cs2-dumper/generated/vphysics2.dll.py

664 lines
20 KiB
Python

'''
Created using https://github.com/a2x/cs2-dumper
Sat, 18 Nov 2023 01:51:40 +0000
'''
class CFeIndexedJiggleBone:
m_nNode = 0x0 # uint32_t
m_nJiggleParent = 0x4 # uint32_t
m_jiggleBone = 0x8 # CFeJiggleBone
class CFeJiggleBone:
m_nFlags = 0x0 # uint32_t
m_flLength = 0x4 # float
m_flTipMass = 0x8 # float
m_flYawStiffness = 0xC # float
m_flYawDamping = 0x10 # float
m_flPitchStiffness = 0x14 # float
m_flPitchDamping = 0x18 # float
m_flAlongStiffness = 0x1C # float
m_flAlongDamping = 0x20 # float
m_flAngleLimit = 0x24 # float
m_flMinYaw = 0x28 # float
m_flMaxYaw = 0x2C # float
m_flYawFriction = 0x30 # float
m_flYawBounce = 0x34 # float
m_flMinPitch = 0x38 # float
m_flMaxPitch = 0x3C # float
m_flPitchFriction = 0x40 # float
m_flPitchBounce = 0x44 # float
m_flBaseMass = 0x48 # float
m_flBaseStiffness = 0x4C # float
m_flBaseDamping = 0x50 # float
m_flBaseMinLeft = 0x54 # float
m_flBaseMaxLeft = 0x58 # float
m_flBaseLeftFriction = 0x5C # float
m_flBaseMinUp = 0x60 # float
m_flBaseMaxUp = 0x64 # float
m_flBaseUpFriction = 0x68 # float
m_flBaseMinForward = 0x6C # float
m_flBaseMaxForward = 0x70 # float
m_flBaseForwardFriction = 0x74 # float
m_flRadius0 = 0x78 # float
m_flRadius1 = 0x7C # float
m_vPoint0 = 0x80 # Vector
m_vPoint1 = 0x8C # Vector
m_nCollisionMask = 0x98 # uint16_t
class CFeMorphLayer:
m_Name = 0x0 # CUtlString
m_nNameHash = 0x8 # uint32_t
m_Nodes = 0x10 # CUtlVector<uint16_t>
m_InitPos = 0x28 # CUtlVector<Vector>
m_Gravity = 0x40 # CUtlVector<float>
m_GoalStrength = 0x58 # CUtlVector<float>
m_GoalDamping = 0x70 # CUtlVector<float>
class CFeNamedJiggleBone:
m_strParentBone = 0x0 # CUtlString
m_transform = 0x10 # CTransform
m_nJiggleParent = 0x30 # uint32_t
m_jiggleBone = 0x34 # CFeJiggleBone
class CFeVertexMapBuildArray:
m_Array = 0x0 # CUtlVector<FeVertexMapBuild_t*>
class CRegionSVM:
m_Planes = 0x0 # CUtlVector<RnPlane_t>
m_Nodes = 0x18 # CUtlVector<uint32_t>
class CastSphereSATParams_t:
m_vRayStart = 0x0 # Vector
m_vRayDelta = 0xC # Vector
m_flRadius = 0x18 # float
m_flMaxFraction = 0x1C # float
m_flScale = 0x20 # float
m_pHull = 0x28 # RnHull_t*
class CovMatrix3:
m_vDiag = 0x0 # Vector
m_flXY = 0xC # float
m_flXZ = 0x10 # float
m_flYZ = 0x14 # float
class Dop26_t:
m_flSupport = 0x0 # float[26]
class FeAnimStrayRadius_t:
nNode = 0x0 # uint16_t[2]
flMaxDist = 0x4 # float
flRelaxationFactor = 0x8 # float
class FeAxialEdgeBend_t:
te = 0x0 # float
tv = 0x4 # float
flDist = 0x8 # float
flWeight = 0xC # float[4]
nNode = 0x1C # uint16_t[6]
class FeBandBendLimit_t:
flDistMin = 0x0 # float
