mirror of
https://github.com/a2x/cs2-dumper.git
synced 2025-04-05 00:25:36 +08:00
99 lines
3.6 KiB
Python
99 lines
3.6 KiB
Python
'''
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Generated using https://github.com/a2x/cs2-dumper
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Sat, 16 Mar 2024 22:03:47 +0000
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'''
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class MaterialParamBuffer_t: # MaterialParam_t
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m_value = 0x8 # CUtlBinaryBlock
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class MaterialParamFloat_t: # MaterialParam_t
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m_flValue = 0x8 # float
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class MaterialParamInt_t: # MaterialParam_t
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m_nValue = 0x8 # int32_t
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class MaterialParamString_t: # MaterialParam_t
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m_value = 0x8 # CUtlString
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class MaterialParamTexture_t: # MaterialParam_t
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m_pValue = 0x8 # CStrongHandle<InfoForResourceTypeCTextureBase>
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class MaterialParamVector_t: # MaterialParam_t
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m_value = 0x8 # Vector4D
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class MaterialParam_t:
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m_name = 0x0 # CUtlString
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class MaterialResourceData_t:
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m_materialName = 0x0 # CUtlString
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m_shaderName = 0x8 # CUtlString
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m_intParams = 0x10 # CUtlVector<MaterialParamInt_t>
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m_floatParams = 0x28 # CUtlVector<MaterialParamFloat_t>
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m_vectorParams = 0x40 # CUtlVector<MaterialParamVector_t>
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m_textureParams = 0x58 # CUtlVector<MaterialParamTexture_t>
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m_dynamicParams = 0x70 # CUtlVector<MaterialParamBuffer_t>
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m_dynamicTextureParams = 0x88 # CUtlVector<MaterialParamBuffer_t>
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m_intAttributes = 0xA0 # CUtlVector<MaterialParamInt_t>
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m_floatAttributes = 0xB8 # CUtlVector<MaterialParamFloat_t>
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m_vectorAttributes = 0xD0 # CUtlVector<MaterialParamVector_t>
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m_textureAttributes = 0xE8 # CUtlVector<MaterialParamTexture_t>
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m_stringAttributes = 0x100 # CUtlVector<MaterialParamString_t>
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m_renderAttributesUsed = 0x118 # CUtlVector<CUtlString>
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class PostProcessingBloomParameters_t:
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m_blendMode = 0x0 # BloomBlendMode_t
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m_flBloomStrength = 0x4 # float
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m_flScreenBloomStrength = 0x8 # float
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m_flBlurBloomStrength = 0xC # float
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m_flBloomThreshold = 0x10 # float
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m_flBloomThresholdWidth = 0x14 # float
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m_flSkyboxBloomStrength = 0x18 # float
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m_flBloomStartValue = 0x1C # float
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m_flBlurWeight = 0x20 # float[5]
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m_vBlurTint = 0x34 # Vector[5]
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class PostProcessingLocalContrastParameters_t:
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m_flLocalContrastStrength = 0x0 # float
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m_flLocalContrastEdgeStrength = 0x4 # float
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m_flLocalContrastVignetteStart = 0x8 # float
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m_flLocalContrastVignetteEnd = 0xC # float
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m_flLocalContrastVignetteBlur = 0x10 # float
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class PostProcessingResource_t:
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m_bHasTonemapParams = 0x0 # bool
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m_toneMapParams = 0x4 # PostProcessingTonemapParameters_t
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m_bHasBloomParams = 0x40 # bool
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m_bloomParams = 0x44 # PostProcessingBloomParameters_t
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m_bHasVignetteParams = 0xB4 # bool
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m_vignetteParams = 0xB8 # PostProcessingVignetteParameters_t
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m_bHasLocalContrastParams = 0xDC # bool
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m_localConstrastParams = 0xE0 # PostProcessingLocalContrastParameters_t
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m_nColorCorrectionVolumeDim = 0xF4 # int32_t
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m_colorCorrectionVolumeData = 0xF8 # CUtlBinaryBlock
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m_bHasColorCorrection = 0x110 # bool
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class PostProcessingTonemapParameters_t:
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m_flExposureBias = 0x0 # float
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m_flShoulderStrength = 0x4 # float
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m_flLinearStrength = 0x8 # float
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m_flLinearAngle = 0xC # float
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m_flToeStrength = 0x10 # float
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m_flToeNum = 0x14 # float
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m_flToeDenom = 0x18 # float
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m_flWhitePoint = 0x1C # float
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m_flLuminanceSource = 0x20 # float
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m_flExposureBiasShadows = 0x24 # float
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m_flExposureBiasHighlights = 0x28 # float
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m_flMinShadowLum = 0x2C # float
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m_flMaxShadowLum = 0x30 # float
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m_flMinHighlightLum = 0x34 # float
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m_flMaxHighlightLum = 0x38 # float
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class PostProcessingVignetteParameters_t:
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m_flVignetteStrength = 0x0 # float
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m_vCenter = 0x4 # Vector2D
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m_flRadius = 0xC # float
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m_flRoundness = 0x10 # float
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m_flFeather = 0x14 # float
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m_vColorTint = 0x18 # Vector
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