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Apex_Offset.hpp
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Apex_Offset.hpp
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/* Create by #FF69B4 */
class Miscellaneous
{
int cl_entitylist; // 0x1B2C6E8(0x00x4)
int LocalPlayer; // 0x1EDD7E8(0x00x4)
int LocalEntityHandle; // 0x1373DC8(0x00x4)
int NameList; // 0xBBDC630(0x00x4)
int ViewRender; // 0x7665F38(0x00x4)
int StudioHdr; // 0x10F0(0x00x4)
};
//class DataMap.C_BaseAnimating
class C_BaseAnimating
{
float m_currentFrame.animCycle; // 0x00C4(0x0004)
int m_animNetworkFlags; // 0x0A88(0x0004)
bool m_networkAnimActive; // 0x0A8C(0x0001)
bool m_animActive; // 0x0A8E(0x0001)
bool m_animCollisionEnabled; // 0x0A8F(0x0001)
bool m_animRelativeToGroundEnabled; // 0x0A90(0x0001)
bool m_animPlantingEnabled; // 0x0A91(0x0001)
struct Embedded m_predictedAnimEventData; // 0x0B88(0x0000)
struct Embedded m_SequenceTransitioner; // 0x0C20(0x0000)
int m_nSkin; // 0x0E54(0x0004)
short m_skinMod; // 0x0E58(0x0002)
int m_nBody; // 0x0E5C(0x0004)
int m_camoIndex; // 0x0E60(0x0004)
struct Time m_nResetEventsStartTime; // 0x0E68(0x0004)
int m_nResetEventsParity; // 0x0E6C(0x0004)
bool m_bSequenceFinished; // 0x0EFC(0x0001)
bool m_bSequenceLooped; // 0x0F04(0x0001)
bool m_bSequenceLoops; // 0x0F05(0x0001)
bool m_bSequenceReadyForBreakout; // 0x0F06(0x0001)
float m_flModelScale; // 0x0F08(0x0004)
float m_currentFrameBaseAnimating.animStartTime; // 0x0F14(0x0004)
float m_currentFrameBaseAnimating.animStartCycle; // 0x0F18(0x0004)
float m_currentFrameBaseAnimating.animPlaybackRate; // 0x0F1C(0x0004)
int m_currentFrameBaseAnimating.animModelIndex; // 0x0F20(0x0004)
int m_currentFrameBaseAnimating.animSequenceParity; // 0x0F24(0x0004)
int m_currentFrameBaseAnimating.animSequence; // 0x0F2C(0x0002)
float m_currentFrameBaseAnimating.m_flPoseParameters; // 0x0F3C(0x0060)
};
//class DataMap.C_ClientRagdoll
class C_ClientRagdoll
{
struct Color32 m_clrRender; // 0x0050(0x0004)
char m_nRenderFX; // 0x04AD(0x0001)
char m_nRenderMode; // 0x04B9(0x0001)
struct Embedded m_pRagdoll; // 0x0BE8(0x0008)
int m_nSkin; // 0x0E54(0x0004)
short m_skinMod; // 0x0E58(0x0002)
int m_nBody; // 0x0E5C(0x0004)
bool m_bFadeOut; // 0x1640(0x0001)
bool m_bImportant; // 0x1641(0x0001)
struct Time m_flEffectTime; // 0x1644(0x0004)
int m_iCurrentFriction; // 0x1648(0x0004)
int m_iMinFriction; // 0x164C(0x0004)
int m_iMaxFriction; // 0x1650(0x0004)
float m_flFrictionModTime; // 0x1654(0x0004)
struct Time m_flFrictionTime; // 0x1658(0x0004)
int m_iFrictionAnimState; // 0x165C(0x0004)
bool m_bReleaseRagdoll; // 0x1660(0x0001)
bool m_bFadingOut; // 0x1661(0x0001)
float m_flScaleEnd; // 0x1664(0x0028)
float m_flScaleTimeStart; // 0x168C(0x0028)
float m_flScaleTimeEnd; // 0x16B4(0x0028)
};
//class DataMap.CPlayerState
class CPlayerState
{
bool deadflag; // 0x006C(0x0001)
};
//class DataMap.PlayerZiplineData_Client
class PlayerZiplineData_Client
{
bool m_ziplineReenableWeapons; // 0x0008(0x0001)
float m_mountingZiplineAlpha; // 0x000C(0x0004)
struct Time m_ziplineStartTime; // 0x0010(0x0004)
struct Time m_ziplineEndTime; // 0x0014(0x0004)
struct Vector m_mountingZiplineSourcePosition; // 0x0018(0x000C)
struct Vector m_mountingZiplineSourceVelocity; // 0x0024(0x000C)
struct Vector m_mountingZiplineTargetPosition; // 0x0030(0x000C)
struct Vector m_ziplineUsePosition; // 0x0048(0x000C)
float m_slidingZiplineAlpha; // 0x0054(0x0004)
struct Vector m_lastMoveDir2D; // 0x0058(0x000C)
bool m_ziplineReverse; // 0x0064(0x0001)
struct Vector m_ziplinePathDirection; // 0x0068(0x000C)
};
//class DataMap.C_Player
class C_Player
{
int m_fFlags; // 0x0098(0x0004)
float m_currentFrame.animCycle; // 0x00C4(0x0004)
struct EHANDLE m_pMoveParent; // 0x0118(0x0004)
struct Vector m_vecAbsVelocity; // 0x0140(0x000C)
struct EHANDLE m_hGroundEntity; // 0x0438(0x0004)
int m_flMaxspeed; // 0x0440(0x0004)
struct Time m_jumpPadDebounceExpireTime; // 0x0464(0x0004)
struct Vector m_vecVelocity; // 0x0488(0x000C)
float m_flFriction; // 0x04A0(0x0004)
int m_nNextThinkTick; // 0x0574(0x0004)
struct Embedded m_SequenceTransitioner; // 0x0C20(0x0000)
float m_currentFrameBaseAnimating.animStartTime; // 0x0F14(0x0004)
float m_currentFrameBaseAnimating.animStartCycle; // 0x0F18(0x0004)
float m_currentFrameBaseAnimating.animPlaybackRate; // 0x0F1C(0x0004)
int m_currentFrameBaseAnimating.animSequenceParity; // 0x0F24(0x0004)
int m_currentFrameBaseAnimating.animSequence; // 0x0F2C(0x0002)
float m_currentFrameBaseAnimating.m_flPoseParameters; // 0x0F3C(0x0060)
bool m_bZooming; // 0x1C51(0x0001)
struct Time m_zoomToggleOnStartTime; // 0x1C54(0x0004)
float m_zoomBaseFrac; // 0x1C58(0x0004)
struct Time m_zoomBaseTime; // 0x1C5C(0x0004)
struct Time m_zoomFullStartTime; // 0x1C60(0x0004)
int m_lastUCmdSimulationTicks; // 0x1CD4(0x0004)
float m_lastUCmdSimulationRemainderTime; // 0x1CD8(0x0004)
struct Embedded m_Local; // 0x1E10(0x0000)
float m_currentFramePlayer.timeBase; // 0x20F8(0x0004)
struct Embedded m_currentFramePlayer.statusEffectsTimedPlayerCUR; // 0x2100(0x0000)
struct Embedded m_currentFramePlayer.statusEffectsEndlessPlayerCUR; // 0x21F0(0x0000)
