update schemda dump

This commit is contained in:
_or_75
2026-05-24 08:58:54 +03:00
parent 8ec716f7c6
commit 1581d468c3
2 changed files with 158 additions and 162 deletions
+157 -161
View File
@@ -14895,127 +14895,127 @@ class CCSBot : public CBot // server
CountdownTimer m_alertTimer; // 0x01D0
CountdownTimer m_sneakTimer; // 0x01E8
CountdownTimer m_panicTimer; // 0x0200
float32 m_stateTimestamp; // 0x05A8
bool m_isAttacking; // 0x05AC
bool m_isOpeningDoor; // 0x05AD
CHandle< CBaseEntity > m_taskEntity; // 0x05B4
VectorWS m_goalPosition; // 0x05C4
CHandle< CBaseEntity > m_goalEntity; // 0x05D0
CHandle< CBaseEntity > m_avoid; // 0x05D4
float32 m_avoidTimestamp; // 0x05D8
bool m_isStopping; // 0x05DC
bool m_hasVisitedEnemySpawn; // 0x05DD
IntervalTimer m_stillTimer; // 0x05E0
bool m_bEyeAnglesUnderPathFinderControl; // 0x05F0
int32 m_pathIndex; // 0x4EF0
GameTime_t m_areaEnteredTimestamp; // 0x4EF4
CountdownTimer m_repathTimer; // 0x4EF8
CountdownTimer m_avoidFriendTimer; // 0x4F10
bool m_isFriendInTheWay; // 0x4F28
CountdownTimer m_politeTimer; // 0x4F30
bool m_isWaitingBehindFriend; // 0x4F48
float32 m_pathLadderEnd; // 0x4F74
CountdownTimer m_mustRunTimer; // 0x4FC0
CountdownTimer m_waitTimer; // 0x4FD8
CountdownTimer m_updateTravelDistanceTimer; // 0x4FF0
float32[64] m_playerTravelDistance; // 0x5008
uint8 m_travelDistancePhase; // 0x5108
uint8 m_hostageEscortCount; // 0x52A0
float32 m_hostageEscortCountTimestamp; // 0x52A4
int32 m_desiredTeam; // 0x52A8
bool m_hasJoined; // 0x52AC
bool m_isWaitingForHostage; // 0x52AD
CountdownTimer m_inhibitWaitingForHostageTimer; // 0x52B0
CountdownTimer m_waitForHostageTimer; // 0x52C8
Vector m_noisePosition; // 0x52E0
float32 m_noiseTravelDistance; // 0x52EC
float32 m_noiseTimestamp; // 0x52F0
CCSPlayerPawn* m_noiseSource; // 0x52F8
CountdownTimer m_noiseBendTimer; // 0x5310
Vector m_bentNoisePosition; // 0x5328
bool m_bendNoisePositionValid; // 0x5334
float32 m_lookAroundStateTimestamp; // 0x5338
float32 m_lookAheadAngle; // 0x533C
float32 m_lookUpAngle; // 0x5340
float32 m_forwardAngle; // 0x5344
float32 m_inhibitLookAroundTimestamp; // 0x5348
Vector m_lookAtSpot; // 0x5350
float32 m_lookAtSpotDuration; // 0x5360
float32 m_lookAtSpotTimestamp; // 0x5364
float32 m_lookAtSpotAngleTolerance; // 0x5368
bool m_lookAtSpotClearIfClose; // 0x536C
bool m_lookAtSpotAttack; // 0x536D
char* m_lookAtDesc; // 0x5370
float32 m_peripheralTimestamp; // 0x5378
uint8 m_approachPointCount; // 0x5500
Vector m_approachPointViewPosition; // 0x5504
IntervalTimer m_viewSteadyTimer; // 0x5510
CountdownTimer m_tossGrenadeTimer; // 0x5528
CountdownTimer m_isAvoidingGrenade; // 0x5548
float32 m_spotCheckTimestamp; // 0x5568
int32 m_checkedHidingSpotCount; // 0x5970
