update schemda dump
This commit is contained in:
+157
-161
@@ -14895,127 +14895,127 @@ class CCSBot : public CBot // server
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CountdownTimer m_alertTimer; // 0x01D0
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CountdownTimer m_sneakTimer; // 0x01E8
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CountdownTimer m_panicTimer; // 0x0200
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float32 m_stateTimestamp; // 0x05A8
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bool m_isAttacking; // 0x05AC
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bool m_isOpeningDoor; // 0x05AD
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CHandle< CBaseEntity > m_taskEntity; // 0x05B4
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VectorWS m_goalPosition; // 0x05C4
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CHandle< CBaseEntity > m_goalEntity; // 0x05D0
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CHandle< CBaseEntity > m_avoid; // 0x05D4
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float32 m_avoidTimestamp; // 0x05D8
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bool m_isStopping; // 0x05DC
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bool m_hasVisitedEnemySpawn; // 0x05DD
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IntervalTimer m_stillTimer; // 0x05E0
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bool m_bEyeAnglesUnderPathFinderControl; // 0x05F0
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int32 m_pathIndex; // 0x4EF0
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GameTime_t m_areaEnteredTimestamp; // 0x4EF4
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CountdownTimer m_repathTimer; // 0x4EF8
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CountdownTimer m_avoidFriendTimer; // 0x4F10
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bool m_isFriendInTheWay; // 0x4F28
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CountdownTimer m_politeTimer; // 0x4F30
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bool m_isWaitingBehindFriend; // 0x4F48
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float32 m_pathLadderEnd; // 0x4F74
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CountdownTimer m_mustRunTimer; // 0x4FC0
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CountdownTimer m_waitTimer; // 0x4FD8
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CountdownTimer m_updateTravelDistanceTimer; // 0x4FF0
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float32[64] m_playerTravelDistance; // 0x5008
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uint8 m_travelDistancePhase; // 0x5108
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uint8 m_hostageEscortCount; // 0x52A0
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float32 m_hostageEscortCountTimestamp; // 0x52A4
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int32 m_desiredTeam; // 0x52A8
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bool m_hasJoined; // 0x52AC
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bool m_isWaitingForHostage; // 0x52AD
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CountdownTimer m_inhibitWaitingForHostageTimer; // 0x52B0
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CountdownTimer m_waitForHostageTimer; // 0x52C8
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Vector m_noisePosition; // 0x52E0
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float32 m_noiseTravelDistance; // 0x52EC
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float32 m_noiseTimestamp; // 0x52F0
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CCSPlayerPawn* m_noiseSource; // 0x52F8
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CountdownTimer m_noiseBendTimer; // 0x5310
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Vector m_bentNoisePosition; // 0x5328
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bool m_bendNoisePositionValid; // 0x5334
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float32 m_lookAroundStateTimestamp; // 0x5338
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float32 m_lookAheadAngle; // 0x533C
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float32 m_lookUpAngle; // 0x5340
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float32 m_forwardAngle; // 0x5344
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float32 m_inhibitLookAroundTimestamp; // 0x5348
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Vector m_lookAtSpot; // 0x5350
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float32 m_lookAtSpotDuration; // 0x5360
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float32 m_lookAtSpotTimestamp; // 0x5364
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float32 m_lookAtSpotAngleTolerance; // 0x5368
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bool m_lookAtSpotClearIfClose; // 0x536C
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bool m_lookAtSpotAttack; // 0x536D
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char* m_lookAtDesc; // 0x5370
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float32 m_peripheralTimestamp; // 0x5378
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uint8 m_approachPointCount; // 0x5500
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Vector m_approachPointViewPosition; // 0x5504