float m_currentFramePlayer.m_flHullHeight; // 0x2290(0x0004)
float m_currentFramePlayer.m_traversalAnimProgress; // 0x2294(0x0004)
float m_currentFramePlayer.m_sprintTiltFrac; // 0x2298(0x0004)
float m_currentFramePlayer.m_ziprailBankTiltFrac; // 0x229C(0x0004)
int m_currentFramePlayer.m_ammoPoolCount; // 0x22AC(0x0020)
struct Vector m_currentFrameLocalPlayer.m_stepSmoothingOffset; // 0x2480(0x000C)
int m_currentFrameLocalPlayer.m_duckTransitionRemainderMsec; // 0x248C(0x0004)
struct Vector m_currentFrameLocalPlayer.m_vecPunchBase_Angle; // 0x2490(0x000C)
struct Vector m_currentFrameLocalPlayer.m_vecPunchBase_AngleVel; // 0x249C(0x000C)
struct Vector m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle; // 0x24A8(0x000C)
float m_currentFrameLocalPlayer.m_vecPunchWeapon_AngleVel.x; // 0x24B4(0x0004)
float m_currentFrameLocalPlayer.m_vecPunchWeapon_AngleVel.y; // 0x24B8(0x0004)
float m_currentFrameLocalPlayer.m_vecPunchWeapon_AngleVel.z; // 0x24BC(0x0004)
struct Quaternion m_currentFrameLocalPlayer.m_localGravityRotation; // 0x24F8(0x0010)
struct Embedded pl; // 0x2520(0x0000)
int m_ammoPoolCapacity; // 0x25A4(0x0004)
struct unknow m_classModsActive; // 0x25E0(0x0008)
short m_gestureSequences; // 0x28EC(0x0010)
struct Time m_gestureStartTimes; // 0x28FC(0x0020)
float m_gestureBlendInDuration; // 0x291C(0x0020)
float m_gestureBlendOutDuration; // 0x293C(0x0020)
struct Time m_gestureFadeOutStartTime; // 0x295C(0x0020)
float m_gestureFadeOutDuration; // 0x297C(0x0020)
int m_gestureAutoKillBitfield; // 0x299C(0x0004)
int m_afButtonLast; // 0x29B8(0x0004)
int m_afButtonPressed; // 0x29BC(0x0004)
int m_afButtonReleased; // 0x29C0(0x0004)
int m_nButtons; // 0x29C4(0x0004)
int m_nImpulse; // 0x29C8(0x0004)
int m_flPhysics; // 0x29CC(0x0004)
float m_flStepSoundTime; // 0x29D0(0x0004)
float m_flTimeAllSuitDevicesOff; // 0x29D4(0x0004)
float m_fStickySprintMinTime; // 0x29D8(0x0004)
bool m_bPlayedSprintStartEffects; // 0x29DC(0x0001)
bool m_fIsSprinting; // 0x29E4(0x0001)
bool m_fIsWalking; // 0x29E5(0x0001)
struct Time m_lastSprintPressTime; // 0x29F4(0x0004)
struct Time m_stickySprintForwardEnableTime; // 0x29F8(0x0004)
struct Time m_stickySprintForwardDisableTime; // 0x29FC(0x0004)
struct Time m_sprintStartedTime; // 0x2A00(0x0004)
float m_sprintStartedFrac; // 0x2A04(0x0004)
struct Time m_sprintEndedTime; // 0x2A08(0x0004)
float m_sprintEndedFrac; // 0x2A0C(0x0004)
struct Time m_stickySprintStartTime; // 0x2A10(0x0004)
struct Time m_damageImpulseNoDecelEndTime; // 0x2A14(0x0004)
int m_duckState; // 0x2A34(0x0004)
int m_leanState; // 0x2A38(0x0004)
bool m_doingHalfDuck; // 0x2A3C(0x0001)
bool m_canStand; // 0x2A3D(0x0001)
struct Vector m_StandHullMin; // 0x2A40(0x000C)
struct Vector m_StandHullMax; // 0x2A4C(0x000C)
struct Vector m_DuckHullMin; // 0x2A58(0x000C)
struct Vector m_DuckHullMax; // 0x2A64(0x000C)
struct Vector m_upDir; // 0x2A74(0x000C)
struct Vector m_upDirPredicted; // 0x2A80(0x000C)
struct Vector m_lastWallRunStartPos; // 0x2A8C(0x000C)
int m_wallRunCount; // 0x2A98(0x0004)
bool m_wallRunWeak; // 0x2A9C(0x0001)
bool m_shouldBeOneHanded; // 0x2A9D(0x0001)
float m_oneHandFraction; // 0x2AA0(0x0004)
float m_animAimPitch; // 0x2AA4(0x0004)
float m_animAimYaw; // 0x2AA8(0x0004)
float m_wallRunPushAwayTime; // 0x2AB8(0x0004)
struct Time m_wallrunRetryTime; // 0x2AC4(0x0004)
struct Vector m_wallrunRetryPos; // 0x2AC8(0x000C)
struct Vector m_wallrunRetryNormal; // 0x2AD4(0x000C)
float m_wallHangTime; // 0x2AF8(0x0004)
int m_traversalState; // 0x2AFC(0x0004)
int m_traversalType; // 0x2B00(0x0004)
struct Vector m_traversalBegin; // 0x2B04(0x000C)
struct Vector m_traversalMid; // 0x2B10(0x000C)
struct Vector m_traversalEnd; // 0x2B1C(0x000C)
float m_traversalMidFrac; // 0x2B28(0x0004)
struct Vector m_traversalForwardDir; // 0x2B2C(0x000C)
struct Vector m_traversalRefPos; // 0x2B38(0x000C)
float m_traversalProgress; // 0x2B44(0x0004)
struct Time m_traversalStartTime; // 0x2B48(0x0004)
struct Time m_traversalHandAppearTime; // 0x2B4C(0x0004)
struct Time m_traversalReleaseTime; // 0x2B50(0x0004)
struct Time m_traversalBlendOutStartTime; // 0x2B54(0x0004)
struct Vector m_traversalBlendOutStartOffset; // 0x2B58(0x000C)
float m_traversalYawDelta; // 0x2B64(0x0004)
struct Time m_wallDangleJumpOffTime; // 0x2B70(0x0004)
bool m_wallDangleMayHangHere; // 0x2B74(0x0001)
bool m_wallDangleForceFallOff; // 0x2B75(0x0001)
bool m_wallDangleLastPushedForward; // 0x2B76(0x0001)
int m_wallDangleDisableWeapon; // 0x2B78(0x0004)
float m_wallDangleClimbProgressFloor; // 0x2B7C(0x0004)
bool m_wallClimbSetUp; // 0x2B80(0x0001)
bool m_wallHanging; // 0x2B81(0x0001)
bool m_gravityLiftActive; // 0x2B82(0x0001)
struct Time m_gravityLiftEnterTime; // 0x2B84(0x0004)
struct Time m_gravityLiftEjectTime; // 0x2B88(0x0004)
float m_gravityLiftHoverTime; // 0x2B8C(0x0004)
struct Vector m_gravityLiftLastOrigin; // 0x2B90(0x000C)
struct Vector m_gravityLiftEjectVelocity; // 0x2B9C(0x000C)
bool m_blackholeActive; // 0x2BA8(0x0001)
bool m_jetDriveWasActive; // 0x2BA9(0x0001)
bool m_jetDriveActive; // 0x2BAA(0x0001)
struct Vector m_jetDriveTargetPos; // 0x2BAC(0x000C)
struct EHANDLE m_jetDriveTargetEnt; // 0x2BB8(0x0004)
