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  1. #1
    Hunter's Avatar
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    Game Offset Mega-Thread

    Hello, everyone. Considering that the thread originally made by @zxcelx for this purpose is full of posts and has become quite disorganized as such, I have decided to make this new one which will be used for the same cause, but will be handled in a much more organized way. If you are going to post any game offsets, make sure they are up-to-date or else, your post will be deleted and you may even be infracted for it if you turn out to be a repeat offender.

    Game Offsets As Of Today:
    Code:
    DT_WeaponCSBase -> m_fAccuracyPenalty: _________ 0x000032B0
    DT_BaseAnimating -> m_nForceBone: ______________ 0x0000267C
    DT_BaseCombatWeapon -> m_iState: _______________ 0x000031E8
    DT_BaseCombatWeapon -> m_iClip1: _______________ 0x000031F4
    DT_BaseCombatWeapon -> m_flNextPrimaryAttack: __ 0x000031C8
    DT_BaseCombatWeapon -> m_bCanReload: ___________ 0x00003235
    DT_BaseCombatWeapon -> m_iPrimaryAmmoType: _____ 0x000031EC
    DT_BaseCombatWeapon -> m_iWeaponID: ____________ 0x000032DC
    DT_WeaponCSBaseGun -> m_zoomLevel: _____________ 0x00003330
    DT_BaseEntity -> m_bSpotted: ___________________ 0x00000939
    DT_BaseEntity -> m_bSpottedByMask: _____________ 0x0000097C
    DT_BaseEntity -> m_hOwnerEntity: _______________ 0x00000148
    DT_BaseEntity -> m_vecOrigin: __________________ 0x00000134
    DT_BaseEntity -> m_iTeamNum: ___________________ 0x000000F0
    DT_CSPlayer -> m_flFlashMaxAlpha: ______________ 0x0000A2F4
    DT_CSPlayer -> m_flFlashDuration: ______________ 0x0000A2F8
    DT_CSPlayer -> m_iGlowIndex: ___________________ 0x0000A310
    DT_CSPlayer -> m_angEyeAngles: _________________ 0x0000A9EC
    DT_CSPlayer -> m_iAccount: _____________________ 0x0000A9DC
    DT_CSPlayer -> m_ArmorValue: ___________________ 0x0000A9E8
    DT_CSPlayer -> m_bGunGameImmunity: _____________ 0x000038A0
    DT_CSPlayer -> m_iShotsFired: __________________ 0x0000A2B0
    DT_CSPlayerResource -> CSPlayerResource: _______ 0x02E8AB30
    DT_CSPlayerResource -> m_iCompetitiveRanking: __ 0x00001A44
    DT_CSPlayerResource -> m_iCompetitiveWins: _____ 0x00001B48
    DT_CSPlayerResource -> m_iKills: _______________ 0x00000BE8
    DT_CSPlayerResource -> m_iAssists: _____________ 0x00000CEC
    DT_CSPlayerResource -> m_iDeaths: ______________ 0x00000DF0
    DT_CSPlayerResource -> m_iPing: ________________ 0x00000AE4
    DT_CSPlayerResource -> m_iScore: _______________ 0x00001940
    DT_CSPlayerResource -> m_szClan: _______________ 0x00004120
    DT_BasePlayer -> m_lifeState: __________________ 0x0000025B
    DT_BasePlayer -> m_fFlags: _____________________ 0x00000100
    DT_BasePlayer -> m_iHealth: ____________________ 0x000000FC
    DT_BasePlayer -> m_hLastWeapon: ________________ 0x000032EC
    DT_BasePlayer -> m_hMyWeapons: _________________ 0x00002DE8
    DT_BasePlayer -> m_hActiveWeapon: ______________ 0x00002EE8
    DT_BasePlayer -> m_Local: ______________________ 0x00002FA8
    DT_BasePlayer -> m_vecViewOffset[0]: ___________ 0x00000104
    DT_BasePlayer -> m_nTickBase: __________________ 0x00003414
    DT_BasePlayer -> m_vecVelocity[0]: _____________ 0x00000110
    DT_BasePlayer -> m_szLastPlaceName: ____________ 0x00003598
    DT_Local -> m_vecPunch: ________________________ 0x00003018
    DT_Local -> m_iCrossHairID: ____________________ 0x0000AA44
    BaseEntity -> m_dwModel: _______________________ 0x0000006C
    BaseEntity -> m_dwIndex: _______________________ 0x00000064
    BaseEntity -> m_dwBoneMatrix: __________________ 0x00002698
    BaseEntity -> m_bMoveType: _____________________ 0x00000258
    BaseEntity -> m_bDormant: ______________________ 0x000000E9
    ClientState -> m_dwClientState: ________________ 0x005B6304
    ClientState -> m_dwLocalPlayerIndex: ___________ 0x00000178
    ClientState -> m_dwInGame: _____________________ 0x00000100
    ClientState -> m_dwMaxPlayer: __________________ 0x00000308
    ClientState -> m_dwMapDirectory: _______________ 0x00000180
    ClientState -> m_dwMapname: ____________________ 0x00000284
    ClientState -> m_dwPlayerInfo: _________________ 0x0000523C
    ClientState -> m_dwViewAngles: _________________ 0x00004D0C
    EngineRender -> m_dwViewMatrix: ________________ 0x00000000
    EngineRender -> m_dwEnginePosition: ____________ 0x00664ABC
    RadarBase -> m_dwRadarBase: ____________________ 0x04E8185C
    RadarBase -> m_dwRadarBasePointer: _____________ 0x00000050
    LocalPlayer -> m_dwLocalPlayer: ________________ 0x00A31504
    EntityList -> m_dwEntityList: __________________ 0x04A4CB04
    WeaponTable -> m_dwWeaponTable: ________________ 0x04E93C5C
    WeaponTable -> m_dwWeaponTableIndex: ___________ 0x00003260
    Extra -> m_dwInput: ____________________________ 0x04E975F0
    Extra -> m_dwGlobalVars: _______________________ 0x004CFC04
    Extra -> m_dwGlowObject: _______________________ 0x04F629FC
    Extra -> m_dwForceJump: ________________________ 0x04EE1EF0
    Extra -> m_dwForceAttack: ______________________ 0x02E8CB08
    Extra -> m_dwSensitivity: ______________________ 0x00A36D0C
    Extra -> m_dwMouseEnable: ______________________ 0x00A36D68
    Last edited by Hunter; 09-26-2016 at 12:48 PM. Reason: Updated.

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  3. #2
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    06/29/2016

    Code:
    #define ViewMatrix     0x4A3E7B4
    Member Level 1 since November, 2011
    Contributor since March, 2015
    Game Hacking Team : 06/14/2017

     

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  5. #3
    WasserEsser's Avatar
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    If anyone is interested in getting the interfaces externally, here is a list of signatures for it since i just posted them for someone else.

    Every interface except VClient017 has the same signature, so you only need to find the signature once.

    Code:
    // Every offset ( Pattern ) + Offset ] ) is in Hexadecimal!
    