flDistMax = 0x4 # float
nNode = 0x8 # uint16_t[6]
class FeBoxRigid_t:
tmFrame2 = 0x0 # CTransform
nNode = 0x20 # uint16_t
nCollisionMask = 0x22 # uint16_t
vSize = 0x24 # Vector
nVertexMapIndex = 0x30 # uint16_t
nFlags = 0x32 # uint16_t
class FeBuildBoxRigid_t: # FeBoxRigid_t
m_nPriority = 0x40 # int32_t
m_nVertexMapHash = 0x44 # uint32_t
class FeBuildSphereRigid_t: # FeSphereRigid_t
m_nPriority = 0x20 # int32_t
m_nVertexMapHash = 0x24 # uint32_t
class FeBuildTaperedCapsuleRigid_t: # FeTaperedCapsuleRigid_t
m_nPriority = 0x30 # int32_t
m_nVertexMapHash = 0x34 # uint32_t
class FeCollisionPlane_t:
nCtrlParent = 0x0 # uint16_t
nChildNode = 0x2 # uint16_t
m_Plane = 0x4 # RnPlane_t
flStrength = 0x14 # float
class FeCtrlOffset_t:
vOffset = 0x0 # Vector
nCtrlParent = 0xC # uint16_t
nCtrlChild = 0xE # uint16_t
class FeCtrlOsOffset_t:
nCtrlParent = 0x0 # uint16_t
nCtrlChild = 0x2 # uint16_t
class FeCtrlSoftOffset_t:
nCtrlParent = 0x0 # uint16_t
nCtrlChild = 0x2 # uint16_t
vOffset = 0x4 # Vector
flAlpha = 0x10 # float
class FeEdgeDesc_t:
nEdge = 0x0 # uint16_t[2]
nSide = 0x4 # uint16_t[2][2]
nVirtElem = 0xC # uint16_t[2]
class FeEffectDesc_t:
sName = 0x0 # CUtlString
nNameHash = 0x8 # uint32_t
nType = 0xC # int32_t
m_Params = 0x10 # KeyValues3
class FeFitInfluence_t:
nVertexNode = 0x0 # uint32_t
flWeight = 0x4 # float
nMatrixNode = 0x8 # uint32_t
class FeFitMatrix_t:
bone = 0x0 # CTransform
vCenter = 0x20 # Vector
nEnd = 0x2C # uint16_t
nNode = 0x2E # uint16_t
nBeginDynamic = 0x30 # uint16_t
class FeFitWeight_t:
flWeight = 0x0 # float
nNode = 0x4 # uint16_t
nDummy = 0x6 # uint16_t
class FeFollowNode_t:
nParentNode = 0x0 # uint16_t
nChildNode = 0x2 # uint16_t
flWeight = 0x4 # float
class FeKelagerBend2_t:
flWeight = 0x0 # float[3]
flHeight0 = 0xC # float
nNode = 0x10 # uint16_t[3]
nReserved = 0x16 # uint16_t
class FeMorphLayerDepr_t:
m_Name = 0x0 # CUtlString
m_nNameHash = 0x8 # uint32_t
m_Nodes = 0x10 # CUtlVector<uint16_t>
m_InitPos = 0x28 # CUtlVector<Vector>
m_Gravity = 0x40 # CUtlVector<float>
m_GoalStrength = 0x58 # CUtlVector<float>
m_GoalDamping = 0x70 # CUtlVector<float>
m_nFlags = 0x88 # uint32_t
class FeNodeBase_t:
nNode = 0x0 # uint16_t
nDummy = 0x2 # uint16_t[3]
nNodeX0 = 0x8 # uint16_t
nNodeX1 = 0xA # uint16_t
nNodeY0 = 0xC # uint16_t
nNodeY1 = 0xE # uint16_t
qAdjust = 0x10 # QuaternionStorage
class FeNodeIntegrator_t:
flPointDamping = 0x0 # float
flAnimationForceAttraction = 0x4 # float
flAnimationVertexAttraction = 0x8 # float
flGravity = 0xC # float
class FeNodeReverseOffset_t:
vOffset = 0x0 # Vector
nBoneCtrl = 0xC # uint16_t
nTargetNode = 0xE # uint16_t