struct Vector m_jetDriveTargetEntOffset; // 0x2BBC(0x000C)
struct Vector m_jetDriveStartPos; // 0x2BC8(0x000C)
struct Time m_jetDriveStartTime; // 0x2BD4(0x0004)
float m_jetDriveSpeed; // 0x2BD8(0x0004)
float m_jetDriveAccel; // 0x2BDC(0x0004)
struct Time m_jetDriveDecelWindowTimeOutTime; // 0x2BE0(0x0004)
bool m_jetDriveInDecelWindow; // 0x2BE4(0x0001)
float m_jetDriveTimeout; // 0x2BE8(0x0004)
struct Vector m_jetDriveDoubleJumpVelocity; // 0x2BEC(0x000C)
struct Embedded m_grapple; // 0x2C80(0x0000)
struct Embedded m_grapple; // 0x2C80(0x0000)
bool m_grappleActive; // 0x2D10(0x0001)
bool m_grappleActive; // 0x2D10(0x0001)
bool m_grappleNeedWindowCheck; // 0x2D11(0x0001)
struct EHANDLE m_grappleNextWindowHint; // 0x2D14(0x0004)
bool m_slowMoEnabled; // 0x2D24(0x0001)
bool m_sliding; // 0x2D25(0x0001)
bool m_slideLongJumpAllowed; // 0x2D26(0x0001)
struct Time m_lastSlideTime; // 0x2D28(0x0004)
float m_lastSlideBoost; // 0x2D2C(0x0004)
int m_gravityGrenadeStatusEffect; // 0x2D30(0x0004)
float m_ziprailBankTiltVel; // 0x2D34(0x0004)
bool m_bIsStickySprinting; // 0x2D3A(0x0001)
float m_prevMoveYaw; // 0x2D3C(0x0004)
float m_sprintTiltVel; // 0x2D40(0x0004)
struct EHANDLE m_turret; // 0x2D54(0x0004)
struct EHANDLE m_hViewModels; // 0x2D58(0x000C)
struct Embedded m_viewOffsetEntity; // 0x2D68(0x0000)
struct EHANDLE m_activeZipline; // 0x2E98(0x0004)
struct EHANDLE m_lastZipline; // 0x2E9C(0x0004)
struct Time m_lastZiplineDetachTime; // 0x2EA0(0x0004)
bool m_ziplineValid3pWeaponLayerAnim; // 0x2EA4(0x0001)
int m_ziplineState; // 0x2EA8(0x0004)
struct Embedded m_zipline; // 0x2EB0(0x0000)
struct Vector m_ziplineViewOffsetPosition; // 0x2F28(0x000C)
struct Vector m_ziplineViewOffsetVelocity; // 0x2F34(0x000C)
struct EHANDLE m_ziplineGrenadeEntity; // 0x2F40(0x0004)
struct EHANDLE m_ziplineGrenadeBeginStationEntity; // 0x2F44(0x0004)
char m_ziplineGrenadeBeginStationAttachmentId; // 0x2F48(0x0001)
float m_ziplineReattachCooldownTime; // 0x2F50(0x0004)
char m_ziplineCooldownIndex; // 0x2F54(0x0001)
int m_playAnimationType; // 0x2F58(0x0004)
bool m_detachGrappleOnPlayAnimationEnd; // 0x2F5C(0x0001)
int m_playAnimationNext; // 0x2F5E(0x0004)
bool m_boosting; // 0x2F70(0x0001)
bool m_activateBoost; // 0x2F71(0x0001)
bool m_repeatedBoost; // 0x2F72(0x0001)
float m_boostMeter; // 0x2F74(0x0004)
bool m_jetpack; // 0x2F78(0x0001)
bool m_activateJetpack; // 0x2F79(0x0001)
bool m_jetpackAfterburner; // 0x2F7A(0x0001)
bool m_gliding; // 0x2F7B(0x0001)
float m_glideMeter; // 0x2F7C(0x0004)
float m_glideRechargeDelayAccumulator; // 0x2F80(0x0004)
bool m_hovering; // 0x2F84(0x0001)
bool m_isPerformingBoostAction; // 0x2F85(0x0001)
float m_lastJumpHeight; // 0x2F88(0x0004)
struct EHANDLE m_touchingUpdraftTriggers; // 0x2F8C(0x0040)
int m_touchingUpdraftTriggersCount; // 0x2FCC(0x0004)
struct EHANDLE m_touchingSlipTriggers; // 0x2FD0(0x0040)
int m_touchingSlipTriggersCount; // 0x3010(0x0004)
struct Vector m_slipAirRestrictDirection; // 0x3014(0x000C)
struct Time m_slipAirRestrictTime; // 0x3020(0x0004)
struct Embedded m_melee; // 0x31B8(0x0000)
bool m_useCredit; // 0x31F8(0x0001)
struct Time m_wallRunStartTime; // 0x359C(0x0004)
struct Time m_wallRunClearTime; // 0x35A0(0x0004)
float m_onSlopeTime; // 0x35A4(0x0004)
struct Vector m_lastWallNormal; // 0x35A8(0x000C)
bool m_dodging; // 0x35B4(0x0001)
struct Time m_lastDodgeTime; // 0x35B8(0x0004)
struct Vector m_vecPreviouslyPredictedOrigin; // 0x35D0(0x000C)
float m_flTimeLastTouchedWall; // 0x35DC(0x0004)
struct Time m_timeJetpackHeightActivateCheckPassed; // 0x35E0(0x0004)
float m_flTimeLastTouchedGround; // 0x35E4(0x0004)
float m_flTimeLastJumped; // 0x35E8(0x0004)
float m_flTimeLastJumpGraceTap; // 0x35EC(0x0004)
float m_flJumpGraceMultiTapFactor; // 0x35F0(0x0004)
int m_jumpGraceTapCount; // 0x35F4(0x0004)
float m_flTimeLastLanded; // 0x35F8(0x0004)
float m_flLastLandFromHeight; // 0x35FC(0x0004)
float m_usePressedTime; // 0x3600(0x0004)
float m_lastUseTime; // 0x3604(0x0004)
struct Vector m_lastFakeFloorPos; // 0x3614(0x000C)
bool m_bHasJumpedSinceTouchedGround; // 0x3620(0x0001)
bool m_bDoMultiJumpPenalty; // 0x3621(0x0001)
bool m_dodgingInAir; // 0x3622(0x0001)
float m_timeShouldTryGivePlayerDoubleJump; // 0x3660(0x0004)
bool m_activeViewmodelModifiers; // 0x3858(0x0036)
struct Time m_lastMoveInputTime; // 0x3AF0(0x0004)
struct EHANDLE m_ignoreEntityForMovementUntilNotTouching; // 0x3AF4(0x0004)
float m_gameMovementUtil.m_surfaceFriction; // 0x3FC0(0x0004)
struct EHANDLE m_lungeTargetEntity; // 0x403C(0x0004)
bool m_isLungingToPosition; // 0x4040(0x0001)
struct Vector m_lungeTargetPosition; // 0x4044(0x000C)
struct Vector m_lungeStartPositionOffset; // 0x4050(0x000C)
struct Vector m_lungeEndPositionOffset; // 0x405C(0x000C)
struct Time m_lungeStartTime; // 0x4068(0x0004)
struct Time m_lungeEndTime; // 0x406C(0x0004)
bool m_lungeCanFly; // 0x4070(0x0001)
bool m_lungeLockPitch; // 0x4071(0x0001)
float m_lungeStartPitch; // 0x4074(0x0004)
float m_lungeSmoothTime; // 0x4078(0x0004)
float m_lungeMaxTime; // 0x407C(0x0004)
float m_lungeMaxEndSpeed; // 0x4080(0x0004)
struct Vector m_vPrevGroundNormal; // 0x433C(0x000C)
struct EHANDLE m_prepClimbPusher; // 0x460C(0x0004)
