mirror of
https://github.com/a2x/cs2-dumper.git
synced 2025-04-05 00:25:36 +08:00
664 lines
20 KiB
Python
664 lines
20 KiB
Python
'''
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Created using https://github.com/a2x/cs2-dumper
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Thu, 14 Dec 2023 11:58:26 +0000
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'''
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class CFeIndexedJiggleBone:
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m_nNode = 0x0 # uint32_t
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m_nJiggleParent = 0x4 # uint32_t
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m_jiggleBone = 0x8 # CFeJiggleBone
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class CFeJiggleBone:
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m_nFlags = 0x0 # uint32_t
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m_flLength = 0x4 # float
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m_flTipMass = 0x8 # float
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m_flYawStiffness = 0xC # float
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m_flYawDamping = 0x10 # float
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m_flPitchStiffness = 0x14 # float
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m_flPitchDamping = 0x18 # float
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m_flAlongStiffness = 0x1C # float
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m_flAlongDamping = 0x20 # float
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m_flAngleLimit = 0x24 # float
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m_flMinYaw = 0x28 # float
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m_flMaxYaw = 0x2C # float
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m_flYawFriction = 0x30 # float
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m_flYawBounce = 0x34 # float
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m_flMinPitch = 0x38 # float
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m_flMaxPitch = 0x3C # float
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m_flPitchFriction = 0x40 # float
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m_flPitchBounce = 0x44 # float
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m_flBaseMass = 0x48 # float
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m_flBaseStiffness = 0x4C # float
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m_flBaseDamping = 0x50 # float
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m_flBaseMinLeft = 0x54 # float
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m_flBaseMaxLeft = 0x58 # float
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m_flBaseLeftFriction = 0x5C # float
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m_flBaseMinUp = 0x60 # float
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m_flBaseMaxUp = 0x64 # float
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m_flBaseUpFriction = 0x68 # float
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m_flBaseMinForward = 0x6C # float
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m_flBaseMaxForward = 0x70 # float
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m_flBaseForwardFriction = 0x74 # float
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m_flRadius0 = 0x78 # float
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m_flRadius1 = 0x7C # float
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m_vPoint0 = 0x80 # Vector
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m_vPoint1 = 0x8C # Vector
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m_nCollisionMask = 0x98 # uint16_t
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class CFeMorphLayer:
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m_Name = 0x0 # CUtlString
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m_nNameHash = 0x8 # uint32_t
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m_Nodes = 0x10 # CUtlVector<uint16_t>
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m_InitPos = 0x28 # CUtlVector<Vector>
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m_Gravity = 0x40 # CUtlVector<float>
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m_GoalStrength = 0x58 # CUtlVector<float>
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m_GoalDamping = 0x70 # CUtlVector<float>
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class CFeNamedJiggleBone:
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m_strParentBone = 0x0 # CUtlString
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m_transform = 0x10 # CTransform
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m_nJiggleParent = 0x30 # uint32_t
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m_jiggleBone = 0x34 # CFeJiggleBone
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class CFeVertexMapBuildArray:
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m_Array = 0x0 # CUtlVector<FeVertexMapBuild_t*>
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class CRegionSVM:
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m_Planes = 0x0 # CUtlVector<RnPlane_t>
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m_Nodes = 0x18 # CUtlVector<uint32_t>
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class CastSphereSATParams_t:
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m_vRayStart = 0x0 # Vector
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m_vRayDelta = 0xC # Vector
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m_flRadius = 0x18 # float
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m_flMaxFraction = 0x1C # float
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m_flScale = 0x20 # float
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m_pHull = 0x28 # RnHull_t*
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class CovMatrix3:
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m_vDiag = 0x0 # Vector
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m_flXY = 0xC # float
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m_flXZ = 0x10 # float
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m_flYZ = 0x14 # float
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class Dop26_t:
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m_flSupport = 0x0 # float[26]
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class FeAnimStrayRadius_t:
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nNode = 0x0 # uint16_t[2]
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flMaxDist = 0x4 # float