class FeNodeWindBase_t:
nNodeX0 = 0x0 # uint16_t
nNodeX1 = 0x2 # uint16_t
nNodeY0 = 0x4 # uint16_t
nNodeY1 = 0x6 # uint16_t
class FeProxyVertexMap_t:
m_Name = 0x0 # CUtlString
m_flWeight = 0x8 # float
class FeQuad_t:
nNode = 0x0 # uint16_t[4]
flSlack = 0x8 # float
vShape = 0xC # Vector4D[4]
class FeRigidColliderIndices_t:
m_nTaperedCapsuleRigidIndex = 0x0 # uint16_t
m_nSphereRigidIndex = 0x2 # uint16_t
m_nBoxRigidIndex = 0x4 # uint16_t
m_nCollisionPlaneIndex = 0x6 # uint16_t
class FeRodConstraint_t:
nNode = 0x0 # uint16_t[2]
flMaxDist = 0x4 # float
flMinDist = 0x8 # float
flWeight0 = 0xC # float
flRelaxationFactor = 0x10 # float
class FeSimdAnimStrayRadius_t:
nNode = 0x0 # uint16_t[4][2]
flMaxDist = 0x10 # fltx4
flRelaxationFactor = 0x20 # fltx4
class FeSimdNodeBase_t:
nNode = 0x0 # uint16_t[4]
nNodeX0 = 0x8 # uint16_t[4]
nNodeX1 = 0x10 # uint16_t[4]
nNodeY0 = 0x18 # uint16_t[4]
nNodeY1 = 0x20 # uint16_t[4]
nDummy = 0x28 # uint16_t[4]
qAdjust = 0x30 # FourQuaternions
class FeSimdQuad_t:
nNode = 0x0 # uint16_t[4][4]
f4Slack = 0x20 # fltx4
vShape = 0x30 # FourVectors[4]
f4Weights = 0xF0 # fltx4[4]
class FeSimdRodConstraint_t:
nNode = 0x0 # uint16_t[4][2]
f4MaxDist = 0x10 # fltx4
f4MinDist = 0x20 # fltx4
f4Weight0 = 0x30 # fltx4
f4RelaxationFactor = 0x40 # fltx4
class FeSimdSpringIntegrator_t:
nNode = 0x0 # uint16_t[4][2]
flSpringRestLength = 0x10 # fltx4
flSpringConstant = 0x20 # fltx4
flSpringDamping = 0x30 # fltx4
flNodeWeight0 = 0x40 # fltx4
class FeSimdTri_t:
nNode = 0x0 # uint32_t[4][3]
w1 = 0x30 # fltx4
w2 = 0x40 # fltx4
v1x = 0x50 # fltx4
v2 = 0x60 # FourVectors2D
class FeSoftParent_t:
nParent = 0x0 # int32_t
flAlpha = 0x4 # float
class FeSourceEdge_t:
nNode = 0x0 # uint16_t[2]
class FeSphereRigid_t:
vSphere = 0x0 # fltx4
nNode = 0x10 # uint16_t
nCollisionMask = 0x12 # uint16_t
nVertexMapIndex = 0x14 # uint16_t
nFlags = 0x16 # uint16_t
class FeSpringIntegrator_t:
nNode = 0x0 # uint16_t[2]
flSpringRestLength = 0x4 # float
flSpringConstant = 0x8 # float
flSpringDamping = 0xC # float
flNodeWeight0 = 0x10 # float
class FeStiffHingeBuild_t:
flMaxAngle = 0x0 # float
flStrength = 0x4 # float
flMotionBias = 0x8 # float[3]
nNode = 0x14 # uint16_t[3]
class FeTaperedCapsuleRigid_t:
vSphere = 0x0 # fltx4[2]
nNode = 0x20 # uint16_t
nCollisionMask = 0x22 # uint16_t
nVertexMapIndex = 0x24 # uint16_t
nFlags = 0x26 # uint16_t
class FeTaperedCapsuleStretch_t:
nNode = 0x0 # uint16_t[2]
nCollisionMask = 0x4 # uint16_t
nDummy = 0x6 # uint16_t
flRadius = 0x8 # float[2]
class FeTreeChildren_t:
nChild = 0x0 # uint16_t[2]
class FeTri_t:
nNode = 0x0 # uint16_t[3]