struct Vector m_pushAwayFromTopAcceleration; // 0x4610(0x000C)
bool m_controllerModeActive; // 0x463C(0x0001)
float m_skydiveForwardPoseValueVelocity; // 0x4654(0x0004)
float m_skydiveForwardPoseValueTarget; // 0x4658(0x0004)
float m_skydiveForwardPoseValueCurrent; // 0x465C(0x0004)
float m_skydiveSidePoseValueVelocity; // 0x4660(0x0004)
float m_skydiveSidePoseValueTarget; // 0x4664(0x0004)
float m_skydiveSidePoseValueCurrent; // 0x4668(0x0004)
float m_skydiveYawVelocity; // 0x466C(0x0004)
bool m_skydiveIsNearDisableSkydiveEndEntity; // 0x4670(0x0001)
int m_skydiveState; // 0x468C(0x0004)
struct Time m_skydiveStartTime; // 0x4690(0x0004)
struct Time m_skydiveEndTime; // 0x4694(0x0004)
struct Time m_skydiveAnticipateStartTime; // 0x4698(0x0004)
struct Time m_skydiveAnticipateEndTime; // 0x469C(0x0004)
float m_skydiveDistanceToLand; // 0x46A0(0x0004)
float m_skydiveDiveAngle; // 0x46A4(0x0004)
bool m_skydiveIsDiving; // 0x46A8(0x0001)
float m_skydiveSpeed; // 0x46AC(0x0004)
float m_skydiveStrafeAngle; // 0x46B0(0x0004)
bool m_skydiveFreelookEnabled; // 0x46B4(0x0001)
struct Vector m_skydiveFreelookLockedAngle; // 0x46B8(0x000C)
float m_skydivePlayerPitch; // 0x46C4(0x0004)
float m_skydivePlayerYaw; // 0x46C8(0x0004)
bool m_skydiveFollowing; // 0x46CC(0x0001)
struct Vector m_skydiveUnfollowVelocity; // 0x46D0(0x000C)
struct Vector m_skydiveDisableSkydiveEndEntityHitPosition; // 0x46E0(0x000C)
struct Vector m_skydiveDisableSkydiveEndEntityHitNormal; // 0x46EC(0x000C)
struct Vector m_skydiveSlipVelocity; // 0x46F8(0x000C)
bool m_skydiveFromUpdraft; // 0x4704(0x0001)
bool m_skydiveFromSkywardLaunch; // 0x4705(0x0001)
int m_skywardLaunchState; // 0x4708(0x0004)
struct Vector m_skywardDeployStartPos; // 0x4710(0x000C)
float m_skywardLaunchSlowStartTime; // 0x471C(0x0004)
float m_skywardLaunchSlowEndTime; // 0x4720(0x0004)
float m_skywardLaunchFastEndTime; // 0x4724(0x0004)
float m_skywardDeployEndTime; // 0x4728(0x0004)
float m_skywardLaunchEndTime; // 0x472C(0x0004)
float m_skywardDeploySpeed; // 0x4730(0x0004)
float m_skywardLaunchSlowSpeed; // 0x4734(0x0004)
float m_skywardLaunchFastSpeed; // 0x4738(0x0004)
struct Vector m_skywardOffset; // 0x473C(0x000C)
float m_skywardOffsetSpeed; // 0x4748(0x0004)
bool m_skywardLaunchInterrupted; // 0x474C(0x0001)
bool m_skywardLaunchFollowing; // 0x474D(0x0001)
struct Vector m_armoredLeapAirPos; // 0x4754(0x000C)
struct Vector m_armoredLeapEndPos; // 0x4760(0x000C)
int m_armoredLeapType; // 0x476C(0x0004)
int m_armoredLeapPhase; // 0x4770(0x0004)
struct Time m_armoredLeapStartTime; // 0x4774(0x0004)
int m_dragReviveState; // 0x47E0(0x0004)
float m_dragReviveOutroStartTime; // 0x47E4(0x0004)
struct EHANDLE m_reviveTarget; // 0x47E8(0x0004)
struct Embedded m_playerKnockBacks; // 0x4818(0x0000)
int m_updraftCount; // 0x4898(0x0004)
int m_updraftStage; // 0x489C(0x0004)
struct Time m_updraftEnterTime; // 0x48A0(0x0004)
struct Time m_updraftLeaveTime; // 0x48A4(0x0004)
float m_updraftMinShakeActivationHeight; // 0x48A8(0x0004)
float m_updraftMaxShakeActivationHeight; // 0x48AC(0x0004)
float m_updraftLiftActivationHeight; // 0x48B0(0x0004)
float m_updraftLiftSpeed; // 0x48B4(0x0004)
float m_updraftLiftAcceleration; // 0x48B8(0x0004)
float m_updraftLiftExitDuration; // 0x48BC(0x0004)
struct Time m_updraftSlowTime; // 0x48C0(0x0004)
};
//class DataMap.C_WindEmitter
class C_WindEmitter
{
struct Vector m_params.shapeParams; // 0x0A60(0x000C)
struct Vector m_params.windDir; // 0x0A6C(0x000C)
float m_params.windSpeed; // 0x0A78(0x0004)
int m_params.shapeType; // 0x0A7C(0x0004)
bool m_params.enabled; // 0x0A80(0x0001)
};
//class DataMap.C_WindVolume
class C_WindVolume
{
struct Vector m_params.shapeParams; // 0x0A60(0x000C)
struct Vector m_params.scale; // 0x0A6C(0x000C)
struct Vector m_params.windOrigin; // 0x0A78(0x000C)
struct Vector m_params.windDir; // 0x0A84(0x000C)
float m_params.windSpeed; // 0x0A90(0x0004)
int m_params.windType; // 0x0A94(0x0004)
float m_params.windGustScale; // 0x0A98(0x0004)
float m_params.edgeFade; // 0x0A9C(0x0004)
int m_params.shapeType; // 0x0AA0(0x0004)
int m_params.sortPriority; // 0x0AA4(0x0004)
bool m_params.enabled; // 0x0AA8(0x0001)
};
//class DataMap.C_WindSettings
class C_WindSettings
{
string m_windGustTexture; // 0x0A60(0x0008)
};
//class DataMap.C_BaseAnimatingOverlay
class C_BaseAnimatingOverlay
{
struct Embedded m_AnimOverlay; // 0x1648(0x0000)
int m_AnimOverlayCount; // 0x1720(0x0004)
bool m_currentFrameAnimatingOverlay.animOverlayIsActive; // 0x1774(0x0009)
float m_currentFrameAnimatingOverlay.animOverlayStartTime; // 0x1780(0x0024)
float m_currentFrameAnimatingOverlay.animOverlayStartCycle; // 0x17A4(0x0024)
float m_currentFrameAnimatingOverlay.animOverlayPlaybackRate; // 0x17C8(0x0024)
int m_currentFrameAnimatingOverlay.animOverlayModelIndex; // 0x17EC(0x0024)
int m_currentFrameAnimatingOverlay.animOverlaySequence; // 0x1810(0x0012)
float m_currentFrameAnimatingOverlay.animOverlayWeight; // 0x1824(0x0024)
int m_currentFrameAnimatingOverlay.animOverlayOrder; // 0x1848(0x0024)
float m_currentFrameAnimatingOverlay.animOverlayAnimTime; // 0x186C(0x0024)
float m_currentFrameAnimatingOverlay.animOverlayFadeInDuration; // 0x1890(0x0024)
