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@@ -8854,16 +8854,14 @@ class CCSPlayerAnimationState // server
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bool m_bWasStationaryLastUpdate; // 0x001D
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GameTick_t m_actionStartTick; // 0x0020
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GameTick_t m_staticAimTimerStartTick; // 0x0024
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GameTick_t m_stutterStepStartTick; // 0x0028
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GameTick_t m_plantAndTurnStartTick; // 0x002C
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bool m_bIsStutterStep; // 0x0030
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float32 m_flTurnOnSpotAngle; // 0x0034
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float32 m_flPreviousAimYaw; // 0x0038
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float32 m_flPreviousHorizontalSpeed; // 0x003C
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float32 m_flFootIKOffsetLeft; // 0x0040
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float32 m_flFootIKOffsetRight; // 0x0044
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float32 m_flWeaponDropPercentageDueToMovement; // 0x0048
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float32 m_flWeaponDropSmoothDampVelocity; // 0x004C
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GameTick_t m_plantAndTurnStartTick; // 0x0028
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float32 m_flTurnOnSpotAngle; // 0x002C
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float32 m_flPreviousAimYaw; // 0x0030
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float32 m_flPreviousHorizontalSpeed; // 0x0034
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float32 m_flFootIKOffsetLeft; // 0x0038
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float32 m_flFootIKOffsetRight; // 0x003C
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float32 m_flWeaponDropPercentageDueToMovement; // 0x0040
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float32 m_flWeaponDropSmoothDampVelocity; // 0x0044
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};
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class C_OP_SetControlPointToHand : public CParticleFunctionPreEmission // particles
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{
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@@ -17733,57 +17731,57 @@ class CEnvShake : public CPointEntity // server
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class CCSPlayer_MovementServices : public CPlayer_MovementServices_Humanoid // server
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{
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CCSPlayerAnimationState m_AnimationState; // 0x02E0
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Vector m_vecLadderNormal; // 0x03D0
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int32 m_nLadderSurfacePropIndex; // 0x03DC
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bool m_bDucked; // 0x03E0
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float32 m_flDuckAmount; // 0x03E4
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float32 m_flDuckSpeed; // 0x03E8
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bool m_bDuckOverride; // 0x03EC
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bool m_bDesiresDuck; // 0x03ED
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bool m_bDucking; // 0x03EE
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float32 m_flDuckRootOffset; // 0x03F0
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float32 m_flDuckViewOffset; // 0x03F4
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float32 m_flLastDuckTime; // 0x03F8
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float32 m_flBombPlantViewOffset; // 0x03FC
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Vector2D m_vecLastPositionAtFullCrouchSpeed; // 0x0408
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bool m_duckUntilOnGround; // 0x0410
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bool m_bHasWalkMovedSinceLastJump; // 0x0411
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bool m_bInStuckTest; // 0x0412
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int32 m_nTraceCount; // 0x0620
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int32 m_StuckLast; // 0x0624
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bool m_bSpeedCropped; // 0x0628
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int32 m_nOldWaterLevel; // 0x062C
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float32 m_flWaterEntryTime; // 0x0630
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Vector m_vecForward; // 0x0634
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Vector m_vecLeft; // 0x0640
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Vector m_vecUp; // 0x064C
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int32 m_nGameCodeHasMovedPlayerAfterCommand; // 0x0658
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bool m_bMadeFootstepNoise; // 0x065C
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int32 m_iFootsteps; // 0x0660
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GameTime_t m_fStashGrenadeParameterWhen; // 0x0664
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uint64 m_nButtonDownMaskPrev; // 0x0668
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bool m_bUseFrictionStashedSpeed; // 0x0670
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float32 m_flUseFrictionStashedSpeedUntilFrac; // 0x0674
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float32 m_flFrictionStashedSpeed; // 0x0678
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float32 m_flStamina; // 0x067C