float32 m_lookPitch; // 0x5974
float32 m_lookPitchVel; // 0x5978
float32 m_lookYaw; // 0x597C
float32 m_lookYawVel; // 0x5980
Vector m_targetSpot; // 0x5984
Vector m_targetSpotVelocity; // 0x5990
Vector m_targetSpotPredicted; // 0x599C
QAngle m_aimError; // 0x59A8
QAngle m_aimGoal; // 0x59B4
GameTime_t m_targetSpotTime; // 0x59C0
float32 m_aimFocus; // 0x59C4
float32 m_aimFocusInterval; // 0x59C8
GameTime_t m_aimFocusNextUpdate; // 0x59CC
CountdownTimer m_ignoreEnemiesTimer; // 0x59D8
CHandle< CCSPlayerPawn > m_enemy; // 0x59F0
bool m_isEnemyVisible; // 0x59F4
uint8 m_visibleEnemyParts; // 0x59F5
Vector m_lastEnemyPosition; // 0x59F8
float32 m_lastSawEnemyTimestamp; // 0x5A04
float32 m_firstSawEnemyTimestamp; // 0x5A08
float32 m_currentEnemyAcquireTimestamp; // 0x5A0C
float32 m_enemyDeathTimestamp; // 0x5A10
float32 m_friendDeathTimestamp; // 0x5A14
bool m_isLastEnemyDead; // 0x5A18
int32 m_nearbyEnemyCount; // 0x5A1C
CHandle< CCSPlayerPawn > m_bomber; // 0x5C28
int32 m_nearbyFriendCount; // 0x5C2C
CHandle< CCSPlayerPawn > m_closestVisibleFriend; // 0x5C30
CHandle< CCSPlayerPawn > m_closestVisibleHumanFriend; // 0x5C34
IntervalTimer m_attentionInterval; // 0x5C38
CHandle< CCSPlayerPawn > m_attacker; // 0x5C48
float32 m_attackedTimestamp; // 0x5C4C
IntervalTimer m_burnedByFlamesTimer; // 0x5C50
int32 m_lastVictimID; // 0x5C60
bool m_isAimingAtEnemy; // 0x5C64
bool m_isRapidFiring; // 0x5C65
IntervalTimer m_equipTimer; // 0x5C68
CountdownTimer m_zoomTimer; // 0x5C78
GameTime_t m_fireWeaponTimestamp; // 0x5C90
CountdownTimer m_lookForWeaponsOnGroundTimer; // 0x5C98
bool m_bIsSleeping; // 0x5CB0
bool m_isEnemySniperVisible; // 0x5CB1
CountdownTimer m_sawEnemySniperTimer; // 0x5CB8
uint8 m_enemyQueueIndex; // 0x5D70
uint8 m_enemyQueueCount; // 0x5D71
uint8 m_enemyQueueAttendIndex; // 0x5D72
bool m_isStuck; // 0x5D73
GameTime_t m_stuckTimestamp; // 0x5D74
Vector m_stuckSpot; // 0x5D78
CountdownTimer m_wiggleTimer; // 0x5D88
CountdownTimer m_stuckJumpTimer; // 0x5DA0
GameTime_t m_nextCleanupCheckTimestamp; // 0x5DB8
float32[10] m_avgVel; // 0x5DBC
int32 m_avgVelIndex; // 0x5DE4
int32 m_avgVelCount; // 0x5DE8
Vector m_lastOrigin; // 0x5DEC
float32 m_lastRadioRecievedTimestamp; // 0x5DFC
float32 m_lastRadioSentTimestamp; // 0x5E00
CHandle< CCSPlayerPawn > m_radioSubject; // 0x5E04
Vector m_radioPosition; // 0x5E08
float32 m_voiceEndTimestamp; // 0x5E14
int32 m_lastValidReactionQueueFrame; // 0x5E20
float32 m_stateTimestamp; // 0x05C8
bool m_isAttacking; // 0x05CC
bool m_isOpeningDoor; // 0x05CD
CHandle< CBaseEntity > m_taskEntity; // 0x05D4
VectorWS m_goalPosition; // 0x05E4
CHandle< CBaseEntity > m_goalEntity; // 0x05F0
CHandle< CBaseEntity > m_avoid; // 0x05F4