float m_currentFrameAnimatingOverlay.animOverlayFadeOutDuration;// 0x18B4(0x0024)
float m_currentFrameAnimatingOverlay.animOverlayCycle; // 0x18D8(0x0024)
};
//class DataMap.WeaponInventory_Client
class WeaponInventory_Client
{
struct EHANDLE weapons; // 0x0008(0x0030)
struct EHANDLE activeWeapons; // 0x0054(0x000C)
};
//class DataMap.C_BaseCombatCharacter
class C_BaseCombatCharacter
{
struct EHANDLE m_currentFrame.weaponGettingSwitchedOut; // 0x00C8(0x0008)
bool m_currentFrame.showActiveWeapon3p; // 0x00D0(0x0002)
float m_deathVelocity; // 0x0474(0x000C)
int m_phaseShiftFlags; // 0x07B8(0x0004)
struct Time m_flNextAttack; // 0x1980(0x0004)
struct Time m_lastFiredTime; // 0x1984(0x0004)
struct EHANDLE m_lastFiredWeapon; // 0x1988(0x0004)
struct Time m_raiseFromMeleeEndTime; // 0x198C(0x0004)
int m_sharedEnergyCount; // 0x1990(0x0004)
int m_sharedEnergyTotal; // 0x1994(0x0004)
int m_sharedEnergyLockoutThreshold; // 0x1998(0x0004)
struct Time m_lastSharedEnergyRegenTime; // 0x199C(0x0004)
struct Time m_sharedEnergyRegenRate; // 0x19A0(0x0004)
float m_sharedEnergyRegenDelay; // 0x19A4(0x0004)
struct Time m_lastSharedEnergyTakeTime; // 0x19A8(0x0004)
struct Embedded m_inventory; // 0x19B0(0x0000)
char m_selectedWeapons; // 0x1A10(0x0002)
struct EHANDLE m_latestPrimaryWeapons; // 0x1A14(0x0008)
struct EHANDLE m_latestPrimaryWeaponsIndexZeroOrOne; // 0x1A1C(0x0008)
char m_latestNonOffhandWeapons; // 0x1A24(0x0002)
char m_selectedOffhands; // 0x1A26(0x0003)
char m_selectedOffhandsPendingHybridAction; // 0x1A29(0x0003)
char m_lastCycleSlot; // 0x1A2C(0x0001)
struct EHANDLE m_latestMeleeWeapon; // 0x1A30(0x0004)
int m_weaponPermission; // 0x1A34(0x0004)
struct Time m_weaponDelayEnableTime; // 0x1A38(0x0004)
bool m_weaponDisabledInScript; // 0x1A3C(0x0001)
char m_weaponDisabledFlags; // 0x1A52(0x0001)
int m_weaponTypeDisabledFlags; // 0x1A58(0x0004)
char m_weaponTypeDisabledRefCount; // 0x1A5C(0x0009)
bool m_weaponAmmoRegenDisabled; // 0x1A65(0x0001)
int m_weaponAmmoRegenDisabledRefCount; // 0x1A68(0x0004)
bool m_hudInfo_visibilityTestAlwaysPasses; // 0x1A6C(0x0001)
int m_contextAction; // 0x1A80(0x0004)
int m_phaseShiftType; // 0x1AAC(0x0004)
struct Time m_phaseShiftTimeStart; // 0x1AB0(0x0004)
struct Time m_phaseShiftTimeEnd; // 0x1AB4(0x0004)
};
//class DataMap.C_ExposureController
class C_ExposureController
{
float m_autoCompensation; // 0x0A60(0x0004)
float m_autoForceValue; // 0x0A64(0x0004)
float m_autoMin; // 0x0A68(0x0004)
float m_autoMax; // 0x0A6C(0x0004)
float m_autoSpeed; // 0x0A70(0x0004)
float m_minFadeTime; // 0x0A74(0x0004)
bool m_isDirectional; // 0x0A78(0x0001)
float m_directionalHalfAngle; // 0x0A7C(0x0004)
};
//class DataMap.C_ExposureVolume
class C_ExposureVolume
{
struct unknow m_volumeTester; // 0x0A60(0x0008)
struct ClassPtr m_exposureTarget; // 0x0A68(0x0008)
string m_exposureTargetName; // 0x0A70(0x0008)
float m_exposurePriority; // 0x0A78(0x0004)
};
//class DataMap.C_FogController
class C_FogController
{
struct Embedded m_fogParams; // 0x0A60(0x006C)
struct Vector m_fogAngles; // 0x0ACC(0x000C)
bool m_useAbsAngles; // 0x0AD8(0x0001)
};
//class DataMap.C_FogVolume
class C_FogVolume
{
struct unknow m_volumeTester; // 0x0A60(0x0008)
struct ClassPtr m_fogTarget; // 0x0A68(0x0008)
string m_fogTargetName; // 0x0A70(0x0008)
int m_fogPriority; // 0x0A78(0x0004)
};
//class DataMap.C_BreakableSurface
class C_BreakableSurface
{
char m_nPanelBits; // 0x0CE8(0x0100)
};
//class DataMap.C_NPC_SentryTurret
class C_NPC_SentryTurret
{
int m_killCount; // 0x1E14(0x0004)
int m_titanKillCount; // 0x1E18(0x0004)
};
//class DataMap.C_ParticleSystem
class C_ParticleSystem
{
bool m_bClientSide; // 0x0A68(0x0001)
bool m_bActive; // 0x0A69(0x0001)
float m_warmUpTime; // 0x0A70(0x0004)
bool m_pauseAfterWarmup; // 0x0A74(0x0001)
bool m_bInSkybox; // 0x0A75(0x0001)
bool m_killForReplay; // 0x0A76(0x0001)
bool m_killIfOverLimit; // 0x0A77(0x0001)
};
//class DataMap.C_PlayerLocalData
class C_PlayerLocalData
{
int m_nStepside; // 0x0008(0x0004)
int m_nOldButtons; // 0x000C(0x0004)
int m_nOldVehicleButtons; // 0x0010(0x0004)
int m_iHideHUD; // 0x0014(0x0004)
int m_superJumpsUsed; // 0x0018(0x0004)
bool m_jumpedOffRodeo; // 0x001C(0x0001)
struct Time m_jumpPressTime; // 0x0020(0x0004)
struct Time m_prevJumpPressTime; // 0x0024(0x0004)
struct Time m_jetpackActivateTime; // 0x0028(0x0004)
struct Time m_jetpackDeactivateTime; // 0x002C(0x0004)
float m_flSuitPower; // 0x0030(0x0004)
float m_flSuitJumpPower; // 0x0034(0x0004)
float m_flSuitGrapplePower; // 0x0038(0x0004)
float m_flFallVelocity; // 0x003C(0x0004)
float m_flStepSize; // 0x0040(0x0004)
float m_airSlowMoFrac; // 0x0044(0x0004)
int predictableFlags; // 0x0048(0x0004)
int m_bitsActiveDevices; // 0x004C(0x0004)
int m_forceStance; // 0x0050(0x0004)
bool m_forceSlide; // 0x0054(0x0001)
bool m_duckToggleOn; // 0x0055(0x0001)
bool m_bDrawViewmodel; // 0x0056(0x0001)
bool m_bAllowAutoMovement; // 0x0057(0x0001)
struct Vector m_airMoveBlockPlanes; // 0x0184(0x0018)
struct Time m_airMoveBlockPlaneTime; // 0x019C(0x0004)
int m_airMoveBlockPlaneCount; // 0x01A0(0x0004)
struct Time m_queuedMeleePressTime; // 0x01A4(0x0004)
struct Time m_queuedGrappleMeleeTime; // 0x01A8(0x0004)