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float32 m_flHeightAtJumpStart; // 0x0680
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float32 m_flMaxJumpHeightThisJump; // 0x0684
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float32 m_flMaxJumpHeightLastJump; // 0x0688
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float32 m_flStaminaAtJumpStart; // 0x068C
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float32 m_flVelMulAtJumpStart; // 0x0690
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float32 m_flAccumulatedJumpError; // 0x0694
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CCSPlayerLegacyJump m_LegacyJump; // 0x0698
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CCSPlayerModernJump m_ModernJump; // 0x06B0
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GameTick_t m_nLastJumpTick; // 0x06E8
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float32 m_flLastJumpFrac; // 0x06EC
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float32 m_flLastJumpVelocityZ; // 0x06F0
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bool m_bJumpApexPending; // 0x06F4
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float32 m_flTicksSinceLastSurfingDetected; // 0x06F8
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bool m_bWasSurfing; // 0x06FC
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Vector2D m_vecWalkWishVel; // 0x078C
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GameTime_t m_gtLastTimeOnStaticWorldGround; // 0x0FB8
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GameTime_t m_gtLastTimeInAir; // 0x0FBC
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bool m_bHasEverProcessedCommand; // 0x0FC0
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Vector m_vecLadderNormal; // 0x03C0
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int32 m_nLadderSurfacePropIndex; // 0x03CC
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bool m_bDucked; // 0x03D0
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float32 m_flDuckAmount; // 0x03D4
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float32 m_flDuckSpeed; // 0x03D8
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bool m_bDuckOverride; // 0x03DC
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bool m_bDesiresDuck; // 0x03DD
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bool m_bDucking; // 0x03DE
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float32 m_flDuckRootOffset; // 0x03E0
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float32 m_flDuckViewOffset; // 0x03E4
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float32 m_flLastDuckTime; // 0x03E8
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float32 m_flBombPlantViewOffset; // 0x03EC
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Vector2D m_vecLastPositionAtFullCrouchSpeed; // 0x03F8
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bool m_duckUntilOnGround; // 0x0400
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bool m_bHasWalkMovedSinceLastJump; // 0x0401
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bool m_bInStuckTest; // 0x0402
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int32 m_nTraceCount; // 0x0610
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int32 m_StuckLast; // 0x0614
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bool m_bSpeedCropped; // 0x0618
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int32 m_nOldWaterLevel; // 0x061C
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float32 m_flWaterEntryTime; // 0x0620
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Vector m_vecForward; // 0x0624
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Vector m_vecLeft; // 0x0630
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Vector m_vecUp; // 0x063C
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int32 m_nGameCodeHasMovedPlayerAfterCommand; // 0x0648
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bool m_bMadeFootstepNoise; // 0x064C
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int32 m_iFootsteps; // 0x0650
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GameTime_t m_fStashGrenadeParameterWhen; // 0x0654
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uint64 m_nButtonDownMaskPrev; // 0x0658
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bool m_bUseFrictionStashedSpeed; // 0x0660
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float32 m_flUseFrictionStashedSpeedUntilFrac; // 0x0664
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float32 m_flFrictionStashedSpeed; // 0x0668
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float32 m_flStamina; // 0x066C
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float32 m_flHeightAtJumpStart; // 0x0670
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float32 m_flMaxJumpHeightThisJump; // 0x0674
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float32 m_flMaxJumpHeightLastJump; // 0x0678
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float32 m_flStaminaAtJumpStart; // 0x067C
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float32 m_flVelMulAtJumpStart; // 0x0680
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float32 m_flAccumulatedJumpError; // 0x0684
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CCSPlayerLegacyJump m_LegacyJump; // 0x0688
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CCSPlayerModernJump m_ModernJump; // 0x06A0
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GameTick_t m_nLastJumpTick; // 0x06D8
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float32 m_flLastJumpFrac; // 0x06DC
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float32 m_flLastJumpVelocityZ; // 0x06E0