float32 m_avoidTimestamp; // 0x05F8
bool m_isStopping; // 0x05FC
bool m_hasVisitedEnemySpawn; // 0x05FD
IntervalTimer m_stillTimer; // 0x0600
bool m_bEyeAnglesUnderPathFinderControl; // 0x0610
int32 m_pathIndex; // 0x4F10
GameTime_t m_areaEnteredTimestamp; // 0x4F14
CountdownTimer m_repathTimer; // 0x4F18
CountdownTimer m_avoidFriendTimer; // 0x4F30
bool m_isFriendInTheWay; // 0x4F48
CountdownTimer m_politeTimer; // 0x4F50
bool m_isWaitingBehindFriend; // 0x4F68
float32 m_pathLadderEnd; // 0x4F94
CountdownTimer m_mustRunTimer; // 0x4FE0
CountdownTimer m_waitTimer; // 0x4FF8
CountdownTimer m_updateTravelDistanceTimer; // 0x5010
float32[64] m_playerTravelDistance; // 0x5028
uint8 m_travelDistancePhase; // 0x5128
uint8 m_hostageEscortCount; // 0x52C0
float32 m_hostageEscortCountTimestamp; // 0x52C4
int32 m_desiredTeam; // 0x52C8
bool m_hasJoined; // 0x52CC
bool m_isWaitingForHostage; // 0x52CD
CountdownTimer m_inhibitWaitingForHostageTimer; // 0x52D0
CountdownTimer m_waitForHostageTimer; // 0x52E8
Vector m_noisePosition; // 0x5300
float32 m_noiseTravelDistance; // 0x530C
float32 m_noiseTimestamp; // 0x5310
CCSPlayerPawn* m_noiseSource; // 0x5318
CountdownTimer m_noiseBendTimer; // 0x5330
Vector m_bentNoisePosition; // 0x5348
bool m_bendNoisePositionValid; // 0x5354
float32 m_lookAroundStateTimestamp; // 0x5358
float32 m_lookAheadAngle; // 0x535C
float32 m_lookUpAngle; // 0x5360
float32 m_forwardAngle; // 0x5364
float32 m_inhibitLookAroundTimestamp; // 0x5368
Vector m_lookAtSpot; // 0x5370
float32 m_lookAtSpotDuration; // 0x5380
float32 m_lookAtSpotTimestamp; // 0x5384
float32 m_lookAtSpotAngleTolerance; // 0x5388
bool m_lookAtSpotClearIfClose; // 0x538C
bool m_lookAtSpotAttack; // 0x538D
char* m_lookAtDesc; // 0x5390
float32 m_peripheralTimestamp; // 0x5398
uint8 m_approachPointCount; // 0x5520
Vector m_approachPointViewPosition; // 0x5524
IntervalTimer m_viewSteadyTimer; // 0x5530
CountdownTimer m_tossGrenadeTimer; // 0x5548
CountdownTimer m_isAvoidingGrenade; // 0x5568
float32 m_spotCheckTimestamp; // 0x5588
int32 m_checkedHidingSpotCount; // 0x5990
float32 m_lookPitch; // 0x5994
float32 m_lookPitchVel; // 0x5998
float32 m_lookYaw; // 0x599C
float32 m_lookYawVel; // 0x59A0
Vector m_targetSpot; // 0x59A4
Vector m_targetSpotVelocity; // 0x59B0
Vector m_targetSpotPredicted; // 0x59BC
QAngle m_aimError; // 0x59C8
QAngle m_aimGoal; // 0x59D4
GameTime_t m_targetSpotTime; // 0x59E0
float32 m_aimFocus; // 0x59E4
float32 m_aimFocusInterval; // 0x59E8
GameTime_t m_aimFocusNextUpdate; // 0x59EC
CountdownTimer m_ignoreEnemiesTimer; // 0x59F8
CHandle< CCSPlayerPawn > m_enemy; // 0x5A10
bool m_isEnemyVisible; // 0x5A14
uint8 m_visibleEnemyParts; // 0x5A15
Vector m_lastEnemyPosition; // 0x5A18