w1 = 0x8 # float
w2 = 0xC # float
v1x = 0x10 # float
v2 = 0x14 # Vector2D
class FeTwistConstraint_t:
nNodeOrient = 0x0 # uint16_t
nNodeEnd = 0x2 # uint16_t
flTwistRelax = 0x4 # float
flSwingRelax = 0x8 # float
class FeVertexMapBuild_t:
m_VertexMapName = 0x0 # CUtlString
m_nNameHash = 0x8 # uint32_t
m_Color = 0xC # Color
m_flVolumetricSolveStrength = 0x10 # float
m_nScaleSourceNode = 0x14 # int32_t
m_Weights = 0x18 # CUtlVector<float>
class FeVertexMapDesc_t:
sName = 0x0 # CUtlString
nNameHash = 0x8 # uint32_t
nColor = 0xC # uint32_t
nFlags = 0x10 # uint32_t
nVertexBase = 0x14 # uint16_t
nVertexCount = 0x16 # uint16_t
nMapOffset = 0x18 # uint32_t
nNodeListOffset = 0x1C # uint32_t
vCenterOfMass = 0x20 # Vector
flVolumetricSolveStrength = 0x2C # float
nScaleSourceNode = 0x30 # int16_t
nNodeListCount = 0x32 # uint16_t
class FeWeightedNode_t:
nNode = 0x0 # uint16_t
nWeight = 0x2 # uint16_t
class FeWorldCollisionParams_t:
flWorldFriction = 0x0 # float
flGroundFriction = 0x4 # float
nListBegin = 0x8 # uint16_t
nListEnd = 0xA # uint16_t
class FourCovMatrices3:
m_vDiag = 0x0 # FourVectors
m_flXY = 0x30 # fltx4
m_flXZ = 0x40 # fltx4
m_flYZ = 0x50 # fltx4
class FourVectors2D:
x = 0x0 # fltx4
y = 0x10 # fltx4
class IPhysicsPlayerController:
class OldFeEdge_t:
m_flK = 0x0 # float[3]
invA = 0xC # float
t = 0x10 # float
flThetaRelaxed = 0x14 # float
flThetaFactor = 0x18 # float
c01 = 0x1C # float
c02 = 0x20 # float
c03 = 0x24 # float
c04 = 0x28 # float
flAxialModelDist = 0x2C # float
flAxialModelWeights = 0x30 # float[4]
m_nNode = 0x40 # uint16_t[4]
class PhysFeModelDesc_t:
m_CtrlHash = 0x0 # CUtlVector<uint32_t>
m_CtrlName = 0x18 # CUtlVector<CUtlString>
m_nStaticNodeFlags = 0x30 # uint32_t
m_nDynamicNodeFlags = 0x34 # uint32_t
m_flLocalForce = 0x38 # float
m_flLocalRotation = 0x3C # float
m_nNodeCount = 0x40 # uint16_t
m_nStaticNodes = 0x42 # uint16_t
m_nRotLockStaticNodes = 0x44 # uint16_t
m_nFirstPositionDrivenNode = 0x46 # uint16_t
m_nSimdTriCount1 = 0x48 # uint16_t
m_nSimdTriCount2 = 0x4A # uint16_t
m_nSimdQuadCount1 = 0x4C # uint16_t
m_nSimdQuadCount2 = 0x4E # uint16_t
m_nQuadCount1 = 0x50 # uint16_t
m_nQuadCount2 = 0x52 # uint16_t
m_nTreeDepth = 0x54 # uint16_t
m_nNodeBaseJiggleboneDependsCount = 0x56 # uint16_t
m_nRopeCount = 0x58 # uint16_t
m_Ropes = 0x60 # CUtlVector<uint16_t>
m_NodeBases = 0x78 # CUtlVector<FeNodeBase_t>
m_SimdNodeBases = 0x90 # CUtlVector<FeSimdNodeBase_t>
m_Quads = 0xA8 # CUtlVector<FeQuad_t>
m_SimdQuads = 0xC0 # CUtlVector<FeSimdQuad_t>
m_SimdTris = 0xD8 # CUtlVector<FeSimdTri_t>
m_SimdRods = 0xF0 # CUtlVector<FeSimdRodConstraint_t>