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IntervalTimer m_viewSteadyTimer; // 0x5510
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CountdownTimer m_tossGrenadeTimer; // 0x5528
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CountdownTimer m_isAvoidingGrenade; // 0x5548
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float32 m_spotCheckTimestamp; // 0x5568
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int32 m_checkedHidingSpotCount; // 0x5970
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float32 m_lookPitch; // 0x5974
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float32 m_lookPitchVel; // 0x5978
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float32 m_lookYaw; // 0x597C
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float32 m_lookYawVel; // 0x5980
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Vector m_targetSpot; // 0x5984
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Vector m_targetSpotVelocity; // 0x5990
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Vector m_targetSpotPredicted; // 0x599C
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QAngle m_aimError; // 0x59A8
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QAngle m_aimGoal; // 0x59B4
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GameTime_t m_targetSpotTime; // 0x59C0
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float32 m_aimFocus; // 0x59C4
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float32 m_aimFocusInterval; // 0x59C8
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GameTime_t m_aimFocusNextUpdate; // 0x59CC
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CountdownTimer m_ignoreEnemiesTimer; // 0x59D8
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CHandle< CCSPlayerPawn > m_enemy; // 0x59F0
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bool m_isEnemyVisible; // 0x59F4
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uint8 m_visibleEnemyParts; // 0x59F5
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Vector m_lastEnemyPosition; // 0x59F8
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float32 m_lastSawEnemyTimestamp; // 0x5A04
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float32 m_firstSawEnemyTimestamp; // 0x5A08
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float32 m_currentEnemyAcquireTimestamp; // 0x5A0C
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float32 m_enemyDeathTimestamp; // 0x5A10
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float32 m_friendDeathTimestamp; // 0x5A14
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bool m_isLastEnemyDead; // 0x5A18
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int32 m_nearbyEnemyCount; // 0x5A1C
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CHandle< CCSPlayerPawn > m_bomber; // 0x5C28
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int32 m_nearbyFriendCount; // 0x5C2C
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CHandle< CCSPlayerPawn > m_closestVisibleFriend; // 0x5C30
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CHandle< CCSPlayerPawn > m_closestVisibleHumanFriend; // 0x5C34
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IntervalTimer m_attentionInterval; // 0x5C38
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CHandle< CCSPlayerPawn > m_attacker; // 0x5C48
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float32 m_attackedTimestamp; // 0x5C4C
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IntervalTimer m_burnedByFlamesTimer; // 0x5C50
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int32 m_lastVictimID; // 0x5C60
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bool m_isAimingAtEnemy; // 0x5C64
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bool m_isRapidFiring; // 0x5C65
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IntervalTimer m_equipTimer; // 0x5C68
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CountdownTimer m_zoomTimer; // 0x5C78
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GameTime_t m_fireWeaponTimestamp; // 0x5C90
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CountdownTimer m_lookForWeaponsOnGroundTimer; // 0x5C98
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bool m_bIsSleeping; // 0x5CB0
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bool m_isEnemySniperVisible; // 0x5CB1
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CountdownTimer m_sawEnemySniperTimer; // 0x5CB8
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uint8 m_enemyQueueIndex; // 0x5D70
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uint8 m_enemyQueueCount; // 0x5D71
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uint8 m_enemyQueueAttendIndex; // 0x5D72
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bool m_isStuck; // 0x5D73
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GameTime_t m_stuckTimestamp; // 0x5D74
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Vector m_stuckSpot; // 0x5D78
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CountdownTimer m_wiggleTimer; // 0x5D88
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CountdownTimer m_stuckJumpTimer; // 0x5DA0
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GameTime_t m_nextCleanupCheckTimestamp; // 0x5DB8
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float32[10] m_avgVel; // 0x5DBC
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int32 m_avgVelIndex; // 0x5DE4
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int32 m_avgVelCount; // 0x5DE8