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flRelaxationFactor = 0x8 # float
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class FeAxialEdgeBend_t:
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te = 0x0 # float
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tv = 0x4 # float
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flDist = 0x8 # float
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flWeight = 0xC # float[4]
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nNode = 0x1C # uint16_t[6]
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class FeBandBendLimit_t:
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flDistMin = 0x0 # float
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flDistMax = 0x4 # float
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nNode = 0x8 # uint16_t[6]
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class FeBoxRigid_t:
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tmFrame2 = 0x0 # CTransform
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nNode = 0x20 # uint16_t
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nCollisionMask = 0x22 # uint16_t
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vSize = 0x24 # Vector
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nVertexMapIndex = 0x30 # uint16_t
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nFlags = 0x32 # uint16_t
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class FeBuildBoxRigid_t: # FeBoxRigid_t
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m_nPriority = 0x40 # int32_t
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m_nVertexMapHash = 0x44 # uint32_t
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class FeBuildSphereRigid_t: # FeSphereRigid_t
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m_nPriority = 0x20 # int32_t
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m_nVertexMapHash = 0x24 # uint32_t
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class FeBuildTaperedCapsuleRigid_t: # FeTaperedCapsuleRigid_t
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m_nPriority = 0x30 # int32_t
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m_nVertexMapHash = 0x34 # uint32_t
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class FeCollisionPlane_t:
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nCtrlParent = 0x0 # uint16_t
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nChildNode = 0x2 # uint16_t
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m_Plane = 0x4 # RnPlane_t
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flStrength = 0x14 # float
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class FeCtrlOffset_t:
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vOffset = 0x0 # Vector
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nCtrlParent = 0xC # uint16_t
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nCtrlChild = 0xE # uint16_t
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class FeCtrlOsOffset_t:
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nCtrlParent = 0x0 # uint16_t
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nCtrlChild = 0x2 # uint16_t
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class FeCtrlSoftOffset_t:
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nCtrlParent = 0x0 # uint16_t
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nCtrlChild = 0x2 # uint16_t
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vOffset = 0x4 # Vector
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flAlpha = 0x10 # float
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class FeEdgeDesc_t:
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nEdge = 0x0 # uint16_t[2]
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nSide = 0x4 # uint16_t[2][2]
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nVirtElem = 0xC # uint16_t[2]
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class FeEffectDesc_t:
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sName = 0x0 # CUtlString
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nNameHash = 0x8 # uint32_t
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nType = 0xC # int32_t
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m_Params = 0x10 # KeyValues3
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class FeFitInfluence_t:
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nVertexNode = 0x0 # uint32_t
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flWeight = 0x4 # float
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nMatrixNode = 0x8 # uint32_t
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class FeFitMatrix_t:
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bone = 0x0 # CTransform
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vCenter = 0x20 # Vector
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nEnd = 0x2C # uint16_t
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nNode = 0x2E # uint16_t
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nBeginDynamic = 0x30 # uint16_t
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class FeFitWeight_t:
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flWeight = 0x0 # float
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nNode = 0x4 # uint16_t
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nDummy = 0x6 # uint16_t
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class FeFollowNode_t:
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nParentNode = 0x0 # uint16_t
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nChildNode = 0x2 # uint16_t
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flWeight = 0x4 # float
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class FeKelagerBend2_t:
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flWeight = 0x0 # float[3]
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flHeight0 = 0xC # float
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nNode = 0x10 # uint16_t[3]
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nReserved = 0x16 # uint16_t
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class FeMorphLayerDepr_t:
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m_Name = 0x0 # CUtlString
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m_nNameHash = 0x8 # uint32_t
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m_Nodes = 0x10 # CUtlVector<uint16_t>
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m_InitPos = 0x28 # CUtlVector<Vector>
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m_Gravity = 0x40 # CUtlVector<float>