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bool m_bJumpApexPending; // 0x06E4
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float32 m_flTicksSinceLastSurfingDetected; // 0x06E8
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bool m_bWasSurfing; // 0x06EC
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Vector2D m_vecWalkWishVel; // 0x077C
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GameTime_t m_gtLastTimeOnStaticWorldGround; // 0x0FA8
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GameTime_t m_gtLastTimeInAir; // 0x0FAC
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bool m_bHasEverProcessedCommand; // 0x0FB0
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};
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class SellbackPurchaseEntry_t // server
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{
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@@ -18015,26 +18013,25 @@ class CCS2PawnGraphController : public CCS2WeaponGraphController // server
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CAnimGraph2ParamOptionalRef< float32 > m_flPreviousMoveSpeedHorizontal; // 0x0618
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CAnimGraph2ParamOptionalRef< float32 > m_flCrouchAmount; // 0x0630
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CAnimGraph2ParamOptionalRef< bool > m_bIsWalking; // 0x0648
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CAnimGraph2ParamOptionalRef< bool > m_bIsStutterStep; // 0x0660
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CAnimGraph2ParamOptionalRef< float32 > m_flWeaponDropAmount; // 0x0678
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CAnimGraph2ParamOptionalRef< CGlobalSymbol > m_groundAction; // 0x0690
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CAnimGraph2ParamOptionalRef< CGlobalSymbol > m_groundActionDirectionID; // 0x06A8
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CAnimGraph2ParamOptionalRef< float32 > m_flGroundTurnAngleOrVelocity; // 0x06C0
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CAnimGraph2ParamOptionalRef< float32 > m_flLadderCycle; // 0x06D8
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CAnimGraph2ParamOptionalRef< float32 > m_flLadderYaw; // 0x06F0
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CAnimGraph2ParamOptionalRef< float32 > m_flLadderYawBackwards; // 0x0708
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CAnimGraph2ParamOptionalRef< CGlobalSymbol > m_airAction; // 0x0720
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CAnimGraph2ParamOptionalRef< float32 > m_flAirHeightAboveGround; // 0x0738
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CAnimGraph2ParamOptionalRef< CNmTarget > m_leftFootTarget; // 0x0750
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CAnimGraph2ParamOptionalRef< CNmTarget > m_rightFootTarget; // 0x0768
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CAnimGraph2ParamOptionalRef< float32 > m_flFlashedAmount; // 0x0780
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CAnimGraph2ParamOptionalRef< float32 > m_flAimPitchAngle; // 0x0798
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CAnimGraph2ParamOptionalRef< float32 > m_flAimYawAngle; // 0x07B0
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CAnimGraph2ParamOptionalRef< CGlobalSymbol > m_flinchHead; // 0x07C8
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CAnimGraph2ParamOptionalRef< bool > m_flinchHeadRestart; // 0x07E0
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CAnimGraph2ParamOptionalRef< CGlobalSymbol > m_flinchBody; // 0x07F8
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CAnimGraph2ParamOptionalRef< bool > m_flinchBodyRestart; // 0x0810
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CAnimGraph2ParamOptionalRef< bool > m_flinchIsOnFire; // 0x0828
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CAnimGraph2ParamOptionalRef< float32 > m_flWeaponDropAmount; // 0x0660
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CAnimGraph2ParamOptionalRef< CGlobalSymbol > m_groundAction; // 0x0678
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CAnimGraph2ParamOptionalRef< CGlobalSymbol > m_groundActionDirectionID; // 0x0690
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CAnimGraph2ParamOptionalRef< float32 > m_flGroundTurnAngleOrVelocity; // 0x06A8
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CAnimGraph2ParamOptionalRef< float32 > m_flLadderCycle; // 0x06C0
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CAnimGraph2ParamOptionalRef< float32 > m_flLadderYaw; // 0x06D8
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CAnimGraph2ParamOptionalRef< float32 > m_flLadderYawBackwards; // 0x06F0
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CAnimGraph2ParamOptionalRef< CGlobalSymbol > m_airAction; // 0x0708
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CAnimGraph2ParamOptionalRef< float32 > m_flAirHeightAboveGround; // 0x0720
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CAnimGraph2ParamOptionalRef< CNmTarget > m_leftFootTarget; // 0x0738
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CAnimGraph2ParamOptionalRef< CNmTarget > m_rightFootTarget; // 0x0750
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CAnimGraph2ParamOptionalRef< float32 > m_flFlashedAmount; // 0x0768
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CAnimGraph2ParamOptionalRef< float32 > m_flAimPitchAngle; // 0x0780
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CAnimGraph2ParamOptionalRef< float32 > m_flAimYawAngle; // 0x0798
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CAnimGraph2ParamOptionalRef< CGlobalSymbol > m_flinchHead; // 0x07B0
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CAnimGraph2ParamOptionalRef< bool > m_flinchHeadRestart; // 0x07C8