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Vector m_lastOrigin; // 0x5DEC
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float32 m_lastRadioRecievedTimestamp; // 0x5DFC
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float32 m_lastRadioSentTimestamp; // 0x5E00
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CHandle< CCSPlayerPawn > m_radioSubject; // 0x5E04
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Vector m_radioPosition; // 0x5E08
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float32 m_voiceEndTimestamp; // 0x5E14
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int32 m_lastValidReactionQueueFrame; // 0x5E20
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float32 m_stateTimestamp; // 0x05C8
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bool m_isAttacking; // 0x05CC
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bool m_isOpeningDoor; // 0x05CD
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CHandle< CBaseEntity > m_taskEntity; // 0x05D4
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VectorWS m_goalPosition; // 0x05E4
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CHandle< CBaseEntity > m_goalEntity; // 0x05F0
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CHandle< CBaseEntity > m_avoid; // 0x05F4
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float32 m_avoidTimestamp; // 0x05F8
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bool m_isStopping; // 0x05FC
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bool m_hasVisitedEnemySpawn; // 0x05FD
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IntervalTimer m_stillTimer; // 0x0600
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bool m_bEyeAnglesUnderPathFinderControl; // 0x0610
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int32 m_pathIndex; // 0x4F10
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GameTime_t m_areaEnteredTimestamp; // 0x4F14
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CountdownTimer m_repathTimer; // 0x4F18
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CountdownTimer m_avoidFriendTimer; // 0x4F30
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bool m_isFriendInTheWay; // 0x4F48
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CountdownTimer m_politeTimer; // 0x4F50
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bool m_isWaitingBehindFriend; // 0x4F68
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float32 m_pathLadderEnd; // 0x4F94
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CountdownTimer m_mustRunTimer; // 0x4FE0
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CountdownTimer m_waitTimer; // 0x4FF8
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CountdownTimer m_updateTravelDistanceTimer; // 0x5010
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float32[64] m_playerTravelDistance; // 0x5028
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uint8 m_travelDistancePhase; // 0x5128
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uint8 m_hostageEscortCount; // 0x52C0
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float32 m_hostageEscortCountTimestamp; // 0x52C4
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int32 m_desiredTeam; // 0x52C8
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bool m_hasJoined; // 0x52CC
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bool m_isWaitingForHostage; // 0x52CD
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CountdownTimer m_inhibitWaitingForHostageTimer; // 0x52D0
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CountdownTimer m_waitForHostageTimer; // 0x52E8
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Vector m_noisePosition; // 0x5300
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float32 m_noiseTravelDistance; // 0x530C
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float32 m_noiseTimestamp; // 0x5310
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CCSPlayerPawn* m_noiseSource; // 0x5318
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CountdownTimer m_noiseBendTimer; // 0x5330
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Vector m_bentNoisePosition; // 0x5348
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bool m_bendNoisePositionValid; // 0x5354
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float32 m_lookAroundStateTimestamp; // 0x5358
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float32 m_lookAheadAngle; // 0x535C
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float32 m_lookUpAngle; // 0x5360
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float32 m_forwardAngle; // 0x5364
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float32 m_inhibitLookAroundTimestamp; // 0x5368
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Vector m_lookAtSpot; // 0x5370
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float32 m_lookAtSpotDuration; // 0x5380
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float32 m_lookAtSpotTimestamp; // 0x5384
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float32 m_lookAtSpotAngleTolerance; // 0x5388
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bool m_lookAtSpotClearIfClose; // 0x538C
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bool m_lookAtSpotAttack; // 0x538D
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char* m_lookAtDesc; // 0x5390