    InitGameSystems ( - client.dll if you want to get the offset ): 0x2E8AB58
    1. 00 00 6A 32 FF ) - 73 ]
    2. 00 00 6A 32 FF ) - 73 ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 73 ]
    4. \x00\x00\x6A\x32\xFF ) - 73 ] : xxxxx
    
    VMaterialSystemStub001 ( - client.dll if you want to get the offset ): 0x2E8ABB8
    1. 00 00 6A 32 FF ) - AB ]
    2. 00 00 6A 32 FF ) - AB ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - AB ]
    4. \x00\x00\x6A\x32\xFF ) - AB ] : xxxxx
    
    VScriptManager009 ( - client.dll if you want to get the offset ): 0x2E8AB7C
    1. 00 00 6A 32 FF ) - 12B ]
    2. 00 00 6A 32 FF ) - 12B ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 12B ]
    4. \x00\x00\x6A\x32\xFF ) - 12B ] : xxxxx
    
    VClient017 ( - client.dll if you want to get the offset ): 0x4A47810
    1. 08 FF FF FF FF 50 BF ) - 23 ]
    2. 08 FF FF FF FF 50 BF ) - 23 ]
    3. 0x08, 0xFF, 0xFF, 0xFF, 0xFF, 0x50, 0xBF ) - 23 ]
    4. \x08\xFF\xFF\xFF\xFF\x50\xBF ) - 23 ] : xxxxx
    
    ServerUploadGameStats001 ( - client.dll if you want to get the offset ): 0x2E8AB84
    1. 00 00 6A 32 FF ) - 1A0 ]
    2. 00 00 6A 32 FF ) - 1A0 ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 1A0 ]
    4. \x00\x00\x6A\x32\xFF ) - 1A0 ] : xxxxx
    
    VENGINE_GAMETYPES_VERSION002 ( - client.dll if you want to get the offset ): 0xA27C74
    1. 00 00 6A 32 FF ) - 1B9 ]
    2. 00 00 6A 32 FF ) - 1B9 ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 1B9 ]
    4. \x00\x00\x6A\x32\xFF ) - 1B9 ] : xxxxx
    
    RenderToRTHelper001 ( - client.dll if you want to get the offset ): 0x2E8AB88
    1. 00 00 6A 32 FF ) - 1E0 ]
    2. 00 00 6A 32 FF ) - 1E0 ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 1E0 ]
    4. \x00\x00\x6A\x32\xFF ) - 1E0 ] : xxxxx
    
    XboxSystemInterface002 ( - client.dll if you want to get the offset ): 0x2E8AB8C
    1. 00 00 6A 32 FF ) - 1FC ]
    2. 00 00 6A 32 FF ) - 1FC ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 1FC ]
    4. \x00\x00\x6A\x32\xFF ) - 1FC ] : xxxxx
    
    BlackBoxVersion001 ( - client.dll if you want to get the offset ): 0x2E8ABE0
    1. 00 00 6A 32 FF ) - 215 ]
    2. 00 00 6A 32 FF ) - 215 ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 215 ]
    4. \x00\x00\x6A\x32\xFF ) - 215 ] : xxxxx
    
    SceneFileCache002 ( - client.dll if you want to get the offset ): 0x2E8ABC0
    1. 00 00 6A 32 FF ) - 22E ]
    2. 00 00 6A 32 FF ) - 22E ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 22E ]
    4. \x00\x00\x6A\x32\xFF ) - 22E ] : xxxxx
    
    VAvi001 ( - client.dll if you want to get the offset ): 0x2E8AB9C
    1. 00 00 6A 32 FF ) - 247 ]
    2. 00 00 6A 32 FF ) - 247 ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 247 ]
    4. \x00\x00\x6A\x32\xFF ) - 247 ] : xxxxx
    
    InputSystemVersion001 ( - client.dll if you want to get the offset ): 0x2E8AB90
    1. 00 00 6A 32 FF ) - 260 ]
    2. 00 00 6A 32 FF ) - 260 ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 260 ]
    4. \x00\x00\x6A\x32\xFF ) - 260 ] : xxxxx
    
    VSoundEmitter003 ( - client.dll if you want to get the offset ): 0x2E8ABBC
    1. 00 00 6A 32 FF ) - 279 ]
    2. 00 00 6A 32 FF ) - 279 ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 279 ]
    4. \x00\x00\x6A\x32\xFF ) - 279 ] : xxxxx
    
    GAMEEVENTSMANAGER002 ( - client.dll if you want to get the offset ): 0x2E8ABCC
    1. 00 00 6A 32 FF ) - 292 ]
    2. 00 00 6A 32 FF ) - 292 ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 292 ]
    4. \x00\x00\x6A\x32\xFF ) - 292 ] : xxxxx
    
    VENGINE_GAMEUIFUNCS_VERSION005 ( - client.dll if you want to get the offset ): 0x2E8AB94
    1. 00 00 6A 32 FF ) - 2AB ]
    2. 00 00 6A 32 FF ) - 2AB ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 2AB ]
    4. \x00\x00\x6A\x32\xFF ) - 2AB ] : xxxxx
    
    VEngineRandom001 ( - client.dll if you want to get the offset ): 0x2E8AB4C
    1. 00 00 6A 32 FF ) - 2C4 ]
    2. 00 00 6A 32 FF ) - 2C4 ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 2C4 ]
    4. \x00\x00\x6A\x32\xFF ) - 2C4 ] : xxxxx
    
    VFileSystem017 ( - client.dll if you want to get the offset ): 0x2E8ABE4
    1. 00 00 6A 32 FF ) - 2DD ]
    2. 00 00 6A 32 FF ) - 2DD ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 2DD ]
    4. \x00\x00\x6A\x32\xFF ) - 2DD ] : xxxxx
    
    IEngineSoundClient003 ( - client.dll if you want to get the offset ): 0x2E8AB50
    1. 00 00 6A 32 FF ) - 2F6 ]
    2. 00 00 6A 32 FF ) - 2F6 ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 2F6 ]
    4. \x00\x00\x6A\x32\xFF ) - 2F6 ] : xxxxx
    
    StaticPropMgrClient005 ( - client.dll if you want to get the offset ): 0x2E8ABA4
    1. 00 00 6A 32 FF ) - 30F ]
    2. 00 00 6A 32 FF ) - 30F ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 30F ]
    4. \x00\x00\x6A\x32\xFF ) - 30F ] : xxxxx
    
    VEngineShadowMgr002 ( - client.dll if you want to get the offset ): 0x2E8ABB0
    1. 00 00 6A 32 FF ) - 328 ]
    2. 00 00 6A 32 FF ) - 328 ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 328 ]
    4. \x00\x00\x6A\x32\xFF ) - 328 ] : xxxxx
    
    SpatialPartition001 ( - client.dll if you want to get the offset ): 0x2E8ABD8
    1. 00 00 6A 32 FF ) - 341 ]
    2. 00 00 6A 32 FF ) - 341 ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 341 ]
    4. \x00\x00\x6A\x32\xFF ) - 341 ] : xxxxx
    
    VEngineClientStringTable001 ( - client.dll if you want to get the offset ): 0x2E8ABB4
    1. 00 00 6A 32 FF ) - 35A ]
    2. 00 00 6A 32 FF ) - 35A ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 35A ]
    4. \x00\x00\x6A\x32\xFF ) - 35A ] : xxxxx
    
    VEngineVGui001 ( - client.dll if you want to get the offset ): 0x2E8ABA8
    1. 00 00 6A 32 FF ) - 373 ]
    2. 00 00 6A 32 FF ) - 373 ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 373 ]
    4. \x00\x00\x6A\x32\xFF ) - 373 ] : xxxxx
    
    VModelInfoClient004 ( - client.dll if you want to get the offset ): 0x2E8AB54
    1. 00 00 6A 32 FF ) - 38C ]
    2. 00 00 6A 32 FF ) - 38C ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 38C ]
    4. \x00\x00\x6A\x32\xFF ) - 38C ] : xxxxx
    