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CAnimGraph2ParamOptionalRef< CGlobalSymbol > m_flinchBody; // 0x07E0
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CAnimGraph2ParamOptionalRef< bool > m_flinchBodyRestart; // 0x07F8
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CAnimGraph2ParamOptionalRef< bool > m_flinchIsOnFire; // 0x0810
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};
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class EngineCountdownTimer // server
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{
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@@ -21132,6 +21129,7 @@ class CMapInfo : public CPointEntity // server
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int32 m_iHostageCount; // 0x04BC
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bool m_bFadePlayerVisibilityFarZ; // 0x04C0
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bool m_bRainTraceToSkyEnabled; // 0x04C1
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bool m_bGPUCullSkybox; // 0x04C2
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float32 m_flEnvRainStrength; // 0x04C4
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float32 m_flEnvPuddleRippleStrength; // 0x04C8
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float32 m_flEnvPuddleRippleDirection; // 0x04CC
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@@ -24068,55 +24066,55 @@ class C_SoundEventAABBEntity : public C_SoundEventEntity // client
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class CCSPlayer_MovementServices : public CPlayer_MovementServices_Humanoid // client
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{
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CCSPlayerAnimationState m_AnimationState; // 0x02E0
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Vector m_vecLadderNormal; // 0x03D0
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int32 m_nLadderSurfacePropIndex; // 0x03DC
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bool m_bDucked; // 0x03E0
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float32 m_flDuckAmount; // 0x03E4
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float32 m_flDuckSpeed; // 0x03E8
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bool m_bDuckOverride; // 0x03EC
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bool m_bDesiresDuck; // 0x03ED
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bool m_bDucking; // 0x03EE
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float32 m_flDuckRootOffset; // 0x03F0
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float32 m_flDuckViewOffset; // 0x03F4
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float32 m_flLastDuckTime; // 0x03F8
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float32 m_flBombPlantViewOffset; // 0x03FC
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Vector2D m_vecLastPositionAtFullCrouchSpeed; // 0x0408
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bool m_duckUntilOnGround; // 0x0410
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bool m_bHasWalkMovedSinceLastJump; // 0x0411
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bool m_bInStuckTest; // 0x0412
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int32 m_nTraceCount; // 0x0620
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int32 m_StuckLast; // 0x0624
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bool m_bSpeedCropped; // 0x0628
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int32 m_nOldWaterLevel; // 0x062C
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float32 m_flWaterEntryTime; // 0x0630
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Vector m_vecForward; // 0x0634
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Vector m_vecLeft; // 0x0640
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Vector m_vecUp; // 0x064C
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int32 m_nGameCodeHasMovedPlayerAfterCommand; // 0x0658
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GameTime_t m_fStashGrenadeParameterWhen; // 0x065C
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uint64 m_nButtonDownMaskPrev; // 0x0660
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bool m_bUseFrictionStashedSpeed; // 0x0668
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float32 m_flUseFrictionStashedSpeedUntilFrac; // 0x066C
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float32 m_flFrictionStashedSpeed; // 0x0670
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float32 m_flStamina; // 0x0674
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float32 m_flHeightAtJumpStart; // 0x0678
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float32 m_flMaxJumpHeightThisJump; // 0x067C
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float32 m_flMaxJumpHeightLastJump; // 0x0680
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float32 m_flStaminaAtJumpStart; // 0x0684
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float32 m_flVelMulAtJumpStart; // 0x0688
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float32 m_flAccumulatedJumpError; // 0x068C
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CCSPlayerLegacyJump m_LegacyJump; // 0x0690
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CCSPlayerModernJump m_ModernJump; // 0x06A8
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GameTick_t m_nLastJumpTick; // 0x06E0
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float32 m_flLastJumpFrac; // 0x06E4
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float32 m_flLastJumpVelocityZ; // 0x06E8
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bool m_bJumpApexPending; // 0x06EC