m_InitPose = 0x108 # CUtlVector<CTransform>
m_Rods = 0x120 # CUtlVector<FeRodConstraint_t>
m_Twists = 0x138 # CUtlVector<FeTwistConstraint_t>
m_AxialEdges = 0x150 # CUtlVector<FeAxialEdgeBend_t>
m_NodeInvMasses = 0x168 # CUtlVector<float>
m_CtrlOffsets = 0x180 # CUtlVector<FeCtrlOffset_t>
m_CtrlOsOffsets = 0x198 # CUtlVector<FeCtrlOsOffset_t>
m_FollowNodes = 0x1B0 # CUtlVector<FeFollowNode_t>
m_CollisionPlanes = 0x1C8 # CUtlVector<FeCollisionPlane_t>
m_NodeIntegrator = 0x1E0 # CUtlVector<FeNodeIntegrator_t>
m_SpringIntegrator = 0x1F8 # CUtlVector<FeSpringIntegrator_t>
m_SimdSpringIntegrator = 0x210 # CUtlVector<FeSimdSpringIntegrator_t>
m_WorldCollisionParams = 0x228 # CUtlVector<FeWorldCollisionParams_t>
m_LegacyStretchForce = 0x240 # CUtlVector<float>
m_NodeCollisionRadii = 0x258 # CUtlVector<float>
m_DynNodeFriction = 0x270 # CUtlVector<float>
m_LocalRotation = 0x288 # CUtlVector<float>
m_LocalForce = 0x2A0 # CUtlVector<float>
m_TaperedCapsuleStretches = 0x2B8 # CUtlVector<FeTaperedCapsuleStretch_t>
m_TaperedCapsuleRigids = 0x2D0 # CUtlVector<FeTaperedCapsuleRigid_t>
m_SphereRigids = 0x2E8 # CUtlVector<FeSphereRigid_t>
m_WorldCollisionNodes = 0x300 # CUtlVector<uint16_t>
m_TreeParents = 0x318 # CUtlVector<uint16_t>
m_TreeCollisionMasks = 0x330 # CUtlVector<uint16_t>
m_TreeChildren = 0x348 # CUtlVector<FeTreeChildren_t>
m_FreeNodes = 0x360 # CUtlVector<uint16_t>
m_FitMatrices = 0x378 # CUtlVector<FeFitMatrix_t>
m_FitWeights = 0x390 # CUtlVector<FeFitWeight_t>
m_ReverseOffsets = 0x3A8 # CUtlVector<FeNodeReverseOffset_t>
m_AnimStrayRadii = 0x3C0 # CUtlVector<FeAnimStrayRadius_t>
m_SimdAnimStrayRadii = 0x3D8 # CUtlVector<FeSimdAnimStrayRadius_t>
m_KelagerBends = 0x3F0 # CUtlVector<FeKelagerBend2_t>
m_CtrlSoftOffsets = 0x408 # CUtlVector<FeCtrlSoftOffset_t>
m_JiggleBones = 0x420 # CUtlVector<CFeIndexedJiggleBone>
m_SourceElems = 0x438 # CUtlVector<uint16_t>
m_GoalDampedSpringIntegrators = 0x450 # CUtlVector<uint32_t>
m_Tris = 0x468 # CUtlVector<FeTri_t>
m_nTriCount1 = 0x480 # uint16_t
m_nTriCount2 = 0x482 # uint16_t
m_nReservedUint8 = 0x484 # uint8_t
m_nExtraPressureIterations = 0x485 # uint8_t
m_nExtraGoalIterations = 0x486 # uint8_t
m_nExtraIterations = 0x487 # uint8_t
m_BoxRigids = 0x488 # CUtlVector<FeBoxRigid_t>
m_DynNodeVertexSet = 0x4A0 # CUtlVector<uint8_t>
m_VertexSetNames = 0x4B8 # CUtlVector<uint32_t>
m_RigidColliderPriorities = 0x4D0 # CUtlVector<FeRigidColliderIndices_t>
m_MorphLayers = 0x4E8 # CUtlVector<FeMorphLayerDepr_t>
m_MorphSetData = 0x500 # CUtlVector<uint8_t>
m_VertexMaps = 0x518 # CUtlVector<FeVertexMapDesc_t>
m_VertexMapValues = 0x530 # CUtlVector<uint8_t>