    VDataCache003 ( - client.dll if you want to get the offset ): 0x2E8ABAC
    1. 00 00 6A 32 FF ) - 3B2 ]
    2. 00 00 6A 32 FF ) - 3B2 ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 3B2 ]
    4. \x00\x00\x6A\x32\xFF ) - 3B2 ] : xxxxx
    
    VDebugOverlay004 ( - client.dll if you want to get the offset ): 0x2E8AB3C
    1. 00 00 6A 32 FF ) - 3CB ]
    2. 00 00 6A 32 FF ) - 3CB ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 3CB ]
    4. \x00\x00\x6A\x32\xFF ) - 3CB ] : xxxxx
    
    VEngineRenderView014 ( - client.dll if you want to get the offset ): 0x2E8ABD4
    1. 00 00 6A 32 FF ) - 3E0 ]
    2. 00 00 6A 32 FF ) - 3E0 ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 3E0 ]
    4. \x00\x00\x6A\x32\xFF ) - 3E0 ] : xxxxx
    
    FileLoggingListener001 ( - client.dll if you want to get the offset ): 0x2E8ABA0
    1. 00 00 6A 32 FF ) - 3F5 ]
    2. 00 00 6A 32 FF ) - 3F5 ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 3F5 ]
    4. \x00\x00\x6A\x32\xFF ) - 3F5 ] : xxxxx
    
    EngineTraceClient004 ( - client.dll if you want to get the offset ): 0x2E8AB48
    1. 00 00 6A 32 FF ) - 40A ]
    2. 00 00 6A 32 FF ) - 40A ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 40A ]
    4. \x00\x00\x6A\x32\xFF ) - 40A ] : xxxxx
    
    VEngineEffects001 ( - client.dll if you want to get the offset ): 0x2E8ABD0
    1. 00 00 6A 32 FF ) - 41F ]
    2. 00 00 6A 32 FF ) - 41F ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 41F ]
    4. \x00\x00\x6A\x32\xFF ) - 41F ] : xxxxx
    
    VEngineModel016 ( - client.dll if you want to get the offset ): 0x2E8ABDC
    1. 00 00 6A 32 FF ) - 434 ]
    2. 00 00 6A 32 FF ) - 434 ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 434 ]
    4. \x00\x00\x6A\x32\xFF ) - 434 ] : xxxxx
    
    VEngineClient013 ( - client.dll if you want to get the offset ): 0x2E8ABC8
    1. 00 00 6A 32 FF ) - 454 ]
    2. 00 00 6A 32 FF ) - 454 ]
    3. 0x00, 0x00, 0x6A, 0x32, 0xFF ) - 454 ]
    4. \x00\x00\x6A\x32\xFF ) - 454 ] : xxxxx

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  7. #4
    Hacker Fail's Avatar
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    Code:
    // Aimbot
    
    #define BaseAddress          0x5B6304 // engine.dll
    #define m_Pitch              0x4D0C
    #define m_Yaw                0x4D10
    Member Level 1 since November, 2011
    Contributor since March, 2015
    Game Hacking Team : 06/14/2017

     

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  9. #5
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    Offsets as of today!

    Code:
    --- Signatures ---
    dwClientState                  => 0x5B92A4
    dwClientState_GetLocalPlayer   => 0x178
    dwClientState_Map              => 0x284
    dwClientState_MapDirectory     => 0x180
    dwClientState_MaxPlayer        => 0x308
    dwClientState_State            => 0x100
    dwClientState_ViewAngles       => 0x4D0C
    dwEntityList                   => 0x4A4EC04
    dwForceAttack                  => 0x2E8EC10
    dwForceJump                    => 0x4EE3FF0
    dwGameDir                      => 0x657718
    dwGlobalVars                   => 0xA2736C
    dwGlowObjectManager            => 0x4F64B1C
    dwInput                        => 0x4E996F0
    dwLocalPlayer                  => 0xA33504
    dwMouseEnable                  => 0xA38D68
    dwPlayerResource               => 0x2E8CC2C
    dwRadarBase                    => 0x4E8395C
    dwSensitivity                  => 0xA38D0C
    dwViewMatrix                   => 0x4A407A4
    dwWeaponTable                  => 0x4E95D6C
    dwWeaponTableIndex             => 0x3260
    dwbSendPackets                 => 0xDFC07
    m_pStudioHdr                   => 0x293C
     
    --- Netvars ---
    m_ArmorValue                   => 0xA9E8
    m_Collision                    => 0x318
    m_CollisionGroup               => 0x470
    m_Local                        => 0x2FA8
    m_MoveType                     => 0x258
    m_OriginalOwnerXuidHigh        => 0x3164
    m_OriginalOwnerXuidLow         => 0x3160
    m_aimPunchAngle                => 0x3018
    m_aimPunchAngleVel             => 0x3024
    m_bGunGameImmunity             => 0x38A0
    m_bHasDefuser                  => 0xA9F8
    m_bHasHelmet                   => 0xA9E0
    m_bInReload                    => 0x3235
    m_bIsDefusing                  => 0x3894
    m_bIsScoped                    => 0x388C
    m_bSpotted                     => 0x939
    m_bSpottedByMask               => 0x97C
    m_dwBoneMatrix                 => 0x2698
    m_fAccuracyPenalty             => 0x32B0
    m_fFlags                       => 0x100
    m_flFallbackWear               => 0x3170
    m_flFlashDuration              => 0xA2F8
    m_flFlashMaxAlpha              => 0xA2F4
    m_flNextPrimaryAttack          => 0x31C8
    m_hActiveWeapon                => 0x2EE8
    m_hMyWeapons                   => 0x2DE8
    m_hOwner                       => 0x29BC
    m_hOwnerEntity                 => 0x148
    m_iAccountID                   => 0x2FA8
    m_iClip1                       => 0x31F4
    m_iCompetitiveRanking          => 0x1A44
    m_iCompetitiveWins             => 0x1B48
    m_iCrosshairId                 => 0xAA44
    m_iEntityQuality               => 0x2F8C
    m_iGlowIndex                   => 0xA310
    m_iHealth                      => 0xFC
    m_iItemDefinitionIndex         => 0x2F88
    m_iItemIDHigh                  => 0x2FA0
    m_iShotsFired                  => 0xA2B0
    m_iState                       => 0x31E8
    m_iTeamNum                     => 0xF0
    m_lifeState                    => 0x25B
    m_nFallbackPaintKit            => 0x3168
    m_nFallbackSeed                => 0x316C
    m_nFallbackStatTrak            => 0x3174
    m_nForceBone                   => 0x267C
    m_nTickBase                    => 0x3414
    m_rgflCoordinateFrame          => 0x440
    m_szCustomName                 => 0x301C
    m_szLastPlaceName              => 0x3598
    m_vecOrigin                    => 0x134
    m_vecVelocity                  => 0x110
    m_vecViewOffset                => 0x104
    m_viewPunchAngle               => 0x300C
    Credits: ReactiioN'
    Last edited by Hunter; 07-02-2016 at 09:52 AM. Reason: Updated.