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float32 m_flTicksSinceLastSurfingDetected; // 0x06F0
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bool m_bWasSurfing; // 0x06F4
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Vector2D m_vecWalkWishVel; // 0x0784
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GameTime_t m_gtLastTimeOnStaticWorldGround; // 0x0FB0
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GameTime_t m_gtLastTimeInAir; // 0x0FB4
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bool m_bHasEverProcessedCommand; // 0x0FB8
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Vector m_vecLadderNormal; // 0x03C0
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int32 m_nLadderSurfacePropIndex; // 0x03CC
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bool m_bDucked; // 0x03D0
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float32 m_flDuckAmount; // 0x03D4
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float32 m_flDuckSpeed; // 0x03D8
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bool m_bDuckOverride; // 0x03DC
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bool m_bDesiresDuck; // 0x03DD
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bool m_bDucking; // 0x03DE
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float32 m_flDuckRootOffset; // 0x03E0
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float32 m_flDuckViewOffset; // 0x03E4
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float32 m_flLastDuckTime; // 0x03E8
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float32 m_flBombPlantViewOffset; // 0x03EC
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Vector2D m_vecLastPositionAtFullCrouchSpeed; // 0x03F8
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bool m_duckUntilOnGround; // 0x0400
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bool m_bHasWalkMovedSinceLastJump; // 0x0401
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bool m_bInStuckTest; // 0x0402
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int32 m_nTraceCount; // 0x0610
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int32 m_StuckLast; // 0x0614
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bool m_bSpeedCropped; // 0x0618
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int32 m_nOldWaterLevel; // 0x061C
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float32 m_flWaterEntryTime; // 0x0620
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Vector m_vecForward; // 0x0624
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Vector m_vecLeft; // 0x0630
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Vector m_vecUp; // 0x063C
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int32 m_nGameCodeHasMovedPlayerAfterCommand; // 0x0648
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GameTime_t m_fStashGrenadeParameterWhen; // 0x064C
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uint64 m_nButtonDownMaskPrev; // 0x0650
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bool m_bUseFrictionStashedSpeed; // 0x0658
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float32 m_flUseFrictionStashedSpeedUntilFrac; // 0x065C
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float32 m_flFrictionStashedSpeed; // 0x0660
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float32 m_flStamina; // 0x0664
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float32 m_flHeightAtJumpStart; // 0x0668
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float32 m_flMaxJumpHeightThisJump; // 0x066C
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float32 m_flMaxJumpHeightLastJump; // 0x0670
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float32 m_flStaminaAtJumpStart; // 0x0674
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float32 m_flVelMulAtJumpStart; // 0x0678
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float32 m_flAccumulatedJumpError; // 0x067C
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CCSPlayerLegacyJump m_LegacyJump; // 0x0680
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CCSPlayerModernJump m_ModernJump; // 0x0698
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GameTick_t m_nLastJumpTick; // 0x06D0
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float32 m_flLastJumpFrac; // 0x06D4
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float32 m_flLastJumpVelocityZ; // 0x06D8
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bool m_bJumpApexPending; // 0x06DC
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float32 m_flTicksSinceLastSurfingDetected; // 0x06E0
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bool m_bWasSurfing; // 0x06E4
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Vector2D m_vecWalkWishVel; // 0x0774
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GameTime_t m_gtLastTimeOnStaticWorldGround; // 0x0FA0
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GameTime_t m_gtLastTimeInAir; // 0x0FA4
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bool m_bHasEverProcessedCommand; // 0x0FA8
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};
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class SellbackPurchaseEntry_t // client
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{
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@@ -24188,26 +24186,25 @@ class CCS2PawnGraphController : public CCS2WeaponGraphController // client
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CAnimGraph2ParamOptionalRef< float32 > m_flPreviousMoveSpeedHorizontal; // 0x0330
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CAnimGraph2ParamOptionalRef< float32 > m_flCrouchAmount; // 0x0348
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CAnimGraph2ParamOptionalRef< bool > m_bIsWalking; // 0x0360
