlphaHdr = 0x734 # float m_flAlphaScale = 0x738 # float m_flHDRColorScale = 0x73C # float m_flFarZScale = 0x740 # float class CTablet: # CCSWeaponBase class CTakeDamageInfo: m_vecDamageForce = 0x8 # Vector m_vecDamagePosition = 0x14 # Vector m_vecReportedPosition = 0x20 # Vector m_vecDamageDirection = 0x2C # Vector m_hInflictor = 0x38 # CHandle m_hAttacker = 0x3C # CHandle m_hAbility = 0x40 # CHandle m_flDamage = 0x44 # float m_bitsDamageType = 0x48 # int32_t m_iDamageCustom = 0x4C # int32_t m_iAmmoType = 0x50 # AmmoIndex_t m_flOriginalDamage = 0x60 # float m_bShouldBleed = 0x64 # bool m_bShouldSpark = 0x65 # bool m_nDamageFlags = 0x70 # TakeDamageFlags_t m_nNumObjectsPenetrated = 0x74 # int32_t m_hScriptInstance = 0x78 # HSCRIPT m_bInTakeDamageFlow = 0x94 # bool class CTakeDamageResult: m_nHealthLost = 0x0 # int32_t m_nDamageTaken = 0x4 # int32_t class CTakeDamageSummaryScopeGuard: m_vecSummaries = 0x8 # CUtlVector class CTankTargetChange: # CPointEntity m_newTarget = 0x4B0 # CVariantBase m_newTargetName = 0x4C0 # CUtlSymbolLarge class CTankTrainAI: # CPointEntity m_hTrain = 0x4B0 # CHandle m_hTargetEntity = 0x4B4 # CHandle m_soundPlaying = 0x4B8 # int32_t m_startSoundName = 0x4D0 # CUtlSymbolLarge m_engineSoundName = 0x4D8 # CUtlSymbolLarge m_movementSoundName = 0x4E0 # CUtlSymbolLarge m_targetEntityName = 0x4E8 # CUtlSymbolLarge class CTeam: # CBaseEntity m_aPlayerControllers = 0x4B0 # CNetworkUtlVectorBase> m_aPlayers = 0x4C8 # CNetworkUtlVectorBase> m_iScore = 0x4E0 # int32_t m_szTeamname = 0x4E4 # char[129] class CTeamplayRules: # CMultiplayRules class CTestEffect: # CBaseEntity m_iLoop = 0x4B0 # int32_t m_iBeam = 0x4B4 # int32_t m_pBeam = 0x4B8 # CBeam*[24] m_flBeamTime = 0x578 # GameTime_t[24] m_flStartTime = 0x5D8 # GameTime_t class CTextureBasedAnimatable: # CBaseModelEntity m_bLoop = 0x700 # bool m_flFPS = 0x704 # float m_hPositionKeys = 0x708 # CStrongHandle m_hRotationKeys = 0x710 # CStrongHandle m_vAnimationBoundsMin = 0x718 # Vector m_vAnimationBoundsMax = 0x724 # Vector m_flStartTime = 0x730 # float m_flStartFrame = 0x734 # float 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 CTimerEntity: # CLogicalEntity m_OnTimer = 0x4B0 # CEntityIOOutput m_OnTimerHigh = 0x4D8 # CEntityIOOutput m_OnTimerLow = 0x500 # CEntityIOOutput m_iDisabled = 0x528 # int32_t m_flInitialDelay = 0x52C # float m_flRefireTime = 0x530 # float m_bUpDownState = 0x534 # bool m_iUseRandomTime = 0x538 # int32_t m_bPauseAfterFiring = 0x53C # bool m_flLowerRandomBound = 0x540 # float m_flUpperRandomBound = 0x544 # float m_flRemainingTime = 0x548 # float m_bPaused = 0x54C # bool class CTonemapController2: # CBaseEntity m_flAutoExposureMin = 0x4B0 # float m_flAutoExposureMax = 0x4B4 # float m_flTonemapPercentTarget = 0x4B8 # float m_flTonemapPercentBrightPixels = 0x4BC # float m_flTonemapMinAvgLum = 0x4C0 # float m_flExposureAdaptationSpeedUp = 0x4C4 # float m_flExposureAdaptationSpeedDown = 0x4C8 # float m_flTonemapEVSmoothingRange = 0x4CC # float class CTonemapController2Alias_env_tonemap_controller2: # CTonemapController2 class CTonemapTrigger: # CBaseTrigger m_tonemapControllerName = 0x8A8 # CUtlSymbolLarge m_hTonemapController = 0x8B0 # CEntityHandle class CTouchExpansionComponent: # CEntityComponent class CTriggerActiveWeaponDetect: # CBaseTrigger m_OnTouchedActiveWeapon = 0x8A8 # CEntityIOOutput m_iszWeaponClassName = 0x8D0 # CUtlSymbolLarge class CTriggerBombReset: # CBaseTrigger class CTriggerBrush: # CBaseModelEntity m_OnStartTouch = 0x700 # CEntityIOOutput m_OnEndTouch = 0x728 # CEntityIOOutput m_OnUse = 0x750 # CEntityIOOutput m_iInputFilter = 0x778 # int32_t m_iDontMessageParent = 0x77C # int32_t class CTriggerBuoyancy: # CBaseTrigger m_BuoyancyHelper = 0x8A8 # CBuoyancyHelper m_flFluidDensity = 0x8C8 # float class CTriggerCallback: # CBaseTrigger class CTriggerDetectBulletFire: # CBaseTrigger m_bPlayerFireOnly = 0x8A8 # bool m_OnDetectedBulletFire = 0x8B0 # CEntityIOOutput class CTriggerDetectExplosion: # CBaseTrigger m_OnDetectedExplosion = 0x8E0 # CEntityIOOutput class CTriggerFan: # CBaseTrigger m_vFanOrigin = 0x8A8 # Vector m_vFanEnd = 0x8B4 # Vector m_vNoise = 0x8C0 # Vector m_flForce = 0x8CC # float m_flPlayerForce = 0x8D0 # float m_flRampTime = 0x8D4 # float m_bFalloff = 0x8D8 # bool m_bPushPlayer = 0x8D9 # bool m_bRampDown = 0x8DA # bool m_bAddNoise = 0x8DB # bool m_RampTimer = 0x8E0 # CountdownTimer class CTriggerGameEvent: # CBaseTrigger m_strStartTouchEventName = 0x8A8 # CUtlString m_strEndTouchEventName = 0x8B0 # CUtlString m_strTriggerID = 0x8B8 # CUtlString class CTriggerGravity: # CBaseTrigger class CTriggerHostageReset: # CBaseTrigger class CTriggerHurt: # CBaseTrigger m_flOriginalDamage = 0x8A8 # float m_flDamage = 0x8AC # float m_flDamageCap = 0x8B0 # float m_flLastDmgTime = 0x8B4 # GameTime_t m_flForgivenessDelay = 0x8B8 # float m_bitsDamageInflict = 0x8BC # int32_t m_damageModel = 0x8C0 # int32_t m_bNoDmgForce = 0x8C4 # bool m_vDamageForce = 0x8C8 # Vector m_thinkAlways = 0x8D4 # bool m_hurtThinkPeriod = 0x8D8 # float m_OnHurt = 0x8E0 # CEntityIOOutput m_OnHurtPlayer = 0x908 # CEntityIOOutput m_hurtEntities = 0x930 # CUtlVector> class CTriggerHurtGhost: # CTriggerHurt class CTriggerImpact: # CTriggerMultiple m_flMagnitude = 0x8D0 # float m_flNoise = 0x8D4 # float m_flViewkick = 0x8D8 # float m_pOutputForce = 0x8E0 # CEntityOutputTemplate class CTriggerLerpObject: # CBaseTrigger m_iszLerpTarget = 0x8A8 # CUtlSymbolLarge m_hLerpTarget = 0x8B0 # CHandle m_iszLerpTargetAttachment = 0x8B8 # CUtlSymbolLarge m_hLerpTargetAttachment = 0x8C0 # AttachmentHandle_t m_flLerpDuration = 0x8C4 # float m_bLerpRestoreMoveType = 0x8C8 # bool m_bSingleLerpObject = 0x8C9 # bool m_vecLerpingObjects = 0x8D0 # CUtlVector m_iszLerpEffect = 0x8E8 # CUtlSymbolLarge m_iszLerpSound = 0x8F0 # CUtlSymbolLarge m_OnLerpStarted = 0x8F8 # CEntityIOOutput m_OnLerpFinished = 0x920 # CEntityIOOutput class CTriggerLook: # CTriggerOnce m_hLookTarget = 0x8D0 # CHandle m_flFieldOfView = 0x8D4 # float m_flLookTime = 0x8D8 # float m_flLookTimeTotal = 0x8DC # float m_flLookTimeLast = 0x8E0 # GameTime_t m_flTimeoutDuration = 0x8E4 # float m_bTimeoutFired = 0x8E8 # bool m_bIsLooking = 0x8E9 # bool m_b2DFOV = 0x8EA # bool m_bUseVelocity = 0x8EB # bool m_hActivator = 0x8EC # CHandle m_bTestOcclusion = 0x8F0 # bool m_OnTimeout = 0x8F8 # CEntityIOOutput m_OnStartLook = 0x920 # CEntityIOOutput m_OnEndLook = 0x948 # CEntityIOOutput class CTriggerMultiple: # CBaseTrigger m_OnTrigger = 0x8A8 # CEntityIOOutput class CTriggerOnce: # CTriggerMultiple class CTriggerPhysics: # CBaseTrigger m_gravityScale = 0x8B8 # float m_linearLimit = 0x8BC # float m_linearDamping = 0x8C0 # float m_angularLimit = 0x8C4 # float m_angularDamping = 0x8C8 # float m_linearForce = 0x8CC # float m_flFrequency = 0x8D0 # float m_flDampingRatio = 0x8D4 # float m_vecLinearForcePointAt = 0x8D8 # Vector m_bCollapseToForcePoint = 0x8E4 # bool m_vecLinearForcePointAtWorld = 0x8E8 # Vector m_vecLinearForceDirection = 0x8F4 # Vector m_bConvertToDebrisWhenPossible = 0x900 # bool class CTriggerProximity: # CBaseTrigger m_hMeasureTarget = 0x8A8 # CHandle m_iszMeasureTarget = 0x8B0 # CUtlSymbolLarge m_fRadius = 0x8B8 # float m_nTouchers = 0x8BC # int32_t m_NearestEntityDistance = 0x8C0 # CEntityOutputTemplate class CTriggerPush: # CBaseTrigger m_angPushEntitySpace = 0x8A8 # QAngle m_vecPushDirEntitySpace = 0x8B4 # Vector m_bTriggerOnStartTouch = 0x8C0 # bool m_flAlternateTicksFix = 0x8C4 # float m_flPushSpeed = 0x8C8 # float class CTriggerRemove: # CBaseTrigger m_OnRemove = 0x8A8 # CEntityIOOutput class CTriggerSave: # CBaseTrigger m_bForceNewLevelUnit = 0x8A8 # bool m_fDangerousTimer = 0x8AC # float m_minHitPoints = 0x8B0 # int32_t class CTriggerSndSosOpvar: # CBaseTrigger m_hTouchingPlayers = 0x8A8 # CUtlVector> m_flPosition = 0x8C0 # Vector m_flCenterSize = 0x8CC # float m_flMinVal = 0x8D0 # float m_flMaxVal = 0x8D4 # float m_flWait = 0x8D8 # float m_opvarName = 0x8E0 # CUtlSymbolLarge m_stackName = 0x8E8 # CUtlSymbolLarge m_operatorName = 0x8F0 # CUtlSymbolLarge m_bVolIs2D = 0x8F8 # bool m_opvarNameChar = 0x8F9 # char[256] m_stackNameChar = 0x9F9 # char[256] m_operatorNameChar = 0xAF9 # char[256] m_VecNormPos = 0xBFC # Vector m_flNormCenterSize = 0xC08 # float class CTriggerSoundscape: # CBaseTrigger m_hSoundscape = 0x8A8 # CHandle m_SoundscapeName = 0x8B0 # CUtlSymbolLarge m_spectators = 0x8B8 # CUtlVector> class CTriggerTeleport: # CBaseTrigger m_iLandmark = 0x8A8 # CUtlSymbolLarge m_bUseLandmarkAngles = 0x8B0 # bool m_bMirrorPlayer = 0x8B1 # bool class CTriggerToggleSave: # CBaseTrigger m_bDisabled = 0x8A8 # bool class CTriggerTripWire: # CBaseTrigger class CTriggerVolume: # CBaseModelEntity m_iFilterName = 0x700 # CUtlSymbolLarge m_hFilter = 0x708 # CHandle