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m_GoalStrength = 0x58 # CUtlVector<float>
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m_GoalDamping = 0x70 # CUtlVector<float>
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m_nFlags = 0x88 # uint32_t
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class FeNodeBase_t:
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nNode = 0x0 # uint16_t
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nDummy = 0x2 # uint16_t[3]
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nNodeX0 = 0x8 # uint16_t
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nNodeX1 = 0xA # uint16_t
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nNodeY0 = 0xC # uint16_t
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nNodeY1 = 0xE # uint16_t
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qAdjust = 0x10 # QuaternionStorage
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class FeNodeIntegrator_t:
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flPointDamping = 0x0 # float
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flAnimationForceAttraction = 0x4 # float
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flAnimationVertexAttraction = 0x8 # float
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flGravity = 0xC # float
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class FeNodeReverseOffset_t:
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vOffset = 0x0 # Vector
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nBoneCtrl = 0xC # uint16_t
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nTargetNode = 0xE # uint16_t
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class FeNodeWindBase_t:
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nNodeX0 = 0x0 # uint16_t
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nNodeX1 = 0x2 # uint16_t
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nNodeY0 = 0x4 # uint16_t
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nNodeY1 = 0x6 # uint16_t
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class FeProxyVertexMap_t:
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m_Name = 0x0 # CUtlString
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m_flWeight = 0x8 # float
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class FeQuad_t:
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nNode = 0x0 # uint16_t[4]
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flSlack = 0x8 # float
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vShape = 0xC # Vector4D[4]
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class FeRigidColliderIndices_t:
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m_nTaperedCapsuleRigidIndex = 0x0 # uint16_t
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m_nSphereRigidIndex = 0x2 # uint16_t
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m_nBoxRigidIndex = 0x4 # uint16_t
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m_nCollisionPlaneIndex = 0x6 # uint16_t
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class FeRodConstraint_t:
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nNode = 0x0 # uint16_t[2]
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flMaxDist = 0x4 # float
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flMinDist = 0x8 # float
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flWeight0 = 0xC # float
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flRelaxationFactor = 0x10 # float
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class FeSimdAnimStrayRadius_t:
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nNode = 0x0 # uint16_t[4][2]
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flMaxDist = 0x10 # fltx4
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flRelaxationFactor = 0x20 # fltx4
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class FeSimdNodeBase_t:
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nNode = 0x0 # uint16_t[4]
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nNodeX0 = 0x8 # uint16_t[4]
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nNodeX1 = 0x10 # uint16_t[4]
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nNodeY0 = 0x18 # uint16_t[4]
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nNodeY1 = 0x20 # uint16_t[4]
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nDummy = 0x28 # uint16_t[4]
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qAdjust = 0x30 # FourQuaternions
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class FeSimdQuad_t:
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nNode = 0x0 # uint16_t[4][4]
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f4Slack = 0x20 # fltx4
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vShape = 0x30 # FourVectors[4]
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f4Weights = 0xF0 # fltx4[4]
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class FeSimdRodConstraint_t:
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nNode = 0x0 # uint16_t[4][2]
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f4MaxDist = 0x10 # fltx4
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f4MinDist = 0x20 # fltx4
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f4Weight0 = 0x30 # fltx4
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f4RelaxationFactor = 0x40 # fltx4
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class FeSimdSpringIntegrator_t:
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nNode = 0x0 # uint16_t[4][2]
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flSpringRestLength = 0x10 # fltx4
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flSpringConstant = 0x20 # fltx4
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flSpringDamping = 0x30 # fltx4
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flNodeWeight0 = 0x40 # fltx4
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class FeSimdTri_t:
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nNode = 0x0 # uint32_t[4][3]
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w1 = 0x30 # fltx4
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w2 = 0x40 # fltx4
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v1x = 0x50 # fltx4
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v2 = 0x60 # FourVectors2D
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class FeSoftParent_t:
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nParent = 0x0 # int32_t
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flAlpha = 0x4 # float