bool m_disableMeleeUntilRelease; // 0x01AD(0x0001)
struct Time m_meleePressTime; // 0x01B0(0x0004)
int m_meleeDisabledCounter; // 0x01B4(0x0004)
int m_meleeInputIndex; // 0x01B8(0x0004)
bool m_oneHandedWeaponUsage; // 0x01C0(0x0001)
bool m_prevOneHandedWeaponUsage; // 0x01C1(0x0001)
bool m_titanEmbarkEnabled; // 0x01F4(0x0001)
bool m_titanDisembarkEnabled; // 0x01F5(0x0001)
float m_playerAnimStationaryGoalFeetYaw; // 0x01FC(0x0004)
bool m_playerAnimJumping; // 0x0200(0x0001)
struct Time m_playerAnimJumpStartTime; // 0x0204(0x0004)
bool m_playerAnimFirstJumpFrame; // 0x0208(0x0001)
bool m_playerAnimDodging; // 0x0209(0x0001)
int m_playerAnimJumpActivity; // 0x020A(0x0002)
bool m_playerAnimLanding; // 0x020C(0x0001)
bool m_playerAnimShouldLand; // 0x020D(0x0001)
struct Time m_playerAnimLandStartTime; // 0x0210(0x0004)
bool m_playerAnimInAirWalk; // 0x0214(0x0001)
float m_playerAnimPrevFrameSequenceMotionYaw; // 0x0218(0x0004)
int m_playerAnimMeleeParity; // 0x021C(0x0004)
struct Time m_playerAnimMeleeStartTime; // 0x0220(0x0004)
struct Quaternion m_playerLocalGravityToWorldTransform; // 0x0224(0x0030)
struct Quaternion m_playerLocalGravityBlendStartRotation; // 0x0254(0x0010)
struct Quaternion m_playerLocalGravityBlendEndRotation; // 0x0264(0x0010)
struct Vector m_playerLocalGravityBlendEndDirection; // 0x0274(0x000C)
struct Time m_playerLocalGravityBlendStartTime; // 0x0280(0x0004)
struct Time m_playerLocalGravityBlendEndTime; // 0x0284(0x0004)
float m_playerLocalGravityBlendStrength; // 0x0288(0x0004)
float m_playerLocalGravityStrength; // 0x028C(0x0004)
int m_playerLocalGravityType; // 0x0290(0x0004)
struct Vector m_playerLocalGravityPoint; // 0x0294(0x000C)
struct Vector m_playerLocalGravityLineStart; // 0x02A0(0x000C)
struct Vector m_playerLocalGravityLineEnd; // 0x02AC(0x000C)
struct EHANDLE m_playerLocalGravityEntity; // 0x02B8(0x0004)
struct EHANDLE m_playerLocalGravityLineStartEntity; // 0x02BC(0x0004)
struct EHANDLE m_playerLocalGravityLineEndEntity; // 0x02C0(0x0004)
struct Time m_playerFloatLookStartTime; // 0x02C4(0x0004)
struct Time m_playerFloatLookEndTime; // 0x02C8(0x0004)
float m_wallrunLatestFloorHeight; // 0x02CC(0x0004)
bool m_wallrunFromJetpack; // 0x02D0(0x0001)
struct Vector m_groundNormal; // 0x02D4(0x000C)
bool m_continuousUseBlocked; // 0x02E0(0x0001)
struct EHANDLE m_useEnt; // 0x02E4(0x0004)
};
//class DataMap.C_DynamicProp
class C_DynamicProp
{
bool m_bClientSide; // 0x1640(0x0001)
};
//class DataMap.C_Team
class C_Team
{
int m_score; // 0x0A60(0x0004)
int m_score2; // 0x0A64(0x0004)
int m_kills; // 0x0A68(0x0004)
int m_deaths; // 0x0A6C(0x0004)
int m_iRoundsWon; // 0x0A70(0x0004)
int m_iTeamTeamNum; // 0x0A74(0x0004)
char m_szTeamname; // 0x0A98(0x0100)
};
//class DataMap.C_TriggerCylinderHeavy
class C_TriggerCylinderHeavy
{
struct Time m_nextLaunchTime; // 0x0ACC(0x0004)
struct Time m_teslaTrapObstructedEndTime; // 0x0B2C(0x0004)
};
//class DataMap.C_PlayerVehicle
class C_PlayerVehicle
{
struct Vector m_localOrigin; // 0x0158(0x000C)
struct Embedded m_SequenceTransitioner; // 0x0C20(0x0000)
struct EHANDLE m_vehicleDriver; // 0x1984(0x0004)
bool m_vehicleActivated; // 0x19A8(0x0001)
bool m_blockDuckInput; // 0x19A9(0x0001)
float m_vehicleLaunchTime; // 0x19B8(0x0004)
struct Vector m_vehicleVelocity; // 0x19C8(0x000C)
struct EHANDLE m_vehicleGroundEntity; // 0x19D4(0x0004)
struct Vector m_vehicleGroundNormal; // 0x19D8(0x000C)
float m_vehicleGroundDist; // 0x19E4(0x0004)
float m_hoverVehicleHoverOffsetPrev; // 0x19E8(0x0010)
struct Vector m_hoverVehicleGroundAngles; // 0x19F8(0x000C)
bool m_hoverVehicleIsOnGround; // 0x1A04(0x0001)
bool m_hoverVehicleHoverSimulationIsAwake; // 0x1A06(0x0001)
struct Vector m_hoverVehicleSmoothTilt; // 0x1AB8(0x000C)
struct Vector m_hoverVehicleSmoothTiltVelocity; // 0x1AC4(0x000C)
float m_hoverVehicleSmoothYaw; // 0x1AD0(0x0004)
float m_hoverVehicleSmoothYawVelocity; // 0x1AD4(0x0004)
struct Vector m_hoverVehicleLookAheadAcceleration; // 0x1AD8(0x000C)
struct Time m_hoverVehicleLastBoostTime; // 0x1AE4(0x0004)
bool m_hoverVehicleIsMarkedAsDrivingForward; // 0x1AEE(0x0001)
float m_hoverVehicleStunTimeEnd; // 0x1AF0(0x0004)
float m_hoverVehicleThrottle; // 0x1AF4(0x0004)
float m_hoverVehicleBanking; // 0x1AFC(0x0004)
float m_hoverVehicleFrictionLastTime; // 0x1B00(0x0004)
int m_hoverVehicleFrictionSurfPropOther; // 0x1B04(0x0004)
struct Vector m_hoverVehicleFrictionNormal; // 0x1B08(0x000C)
struct Vector m_hoverVehicleFrictionPos; // 0x1B14(0x000C)
struct Vector m_hoverVehiclePhysPush; // 0x1B20(0x000C)
};
//class DataMap.CBaseGrenade
class CBaseGrenade
{
struct Vector m_vecVelocity; // 0x0488(0x000C)
bool m_doesExplode; // 0x2E21(0x0001)
bool m_DmgRadius; // 0x2E24(0x0004)
float m_grenadeCreationTime; // 0x2E34(0x0004)
struct Vector m_grenadeCreationOrigin; // 0x2E38(0x000C)
bool m_useMaskAbility; // 0x2E44(0x0001)
int m_grenadeStatusFlags; // 0x2E48(0x0004)
float m_flDamage; // 0x2ED0(0x0004)
struct EHANDLE m_hThrower; // 0x2ED4(0x0004)
};
//class DataMap.CBaseViewModel
class CBaseViewModel
{
short m_currentFrame.modelIndex; // 0x00A8(0x0002)
float m_currentFrame.animCycle; // 0x00C4(0x0004)