class CTripWireFire: # CBaseCSGrenade class CTripWireFireProjectile: # CBaseGrenade class CVoteController: # CBaseEntity m_iActiveIssueIndex = 0x4B0 # int32_t m_iOnlyTeamToVote = 0x4B4 # int32_t m_nVoteOptionCount = 0x4B8 # int32_t[5] m_nPotentialVotes = 0x4CC # int32_t m_bIsYesNoVote = 0x4D0 # bool m_acceptingVotesTimer = 0x4D8 # CountdownTimer m_executeCommandTimer = 0x4F0 # CountdownTimer m_resetVoteTimer = 0x508 # CountdownTimer m_nVotesCast = 0x520 # int32_t[64] m_playerHoldingVote = 0x620 # CPlayerSlot m_playerOverrideForVote = 0x624 # CPlayerSlot m_nHighestCountIndex = 0x628 # int32_t m_potentialIssues = 0x630 # CUtlVector m_VoteOptions = 0x648 # CUtlVector class CWaterBullet: # CBaseAnimGraph class CWeaponAWP: # CCSWeaponBaseGun class CWeaponAug: # CCSWeaponBaseGun class CWeaponBaseItem: # CCSWeaponBase m_SequenceCompleteTimer = 0xE30 # CountdownTimer m_bRedraw = 0xE48 # bool class CWeaponBizon: # CCSWeaponBaseGun class CWeaponCZ75a: # CCSWeaponBaseGun class CWeaponElite: # CCSWeaponBaseGun class CWeaponFamas: # CCSWeaponBaseGun class CWeaponFiveSeven: # CCSWeaponBaseGun class CWeaponG3SG1: # CCSWeaponBaseGun class CWeaponGalilAR: # CCSWeaponBaseGun class CWeaponGlock: # CCSWeaponBaseGun class CWeaponHKP2000: # CCSWeaponBaseGun class CWeaponM249: # CCSWeaponBaseGun class CWeaponM4A1: # CCSWeaponBaseGun class CWeaponM4A1Silencer: # CCSWeaponBaseGun class CWeaponMAC10: # CCSWeaponBaseGun class CWeaponMP5SD: # CCSWeaponBaseGun class CWeaponMP7: # CCSWeaponBaseGun class CWeaponMP9: # CCSWeaponBaseGun class CWeaponMag7: # CCSWeaponBaseGun class CWeaponNOVA: # CCSWeaponBase class CWeaponNegev: # CCSWeaponBaseGun class CWeaponP250: # CCSWeaponBaseGun class CWeaponP90: # CCSWeaponBaseGun class CWeaponRevolver: # CCSWeaponBaseGun class CWeaponSCAR20: # CCSWeaponBaseGun class CWeaponSG556: # CCSWeaponBaseGun class CWeaponSSG08: # CCSWeaponBaseGun class CWeaponSawedoff: # CCSWeaponBase class CWeaponShield: # CCSWeaponBaseGun m_flBulletDamageAbsorbed = 0xE50 # float m_flLastBulletHitSoundTime = 0xE54 # GameTime_t m_flDisplayHealth = 0xE58 # float class CWeaponTaser: # CCSWeaponBaseGun m_fFireTime = 0xE50 # GameTime_t class CWeaponTec9: # CCSWeaponBaseGun class CWeaponUMP45: # CCSWeaponBaseGun class CWeaponUSPSilencer: # CCSWeaponBaseGun class CWeaponXM1014: # CCSWeaponBase class CWeaponZoneRepulsor: # CCSWeaponBaseGun class CWorld: # CBaseModelEntity class CommandToolCommand_t: m_bEnabled = 0x0 # bool m_bOpened = 0x1 # bool m_InternalId = 0x4 # uint32_t m_ShortName = 0x8 # CUtlString m_ExecMode = 0x10 # CommandExecMode_t m_SpawnGroup = 0x18 # CUtlString m_PeriodicExecDelay = 0x20 # float m_SpecType = 0x24 # CommandEntitySpecType_t m_EntitySpec = 0x28 # CUtlString m_Commands = 0x30 # CUtlString m_SetDebugBits = 0x38 # DebugOverlayBits_t m_ClearDebugBits = 0x40 # DebugOverlayBits_t class ConceptHistory_t: timeSpoken = 0x0 # float m_response = 0x8 # CRR_Response class