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https://github.com/neverlosecc/source2sdk.git
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1.39.6.6 (03.11.2023) (#6)
This commit is contained in:
parent
7e2f2f52ae
commit
675deb6c4a
@ -3492,25 +3492,25 @@ enum class GameAnimEventIndex_t : uint32_t
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AE_CL_BODYGROUP_SET_VALUE = 0x11,
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AE_SV_BODYGROUP_SET_VALUE = 0x12,
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AE_CL_BODYGROUP_SET_VALUE_CMODEL_WPN = 0x13,
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AE_WPN_PRIMARYATTACK = 0x14,
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AE_WPN_SECONDARYATTACK = 0x15,
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AE_FIRE_INPUT = 0x16,
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AE_CL_CLOTH_ATTR = 0x17,
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AE_CL_CLOTH_GROUND_OFFSET = 0x18,
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AE_CL_CLOTH_STIFFEN = 0x19,
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AE_CL_CLOTH_EFFECT = 0x1a,
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AE_CL_CREATE_ANIM_SCOPE_PROP = 0x1b,
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AE_CL_WEAPON_TRANSITION_INTO_HAND = 0x1c,
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AE_CL_BODYGROUP_SET_TO_CLIP = 0x1d,
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AE_CL_BODYGROUP_SET_TO_NEXTCLIP = 0x1e,
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AE_SV_SHOW_SILENCER = 0x1f,
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AE_SV_ATTACH_SILENCER_COMPLETE = 0x20,
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AE_SV_HIDE_SILENCER = 0x21,
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AE_SV_DETACH_SILENCER_COMPLETE = 0x22,
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AE_CL_EJECT_MAG = 0x23,
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AE_WPN_COMPLETE_RELOAD = 0x24,
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AE_WPN_HEALTHSHOT_INJECT = 0x25,
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AE_CL_C4_SCREEN_TEXT = 0x26,
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AE_WEAPON_PERFORM_ATTACK = 0x14,
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AE_FIRE_INPUT = 0x15,
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AE_CL_CLOTH_ATTR = 0x16,
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AE_CL_CLOTH_GROUND_OFFSET = 0x17,
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AE_CL_CLOTH_STIFFEN = 0x18,
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AE_CL_CLOTH_EFFECT = 0x19,
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AE_CL_CREATE_ANIM_SCOPE_PROP = 0x1a,
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AE_CL_WEAPON_TRANSITION_INTO_HAND = 0x1b,
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AE_CL_BODYGROUP_SET_TO_CLIP = 0x1c,
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AE_CL_BODYGROUP_SET_TO_NEXTCLIP = 0x1d,
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AE_SV_SHOW_SILENCER = 0x1e,
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AE_SV_ATTACH_SILENCER_COMPLETE = 0x1f,
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AE_SV_HIDE_SILENCER = 0x20,
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AE_SV_DETACH_SILENCER_COMPLETE = 0x21,
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AE_CL_EJECT_MAG = 0x22,
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AE_WPN_COMPLETE_RELOAD = 0x23,
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AE_WPN_HEALTHSHOT_INJECT = 0x24,
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AE_CL_C4_SCREEN_TEXT = 0x25,
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AE_GRENADE_THROW_COMPLETE = 0x26,
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};
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// Alignment: 4
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@ -12241,8 +12241,8 @@ public:
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CUtlVectorFixedGrowable< float32 > m_fSwitchDistances; // 0x10
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};
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// Alignment: 15
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// Size: 0x90
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// Alignment: 14
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// Size: 0x88
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struct SceneObject_t
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{
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public:
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@ -12257,16 +12257,15 @@ public:
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CUtlString m_skin; // 0x50
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ObjectTypeFlags_t m_nObjectTypeFlags; // 0x58
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Vector m_vLightingOrigin; // 0x5c
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uint32_t m_nLightGroup; // 0x68
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int16_t m_nOverlayRenderOrder; // 0x6c
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int16_t m_nLODOverride; // 0x6e
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int32_t m_nCubeMapPrecomputedHandshake; // 0x70
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int32_t m_nLightProbeVolumePrecomputedHandshake; // 0x74
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int16_t m_nOverlayRenderOrder; // 0x68
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int16_t m_nLODOverride; // 0x6a
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int32_t m_nCubeMapPrecomputedHandshake; // 0x6c
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int32_t m_nLightProbeVolumePrecomputedHandshake; // 0x70
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private:
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[[maybe_unused]] uint8_t __pad0078[0x8]; // 0x78
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[[maybe_unused]] uint8_t __pad0074[0x4]; // 0x74
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public:
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CStrongHandle< InfoForResourceTypeCModel > m_renderableModel; // 0x80
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CStrongHandle< InfoForResourceTypeCRenderMesh > m_renderable; // 0x88
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CStrongHandle< InfoForResourceTypeCModel > m_renderableModel; // 0x78
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CStrongHandle< InfoForResourceTypeCRenderMesh > m_renderable; // 0x80
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};
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// Alignment: 0
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@ -18856,82 +18855,82 @@ public:
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};
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// Alignment: 33
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// Size: 0x710
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// Size: 0x6d0
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class C_OP_ControlpointLight : public CParticleFunctionOperator
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{
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public:
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// MPropertyFriendlyName "initial color bias"
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float m_flScale; // 0x1c0
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private:
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[[maybe_unused]] uint8_t __pad01c4[0x4cc]; // 0x1c4
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[[maybe_unused]] uint8_t __pad01c4[0x48c]; // 0x1c4
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public:
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// MPropertyFriendlyName "light 1 control point"
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int32_t m_nControlPoint1; // 0x690
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int32_t m_nControlPoint1; // 0x650
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// MPropertyFriendlyName "light 2 control point"
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int32_t m_nControlPoint2; // 0x694
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int32_t m_nControlPoint2; // 0x654
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// MPropertyFriendlyName "light 3 control point"
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int32_t m_nControlPoint3; // 0x698
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int32_t m_nControlPoint3; // 0x658
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// MPropertyFriendlyName "light 4 control point"
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int32_t m_nControlPoint4; // 0x69c
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int32_t m_nControlPoint4; // 0x65c
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// MPropertyFriendlyName "light 1 control point offset"
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Vector m_vecCPOffset1; // 0x6a0
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Vector m_vecCPOffset1; // 0x660
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// MPropertyFriendlyName "light 2 control point offset"
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Vector m_vecCPOffset2; // 0x6ac
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Vector m_vecCPOffset2; // 0x66c
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// MPropertyFriendlyName "light 3 control point offset"
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Vector m_vecCPOffset3; // 0x6b8
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Vector m_vecCPOffset3; // 0x678
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// MPropertyFriendlyName "light 4 control point offset"
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Vector m_vecCPOffset4; // 0x6c4
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Vector m_vecCPOffset4; // 0x684
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// MPropertyFriendlyName "light 1 50% distance"
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float m_LightFiftyDist1; // 0x6d0
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float m_LightFiftyDist1; // 0x690
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// MPropertyFriendlyName "light 1 0% distance"
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float m_LightZeroDist1; // 0x6d4
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float m_LightZeroDist1; // 0x694
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// MPropertyFriendlyName "light 2 50% distance"
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float m_LightFiftyDist2; // 0x6d8
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float m_LightFiftyDist2; // 0x698
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// MPropertyFriendlyName "light 2 0% distance"
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float m_LightZeroDist2; // 0x6dc
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float m_LightZeroDist2; // 0x69c
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// MPropertyFriendlyName "light 3 50% distance"
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float m_LightFiftyDist3; // 0x6e0
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float m_LightFiftyDist3; // 0x6a0
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// MPropertyFriendlyName "light 3 0% distance"
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float m_LightZeroDist3; // 0x6e4
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float m_LightZeroDist3; // 0x6a4
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// MPropertyFriendlyName "light 4 50% distance"
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float m_LightFiftyDist4; // 0x6e8
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float m_LightFiftyDist4; // 0x6a8
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// MPropertyFriendlyName "light 4 0% distance"
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float m_LightZeroDist4; // 0x6ec
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float m_LightZeroDist4; // 0x6ac
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// MPropertyFriendlyName "light 1 color"
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Color m_LightColor1; // 0x6f0
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Color m_LightColor1; // 0x6b0
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// MPropertyFriendlyName "light 2 color"
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Color m_LightColor2; // 0x6f4
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Color m_LightColor2; // 0x6b4
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// MPropertyFriendlyName "light 3 color"
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Color m_LightColor3; // 0x6f8
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Color m_LightColor3; // 0x6b8
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// MPropertyFriendlyName "light 4 color"
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Color m_LightColor4; // 0x6fc
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Color m_LightColor4; // 0x6bc
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// MPropertyFriendlyName "light 1 type 0=point 1=spot"
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bool m_bLightType1; // 0x700
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bool m_bLightType1; // 0x6c0
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// MPropertyFriendlyName "light 2 type 0=point 1=spot"
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bool m_bLightType2; // 0x701
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bool m_bLightType2; // 0x6c1
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// MPropertyFriendlyName "light 3 type 0=point 1=spot"
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bool m_bLightType3; // 0x702
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bool m_bLightType3; // 0x6c2
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// MPropertyFriendlyName "light 4 type 0=point 1=spot"
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bool m_bLightType4; // 0x703
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bool m_bLightType4; // 0x6c3
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// MPropertyFriendlyName "light 1 dynamic light"
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bool m_bLightDynamic1; // 0x704
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bool m_bLightDynamic1; // 0x6c4
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// MPropertyFriendlyName "light 2 dynamic light"
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bool m_bLightDynamic2; // 0x705
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bool m_bLightDynamic2; // 0x6c5
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// MPropertyFriendlyName "light 3 dynamic light"
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bool m_bLightDynamic3; // 0x706
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bool m_bLightDynamic3; // 0x6c6