float32 m_lastSawEnemyTimestamp; // 0x5A24
float32 m_firstSawEnemyTimestamp; // 0x5A28
float32 m_currentEnemyAcquireTimestamp; // 0x5A2C
float32 m_enemyDeathTimestamp; // 0x5A30
float32 m_friendDeathTimestamp; // 0x5A34
bool m_isLastEnemyDead; // 0x5A38
int32 m_nearbyEnemyCount; // 0x5A3C
CHandle< CCSPlayerPawn > m_bomber; // 0x5C48
int32 m_nearbyFriendCount; // 0x5C4C
CHandle< CCSPlayerPawn > m_closestVisibleFriend; // 0x5C50
CHandle< CCSPlayerPawn > m_closestVisibleHumanFriend; // 0x5C54
IntervalTimer m_attentionInterval; // 0x5C58
CHandle< CCSPlayerPawn > m_attacker; // 0x5C68
float32 m_attackedTimestamp; // 0x5C6C
IntervalTimer m_burnedByFlamesTimer; // 0x5C70
int32 m_lastVictimID; // 0x5C80
bool m_isAimingAtEnemy; // 0x5C84
bool m_isRapidFiring; // 0x5C85
IntervalTimer m_equipTimer; // 0x5C88
CountdownTimer m_zoomTimer; // 0x5C98
GameTime_t m_fireWeaponTimestamp; // 0x5CB0
CountdownTimer m_lookForWeaponsOnGroundTimer; // 0x5CB8
bool m_bIsSleeping; // 0x5CD0
bool m_isEnemySniperVisible; // 0x5CD1
CountdownTimer m_sawEnemySniperTimer; // 0x5CD8
uint8 m_enemyQueueIndex; // 0x5D90
uint8 m_enemyQueueCount; // 0x5D91
uint8 m_enemyQueueAttendIndex; // 0x5D92
bool m_isStuck; // 0x5D93
GameTime_t m_stuckTimestamp; // 0x5D94
Vector m_stuckSpot; // 0x5D98
CountdownTimer m_wiggleTimer; // 0x5DA8
CountdownTimer m_stuckJumpTimer; // 0x5DC0
GameTime_t m_nextCleanupCheckTimestamp; // 0x5DD8
float32[10] m_avgVel; // 0x5DDC
int32 m_avgVelIndex; // 0x5E04
int32 m_avgVelCount; // 0x5E08
Vector m_lastOrigin; // 0x5E0C
float32 m_lastRadioRecievedTimestamp; // 0x5E1C
float32 m_lastRadioSentTimestamp; // 0x5E20
CHandle< CCSPlayerPawn > m_radioSubject; // 0x5E24
Vector m_radioPosition; // 0x5E28
float32 m_voiceEndTimestamp; // 0x5E34
int32 m_lastValidReactionQueueFrame; // 0x5E40
};
class CHandleTest : public CBaseEntity // server
{
@@ -16376,15 +16376,12 @@ class CCSPlayerPawn : public CCSPlayerPawnBase // server
QAngle m_angStashedShootAngles; // 0x1300
Vector m_vecStashedGrenadeThrowPosition; // 0x130C
Vector m_vecStashedVelocity; // 0x1318
QAngle[2] m_angShootAngleHistory; // 0x1324
Vector[2] m_vecThrowPositionHistory; // 0x133C
Vector[2] m_vecVelocityHistory; // 0x1354
bool m_bCommittingSuicideOnTeamChange; // 0x1378
bool m_wasNotKilledNaturally; // 0x1379
GameTime_t m_fImmuneToGunGameDamageTime; // 0x137C
bool m_bGunGameImmunity; // 0x1380
float32 m_fMolotovDamageTime; // 0x1384
QAngle m_angEyeAngles; // 0x1388
bool m_bCommittingSuicideOnTeamChange; // 0x1330
bool m_wasNotKilledNaturally; // 0x1331
GameTime_t m_fImmuneToGunGameDamageTime; // 0x1334
bool m_bGunGameImmunity; // 0x1338
float32 m_fMolotovDamageTime; // 0x133C
QAngle m_angEyeAngles; // 0x1340
};
class CEnvLightProbeVolume : public CBaseEntity // server