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float32 m_peripheralTimestamp; // 0x5398
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uint8 m_approachPointCount; // 0x5520
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Vector m_approachPointViewPosition; // 0x5524
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IntervalTimer m_viewSteadyTimer; // 0x5530
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CountdownTimer m_tossGrenadeTimer; // 0x5548
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CountdownTimer m_isAvoidingGrenade; // 0x5568
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float32 m_spotCheckTimestamp; // 0x5588
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int32 m_checkedHidingSpotCount; // 0x5990
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float32 m_lookPitch; // 0x5994
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float32 m_lookPitchVel; // 0x5998
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float32 m_lookYaw; // 0x599C
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float32 m_lookYawVel; // 0x59A0
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Vector m_targetSpot; // 0x59A4
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Vector m_targetSpotVelocity; // 0x59B0
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Vector m_targetSpotPredicted; // 0x59BC
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QAngle m_aimError; // 0x59C8
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QAngle m_aimGoal; // 0x59D4
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GameTime_t m_targetSpotTime; // 0x59E0
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float32 m_aimFocus; // 0x59E4
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float32 m_aimFocusInterval; // 0x59E8
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GameTime_t m_aimFocusNextUpdate; // 0x59EC
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CountdownTimer m_ignoreEnemiesTimer; // 0x59F8
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CHandle< CCSPlayerPawn > m_enemy; // 0x5A10
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bool m_isEnemyVisible; // 0x5A14
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uint8 m_visibleEnemyParts; // 0x5A15
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Vector m_lastEnemyPosition; // 0x5A18
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float32 m_lastSawEnemyTimestamp; // 0x5A24
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float32 m_firstSawEnemyTimestamp; // 0x5A28
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float32 m_currentEnemyAcquireTimestamp; // 0x5A2C
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float32 m_enemyDeathTimestamp; // 0x5A30
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float32 m_friendDeathTimestamp; // 0x5A34
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bool m_isLastEnemyDead; // 0x5A38
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int32 m_nearbyEnemyCount; // 0x5A3C
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CHandle< CCSPlayerPawn > m_bomber; // 0x5C48
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int32 m_nearbyFriendCount; // 0x5C4C
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CHandle< CCSPlayerPawn > m_closestVisibleFriend; // 0x5C50
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CHandle< CCSPlayerPawn > m_closestVisibleHumanFriend; // 0x5C54
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IntervalTimer m_attentionInterval; // 0x5C58
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CHandle< CCSPlayerPawn > m_attacker; // 0x5C68
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float32 m_attackedTimestamp; // 0x5C6C
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IntervalTimer m_burnedByFlamesTimer; // 0x5C70
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int32 m_lastVictimID; // 0x5C80
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bool m_isAimingAtEnemy; // 0x5C84
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bool m_isRapidFiring; // 0x5C85
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IntervalTimer m_equipTimer; // 0x5C88
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CountdownTimer m_zoomTimer; // 0x5C98
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GameTime_t m_fireWeaponTimestamp; // 0x5CB0
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CountdownTimer m_lookForWeaponsOnGroundTimer; // 0x5CB8
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bool m_bIsSleeping; // 0x5CD0
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bool m_isEnemySniperVisible; // 0x5CD1
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CountdownTimer m_sawEnemySniperTimer; // 0x5CD8
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uint8 m_enemyQueueIndex; // 0x5D90
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uint8 m_enemyQueueCount; // 0x5D91
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uint8 m_enemyQueueAttendIndex; // 0x5D92
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bool m_isStuck; // 0x5D93
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GameTime_t m_stuckTimestamp; // 0x5D94
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Vector m_stuckSpot; // 0x5D98
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CountdownTimer m_wiggleTimer; // 0x5DA8
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CountdownTimer m_stuckJumpTimer; // 0x5DC0