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class FeSourceEdge_t:
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nNode = 0x0 # uint16_t[2]
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class FeSphereRigid_t:
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vSphere = 0x0 # fltx4
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nNode = 0x10 # uint16_t
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nCollisionMask = 0x12 # uint16_t
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nVertexMapIndex = 0x14 # uint16_t
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nFlags = 0x16 # uint16_t
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class FeSpringIntegrator_t:
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nNode = 0x0 # uint16_t[2]
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flSpringRestLength = 0x4 # float
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flSpringConstant = 0x8 # float
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flSpringDamping = 0xC # float
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flNodeWeight0 = 0x10 # float
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class FeStiffHingeBuild_t:
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flMaxAngle = 0x0 # float
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flStrength = 0x4 # float
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flMotionBias = 0x8 # float[3]
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nNode = 0x14 # uint16_t[3]
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class FeTaperedCapsuleRigid_t:
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vSphere = 0x0 # fltx4[2]
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nNode = 0x20 # uint16_t
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nCollisionMask = 0x22 # uint16_t
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nVertexMapIndex = 0x24 # uint16_t
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nFlags = 0x26 # uint16_t
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class FeTaperedCapsuleStretch_t:
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nNode = 0x0 # uint16_t[2]
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nCollisionMask = 0x4 # uint16_t
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nDummy = 0x6 # uint16_t
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flRadius = 0x8 # float[2]
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class FeTreeChildren_t:
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nChild = 0x0 # uint16_t[2]
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class FeTri_t:
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nNode = 0x0 # uint16_t[3]
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w1 = 0x8 # float
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w2 = 0xC # float
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v1x = 0x10 # float
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v2 = 0x14 # Vector2D
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class FeTwistConstraint_t:
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nNodeOrient = 0x0 # uint16_t
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nNodeEnd = 0x2 # uint16_t
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flTwistRelax = 0x4 # float
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flSwingRelax = 0x8 # float
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class FeVertexMapBuild_t:
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m_VertexMapName = 0x0 # CUtlString
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m_nNameHash = 0x8 # uint32_t
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m_Color = 0xC # Color
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m_flVolumetricSolveStrength = 0x10 # float
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m_nScaleSourceNode = 0x14 # int32_t
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m_Weights = 0x18 # CUtlVector<float>
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class FeVertexMapDesc_t:
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sName = 0x0 # CUtlString
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nNameHash = 0x8 # uint32_t
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nColor = 0xC # uint32_t
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nFlags = 0x10 # uint32_t
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nVertexBase = 0x14 # uint16_t
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nVertexCount = 0x16 # uint16_t
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nMapOffset = 0x18 # uint32_t
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nNodeListOffset = 0x1C # uint32_t
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vCenterOfMass = 0x20 # Vector
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flVolumetricSolveStrength = 0x2C # float
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nScaleSourceNode = 0x30 # int16_t
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nNodeListCount = 0x32 # uint16_t
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class FeWeightedNode_t:
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nNode = 0x0 # uint16_t
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nWeight = 0x2 # uint16_t
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class FeWorldCollisionParams_t:
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flWorldFriction = 0x0 # float
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flGroundFriction = 0x4 # float
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nListBegin = 0x8 # uint16_t
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nListEnd = 0xA # uint16_t
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class FourCovMatrices3:
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m_vDiag = 0x0 # FourVectors
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m_flXY = 0x30 # fltx4
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m_flXZ = 0x40 # fltx4
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m_flYZ = 0x50 # fltx4
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class FourVectors2D:
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x = 0x0 # fltx4
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y = 0x10 # fltx4
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class IPhysicsPlayerController:
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class OldFeEdge_t:
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m_flK = 0x0 # float[3]