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  11. #6
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    Main Offsets:
    Code:
    DT_WeaponCSBase -> m_fAccuracyPenalty: _________ 0x000032B0
    DT_BaseAnimating -> m_nForceBone: ______________ 0x0000267C
    DT_BaseCombatWeapon -> m_iState: _______________ 0x000031E8
    DT_BaseCombatWeapon -> m_iClip1: _______________ 0x000031F4
    DT_BaseCombatWeapon -> m_flNextPrimaryAttack: __ 0x000031C8
    DT_BaseCombatWeapon -> m_bCanReload: ___________ 0x00003235
    DT_BaseCombatWeapon -> m_iPrimaryAmmoType: _____ 0x000031EC
    DT_BaseCombatWeapon -> m_iWeaponID: ____________ 0x000032D4
    DT_WeaponCSBaseGun -> m_zoomLevel: _____________ 0x00003330
    DT_BaseEntity -> m_bSpotted: ___________________ 0x00000939
    DT_BaseEntity -> m_bSpottedByMask: _____________ 0x0000097C
    DT_BaseEntity -> m_hOwnerEntity: _______________ 0x00000148
    DT_BaseEntity -> m_vecOrigin: __________________ 0x00000134
    DT_BaseEntity -> m_iTeamNum: ___________________ 0x000000F0
    DT_CSPlayer -> m_flFlashMaxAlpha: ______________ 0x0000A2F4
    DT_CSPlayer -> m_flFlashDuration: ______________ 0x0000A2F8
    DT_CSPlayer -> m_iGlowIndex: ___________________ 0x0000A310
    DT_CSPlayer -> m_angEyeAngles: _________________ 0x0000A9EC
    DT_CSPlayer -> m_iAccount: _____________________ 0x0000A9DC
    DT_CSPlayer -> m_ArmorValue: ___________________ 0x0000A9E8
    DT_CSPlayer -> m_bGunGameImmunity: _____________ 0x000038A0
    DT_CSPlayer -> m_iShotsFired: __________________ 0x0000A2B0
    DT_CSPlayerResource -> CSPlayerResource: _______ 0x02E8CC6C
    DT_CSPlayerResource -> m_iCompetitiveRanking: __ 0x00001A44
    DT_CSPlayerResource -> m_iCompetitiveWins: _____ 0x00001B48
    DT_CSPlayerResource -> m_iKills: _______________ 0x00000BE8
    DT_CSPlayerResource -> m_iAssists: _____________ 0x00000CEC
    DT_CSPlayerResource -> m_iDeaths: ______________ 0x00000DF0
    DT_CSPlayerResource -> m_iPing: ________________ 0x00000AE4
    DT_CSPlayerResource -> m_iScore: _______________ 0x00001940
    DT_CSPlayerResource -> m_szClan: _______________ 0x00004120
    DT_BasePlayer -> m_lifeState: __________________ 0x0000025B
    DT_BasePlayer -> m_fFlags: _____________________ 0x00000100
    DT_BasePlayer -> m_iHealth: ____________________ 0x000000FC
    DT_BasePlayer -> m_hLastWeapon: ________________ 0x000032EC
    DT_BasePlayer -> m_hMyWeapons: _________________ 0x00002DE8
    DT_BasePlayer -> m_hActiveWeapon: ______________ 0x00002EE8
    DT_BasePlayer -> m_Local: ______________________ 0x00002FA8
    DT_BasePlayer -> m_vecViewOffset[0]: ___________ 0x00000104
    DT_BasePlayer -> m_nTickBase: __________________ 0x00003414
    DT_BasePlayer -> m_vecVelocity[0]: _____________ 0x00000110
    DT_BasePlayer -> m_szLastPlaceName: ____________ 0x00003598
    DT_Local -> m_vecPunch: ________________________ 0x00003018
    DT_Local -> m_iCrossHairID: ____________________ 0x0000AA48
    BaseEntity -> m_dwModel: _______________________ 0x0000006C
    BaseEntity -> m_dwIndex: _______________________ 0x00000064
    BaseEntity -> m_dwBoneMatrix: __________________ 0x00002698
    BaseEntity -> m_bMoveType: _____________________ 0x00000258
    BaseEntity -> m_bDormant: ______________________ 0x000000E9
    ClientState -> m_dwClientState: ________________ 0x005B92A4
    ClientState -> m_dwLocalPlayerIndex: ___________ 0x00000178
    ClientState -> m_dwInGame: _____________________ 0x00000100
    ClientState -> m_dwMaxPlayer: __________________ 0x00000308
    ClientState -> m_dwMapDirectory: _______________ 0x00000180
    ClientState -> m_dwMapname: ____________________ 0x00000284
    ClientState -> m_dwPlayerInfo: _________________ 0x0000523C
    ClientState -> m_dwViewAngles: _________________ 0x00004D0C
    EngineRender -> m_dwViewMatrix: ________________ 0x00000000
    EngineRender -> m_dwEnginePosition: ____________ 0x00667ABC
    RadarBase -> m_dwRadarBase: ____________________ 0x04E8399C
    RadarBase -> m_dwRadarBasePointer: _____________ 0x00000050
    LocalPlayer -> m_dwLocalPlayer: ________________ 0x00A33504
    EntityList -> m_dwEntityList: __________________ 0x04A4EC44
    WeaponTable -> m_dwWeaponTable: ________________ 0x04E95DAC
    WeaponTable -> m_dwWeaponTableIndex: ___________ 0x00003260
    Extra -> m_dwInput: ____________________________ 0x04E99730
    Extra -> m_dwGlobalVars: _______________________ 0x004D2140
    Extra -> m_dwGlowObject: _______________________ 0x04F64B6C
    Extra -> m_dwForceJump: ________________________ 0x04EE4034
    Extra -> m_dwForceAttack: ______________________ 0x02E8EC50
    Extra -> m_dwSensitivity: ______________________ 0x00A38D0C
    Extra -> m_dwMouseEnable: ______________________ 0x00000000
    Netvars:
    Code:
    DT_MovieExplosion : public DT_BaseParticleEntity, DT_BaseEntity
    |__AnimTimeMustBeFirst_______________________________ -> 0x0000 ( void* )
     |__m_flAnimTime_____________________________________ -> 0x025C ( int )
     |__m_flSimulationTime_______________________________ -> 0x0264 ( int )
     |__m_cellbits_______________________________________ -> 0x0074 ( int )
     |__m_cellX__________________________________________ -> 0x007C ( int )
     |__m_cellY__________________________________________ -> 0x0080 ( int )
     |__m_cellZ__________________________________________ -> 0x0084 ( int )
     |__m_vecOrigin______________________________________ -> 0x0134 ( Vec3 )
     |__m_angRotation____________________________________ -> 0x0128 ( Vec3 )
     |__m_nModelIndex____________________________________ -> 0x0254 ( int )
     |__m_fEffects_______________________________________ -> 0x00EC ( int )
     |__m_nRenderMode____________________________________ -> 0x0257 ( int )
     |__m_nRenderFX______________________________________ -> 0x0256 ( int )
     |__m_clrRender______________________________________ -> 0x0070 ( int )
     |__m_iTeamNum_______________________________________ -> 0x00F0 ( int )
     |__m_iPendingTeamNum________________________________ -> 0x00F4 ( int )
     |__m_CollisionGroup_________________________________ -> 0x0470 ( int )
     |__m_flElasticity___________________________________ -> 0x0398 ( float )
     |__m_flShadowCastDistance___________________________ -> 0x039C ( float )
     |__m_hOwnerEntity___________________________________ -> 0x0148 ( int )
     |__m_hEffectEntity__________________________________ -> 0x0994 ( int )
     |__moveparent_______________________________________ -> 0x0144 ( int )
     |__m_iParentAttachment______________________________ -> 0x02E8 ( int )
     |__m_iName__________________________________________ -> 0x0150 ( char[ 260 ] )
     |__movetype_________________________________________ -> 0x0000 ( int )
     |__movecollide______________________________________ -> 0x0000 ( int )
     |__m_Collision______________________________________ -> 0x0318 ( void* )
      |__m_vecMins_______________________________________ -> 0x0320 ( Vec3 )
      |__m_vecMaxs_______________________________________ -> 0x032C ( Vec3 )
      |__m_nSolidType____________________________________ -> 0x033A ( int )
      |__m_usSolidFlags__________________________________ -> 0x0338 ( int )