{
@@ -22135,7 +22132,7 @@ class C_BaseButton : public C_BaseToggle // client
};
class CCSObserver_ObserverServices : public CPlayer_ObserverServices // client
{
ObserverInterpState_t m_obsInterpState; // 0x0064
ObserverInterpState_t m_obsInterpState; // 0x0068
};
class CHitboxComponent : public CEntityComponent // client
{
@@ -22702,16 +22699,17 @@ class C_CSWeaponBase : public C_BasePlayerWeapon // client
bool m_bVisualsDataSet; // 0x18B9
bool m_bUIWeapon; // 0x18BA
int32 m_nCustomEconReloadEventId; // 0x18BC
GameTime_t m_nextPrevOwnerUseTime; // 0x18C8
CHandle< C_CSPlayerPawn > m_hPrevOwner; // 0x18CC
GameTick_t m_nDropTick; // 0x18D0
bool m_bWasActiveWeaponWhenDropped; // 0x18D4
bool m_donated; // 0x18F4
GameTime_t m_fLastShotTime; // 0x18F8
bool m_bWasOwnedByCT; // 0x18FC
bool m_bWasOwnedByTerrorist; // 0x18FD
float32 m_flNextClientFireBulletTime; // 0x1900
float32 m_flNextClientFireBulletTime_Repredict; // 0x1904
bool m_bCanBePickedUp; // 0x18C8
GameTime_t m_nextPrevOwnerUseTime; // 0x18CC
CHandle< C_CSPlayerPawn > m_hPrevOwner; // 0x18D0
GameTick_t m_nDropTick; // 0x18D4
bool m_bWasActiveWeaponWhenDropped; // 0x18D8
bool m_donated; // 0x18FC
GameTime_t m_fLastShotTime; // 0x1900
bool m_bWasOwnedByCT; // 0x1904
bool m_bWasOwnedByTerrorist; // 0x1905
float32 m_flNextClientFireBulletTime; // 0x1908
float32 m_flNextClientFireBulletTime_Repredict; // 0x190C
C_IronSightController m_IronSightController; // 0x1960
int32 m_iIronSightMode; // 0x1A10
GameTime_t m_flLastLOSTraceFailureTime; // 0x1A88
@@ -23005,24 +23003,21 @@ class C_CSPlayerPawn : public C_CSPlayerPawnBase // client
QAngle m_angStashedShootAngles; // 0x1CD8
Vector m_vecStashedGrenadeThrowPosition; // 0x1CE4
Vector m_vecStashedVelocity; // 0x1CF0
QAngle[2] m_angShootAngleHistory; // 0x1CFC
Vector[2] m_vecThrowPositionHistory; // 0x1D14
Vector[2] m_vecVelocityHistory; // 0x1D2C
bool m_bShouldAutobuyDMWeapons; // 0x3280
GameTime_t m_fImmuneToGunGameDamageTime; // 0x3284
bool m_bGunGameImmunity; // 0x3288
GameTime_t m_fImmuneToGunGameDamageTimeLast; // 0x328C
float32 m_fMolotovDamageTime; // 0x3290
ParticleIndex_t m_nPlayerInfernoBodyFx; // 0x32FC
QAngle m_angEyeAngles; // 0x3370
GameTime_t[4] m_arrOldEyeAnglesTimes; // 0x3400
QAngle[4] m_arrOldEyeAngles; // 0x3410
QAngle m_angEyeAnglesVelocity; // 0x3440
CEntityIndex m_iIDEntIndex; // 0x344C
CountdownTimer m_delayTargetIDTimer; // 0x3450
CEntityIndex m_iTargetItemEntIdx; // 0x3468
CEntityIndex m_iOldIDEntIndex; // 0x346C
CountdownTimer m_holdTargetIDTimer; // 0x3470
bool m_bShouldAutobuyDMWeapons; // 0x3230
GameTime_t m_fImmuneToGunGameDamageTime; // 0x3234
bool m_bGunGameImmunity; // 0x3238
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
{