ConstraintSoundInfo: m_vSampler = 0x8 # VelocitySampler m_soundProfile = 0x20 # SimpleConstraintSoundProfile m_forwardAxis = 0x40 # Vector m_iszTravelSoundFwd = 0x50 # CUtlSymbolLarge m_iszTravelSoundBack = 0x58 # CUtlSymbolLarge m_iszReversalSounds = 0x68 # CUtlSymbolLarge[3] m_bPlayTravelSound = 0x80 # bool m_bPlayReversalSound = 0x81 # bool 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 Extent: lo = 0x0 # Vector hi = 0xC # Vector class FilterDamageType: # CBaseFilter m_iDamageType = 0x508 # int32_t class FilterHealth: # CBaseFilter m_bAdrenalineActive = 0x508 # bool m_iHealthMin = 0x50C # int32_t m_iHealthMax = 0x510 # int32_t class FilterTeam: # CBaseFilter m_iFilterTeam = 0x508 # int32_t class GameAmmoTypeInfo_t: # AmmoTypeInfo_t m_nBuySize = 0x38 # int32_t m_nCost = 0x3C # int32_t class GameTick_t: m_Value = 0x0 # int32_t class GameTime_t: m_Value = 0x0 # float class HullFlags_t: m_bHull_Human = 0x0 # bool m_bHull_SmallCentered = 0x1 # bool m_bHull_WideHuman = 0x2 # bool m_bHull_Tiny = 0x3 # bool m_bHull_Medium = 0x4 # bool m_bHull_TinyCentered = 0x5 # bool m_bHull_Large = 0x6 # bool m_bHull_LargeCentered = 0x7 # bool m_bHull_MediumTall = 0x8 # bool m_bHull_Small = 0x9 # bool class IChoreoServices: class IEconItemInterface: class IHasAttributes: class IRagdoll: class ISkeletonAnimationController: class IVehicle: class IntervalTimer: m_timestamp = 0x8 # GameTime_t m_nWorldGroupId = 0xC # WorldGroupId_t class ModelConfigHandle_t: m_Value = 0x0 # uint32_t class ParticleIndex_t: m_Value = 0x0 # int32_t class PhysicsRagdollPose_t: __m_pChainEntity = 0x8 # CNetworkVarChainer m_Transforms = 0x30 # CNetworkUtlVectorBase m_hOwner = 0x48 # CHandle class QuestProgress: class RagdollCreationParams_t: m_vForce = 0x0 # Vector m_nForceBone = 0xC # int32_t class RelationshipOverride_t: # Relationship_t entity = 0x8 # CHandle classType = 0xC # Class_T class Relationship_t: disposition = 0x0 # Disposition_t priority = 0x4 # int32_t class ResponseContext_t: m_iszName = 0x0 # CUtlSymbolLarge m_iszValue = 0x8 # CUtlSymbolLarge m_fExpirationTime = 0x10 # GameTime_t class ResponseFollowup: followup_concept = 0x0 # char* followup_contexts = 0x8 # char* followup_delay = 0x10 # float followup_target = 0x14 # char* followup_entityiotarget = 0x1C # char* followup_entityioinput = 0x24 # char* followup_entityiodelay = 0x2C # float bFired = 0x30 # bool class ResponseParams: odds = 0x10 # int16_t flags = 0x12 # int16_t m_pFollowup = 0x18 # ResponseFollowup* 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 ServerAuthoritativeWeaponSlot_t: unClass = 0x28 # uint16_t unSlot = 0x2A # uint16_t unItemDefIdx = 0x2C # uint16_t class SimpleConstraintSoundProfile: eKeypoints = 0x8 # SimpleConstraintSoundProfile::SimpleConstraintsSoundProfileKeypoints_t m_keyPoints = 0xC # float[2] m_reversalSoundThresholds = 0x14 # float[3] class SpawnPoint: # CServerOnlyPointEntity m_iPriority = 0x4B0 # int32_t m_bEnabled = 0x4B4 # bool m_nType = 0x4B8 # int32_t class SpawnPointCoopEnemy: # SpawnPoint m_szWeaponsToGive = 0x4C0 # CUtlSymbolLarge m_szPlayerModelToUse = 0x4C8 # CUtlSymbolLarge m_nArmorToSpawnWith = 0x4D0 # int32_t m_nDefaultBehavior = 0x4D4 # SpawnPointCoopEnemy::BotDefaultBehavior_t m_nBotDifficulty = 0x4D8 # int32_t m_bIsAgressive = 0x4DC # bool m_bStartAsleep = 0x4DD # bool m_flHideRadius = 0x4E0 # float m_szBehaviorTreeFile = 0x4F0 # CUtlSymbolLarge class SummaryTakeDamageInfo_t: nSummarisedCount = 0x0 # int32_t info = 0x8 # CTakeDamageInfo result = 0xA0 # CTakeDamageResult hTarget = 0xA8 # CHandle 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 VelocitySampler: m_prevSample = 0x0 # Vector m_fPrevSampleTime = 0xC # GameTime_t m_fIdealSampleRate = 0x10 # float 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 # CUtlVectorEmbeddedNetworkVar class audioparams_t: localSound = 0x8 # Vector[8] soundscapeIndex = 0x68 # int32_t localBits = 0x6C # uint8_t soundscapeEntityListIndex = 0x70 # int32_t soundEventHash = 0x74 # uint32_t class dynpitchvol_base_t: preset = 0x0 # int32_t pitchrun = 0x4 # int32_t pitchstart = 0x8 # int32_t spinup = 0xC # int32_t spindown = 0x10 # int32_t volrun = 0x14 # int32_t volstart = 0x18 # int32_t fadein = 0x1C # int32_t fadeout = 0x20 # int32_t lfotype = 0x24 # int32_t lforate = 0x28 # int32_t lfomodpitch = 0x2C # int32_t lfomodvol = 0x30 # int32_t cspinup = 0x34 # int32_t cspincount = 0x38 # int32_t pitch = 0x3C # int32_t spinupsav = 0x40 # int32_t spindownsav = 0x44 # int32_t pitchfrac = 0x48 # int32_t vol = 0x4C # int32_t fadeinsav = 0x50 # int32_t fadeoutsav = 0x54 # int32_t volfrac = 0x58 # int32_t lfofrac = 0x5C # int32_t lfomult = 0x60 # int32_t class dynpitchvol_t: # dynpitchvol_base_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 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 hudtextparms_t: color1 = 0x0 # Color color2 = 0x4 # Color effect = 0x8 # uint8_t channel = 0x9 # uint8_t x = 0xC # float y = 0x10 # float class lerpdata_t: m_hEnt = 0x0 # CHandle m_MoveType = 0x4 # MoveType_t m_flStartTime = 0x8 # GameTime_t m_vecStartOrigin = 0xC # Vector m_qStartRot = 0x20 # Quaternion m_nFXIndex = 0x30 # ParticleIndex_t class locksound_t: sLockedSound = 0x8 # CUtlSymbolLarge sUnlockedSound = 0x10 # CUtlSymbolLarge flwaitSound = 0x18 # GameTime_t class magnetted_objects_t: hEntity = 0x8 # CHandle class ragdoll_t: list = 0x0 # CUtlVector boneIndex = 0x18 # CUtlVector allowStretch = 0x30 # bool unused = 0x31 # bool class ragdollelement_t: originParentSpace = 0x0 # Vector parentIndex = 0x20 # int32_t m_flRadius = 0x24 # float 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 # CNetworkUtlVectorBase 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 class thinkfunc_t: m_hFn = 0x8 # HSCRIPT m_nContext = 0x10 # CUtlStringToken m_nNextThinkTick = 0x14 # GameTick_t m_nLastThinkTick = 0x18 # GameTick_t