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GameTime_t m_nextCleanupCheckTimestamp; // 0x5DD8
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float32[10] m_avgVel; // 0x5DDC
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int32 m_avgVelIndex; // 0x5E04
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int32 m_avgVelCount; // 0x5E08
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Vector m_lastOrigin; // 0x5E0C
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float32 m_lastRadioRecievedTimestamp; // 0x5E1C
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float32 m_lastRadioSentTimestamp; // 0x5E20
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CHandle< CCSPlayerPawn > m_radioSubject; // 0x5E24
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Vector m_radioPosition; // 0x5E28
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float32 m_voiceEndTimestamp; // 0x5E34
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int32 m_lastValidReactionQueueFrame; // 0x5E40
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};
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class CHandleTest : public CBaseEntity // server
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{
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@@ -16376,15 +16376,12 @@ class CCSPlayerPawn : public CCSPlayerPawnBase // server
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QAngle m_angStashedShootAngles; // 0x1300
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Vector m_vecStashedGrenadeThrowPosition; // 0x130C
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Vector m_vecStashedVelocity; // 0x1318
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QAngle[2] m_angShootAngleHistory; // 0x1324
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Vector[2] m_vecThrowPositionHistory; // 0x133C
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Vector[2] m_vecVelocityHistory; // 0x1354
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bool m_bCommittingSuicideOnTeamChange; // 0x1378
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bool m_wasNotKilledNaturally; // 0x1379
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GameTime_t m_fImmuneToGunGameDamageTime; // 0x137C
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bool m_bGunGameImmunity; // 0x1380
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float32 m_fMolotovDamageTime; // 0x1384
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QAngle m_angEyeAngles; // 0x1388
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bool m_bCommittingSuicideOnTeamChange; // 0x1330
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bool m_wasNotKilledNaturally; // 0x1331
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GameTime_t m_fImmuneToGunGameDamageTime; // 0x1334
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bool m_bGunGameImmunity; // 0x1338
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float32 m_fMolotovDamageTime; // 0x133C
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QAngle m_angEyeAngles; // 0x1340
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};
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class CEnvLightProbeVolume : public CBaseEntity // server
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{
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@@ -22135,7 +22132,7 @@ class C_BaseButton : public C_BaseToggle // client
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};
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class CCSObserver_ObserverServices : public CPlayer_ObserverServices // client
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{
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ObserverInterpState_t m_obsInterpState; // 0x0064
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ObserverInterpState_t m_obsInterpState; // 0x0068
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};
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class CHitboxComponent : public CEntityComponent // client
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{
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@@ -22702,16 +22699,17 @@ class C_CSWeaponBase : public C_BasePlayerWeapon // client
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bool m_bVisualsDataSet; // 0x18B9
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bool m_bUIWeapon; // 0x18BA
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int32 m_nCustomEconReloadEventId; // 0x18BC
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GameTime_t m_nextPrevOwnerUseTime; // 0x18C8
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CHandle< C_CSPlayerPawn > m_hPrevOwner; // 0x18CC
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GameTick_t m_nDropTick; // 0x18D0
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bool m_bWasActiveWeaponWhenDropped; // 0x18D4
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bool m_donated; // 0x18F4
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GameTime_t m_fLastShotTime; // 0x18F8
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bool m_bWasOwnedByCT; // 0x18FC
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bool m_bWasOwnedByTerrorist; // 0x18FD
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float32 m_flNextClientFireBulletTime; // 0x1900
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float32 m_flNextClientFireBulletTime_Repredict; // 0x1904
