cs2-dumper/generated_linux/libworldrenderer.so.py

204 lines
7.4 KiB
Python

'''
Generated using https://github.com/a2x/cs2-dumper
Sat, 16 Mar 2024 22:03:47 +0000
'''
class AggregateLODSetup_t:
m_vLODOrigin = 0x0 # Vector
m_fMaxObjectScale = 0xC # float
m_fSwitchDistances = 0x10 # CUtlVectorFixedGrowable<float>
class AggregateMeshInfo_t:
m_nVisClusterMemberOffset = 0x0 # uint32_t
m_nVisClusterMemberCount = 0x4 # uint8_t
m_bHasTransform = 0x5 # bool
m_nDrawCallIndex = 0x6 # int16_t
m_nLODSetupIndex = 0x8 # int16_t
m_nLODGroupMask = 0xA # uint8_t
m_vTintColor = 0xB # Color
m_objectFlags = 0x10 # ObjectTypeFlags_t
m_nLightProbeVolumePrecomputedHandshake = 0x14 # int32_t
class AggregateSceneObject_t:
m_allFlags = 0x0 # ObjectTypeFlags_t
m_anyFlags = 0x4 # ObjectTypeFlags_t
m_nLayer = 0x8 # int16_t
m_aggregateMeshes = 0x10 # CUtlVector<AggregateMeshInfo_t>
m_lodSetups = 0x28 # CUtlVector<AggregateLODSetup_t>
m_visClusterMembership = 0x40 # CUtlVector<uint16_t>
m_fragmentTransforms = 0x58 # CUtlVector<matrix3x4_t>
m_renderableModel = 0x70 # CStrongHandle<InfoForResourceTypeCModel>
class BakedLightingInfo_t:
m_nLightmapVersionNumber = 0x0 # uint32_t
m_nLightmapGameVersionNumber = 0x4 # uint32_t
m_vLightmapUvScale = 0x8 # Vector2D
m_bHasLightmaps = 0x10 # bool
m_lightMaps = 0x18 # CUtlVector<CStrongHandle<InfoForResourceTypeCTextureBase>>
class BaseSceneObjectOverride_t:
m_nSceneObjectIndex = 0x0 # uint32_t
class CEntityComponent:
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*
m_bVisibleinPVS = 0x30 # bool
class CScriptComponent: # CEntityComponent
m_scriptClassName = 0x30 # CUtlSymbolLarge
class CVoxelVisibility:
m_nBaseClusterCount = 0x40 # uint32_t
m_nPVSBytesPerCluster = 0x44 # uint32_t
m_vMinBounds = 0x48 # Vector
m_vMaxBounds = 0x54 # Vector
m_flGridSize = 0x60 # float
m_nSkyVisibilityCluster = 0x64 # uint32_t
m_nSunVisibilityCluster = 0x68 # uint32_t
m_NodeBlock = 0x6C # VoxelVisBlockOffset_t
m_RegionBlock = 0x74 # VoxelVisBlockOffset_t
m_EnclosedClusterListBlock = 0x7C # VoxelVisBlockOffset_t
m_EnclosedClustersBlock = 0x84 # VoxelVisBlockOffset_t
m_MasksBlock = 0x8C # VoxelVisBlockOffset_t
m_nVisBlocks = 0x94 # VoxelVisBlockOffset_t
class ClutterSceneObject_t:
m_Bounds = 0x0 # AABB_t
m_flags = 0x18 # ObjectTypeFlags_t
m_nLayer = 0x1C # int16_t
m_instancePositions = 0x20 # CUtlVector<Vector>
m_instanceScales = 0x50 # CUtlVector<float>
m_instanceTintSrgb = 0x68 # CUtlVector<Color>
m_tiles = 0x80 # CUtlVector<ClutterTile_t>
m_renderableModel = 0x98 # CStrongHandle<InfoForResourceTypeCModel>
class ClutterTile_t:
m_nFirstInstance = 0x0 # uint32_t
m_nLastInstance = 0x4 # uint32_t
m_BoundsWs = 0x8 # AABB_t
class EntityIOConnectionData_t:
m_outputName = 0x0 # CUtlString
m_targetType = 0x8 # uint32_t
m_targetName = 0x10 # CUtlString
m_inputName = 0x18 # CUtlString
m_overrideParam = 0x20 # CUtlString
m_flDelay = 0x28 # float
m_nTimesToFire = 0x2C # int32_t
class EntityKeyValueData_t:
m_connections = 0x8 # CUtlVector<EntityIOConnectionData_t>
m_keyValuesData = 0x20 # CUtlBinaryBlock
class ExtraVertexStreamOverride_t: # BaseSceneObjectOverride_t
m_nSubSceneObject = 0x4 # uint32_t
m_nDrawCallIndex = 0x8 # uint32_t
m_nAdditionalMeshDrawPrimitiveFlags = 0xC # MeshDrawPrimitiveFlags_t