      |__m_nSurroundType_________________________________ -> 0x0342 ( int )
      |__m_triggerBloat__________________________________ -> 0x033B ( int )
      |__m_vecSpecifiedSurroundingMins___________________ -> 0x0344 ( Vec3 )
      |__m_vecSpecifiedSurroundingMaxs___________________ -> 0x0350 ( Vec3 )
      |__m_iTextureFrameIndex____________________________ -> 0x0988 ( int )
      |__m_bSimulatedEveryTick___________________________ -> 0x0936 ( int )
      |__m_bAnimatedEveryTick____________________________ -> 0x0937 ( int )
      |__m_bAlternateSorting_____________________________ -> 0x0938 ( int )
      |__m_bSpotted______________________________________ -> 0x0939 ( int )
      |__m_bSpottedBy____________________________________ -> 0x093A ( void* )
       |__m_bSpottedByMask_______________________________ -> 0x097C ( void* )
        |__m_bIsAutoaimTarget____________________________ -> 0x0060 ( int )
        |__m_fadeMinDist_________________________________ -> 0x02F0 ( float )
        |__m_fadeMaxDist_________________________________ -> 0x02F4 ( float )
        |__m_flFadeScale_________________________________ -> 0x02F8 ( float )
        |__m_nMinCPULevel________________________________ -> 0x0984 ( int )
        |__m_nMaxCPULevel________________________________ -> 0x0985 ( int )
        |__m_nMinGPULevel________________________________ -> 0x0986 ( int )
        |__m_nMaxGPULevel________________________________ -> 0x0987 ( int )
        |__m_flUseLookAtAngle____________________________ -> 0x02C8 ( float )
    DT_TEPlayerDecal : public DT_BaseTempEntity
    |__m_vecOrigin_______________________________________ -> 0x0014 ( Vec3 )
    |__m_nEntity_________________________________________ -> 0x0020 ( int )
    |__m_nPlayer_________________________________________ -> 0x0010 ( int )
    DT_CSPlayerResource : public DT_PlayerResource
    |__m_iPing___________________________________________ -> 0x0AE4 ( void* )
     |__m_iKills_________________________________________ -> 0x0BE8 ( void* )
      |__m_iAssists______________________________________ -> 0x0CEC ( void* )
       |__m_iDeaths______________________________________ -> 0x0DF0 ( void* )
        |__m_bConnected__________________________________ -> 0x0EF4 ( void* )
         |__m_iTeam______________________________________ -> 0x0F38 ( void* )
          |__m_iPendingTeam______________________________ -> 0x103C ( void* )
           |__m_bAlive___________________________________ -> 0x1140 ( void* )
            |__m_iHealth_________________________________ -> 0x1184 ( void* )
             |__m_iCoachingTeam__________________________ -> 0x1308 ( void* )
    |__m_iPlayerC4_______________________________________ -> 0x161C ( int )
    |__m_iPlayerVIP______________________________________ -> 0x1620 ( int )
    |__m_bHostageAlive___________________________________ -> 0x163C ( void* )
     |__m_isHostageFollowingSomeone______________________ -> 0x1648 ( void* )
      |__m_iHostageEntityIDs_____________________________ -> 0x1654 ( void* )
       |__m_bombsiteCenterA______________________________ -> 0x1624 ( Vec3 )
       |__m_bombsiteCenterB______________________________ -> 0x1630 ( Vec3 )
       |__m_hostageRescueX_______________________________ -> 0x1684 ( void* )
        |__m_hostageRescueY______________________________ -> 0x1694 ( void* )
         |__m_hostageRescueZ_____________________________ -> 0x16A4 ( void* )
          |__m_iMVPs_____________________________________ -> 0x16B4 ( void* )
           |__m_iArmor___________________________________ -> 0x183C ( void* )
            |__m_bHasHelmet______________________________ -> 0x17F9 ( void* )
             |__m_bHasDefuser____________________________ -> 0x17B8 ( void* )
              |__m_iScore________________________________ -> 0x1940 ( void* )
               |__m_iCompetitiveRanking__________________ -> 0x1A44 ( void* )
                |__m_iCompetitiveWins____________________ -> 0x1B48 ( void* )
                 |__m_iCompTeammateColor_________________ -> 0x1C4C ( void* )
                  |__m_bControllingBot___________________ -> 0x1D50 ( void* )
                   |__m_iControlledPlayer________________ -> 0x1D94 ( void* )
                    |__m_iControlledByPlayer_____________ -> 0x1E98 ( void* )
                     |__m_iBotDifficulty_________________ -> 0x401C ( void* )
                      |__m_szClan________________________ -> 0x4120 ( void* )
                       |__m_iTotalCashSpent______________ -> 0x4530 ( void* )
                        |__m_iCashSpentThisRound_________ -> 0x4634 ( void* )
                         |__m_nEndMatchNextMapVotes______ -> 0x4738 ( void* )
                          |__m_bEndMatchNextMapAllVoted__ -> 0x483C ( int )
                          |__m_nActiveCoinRank___________ -> 0x4840 ( void* )
                           |__m_nMusicID_________________ -> 0x4944 ( void* )
                            |__m_nPersonaDataPublicLevel_ -> 0x4A8C ( void* )
                             |__m_nPersonaDataPublicCommendsLeader -> 0x4B90 ( void* )
                              |__m_nPersonaDataPublicCommendsTeacher -> 0x4C94 ( void* )
                               |__m_nPersonaDataPublicCommendsFriendly -> 0x4D98 ( void* )
    DT_TEBeamPoints : public DT_BaseBeam
    |__m_nModelIndex_____________________________________ -> 0x0010 ( int )
    |__m_nHaloIndex______________________________________ -> 0x0014 ( int )
    |__m_nStartFrame_____________________________________ -> 0x0018 ( int )
    |__m_nFrameRate______________________________________ -> 0x001C ( int )
    |__m_fLife___________________________________________ -> 0x0020 ( float )
    |__m_fWidth__________________________________________ -> 0x0024 ( float )
    |__m_fEndWidth_______________________________________ -> 0x0028 ( float )
    |__m_nFadeLength_____________________________________ -> 0x002C ( int )
    |__m_fAmplitude______________________________________ -> 0x0030 ( float )
    |__m_nSpeed__________________________________________ -> 0x0044 ( int )
    |__r_________________________________________________ -> 0x0034 ( int )
    |__g_________________________________________________ -> 0x0038 ( int )
    |__b_________________________________________________ -> 0x003C ( int )
    |__a_________________________________________________ -> 0x0040 ( int )
    |__m_nFlags__________________________________________ -> 0x0048 ( int )
    |__m_vecStartPoint___________________________________ -> 0x004C ( Vec3 )
    |__m_vecEndPoint_____________________________________ -> 0x0058 ( Vec3 )
    DT_BaseAttributableItem : public DT_BaseAnimating, DT_BaseEntity
    |__AnimTimeMustBeFirst_______________________________ -> 0x0000 ( void* )
     |__m_flAnimTime_____________________________________ -> 0x025C ( int )
     |__m_flSimulationTime_______________________________ -> 0x0264 ( int )
     |__m_cellbits_______________________________________ -> 0x0074 ( int )
     |__m_cellX__________________________________________ -> 0x007C ( int )
     |__m_cellY__________________________________________ -> 0x0080 ( int )
     |__m_cellZ__________________________________________ -> 0x0084 ( int )