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CAnimGraph2ParamOptionalRef< bool > m_bIsStutterStep; // 0x0378
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CAnimGraph2ParamOptionalRef< float32 > m_flWeaponDropAmount; // 0x0390
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CAnimGraph2ParamOptionalRef< CGlobalSymbol > m_groundAction; // 0x03A8
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CAnimGraph2ParamOptionalRef< CGlobalSymbol > m_groundActionDirectionID; // 0x03C0
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CAnimGraph2ParamOptionalRef< float32 > m_flGroundTurnAngleOrVelocity; // 0x03D8
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CAnimGraph2ParamOptionalRef< float32 > m_flLadderCycle; // 0x03F0
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CAnimGraph2ParamOptionalRef< float32 > m_flLadderYaw; // 0x0408
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CAnimGraph2ParamOptionalRef< float32 > m_flLadderYawBackwards; // 0x0420
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CAnimGraph2ParamOptionalRef< CGlobalSymbol > m_airAction; // 0x0438
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CAnimGraph2ParamOptionalRef< float32 > m_flAirHeightAboveGround; // 0x0450
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CAnimGraph2ParamOptionalRef< CNmTarget > m_leftFootTarget; // 0x0468
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CAnimGraph2ParamOptionalRef< CNmTarget > m_rightFootTarget; // 0x0480
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CAnimGraph2ParamOptionalRef< float32 > m_flFlashedAmount; // 0x0498
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CAnimGraph2ParamOptionalRef< float32 > m_flAimPitchAngle; // 0x04B0
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CAnimGraph2ParamOptionalRef< float32 > m_flAimYawAngle; // 0x04C8
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CAnimGraph2ParamOptionalRef< CGlobalSymbol > m_flinchHead; // 0x04E0
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CAnimGraph2ParamOptionalRef< bool > m_flinchHeadRestart; // 0x04F8
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CAnimGraph2ParamOptionalRef< CGlobalSymbol > m_flinchBody; // 0x0510
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CAnimGraph2ParamOptionalRef< bool > m_flinchBodyRestart; // 0x0528
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CAnimGraph2ParamOptionalRef< bool > m_flinchIsOnFire; // 0x0540
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CAnimGraph2ParamOptionalRef< float32 > m_flWeaponDropAmount; // 0x0378
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CAnimGraph2ParamOptionalRef< CGlobalSymbol > m_groundAction; // 0x0390
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CAnimGraph2ParamOptionalRef< CGlobalSymbol > m_groundActionDirectionID; // 0x03A8
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CAnimGraph2ParamOptionalRef< float32 > m_flGroundTurnAngleOrVelocity; // 0x03C0
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CAnimGraph2ParamOptionalRef< float32 > m_flLadderCycle; // 0x03D8
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CAnimGraph2ParamOptionalRef< float32 > m_flLadderYaw; // 0x03F0
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CAnimGraph2ParamOptionalRef< float32 > m_flLadderYawBackwards; // 0x0408
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CAnimGraph2ParamOptionalRef< CGlobalSymbol > m_airAction; // 0x0420
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CAnimGraph2ParamOptionalRef< float32 > m_flAirHeightAboveGround; // 0x0438
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CAnimGraph2ParamOptionalRef< CNmTarget > m_leftFootTarget; // 0x0450
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CAnimGraph2ParamOptionalRef< CNmTarget > m_rightFootTarget; // 0x0468
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CAnimGraph2ParamOptionalRef< float32 > m_flFlashedAmount; // 0x0480
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CAnimGraph2ParamOptionalRef< float32 > m_flAimPitchAngle; // 0x0498
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CAnimGraph2ParamOptionalRef< float32 > m_flAimYawAngle; // 0x04B0
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CAnimGraph2ParamOptionalRef< CGlobalSymbol > m_flinchHead; // 0x04C8
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CAnimGraph2ParamOptionalRef< bool > m_flinchHeadRestart; // 0x04E0
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CAnimGraph2ParamOptionalRef< CGlobalSymbol > m_flinchBody; // 0x04F8
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CAnimGraph2ParamOptionalRef< bool > m_flinchBodyRestart; // 0x0510
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CAnimGraph2ParamOptionalRef< bool > m_flinchIsOnFire; // 0x0528
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};
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|
class EngineCountdownTimer // client
|
|
|
|
|
{
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|
@@ -25834,6 +25831,7 @@ class CMapInfo : public C_PointEntity // client
|
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int32 m_iHostageCount; // 0x0614
|
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bool m_bFadePlayerVisibilityFarZ; // 0x0618
|
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bool m_bRainTraceToSkyEnabled; // 0x0619
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bool m_bGPUCullSkybox; // 0x061A
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float32 m_flEnvRainStrength; // 0x061C
|
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float32 m_flEnvPuddleRippleStrength; // 0x0620
|
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|
float32 m_flEnvPuddleRippleDirection; // 0x0624
|
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