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// MPropertyFriendlyName "light 4 dynamic light"
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bool m_bLightDynamic4; // 0x707
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bool m_bLightDynamic4; // 0x6c7
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// MPropertyFriendlyName "compute normals from control points"
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bool m_bUseNormal; // 0x708
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bool m_bUseNormal; // 0x6c8
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// MPropertyFriendlyName "half-lambert normals"
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bool m_bUseHLambert; // 0x709
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bool m_bUseHLambert; // 0x6c9
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private:
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[[maybe_unused]] uint8_t __pad070a[0x4]; // 0x70a
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[[maybe_unused]] uint8_t __pad06ca[0x4]; // 0x6ca
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public:
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// MPropertyFriendlyName "clamp minimum light value to initial color"
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bool m_bClampLowerRange; // 0x70e
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bool m_bClampLowerRange; // 0x6ce
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// MPropertyFriendlyName "clamp maximum light value to initial color"
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bool m_bClampUpperRange; // 0x70f
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bool m_bClampUpperRange; // 0x6cf
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};
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// Alignment: 2
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1175
sdk/client.hpp
1175
sdk/client.hpp
File diff suppressed because it is too large
Load Diff
@ -6513,82 +6513,82 @@ public:
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};
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// Alignment: 33
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// Size: 0x710
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// Size: 0x6d0
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class C_OP_ControlpointLight : public CParticleFunctionOperator
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{
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public:
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// MPropertyFriendlyName "initial color bias"
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float m_flScale; // 0x1c0
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private:
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[[maybe_unused]] uint8_t __pad01c4[0x4cc]; // 0x1c4
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[[maybe_unused]] uint8_t __pad01c4[0x48c]; // 0x1c4
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public:
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// MPropertyFriendlyName "light 1 control point"
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int32_t m_nControlPoint1; // 0x690
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int32_t m_nControlPoint1; // 0x650
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// MPropertyFriendlyName "light 2 control point"
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int32_t m_nControlPoint2; // 0x694
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int32_t m_nControlPoint2; // 0x654
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// MPropertyFriendlyName "light 3 control point"
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int32_t m_nControlPoint3; // 0x698
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int32_t m_nControlPoint3; // 0x658
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// MPropertyFriendlyName "light 4 control point"
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int32_t m_nControlPoint4; // 0x69c
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int32_t m_nControlPoint4; // 0x65c
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// MPropertyFriendlyName "light 1 control point offset"
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Vector m_vecCPOffset1; // 0x6a0
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Vector m_vecCPOffset1; // 0x660
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// MPropertyFriendlyName "light 2 control point offset"
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Vector m_vecCPOffset2; // 0x6ac
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Vector m_vecCPOffset2; // 0x66c
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// MPropertyFriendlyName "light 3 control point offset"
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Vector m_vecCPOffset3; // 0x6b8
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Vector m_vecCPOffset3; // 0x678
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// MPropertyFriendlyName "light 4 control point offset"
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Vector m_vecCPOffset4; // 0x6c4
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Vector m_vecCPOffset4; // 0x684
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// MPropertyFriendlyName "light 1 50% distance"
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float m_LightFiftyDist1; // 0x6d0
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float m_LightFiftyDist1; // 0x690
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// MPropertyFriendlyName "light 1 0% distance"
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float m_LightZeroDist1; // 0x6d4
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float m_LightZeroDist1; // 0x694
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// MPropertyFriendlyName "light 2 50% distance"
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float m_LightFiftyDist2; // 0x6d8
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float m_LightFiftyDist2; // 0x698
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// MPropertyFriendlyName "light 2 0% distance"
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float m_LightZeroDist2; // 0x6dc
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float m_LightZeroDist2; // 0x69c
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// MPropertyFriendlyName "light 3 50% distance"
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float m_LightFiftyDist3; // 0x6e0
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float m_LightFiftyDist3; // 0x6a0
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// MPropertyFriendlyName "light 3 0% distance"
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float m_LightZeroDist3; // 0x6e4
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float m_LightZeroDist3; // 0x6a4
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// MPropertyFriendlyName "light 4 50% distance"
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float m_LightFiftyDist4; // 0x6e8
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float m_LightFiftyDist4; // 0x6a8
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// MPropertyFriendlyName "light 4 0% distance"
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float m_LightZeroDist4; // 0x6ec
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float m_LightZeroDist4; // 0x6ac
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// MPropertyFriendlyName "light 1 color"
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Color m_LightColor1; // 0x6f0