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bool m_bCanBePickedUp; // 0x18C8
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GameTime_t m_nextPrevOwnerUseTime; // 0x18CC
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CHandle< C_CSPlayerPawn > m_hPrevOwner; // 0x18D0
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GameTick_t m_nDropTick; // 0x18D4
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bool m_bWasActiveWeaponWhenDropped; // 0x18D8
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bool m_donated; // 0x18FC
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GameTime_t m_fLastShotTime; // 0x1900
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bool m_bWasOwnedByCT; // 0x1904
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bool m_bWasOwnedByTerrorist; // 0x1905
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float32 m_flNextClientFireBulletTime; // 0x1908
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float32 m_flNextClientFireBulletTime_Repredict; // 0x190C
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C_IronSightController m_IronSightController; // 0x1960
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int32 m_iIronSightMode; // 0x1A10
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GameTime_t m_flLastLOSTraceFailureTime; // 0x1A88
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@@ -23005,24 +23003,21 @@ class C_CSPlayerPawn : public C_CSPlayerPawnBase // client
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QAngle m_angStashedShootAngles; // 0x1CD8
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Vector m_vecStashedGrenadeThrowPosition; // 0x1CE4
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Vector m_vecStashedVelocity; // 0x1CF0
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QAngle[2] m_angShootAngleHistory; // 0x1CFC
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Vector[2] m_vecThrowPositionHistory; // 0x1D14
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Vector[2] m_vecVelocityHistory; // 0x1D2C
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bool m_bShouldAutobuyDMWeapons; // 0x3280
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GameTime_t m_fImmuneToGunGameDamageTime; // 0x3284
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bool m_bGunGameImmunity; // 0x3288
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GameTime_t m_fImmuneToGunGameDamageTimeLast; // 0x328C
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float32 m_fMolotovDamageTime; // 0x3290
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ParticleIndex_t m_nPlayerInfernoBodyFx; // 0x32FC
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QAngle m_angEyeAngles; // 0x3370
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GameTime_t[4] m_arrOldEyeAnglesTimes; // 0x3400
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QAngle[4] m_arrOldEyeAngles; // 0x3410
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QAngle m_angEyeAnglesVelocity; // 0x3440
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CEntityIndex m_iIDEntIndex; // 0x344C
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CountdownTimer m_delayTargetIDTimer; // 0x3450
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CEntityIndex m_iTargetItemEntIdx; // 0x3468
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CEntityIndex m_iOldIDEntIndex; // 0x346C
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CountdownTimer m_holdTargetIDTimer; // 0x3470
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bool m_bShouldAutobuyDMWeapons; // 0x3230
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GameTime_t m_fImmuneToGunGameDamageTime; // 0x3234
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bool m_bGunGameImmunity; // 0x3238
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GameTime_t m_fImmuneToGunGameDamageTimeLast; // 0x323C
|
||||
float32 m_fMolotovDamageTime; // 0x3240
|
||||
ParticleIndex_t m_nPlayerInfernoBodyFx; // 0x32AC
|
||||
QAngle m_angEyeAngles; // 0x3320
|
||||
GameTime_t[4] m_arrOldEyeAnglesTimes; // 0x33B0
|
||||
QAngle[4] m_arrOldEyeAngles; // 0x33C0
|
||||
QAngle m_angEyeAnglesVelocity; // 0x33F0
|
||||
CEntityIndex m_iIDEntIndex; // 0x33FC
|
||||
CountdownTimer m_delayTargetIDTimer; // 0x3400
|
||||
CEntityIndex m_iTargetItemEntIdx; // 0x3418
|
||||
CEntityIndex m_iOldIDEntIndex; // 0x341C
|
||||
CountdownTimer m_holdTargetIDTimer; // 0x3420
|
||||
};
|
||||
class C_CSGO_TeamIntroTerroristPosition : public C_CSGO_TeamIntroCharacterPosition // client
|
||||
{
|
||||
@@ -23650,6 +23645,7 @@ class C_StattrakModule : public C_CS2WeaponModuleBase // client
|
||||
};
|
||||
class CCSObserver_CameraServices : public CCSPlayerBase_CameraServices // client
|
||||
{
|
||||
CHandle< C_PostProcessingVolume > m_hPrevPostProcessingVolume; // 0x02A8
|
||||
};
|
||||
class CEnvSoundscapeProxy : public CEnvSoundscape // client
|
||||
{
|
||||
@@ -25362,8 +25358,8 @@ class C_ModelPointEntity : public C_BaseModelEntity // client
|
||||
};
|
||||
class C_CSGO_PreviewPlayer : public C_CSPlayerPawn // client
|
||||
{
|
||||
CGlobalSymbol m_animgraphCharacterModeString; // 0x3490
|
||||
float32 m_flInitialModelScale; // 0x3498
|
||||
CGlobalSymbol m_animgraphCharacterModeString; // 0x3440
|
||||
float32 m_flInitialModelScale; // 0x3448
|
||||
};
|
||||
class C_RectLight : public C_BarnLight // client
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user