     |__m_vecOrigin______________________________________ -> 0x0134 ( Vec3 )
     |__m_angRotation____________________________________ -> 0x0128 ( Vec3 )
     |__m_nModelIndex____________________________________ -> 0x0254 ( int )
     |__m_fEffects_______________________________________ -> 0x00EC ( int )
     |__m_nRenderMode____________________________________ -> 0x0257 ( int )
     |__m_nRenderFX______________________________________ -> 0x0256 ( int )
     |__m_clrRender______________________________________ -> 0x0070 ( int )
     |__m_iTeamNum_______________________________________ -> 0x00F0 ( int )
     |__m_iPendingTeamNum________________________________ -> 0x00F4 ( int )
     |__m_CollisionGroup_________________________________ -> 0x0470 ( int )
     |__m_flElasticity___________________________________ -> 0x0398 ( float )
     |__m_flShadowCastDistance___________________________ -> 0x039C ( float )
     |__m_hOwnerEntity___________________________________ -> 0x0148 ( int )
     |__m_hEffectEntity__________________________________ -> 0x0994 ( int )
     |__moveparent_______________________________________ -> 0x0144 ( int )
     |__m_iParentAttachment______________________________ -> 0x02E8 ( int )
     |__m_iName__________________________________________ -> 0x0150 ( char[ 260 ] )
     |__movetype_________________________________________ -> 0x0000 ( int )
     |__movecollide______________________________________ -> 0x0000 ( int )
     |__m_Collision______________________________________ -> 0x0318 ( void* )
      |__m_vecMins_______________________________________ -> 0x0320 ( Vec3 )
      |__m_vecMaxs_______________________________________ -> 0x032C ( Vec3 )
      |__m_nSolidType____________________________________ -> 0x033A ( int )
      |__m_usSolidFlags__________________________________ -> 0x0338 ( int )
      |__m_nSurroundType_________________________________ -> 0x0342 ( int )
      |__m_triggerBloat__________________________________ -> 0x033B ( int )
      |__m_vecSpecifiedSurroundingMins___________________ -> 0x0344 ( Vec3 )
      |__m_vecSpecifiedSurroundingMaxs___________________ -> 0x0350 ( Vec3 )
      |__m_iTextureFrameIndex____________________________ -> 0x0988 ( int )
      |__m_bSimulatedEveryTick___________________________ -> 0x0936 ( int )
      |__m_bAnimatedEveryTick____________________________ -> 0x0937 ( int )
      |__m_bAlternateSorting_____________________________ -> 0x0938 ( int )
      |__m_bSpotted______________________________________ -> 0x0939 ( int )
      |__m_bSpottedBy____________________________________ -> 0x093A ( void* )
       |__m_bSpottedByMask_______________________________ -> 0x097C ( void* )
        |__m_bIsAutoaimTarget____________________________ -> 0x0060 ( int )
        |__m_fadeMinDist_________________________________ -> 0x02F0 ( float )
        |__m_fadeMaxDist_________________________________ -> 0x02F4 ( float )
        |__m_flFadeScale_________________________________ -> 0x02F8 ( float )
        |__m_nMinCPULevel________________________________ -> 0x0984 ( int )
        |__m_nMaxCPULevel________________________________ -> 0x0985 ( int )
        |__m_nMinGPULevel________________________________ -> 0x0986 ( int )
        |__m_nMaxGPULevel________________________________ -> 0x0987 ( int )
        |__m_flUseLookAtAngle____________________________ -> 0x02C8 ( float )
    |__m_nSequence_______________________________________ -> 0x28AC ( int )
    |__m_nForceBone______________________________________ -> 0x267C ( int )
    |__m_vecForce________________________________________ -> 0x2670 ( Vec3 )
    |__m_nSkin___________________________________________ -> 0x0A1C ( int )
    |__m_nBody___________________________________________ -> 0x0A20 ( int )
    |__m_nHitboxSet______________________________________ -> 0x09FC ( int )
    |__m_flModelScale____________________________________ -> 0x2738 ( float )
    |__m_flPoseParameter_________________________________ -> 0x2764 ( void* )
     |__m_flPlaybackRate_________________________________ -> 0x0A18 ( float )
     |__m_flEncodedController____________________________ -> 0x0A48 ( void* )
      |__m_bClientSideAnimation__________________________ -> 0x288C ( int )
      |__m_bClientSideFrameReset_________________________ -> 0x26B0 ( int )
      |__m_bClientSideRagdoll____________________________ -> 0x0275 ( int )
      |__m_nNewSequenceParity____________________________ -> 0x0A38 ( int )
      |__m_nResetEventsParity____________________________ -> 0x0A3C ( int )
      |__m_nMuzzleFlashParity____________________________ -> 0x0A58 ( int )
      |__m_hLightingOrigin_______________________________ -> 0x2934 ( int )
      |__serveranimdata__________________________________ -> 0x0000 ( void* )
       |__m_flCycle______________________________________ -> 0x0A14 ( float )
       |__m_flFrozen_____________________________________ -> 0x26E8 ( float )
       |__m_ScaleType____________________________________ -> 0x273C ( int )
       |__m_bSuppressAnimSounds__________________________ -> 0x293A ( int )
    |__m_AttributeManager________________________________ -> 0x2D70 ( void* )
     |__m_hOuter_________________________________________ -> 0x2D8C ( int )
     |__m_ProviderType___________________________________ -> 0x2D94 ( int )
     |__m_iReapplyProvisionParity________________________ -> 0x2D88 ( int )
     |__m_Item___________________________________________ -> 0x2DB0 ( void* )
      |__m_iItemDefinitionIndex__________________________ -> 0x2F88 ( int )
      |__m_iEntityLevel__________________________________ -> 0x2F90 ( int )
      |__m_iItemIDHigh___________________________________ -> 0x2FA0 ( int )
      |__m_iItemIDLow____________________________________ -> 0x2FA4 ( int )
      |__m_iAccountID____________________________________ -> 0x2FA8 ( int )
      |__m_iEntityQuality________________________________ -> 0x2F8C ( int )
      |__m_bInitialized__________________________________ -> 0x2FB4 ( int )
      |__m_szCustomName__________________________________ -> 0x301C ( char[ 161 ] )
      |__m_NetworkedDynamicAttributesForDemos____________ -> 0x3000 ( void* )
       |__m_Attributes___________________________________ -> 0x3000 ( void* )
        |__lengthproxy___________________________________ -> 0x3000 ( void* )
         |__lengthprop32_________________________________ -> 0x3000 ( int )
     |__m_OriginalOwnerXuidLow___________________________ -> 0x3160 ( int )
     |__m_OriginalOwnerXuidHigh__________________________ -> 0x3164 ( int )
     |__m_nFallbackPaintKit______________________________ -> 0x3168 ( int )
     |__m_nFallbackSeed__________________________________ -> 0x316C ( int )
     |__m_flFallbackWear_________________________________ -> 0x3170 ( float )
     |__m_nFallbackStatTrak______________________________ -> 0x3174 ( int )
    DT_ParticleSmokeGrenade : public DT_BaseParticleEntity, DT_BaseEntity
    |__AnimTimeMustBeFirst_______________________________ -> 0x0000 ( void* )
     |__m_flAnimTime_____________________________________ -> 0x025C ( int )
     |__m_flSimulationTime_______________________________ -> 0x0264 ( int )
     |__m_cellbits_______________________________________ -> 0x0074 ( int )