m_Effects = 0x548 # CUtlVector<FeEffectDesc_t>
m_LockToParent = 0x560 # CUtlVector<FeCtrlOffset_t>
m_LockToGoal = 0x578 # CUtlVector<uint16_t>
m_DynNodeWindBases = 0x590 # CUtlVector<FeNodeWindBase_t>
m_flInternalPressure = 0x5A8 # float
m_flDefaultTimeDilation = 0x5AC # float
m_flWindage = 0x5B0 # float
m_flWindDrag = 0x5B4 # float
m_flDefaultSurfaceStretch = 0x5B8 # float
m_flDefaultThreadStretch = 0x5BC # float
m_flDefaultGravityScale = 0x5C0 # float
m_flDefaultVelAirDrag = 0x5C4 # float
m_flDefaultExpAirDrag = 0x5C8 # float
m_flDefaultVelQuadAirDrag = 0x5CC # float
m_flDefaultExpQuadAirDrag = 0x5D0 # float
m_flRodVelocitySmoothRate = 0x5D4 # float
m_flQuadVelocitySmoothRate = 0x5D8 # float
m_flAddWorldCollisionRadius = 0x5DC # float
m_flDefaultVolumetricSolveAmount = 0x5E0 # float
m_nRodVelocitySmoothIterations = 0x5E4 # uint16_t
m_nQuadVelocitySmoothIterations = 0x5E6 # uint16_t
class RnBlendVertex_t:
m_nWeight0 = 0x0 # uint16_t
m_nIndex0 = 0x2 # uint16_t
m_nWeight1 = 0x4 # uint16_t
m_nIndex1 = 0x6 # uint16_t
m_nWeight2 = 0x8 # uint16_t
m_nIndex2 = 0xA # uint16_t
m_nFlags = 0xC # uint16_t
m_nTargetIndex = 0xE # uint16_t
class RnBodyDesc_t:
m_sDebugName = 0x0 # CUtlString
m_vPosition = 0x8 # Vector
m_qOrientation = 0x14 # QuaternionStorage
m_vLinearVelocity = 0x24 # Vector
m_vAngularVelocity = 0x30 # Vector
m_vLocalMassCenter = 0x3C # Vector
m_LocalInertiaInv = 0x48 # Vector[3]
m_flMassInv = 0x6C # float
m_flGameMass = 0x70 # float
m_flInertiaScaleInv = 0x74 # float
m_flLinearDamping = 0x78 # float
m_flAngularDamping = 0x7C # float
m_flLinearDrag = 0x80 # float
m_flAngularDrag = 0x84 # float
m_flLinearBuoyancyDrag = 0x88 # float
m_flAngularBuoyancyDrag = 0x8C # float
m_vLastAwakeForceAccum = 0x90 # Vector
m_vLastAwakeTorqueAccum = 0x9C # Vector
m_flBuoyancyFactor = 0xA8 # float
m_flGravityScale = 0xAC # float
m_flTimeScale = 0xB0 # float
m_nBodyType = 0xB4 # int32_t
m_nGameIndex = 0xB8 # uint32_t
m_nGameFlags = 0xBC # uint32_t
m_nMinVelocityIterations = 0xC0 # int8_t
m_nMinPositionIterations = 0xC1 # int8_t
m_nMassPriority = 0xC2 # int8_t
m_bEnabled = 0xC3 # bool
m_bSleeping = 0xC4 # bool
m_bIsContinuousEnabled = 0xC5 # bool
m_bDragEnabled = 0xC6 # bool
m_bBuoyancyDragEnabled = 0xC7 # bool
m_bGravityDisabled = 0xC8 # bool
m_bSpeculativeEnabled = 0xC9 # bool
m_bHasShadowController = 0xCA # bool
class RnCapsuleDesc_t: # RnShapeDesc_t
m_Capsule = 0x10 # RnCapsule_t
class RnCapsule_t:
m_vCenter = 0x0 # Vector[2]
m_flRadius = 0x18 # float
class RnFace_t:
m_nEdge = 0x0 # uint8_t
class RnHalfEdge_t:
m_nNext = 0x0 # uint8_t
m_nTwin = 0x1 # uint8_t