struct Vector m_angAbsRotation; // 0x0134(0x000C)
struct Vector m_vecAbsOrigin; // 0x014C(0x000C)
struct Vector m_localOrigin; // 0x0158(0x000C)
struct Vector m_localAngles; // 0x0164(0x000C)
int m_fEffects; // 0x0448(0x0004)
struct Vector m_angNetworkAngles; // 0x0494(0x000C)
int m_nBody; // 0x0E5C(0x0004)
struct Time m_nResetEventsStartTime; // 0x0E68(0x0004)
int m_nResetEventsParity; // 0x0E6C(0x0004)
bool m_bSequenceFinished; // 0x0EFC(0x0001)
float m_currentFrameBaseAnimating.animStartTime; // 0x0F14(0x0004)
float m_currentFrameBaseAnimating.animStartCycle; // 0x0F18(0x0004)
float m_currentFrameBaseAnimating.animPlaybackRate; // 0x0F1C(0x0004)
int m_currentFrameBaseAnimating.animModelIndex; // 0x0F20(0x0004)
int m_currentFrameBaseAnimating.animSequenceParity; // 0x0F24(0x0004)
int m_currentFrameBaseAnimating.animSequence; // 0x0F2C(0x0002)
bool m_currentFrameAnimatingOverlay.animOverlayIsActive; // 0x1774(0x0009)
float m_currentFrameAnimatingOverlay.animOverlayStartTime; // 0x1780(0x0024)
float m_currentFrameAnimatingOverlay.animOverlayStartCycle; // 0x17A4(0x0024)
float m_currentFrameAnimatingOverlay.animOverlayPlaybackRate; // 0x17C8(0x0024)
int m_currentFrameAnimatingOverlay.animOverlayModelIndex; // 0x17EC(0x0024)
int m_currentFrameAnimatingOverlay.animOverlaySequence; // 0x1810(0x0012)
float m_currentFrameAnimatingOverlay.animOverlayWeight; // 0x1824(0x0024)
float m_currentFrameAnimatingOverlay.animOverlayAnimTime; // 0x186C(0x0024)
float m_currentFrameAnimatingOverlay.animOverlayFadeInDuration; // 0x1890(0x0024)
float m_currentFrameAnimatingOverlay.animOverlayFadeOutDuration;// 0x18B4(0x0024)
float m_currentFrameAnimatingOverlay.animOverlayCycle; // 0x18D8(0x0024)
struct EHANDLE m_viewModelOwner; // 0x19D4(0x0004)
bool m_projectileIsVisible; // 0x19D8(0x0001)
bool m_bBlockEventLayer; // 0x1DD0(0x0001)
bool m_isAdsTransition; // 0x1DD1(0x0001)
struct EHANDLE m_hWeapon; // 0x1DD4(0x0004)
char m_tracerAttachments; // 0x1DD8(0x0002)
char m_tracerAttachments; // 0x1DD8(0x0002)
char m_tracerAttachmentsScoped; // 0x1DDA(0x0002)
char m_tracerAttachmentsScoped; // 0x1DDA(0x0002)
};
//class DataMap.CCollisionProperty
class CCollisionProperty
{
struct Vector m_vecMins; // 0x0010(0x000C)
struct Vector m_vecMaxs; // 0x001C(0x000C)
int m_usSolidFlags; // 0x0028(0x0004)
char m_nSolidType; // 0x002C(0x0001)
char m_triggerBloat; // 0x002D(0x0001)
char m_collisionDetailLevel; // 0x002E(0x0001)
};
//class DataMap.C_PropDoor
class C_PropDoor
{
struct Vector m_localOrigin; // 0x0158(0x000C)
struct Vector m_localAngles; // 0x0164(0x000C)
int m_nNextThinkTick; // 0x0574(0x0004)
float m_angle; // 0x16B4(0x0004)
float m_startAngle; // 0x16B8(0x0004)
float m_startAngleVel; // 0x16BC(0x0004)
struct Time m_startMoveTime; // 0x16C0(0x0004)
float m_nextHitSoundTime; // 0x16CC(0x0004)
float m_lastThinkTime; // 0x16D0(0x0004)
struct EHANDLE m_interactingPlayer; // 0x1718(0x0004)
bool m_interactingPlayerWantsOpen; // 0x171C(0x0001)
struct Time m_useDebounceEndTime; // 0x1720(0x0004)
float m_prevAngle; // 0x1728(0x0004)
};
//class DataMap.C_EnvWindShared
class C_EnvWindShared
{
float m_flStartTime; // 0x0008(0x0004)
int m_iWindSeed; // 0x000C(0x0004)
int m_iMinWind; // 0x0010(0x0004)
int m_iMaxWind; // 0x0014(0x0004)
int m_windRadius; // 0x0018(0x0004)
int m_iMinGust; // 0x001C(0x0004)
int m_iMaxGust; // 0x0020(0x0004)
float m_flMinGustDelay; // 0x0024(0x0004)
float m_flMaxGustDelay; // 0x0028(0x0004)
float m_flGustDuration; // 0x002C(0x0004)
int m_iGustDirChange; // 0x0030(0x0004)
struct Vector m_location; // 0x0034(0x000C)
int m_iszGustSound; // 0x0040(0x0004)
int m_iWindDir; // 0x0044(0x0004)
float m_flWindSpeed; // 0x0048(0x0004)
struct Vector m_currentWindVector; // 0x004C(0x000C)
struct Vector m_CurrentSwayVector; // 0x0058(0x000C)
struct Vector m_PrevSwayVector; // 0x0064(0x000C)
int m_iInitialWindDir; // 0x0070(0x0004)
float m_flInitialWindSpeed; // 0x0074(0x0004)
float m_flVariationTime; // 0x0078(0x0004)
float m_flSimTime; // 0x007C(0x0004)
float m_flSwitchTime; // 0x0080(0x0004)
float m_flAveWindSpeed; // 0x0084(0x0004)
bool m_bGusting; // 0x0088(0x0001)
float m_flWindAngleVariation; // 0x008C(0x0004)
float m_flWindSpeedVariation; // 0x0090(0x0004)
int m_iEntIndex; // 0x0094(0x0004)
void m_Stream; // 0x0098(0x0038)
void m_WindVariationStream; // 0x00D0(0x0038)
void m_WindAveQueue; // 0x0108(0x0038)
void m_WindVariationQueue; // 0x0140(0x0038)
};
//class DataMap.C_GlobalNonRewinding
class C_GlobalNonRewinding
{
struct Embedded m_playerObserver; // 0x0A60(0x0008)
struct Embedded m_playerMiscData; // 0x0E60(0x0008)
};
//class DataMap.C_SequenceTransitionerLayer
class C_SequenceTransitionerLayer
{
bool m_sequenceTransitionerLayerActive; // 0x0018(0x0001)
float m_sequenceTransitionerLayerStartCycle; // 0x001C(0x0004)
int m_sequenceTransitionerLayerSequence; // 0x0020(0x0002)
float m_weight; // 0x0024(0x0004)
float m_sequenceTransitionerLayerPlaybackRate; // 0x0028(0x0004)
struct Time m_sequenceTransitionerLayerStartTime; // 0x002C(0x0004)
float m_sequenceTransitionerLayerFadeOutDuration; // 0x0030(0x0004)
};
//class DataMap.C_SequenceTransitioner
class C_SequenceTransitioner
{