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Color m_LightColor1; // 0x6b0
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// MPropertyFriendlyName "light 2 color"
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Color m_LightColor2; // 0x6f4
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Color m_LightColor2; // 0x6b4
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// MPropertyFriendlyName "light 3 color"
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Color m_LightColor3; // 0x6f8
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Color m_LightColor3; // 0x6b8
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// MPropertyFriendlyName "light 4 color"
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Color m_LightColor4; // 0x6fc
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Color m_LightColor4; // 0x6bc
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// MPropertyFriendlyName "light 1 type 0=point 1=spot"
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bool m_bLightType1; // 0x700
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bool m_bLightType1; // 0x6c0
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// MPropertyFriendlyName "light 2 type 0=point 1=spot"
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bool m_bLightType2; // 0x701
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bool m_bLightType2; // 0x6c1
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// MPropertyFriendlyName "light 3 type 0=point 1=spot"
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bool m_bLightType3; // 0x702
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bool m_bLightType3; // 0x6c2
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// MPropertyFriendlyName "light 4 type 0=point 1=spot"
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bool m_bLightType4; // 0x703
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bool m_bLightType4; // 0x6c3
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// MPropertyFriendlyName "light 1 dynamic light"
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bool m_bLightDynamic1; // 0x704
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bool m_bLightDynamic1; // 0x6c4
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// MPropertyFriendlyName "light 2 dynamic light"
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bool m_bLightDynamic2; // 0x705
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bool m_bLightDynamic2; // 0x6c5
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// MPropertyFriendlyName "light 3 dynamic light"
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bool m_bLightDynamic3; // 0x706
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bool m_bLightDynamic3; // 0x6c6
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// MPropertyFriendlyName "light 4 dynamic light"
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bool m_bLightDynamic4; // 0x707
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bool m_bLightDynamic4; // 0x6c7
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// MPropertyFriendlyName "compute normals from control points"
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bool m_bUseNormal; // 0x708
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bool m_bUseNormal; // 0x6c8
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// MPropertyFriendlyName "half-lambert normals"
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bool m_bUseHLambert; // 0x709
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bool m_bUseHLambert; // 0x6c9
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private:
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[[maybe_unused]] uint8_t __pad070a[0x4]; // 0x70a
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[[maybe_unused]] uint8_t __pad06ca[0x4]; // 0x6ca
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public:
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// MPropertyFriendlyName "clamp minimum light value to initial color"
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bool m_bClampLowerRange; // 0x70e
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bool m_bClampLowerRange; // 0x6ce
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// MPropertyFriendlyName "clamp maximum light value to initial color"
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bool m_bClampUpperRange; // 0x70f
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bool m_bClampUpperRange; // 0x6cf
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};
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// Alignment: 3
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1504
sdk/server.hpp
1504
sdk/server.hpp
File diff suppressed because it is too large
Load Diff
@ -81,8 +81,8 @@ public:
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CUtlLeanVector< EntityKeyValueData_t > m_entityKeyValues; // 0x30
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};
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// Alignment: 15
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// Size: 0x90
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// Alignment: 14
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// Size: 0x88
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struct SceneObject_t
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{
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public:
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@ -97,16 +97,15 @@ public:
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CUtlString m_skin; // 0x50
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ObjectTypeFlags_t m_nObjectTypeFlags; // 0x58
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Vector m_vLightingOrigin; // 0x5c
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uint32_t m_nLightGroup; // 0x68
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int16_t m_nOverlayRenderOrder; // 0x6c
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int16_t m_nLODOverride; // 0x6e
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int32_t m_nCubeMapPrecomputedHandshake; // 0x70
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int32_t m_nLightProbeVolumePrecomputedHandshake; // 0x74
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int16_t m_nOverlayRenderOrder; // 0x68
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int16_t m_nLODOverride; // 0x6a
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int32_t m_nCubeMapPrecomputedHandshake; // 0x6c
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int32_t m_nLightProbeVolumePrecomputedHandshake; // 0x70
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private:
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[[maybe_unused]] uint8_t __pad0078[0x8]; // 0x78
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[[maybe_unused]] uint8_t __pad0074[0x4]; // 0x74
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public:
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CStrongHandle< InfoForResourceTypeCModel > m_renderableModel; // 0x80
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CStrongHandle< InfoForResourceTypeCRenderMesh > m_renderable; // 0x88
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CStrongHandle< InfoForResourceTypeCModel > m_renderableModel; // 0x78
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CStrongHandle< InfoForResourceTypeCRenderMesh > m_renderable; // 0x80
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};
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// Alignment: 1
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