m_nOrigin = 0x2 # uint8_t
m_nFace = 0x3 # uint8_t
class RnHullDesc_t: # RnShapeDesc_t
m_Hull = 0x10 # RnHull_t
class RnHull_t:
m_vCentroid = 0x0 # Vector
m_flMaxAngularRadius = 0xC # float
m_Bounds = 0x10 # AABB_t
m_vOrthographicAreas = 0x28 # Vector
m_MassProperties = 0x34 # matrix3x4_t
m_flVolume = 0x64 # float
m_Vertices = 0x68 # CUtlVector<RnVertex_t>
m_VertexPositions = 0x80 # CUtlVector<Vector>
m_Edges = 0x98 # CUtlVector<RnHalfEdge_t>
m_Faces = 0xB0 # CUtlVector<RnFace_t>
m_FacePlanes = 0xC8 # CUtlVector<RnPlane_t>
m_nFlags = 0xE0 # uint32_t
m_pRegionSVM = 0xE8 # CRegionSVM*
class RnMeshDesc_t: # RnShapeDesc_t
m_Mesh = 0x10 # RnMesh_t
class RnMesh_t:
m_vMin = 0x0 # Vector
m_vMax = 0xC # Vector
m_Nodes = 0x18 # CUtlVector<RnNode_t>
m_Vertices = 0x30 # CUtlVectorSIMDPaddedVector
m_Triangles = 0x48 # CUtlVector<RnTriangle_t>
m_Wings = 0x60 # CUtlVector<RnWing_t>
m_Materials = 0x78 # CUtlVector<uint8_t>
m_vOrthographicAreas = 0x90 # Vector
m_nFlags = 0x9C # uint32_t
m_nDebugFlags = 0xA0 # uint32_t
class RnNode_t:
m_vMin = 0x0 # Vector
m_nChildren = 0xC # uint32_t
m_vMax = 0x10 # Vector
m_nTriangleOffset = 0x1C # uint32_t
class RnPlane_t:
m_vNormal = 0x0 # Vector
m_flOffset = 0xC # float
class RnShapeDesc_t:
m_nCollisionAttributeIndex = 0x0 # uint32_t
m_nSurfacePropertyIndex = 0x4 # uint32_t
m_UserFriendlyName = 0x8 # CUtlString
class RnSoftbodyCapsule_t:
m_vCenter = 0x0 # Vector[2]
m_flRadius = 0x18 # float
m_nParticle = 0x1C # uint16_t[2]
class RnSoftbodyParticle_t:
m_flMassInv = 0x0 # float
class RnSoftbodySpring_t:
m_nParticle = 0x0 # uint16_t[2]
m_flLength = 0x4 # float
class RnSphereDesc_t: # RnShapeDesc_t
m_Sphere = 0x10 # RnSphere_t
class RnSphere_t:
m_vCenter = 0x0 # Vector
m_flRadius = 0xC # float
class RnTriangle_t:
m_nIndex = 0x0 # int32_t[3]
class RnVertex_t:
m_nEdge = 0x0 # uint8_t
class RnWing_t:
m_nIndex = 0x0 # int32_t[3]
class VertexPositionColor_t:
m_vPosition = 0x0 # Vector
class VertexPositionNormal_t:
m_vPosition = 0x0 # Vector
m_vNormal = 0xC # Vector
class constraint_axislimit_t:
flMinRotation = 0x0 # float
flMaxRotation = 0x4 # float
flMotorTargetAngSpeed = 0x8 # float
flMotorMaxTorque = 0xC # float
class constraint_breakableparams_t:
strength = 0x0 # float
forceLimit = 0x4 # float
torqueLimit = 0x8 # float
bodyMassScale = 0xC # float[2]
isActive = 0x14 # bool
class constraint_hingeparams_t:
worldPosition = 0x0 # Vector
worldAxisDirection = 0xC # Vector
hingeAxis = 0x18 # constraint_axislimit_t
constraint = 0x28 # constraint_breakableparams_t
class vphysics_save_cphysicsbody_t: # RnBodyDesc_t
m_nOldPointer = 0xD0 # uint64_t