     |__m_cellX__________________________________________ -> 0x007C ( int )
     |__m_cellY__________________________________________ -> 0x0080 ( int )
     |__m_cellZ__________________________________________ -> 0x0084 ( int )
     |__m_vecOrigin______________________________________ -> 0x0134 ( Vec3 )
     |__m_angRotation____________________________________ -> 0x0128 ( Vec3 )
     |__m_nModelIndex____________________________________ -> 0x0254 ( int )
     |__m_fEffects_______________________________________ -> 0x00EC ( int )
     |__m_nRenderMode____________________________________ -> 0x0257 ( int )
     |__m_nRenderFX______________________________________ -> 0x0256 ( int )
     |__m_clrRender______________________________________ -> 0x0070 ( int )
     |__m_iTeamNum_______________________________________ -> 0x00F0 ( int )
     |__m_iPendingTeamNum________________________________ -> 0x00F4 ( int )
     |__m_CollisionGroup_________________________________ -> 0x0470 ( int )
     |__m_flElasticity___________________________________ -> 0x0398 ( float )
     |__m_flShadowCastDistance___________________________ -> 0x039C ( float )
     |__m_hOwnerEntity___________________________________ -> 0x0148 ( int )
     |__m_hEffectEntity__________________________________ -> 0x0994 ( int )
     |__moveparent_______________________________________ -> 0x0144 ( int )
     |__m_iParentAttachment______________________________ -> 0x02E8 ( int )
     |__m_iName__________________________________________ -> 0x0150 ( char[ 260 ] )
     |__movetype_________________________________________ -> 0x0000 ( int )
     |__movecollide______________________________________ -> 0x0000 ( int )
     |__m_Collision______________________________________ -> 0x0318 ( void* )
      |__m_vecMins_______________________________________ -> 0x0320 ( Vec3 )
      |__m_vecMaxs_______________________________________ -> 0x032C ( Vec3 )
      |__m_nSolidType____________________________________ -> 0x033A ( int )
      |__m_usSolidFlags__________________________________ -> 0x0338 ( int )
      |__m_nSurroundType_________________________________ -> 0x0342 ( int )
      |__m_triggerBloat__________________________________ -> 0x033B ( int )
      |__m_vecSpecifiedSurroundingMins___________________ -> 0x0344 ( Vec3 )
      |__m_vecSpecifiedSurroundingMaxs___________________ -> 0x0350 ( Vec3 )
      |__m_iTextureFrameIndex____________________________ -> 0x0988 ( int )
      |__m_bSimulatedEveryTick___________________________ -> 0x0936 ( int )
      |__m_bAnimatedEveryTick____________________________ -> 0x0937 ( int )
      |__m_bAlternateSorting_____________________________ -> 0x0938 ( int )
      |__m_bSpotted______________________________________ -> 0x0939 ( int )
      |__m_bSpottedBy____________________________________ -> 0x093A ( void* )
       |__m_bSpottedByMask_______________________________ -> 0x097C ( void* )
        |__m_bIsAutoaimTarget____________________________ -> 0x0060 ( int )
        |__m_fadeMinDist_________________________________ -> 0x02F0 ( float )
        |__m_fadeMaxDist_________________________________ -> 0x02F4 ( float )
        |__m_flFadeScale_________________________________ -> 0x02F8 ( float )
        |__m_nMinCPULevel________________________________ -> 0x0984 ( int )
        |__m_nMaxCPULevel________________________________ -> 0x0985 ( int )
        |__m_nMinGPULevel________________________________ -> 0x0986 ( int )
        |__m_nMaxGPULevel________________________________ -> 0x0987 ( int )
        |__m_flUseLookAtAngle____________________________ -> 0x02C8 ( float )
    |__m_flSpawnTime_____________________________________ -> 0x0AD4 ( float )
    |__m_FadeStartTime___________________________________ -> 0x0AD8 ( float )
    |__m_FadeEndTime_____________________________________ -> 0x0ADC ( float )
    |__m_MinColor________________________________________ -> 0x0AE4 ( Vec3 )
    |__m_MaxColor________________________________________ -> 0x0AF0 ( Vec3 )
    |__m_CurrentStage____________________________________ -> 0x0AC4 ( int )
    DT_TestTraceline
    |__m_clrRender_______________________________________ -> 0x0070 ( int )
    |__m_vecOrigin_______________________________________ -> 0x0134 ( Vec3 )
    |__m_angRotation[0]__________________________________ -> 0x0128 ( float )
    |__m_angRotation[1]__________________________________ -> 0x012C ( float )
    |__m_angRotation[2]__________________________________ -> 0x0130 ( float )
    |__moveparent________________________________________ -> 0x0144 ( int )
    DT_TEBreakModel : public DT_BaseTempEntity
    |__m_vecOrigin_______________________________________ -> 0x0010 ( Vec3 )
    |__m_angRotation[0]__________________________________ -> 0x001C ( float )
    |__m_angRotation[1]__________________________________ -> 0x0020 ( float )
    |__m_angRotation[2]__________________________________ -> 0x0024 ( float )
    |__m_vecSize_________________________________________ -> 0x0028 ( Vec3 )
    |__m_vecVelocity_____________________________________ -> 0x0034 ( Vec3 )
    |__m_nModelIndex_____________________________________ -> 0x0044 ( int )
    |__m_nRandomization__________________________________ -> 0x0040 ( int )
    |__m_nCount__________________________________________ -> 0x0048 ( int )
    |__m_fTime___________________________________________ -> 0x004C ( float )
    |__m_nFlags__________________________________________ -> 0x0050 ( int )
    DT_TESprite : public DT_BaseTempEntity
    |__m_vecOrigin_______________________________________ -> 0x0010 ( Vec3 )
    |__m_nModelIndex_____________________________________ -> 0x001C ( int )
    |__m_fScale__________________________________________ -> 0x0020 ( float )
    |__m_nBrightness_____________________________________ -> 0x0024 ( int )
    DT_RagdollManager
    |__m_iCurrentMaxRagdollCount_________________________ -> 0x09D8 ( int )
    DT_TEWorldDecal : public DT_BaseTempEntity
    |__m_vecOrigin_______________________________________ -> 0x0010 ( Vec3 )
    |__m_nIndex__________________________________________ -> 0x001C ( int )
    DT_TEBeamEnts : public DT_BaseBeam
    |__m_nModelIndex_____________________________________ -> 0x0010 ( int )
    |__m_nHaloIndex______________________________________ -> 0x0014 ( int )
    |__m_nStartFrame_____________________________________ -> 0x0018 ( int )
    |__m_nFrameRate______________________________________ -> 0x001C ( int )
    |__m_fLife___________________________________________ -> 0x0020 ( float )
    |__m_fWidth__________________________________________ -> 0x0024 ( float )
    |__m_fEndWidth_______________________________________ -> 0x0028 ( float )
    |__m_nFadeLength_____________________________________ -> 0x002C ( int )
    |__m_fAmplitude______________________________________ -> 0x0030 ( float )
    |__m_nSpeed__________________________________________ -> 0x0044 ( int )
    |__r_________________________________________________ -> 0x0034 ( int )
    |__g_________________________________________________ -> 0x0038 ( int )
    |__b_________________________________________________ -> 0x003C ( int )
    |__a_________________________________________________ -> 0x0040 ( int )
    |__m_nFlags__________________________________________ -> 0x0048 ( int )