struct Embedded m_sequenceTransitionerLayers; // 0x0050(0x0000)
int m_sequenceTransitionerLayerCount; // 0x01A0(0x0004)
};
//class DataMap.C_KnockBack
class C_KnockBack
{
struct Vector velocity; // 0x0008(0x000C)
struct Time beginTime; // 0x0014(0x0004)
struct Time endTime; // 0x0018(0x0004)
};
//class DataMap.CPlayerShared
class CPlayerShared
{
int m_nPlayerCond; // 0x0008(0x0004)
};
//class DataMap.CPredictedFirstPersonProxy
class CPredictedFirstPersonProxy
{
struct Vector m_localOrigin; // 0x0158(0x000C)
struct Vector m_localAngles; // 0x0164(0x000C)
struct Vector m_vecVelocity; // 0x0488(0x000C)
struct Vector m_angNetworkAngles; // 0x0494(0x000C)
struct Embedded m_SequenceTransitioner; // 0x0C20(0x0000)
};
//class DataMap.C_WindowHint
class C_WindowHint
{
struct Vector normal; // 0x0A70(0x000C)
struct Vector right; // 0x0A7C(0x000C)
float halfSize; // 0x0A88(0x0008)
float halfSize[0]; // 0x0A88(0x0004)
float halfSize[1]; // 0x0A8C(0x0004)
};
//class DataMap.C_WallrunCurve
class C_WallrunCurve
{
int width; // 0x0A70(0x0004)
int height; // 0x0A74(0x0004)
};
//class DataMap.CGrappleHook
class CGrappleHook
{
struct EHANDLE m_pMoveParent; // 0x0118(0x0004)
struct Vector m_localOrigin; // 0x0158(0x000C)
struct Vector m_localAngles; // 0x0164(0x000C)
int m_visibilityFlags; // 0x0444(0x0004)
char m_parentAttachment; // 0x0854(0x0001)
struct EHANDLE m_grappleZipline; // 0x1640(0x0004)
};
//class DataMap.CTurret
class CTurret
{
float m_aimAngle; // 0x19A0(0x000C)
float m_minConeAngle; // 0x19AC(0x000C)
float m_maxConeAngle; // 0x19B8(0x000C)
};
//class DataMap.C_VortexSphere
class C_VortexSphere
{
bool m_enabled; // 0x0A60(0x0001)
float m_radius; // 0x0A64(0x0004)
float m_height; // 0x0A68(0x0004)
float m_bulletFov; // 0x0A6C(0x0004)
int m_bulletAbsorbedCount; // 0x0A70(0x0004)
int m_projectileAbsorbedCount; // 0x0A74(0x0004)
struct EHANDLE m_ownerWeapon; // 0x0A78(0x0004)
struct EHANDLE m_vortexEffect; // 0x0A7C(0x0004)
struct Vector m_vortexLocalAngles; // 0x0A80(0x000C)
string m_gunAttachment; // 0x0A90(0x0008)
struct unknow m_listPrev; // 0x0A98(0x0008)
struct unknow m_listNext; // 0x0AA0(0x0008)
};
//class DataMap.C_CrossbowBolt
class C_CrossbowBolt
{
int m_bounceCount; // 0x2E20(0x0004)
int m_maxBounceCount; // 0x2E24(0x0004)
bool m_doesGrow; // 0x2E28(0x0001)
float m_growStartSize; // 0x2E2C(0x0004)
struct Tick m_growStage1Tick; // 0x2E30(0x0004)
float m_growStage1Size; // 0x2E34(0x0004)
struct Tick m_growStage2Tick; // 0x2E38(0x0004)
float m_growStage2Size; // 0x2E3C(0x0004)
struct Tick m_growStageFinalTick; // 0x2E40(0x0004)
float m_growStageFinalSize; // 0x2E44(0x0004)
};
//class DataMap.C_Missile
class C_Missile
{
bool m_hasPlayedWhizby; // 0x2E20(0x0001)
struct Vector m_whizByStart; // 0x2E24(0x000C)
char m_whizBySoundName; // 0x2E30(0x0040)
float m_homingSpeed; // 0x2E70(0x0004)
float m_homingSpeedDodgingPlayer; // 0x2E74(0x0004)
struct Vector m_launchDir; // 0x2E78(0x000C)
struct EHANDLE m_hSpecificTarget; // 0x2E84(0x0004)
struct Vector m_targetOffset; // 0x2E88(0x000C)
struct Vector m_targetPosition; // 0x2E94(0x000C)
bool m_useTargetPosition; // 0x2EA0(0x0001)
float m_postIgnitionSpeed; // 0x2EA4(0x0004)
struct Time m_flGracePeriodEndsAt; // 0x2EA8(0x0004)
bool m_pathSettingsInitialized; // 0x2EAC(0x0001)
bool m_expandContractMissile; // 0x2EAD(0x0001)
bool m_spiralMissile; // 0x2EAE(0x0001)
void m_spiralSettings; // 0x2ED0(0x0024)
struct Embedded m_expandContractSettings; // 0x2F40(0x0058)
struct Time m_lastThinkTime; // 0x2F98(0x0004)
struct EHANDLE m_explosionIgnoreEntity; // 0x2F9C(0x0004)
};
//class DataMap.C_Projectile
class C_Projectile
{
bool m_weaponDataIsSet; // 0x1640(0x0001)
bool m_forceAdjustToGunBarrelDisabled; // 0x1641(0x0001)
int m_weaponClassIndex; // 0x1644(0x0004)
float m_destructionDistance; // 0x1648(0x0004)
int m_passThroughDepthTotal; // 0x164C(0x0004)
int m_modBitfield; // 0x1650(0x0004)
int m_overrideMods; // 0x1654(0x0004)
int m_projectileTrailIndex; // 0x1658(0x0004)
int m_impactEffectTable; // 0x165C(0x0004)
bool m_reducedEffects; // 0x1660(0x0001)
float m_projectileCreationTimeServer; // 0x1664(0x0004)
struct EHANDLE m_weaponSource; // 0x1668(0x0004)
int m_passThroughModCount; // 0x166C(0x0004)
struct Vector m_passThroughPoints; // 0x1670(0x000C)
int m_preModdedTrailEffectIndices1p; // 0x167C(0x0004)
int m_preModdedTrailEffectIndices3p; // 0x1680(0x0004)
struct Vector m_launchOrigin; // 0x1684(0x000C)
struct unknow m_wpnData; // 0x1690(0x0008)
short m_hWeaponFileInfo; // 0x1698(0x0002)
int m_weaponChargeLevel; // 0x169C(0x0004)
float m_weaponChargeFraction; // 0x16A0(0x0004)
void m_modVars; // 0x16A8(0x1408)
bool m_modVarsAreValid; // 0x2AB0(0x0001)
struct Vector m_launchVel; // 0x2AB4(0x000C)
void m_scriptCB; // 0x2AC0(0x0028)
bool m_hasPlayedTrailEffect; // 0x2AE8(0x0001)
struct Tick m_projectileLifeTimeEndTick; // 0x2AEC(0x0004)
float m_projectileCreationTime; // 0x2AF0(0x0004)
bool m_isVortexRefired; // 0x2AF4(0x0001)
bool m_damageAliveOnly; // 0x2AF5(0x0001)
bool m_usesPositionFunction; // 0x2AF6(0x0001)
struct Vector m_lastCollisionNormal; // 0x2AF8(0x000C)
int m_bounceIndex; // 0x2B04(0x0004)
int m_randomInt; // 0x2B08(0x0004)
bool m_thrownByAI; // 0x2B0C(0x0001)