m_extraBufferBinding = 0x10 # CRenderBufferBinding
class InfoForResourceTypeVMapResourceData_t:
class InfoOverlayData_t:
m_transform = 0x0 # matrix3x4_t
m_flWidth = 0x30 # float
m_flHeight = 0x34 # float
m_flDepth = 0x38 # float
m_vUVStart = 0x3C # Vector2D
m_vUVEnd = 0x44 # Vector2D
m_pMaterial = 0x50 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_nRenderOrder = 0x58 # int32_t
m_vTintColor = 0x5C # Vector4D
m_nSequenceOverride = 0x6C # int32_t
class MaterialOverride_t: # BaseSceneObjectOverride_t
m_nSubSceneObject = 0x4 # uint32_t
m_nDrawCallIndex = 0x8 # uint32_t
m_pMaterial = 0x10 # CStrongHandle<InfoForResourceTypeIMaterial2>
class NodeData_t:
m_nParent = 0x0 # int32_t
m_vOrigin = 0x4 # Vector
m_vMinBounds = 0x10 # Vector
m_vMaxBounds = 0x1C # Vector
m_flMinimumDistance = 0x28 # float
m_ChildNodeIndices = 0x30 # CUtlVector<int32_t>
m_worldNodePrefix = 0x48 # CUtlString
class PermEntityLumpData_t:
m_name = 0x8 # CUtlString
m_hammerUniqueId = 0x10 # CUtlString
m_childLumps = 0x18 # CUtlVector<CStrongHandleCopyable<InfoForResourceTypeCEntityLump>>
m_entityKeyValues = 0x30 # CUtlLeanVector<EntityKeyValueData_t>
class SceneObject_t:
m_nObjectID = 0x0 # uint32_t
m_vTransform = 0x4 # Vector4D[3]
m_flFadeStartDistance = 0x34 # float
m_flFadeEndDistance = 0x38 # float
m_vTintColor = 0x3C # Vector4D
m_skin = 0x50 # CUtlString
m_nObjectTypeFlags = 0x58 # ObjectTypeFlags_t
m_vLightingOrigin = 0x5C # Vector
m_nOverlayRenderOrder = 0x68 # int16_t
m_nLODOverride = 0x6A # int16_t
m_nCubeMapPrecomputedHandshake = 0x6C # int32_t
m_nLightProbeVolumePrecomputedHandshake = 0x70 # int32_t
m_renderableModel = 0x78 # CStrongHandle<InfoForResourceTypeCModel>
m_renderable = 0x80 # CStrongHandle<InfoForResourceTypeCRenderMesh>
class VMapResourceData_t:
class VoxelVisBlockOffset_t:
m_nOffset = 0x0 # uint32_t
m_nElementCount = 0x4 # uint32_t
class WorldBuilderParams_t:
m_flMinDrawVolumeSize = 0x0 # float
m_bBuildBakedLighting = 0x4 # bool
m_vLightmapUvScale = 0x8 # Vector2D
m_nCompileTimestamp = 0x10 # uint64_t
m_nCompileFingerprint = 0x18 # uint64_t
class WorldNodeOnDiskBufferData_t:
m_nElementCount = 0x0 # int32_t
m_nElementSizeInBytes = 0x4 # int32_t
m_inputLayoutFields = 0x8 # CUtlVector<RenderInputLayoutField_t>
m_pData = 0x20 # CUtlVector<uint8_t>
class WorldNode_t:
m_sceneObjects = 0x0 # CUtlVector<SceneObject_t>
m_infoOverlays = 0x18 # CUtlVector<InfoOverlayData_t>
m_visClusterMembership = 0x30 # CUtlVector<uint16_t>
m_aggregateSceneObjects = 0x48 # CUtlVector<AggregateSceneObject_t>
m_clutterSceneObjects = 0x60 # CUtlVector<ClutterSceneObject_t>
m_extraVertexStreamOverrides = 0x78 # CUtlVector<ExtraVertexStreamOverride_t>
m_materialOverrides = 0x90 # CUtlVector<MaterialOverride_t>
m_extraVertexStreams = 0xA8 # CUtlVector<WorldNodeOnDiskBufferData_t>
m_layerNames = 0xC0 # CUtlVector<CUtlString>
m_sceneObjectLayerIndices = 0xD8 # CUtlVector<uint8_t>
m_overlayLayerIndices = 0xF0 # CUtlVector<uint8_t>
m_grassFileName = 0x108 # CUtlString
m_nodeLightingInfo = 0x110 # BakedLightingInfo_t
class World_t:
m_builderParams = 0x0 # WorldBuilderParams_t
m_worldNodes = 0x20 # CUtlVector<NodeData_t>
m_worldLightingInfo = 0x38 # BakedLightingInfo_t
m_entityLumps = 0x68 # CUtlVector<CStrongHandleCopyable<InfoForResourceTypeCEntityLump>>