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invA = 0xC # float
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t = 0x10 # float
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flThetaRelaxed = 0x14 # float
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flThetaFactor = 0x18 # float
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c01 = 0x1C # float
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c02 = 0x20 # float
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c03 = 0x24 # float
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c04 = 0x28 # float
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flAxialModelDist = 0x2C # float
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flAxialModelWeights = 0x30 # float[4]
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m_nNode = 0x40 # uint16_t[4]
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class PhysFeModelDesc_t:
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m_CtrlHash = 0x0 # CUtlVector<uint32_t>
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m_CtrlName = 0x18 # CUtlVector<CUtlString>
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m_nStaticNodeFlags = 0x30 # uint32_t
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m_nDynamicNodeFlags = 0x34 # uint32_t
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m_flLocalForce = 0x38 # float
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m_flLocalRotation = 0x3C # float
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m_nNodeCount = 0x40 # uint16_t
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m_nStaticNodes = 0x42 # uint16_t
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m_nRotLockStaticNodes = 0x44 # uint16_t
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m_nFirstPositionDrivenNode = 0x46 # uint16_t
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m_nSimdTriCount1 = 0x48 # uint16_t
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m_nSimdTriCount2 = 0x4A # uint16_t
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m_nSimdQuadCount1 = 0x4C # uint16_t
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m_nSimdQuadCount2 = 0x4E # uint16_t
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m_nQuadCount1 = 0x50 # uint16_t
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m_nQuadCount2 = 0x52 # uint16_t
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m_nTreeDepth = 0x54 # uint16_t
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m_nNodeBaseJiggleboneDependsCount = 0x56 # uint16_t
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m_nRopeCount = 0x58 # uint16_t
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m_Ropes = 0x60 # CUtlVector<uint16_t>
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m_NodeBases = 0x78 # CUtlVector<FeNodeBase_t>
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m_SimdNodeBases = 0x90 # CUtlVector<FeSimdNodeBase_t>
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m_Quads = 0xA8 # CUtlVector<FeQuad_t>
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m_SimdQuads = 0xC0 # CUtlVector<FeSimdQuad_t>
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m_SimdTris = 0xD8 # CUtlVector<FeSimdTri_t>
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m_SimdRods = 0xF0 # CUtlVector<FeSimdRodConstraint_t>
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m_InitPose = 0x108 # CUtlVector<CTransform>
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m_Rods = 0x120 # CUtlVector<FeRodConstraint_t>
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m_Twists = 0x138 # CUtlVector<FeTwistConstraint_t>
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m_AxialEdges = 0x150 # CUtlVector<FeAxialEdgeBend_t>
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m_NodeInvMasses = 0x168 # CUtlVector<float>
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m_CtrlOffsets = 0x180 # CUtlVector<FeCtrlOffset_t>
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m_CtrlOsOffsets = 0x198 # CUtlVector<FeCtrlOsOffset_t>
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m_FollowNodes = 0x1B0 # CUtlVector<FeFollowNode_t>
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m_CollisionPlanes = 0x1C8 # CUtlVector<FeCollisionPlane_t>
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m_NodeIntegrator = 0x1E0 # CUtlVector<FeNodeIntegrator_t>
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m_SpringIntegrator = 0x1F8 # CUtlVector<FeSpringIntegrator_t>
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m_SimdSpringIntegrator = 0x210 # CUtlVector<FeSimdSpringIntegrator_t>
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m_WorldCollisionParams = 0x228 # CUtlVector<FeWorldCollisionParams_t>
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m_LegacyStretchForce = 0x240 # CUtlVector<float>
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m_NodeCollisionRadii = 0x258 # CUtlVector<float>
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m_DynNodeFriction = 0x270 # CUtlVector<float>
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m_LocalRotation = 0x288 # CUtlVector<float>
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m_LocalForce = 0x2A0 # CUtlVector<float>
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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>
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|
m_CtrlSoftOffsets = 0x408 # CUtlVector<FeCtrlSoftOffset_t>
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|
m_JiggleBones = 0x420 # CUtlVector<CFeIndexedJiggleBone>
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|
m_SourceElems = 0x438 # CUtlVector<uint16_t>
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|
m_GoalDampedSpringIntegrators = 0x450 # CUtlVector<uint32_t>
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|
m_Tris = 0x468 # CUtlVector<FeTri_t>
|
|
m_nTriCount1 = 0x480 # uint16_t
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|
m_nTriCount2 = 0x482 # uint16_t
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|
m_nReservedUint8 = 0x484 # uint8_t
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|
m_nExtraPressureIterations = 0x485 # uint8_t
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|
m_nExtraGoalIterations = 0x486 # uint8_t
|
|
m_nExtraIterations = 0x487 # uint8_t
|
|
m_BoxRigids = 0x488 # CUtlVector<FeBoxRigid_t>
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|
m_DynNodeVertexSet = 0x4A0 # CUtlVector<uint8_t>
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|
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
|