    |__m_nStartEntity____________________________________ -> 0x004C ( int )
    |__m_nEndEntity______________________________________ -> 0x0050 ( int )
    DT_TESpriteSpray : public DT_BaseTempEntity
    |__m_vecOrigin_______________________________________ -> 0x0010 ( Vec3 )
    |__m_vecDirection____________________________________ -> 0x001C ( Vec3 )
    |__m_nModelIndex_____________________________________ -> 0x0028 ( int )
    |__m_fNoise__________________________________________ -> 0x0030 ( float )
    |__m_nCount__________________________________________ -> 0x0034 ( int )
    |__m_nSpeed__________________________________________ -> 0x002C ( int )
    DT_WeaponTaser : public DT_WeaponCSBaseGun, DT_WeaponCSBase, DT_BaseCombatWeapon, DT_EconEntity, DT_BaseFlex, DT_BaseAnimatingOverlay, DT_BaseAnimating, DT_BaseEntity
    |__AnimTimeMustBeFirst_______________________________ -> 0x0000 ( void* )
     |__m_flAnimTime_____________________________________ -> 0x025C ( int )
     |__m_flSimulationTime_______________________________ -> 0x0264 ( int )
     |__m_cellbits_______________________________________ -> 0x0074 ( int )
     |__m_cellX__________________________________________ -> 0x007C ( int )
     |__m_cellY__________________________________________ -> 0x0080 ( int )
     |__m_cellZ__________________________________________ -> 0x0084 ( int )
     |__m_vecOrigin______________________________________ -> 0x0134 ( Vec3 )
     |__m_angRotation____________________________________ -> 0x0128 ( Vec3 )
     |__m_nModelIndex____________________________________ -> 0x0254 ( int )
     |__m_fEffects_______________________________________ -> 0x00EC ( int )
     |__m_nRenderMode____________________________________ -> 0x0257 ( int )
     |__m_nRenderFX______________________________________ -> 0x0256 ( int )
     |__m_clrRender______________________________________ -> 0x0070 ( int )
     |__m_iTeamNum_______________________________________ -> 0x00F0 ( int )
     |__m_iPendingTeamNum________________________________ -> 0x00F4 ( int )
     |__m_CollisionGroup_________________________________ -> 0x0470 ( int )
     |__m_flElasticity___________________________________ -> 0x0398 ( float )
     |__m_flShadowCastDistance___________________________ -> 0x039C ( float )
     |__m_hOwnerEntity___________________________________ -> 0x0148 ( int )
     |__m_hEffectEntity__________________________________ -> 0x0994 ( int )
     |__moveparent_______________________________________ -> 0x0144 ( int )
     |__m_iParentAttachment______________________________ -> 0x02E8 ( int )
     |__m_iName__________________________________________ -> 0x0150 ( char[ 260 ] )
     |__movetype_________________________________________ -> 0x0000 ( int )
     |__movecollide______________________________________ -> 0x0000 ( int )
     |__m_Collision______________________________________ -> 0x0318 ( void* )
      |__m_vecMins_______________________________________ -> 0x0320 ( Vec3 )
      |__m_vecMaxs_______________________________________ -> 0x032C ( Vec3 )
      |__m_nSolidType____________________________________ -> 0x033A ( int )
      |__m_usSolidFlags__________________________________ -> 0x0338 ( int )
      |__m_nSurroundType_________________________________ -> 0x0342 ( int )
      |__m_triggerBloat__________________________________ -> 0x033B ( int )
      |__m_vecSpecifiedSurroundingMins___________________ -> 0x0344 ( Vec3 )
      |__m_vecSpecifiedSurroundingMaxs___________________ -> 0x0350 ( Vec3 )
      |__m_iTextureFrameIndex____________________________ -> 0x0988 ( int )
      |__m_bSimulatedEveryTick___________________________ -> 0x0936 ( int )
      |__m_bAnimatedEveryTick____________________________ -> 0x0937 ( int )
      |__m_bAlternateSorting_____________________________ -> 0x0938 ( int )
      |__m_bSpotted______________________________________ -> 0x0939 ( int )
      |__m_bSpottedBy____________________________________ -> 0x093A ( void* )
       |__m_bSpottedByMask_______________________________ -> 0x097C ( void* )
        |__m_bIsAutoaimTarget____________________________ -> 0x0060 ( int )
        |__m_fadeMinDist_________________________________ -> 0x02F0 ( float )
        |__m_fadeMaxDist_________________________________ -> 0x02F4 ( float )
        |__m_flFadeScale_________________________________ -> 0x02F8 ( float )
        |__m_nMinCPULevel________________________________ -> 0x0984 ( int )
        |__m_nMaxCPULevel________________________________ -> 0x0985 ( int )
        |__m_nMinGPULevel________________________________ -> 0x0986 ( int )
        |__m_nMaxGPULevel________________________________ -> 0x0987 ( int )
        |__m_flUseLookAtAngle____________________________ -> 0x02C8 ( float )
    |__m_nSequence_______________________________________ -> 0x28AC ( int )
    |__m_nForceBone______________________________________ -> 0x267C ( int )
    |__m_vecForce________________________________________ -> 0x2670 ( Vec3 )
    |__m_nSkin___________________________________________ -> 0x0A1C ( int )
    |__m_nBody___________________________________________ -> 0x0A20 ( int )
    |__m_nHitboxSet______________________________________ -> 0x09FC ( int )
    |__m_flModelScale____________________________________ -> 0x2738 ( float )
    |__m_flPoseParameter_________________________________ -> 0x2764 ( void* )
     |__m_flPlaybackRate_________________________________ -> 0x0A18 ( float )
     |__m_flEncodedController____________________________ -> 0x0A48 ( void* )
      |__m_bClientSideAnimation__________________________ -> 0x288C ( int )
      |__m_bClientSideFrameReset_________________________ -> 0x26B0 ( int )
      |__m_bClientSideRagdoll____________________________ -> 0x0275 ( int )
      |__m_nNewSequenceParity____________________________ -> 0x0A38 ( int )
      |__m_nResetEventsParity____________________________ -> 0x0A3C ( int )
      |__m_nMuzzleFlashParity____________________________ -> 0x0A58 ( int )
      |__m_hLightingOrigin_______________________________ -> 0x2934 ( int )
      |__serveranimdata__________________________________ -> 0x0000 ( void* )
       |__m_flCycle______________________________________ -> 0x0A14 ( float )
       |__m_flFrozen_____________________________________ -> 0x26E8 ( float )
       |__m_ScaleType____________________________________ -> 0x273C ( int )
       |__m_bSuppressAnimSounds__________________________ -> 0x293A ( int )
    |__overlay_vars______________________________________ -> 0x0000 ( void* )
     |__m_AnimOverlay____________________________________ -> 0x0000 ( void* )
      |__lengthproxy_____________________________________ -> 0x0000 ( void* )
       |__lengthprop15___________________________________ -> 0x0000 ( int )
    |__m_flexWeight______________________________________ -> 0x2A18 ( void* )
     |__m_blinktoggle____________________________________ -> 0x2BC4 ( int )
     |__m_viewtarget_____________________________________ -> 0x29E0 ( Vec3 )
    |__m_AttributeManager________________________________ -> 0x2D70 ( void* )
     |__m_hOuter_________________________________________ -> 0x2D8C ( int )
     |__m_ProviderType___________________________________ -> 0x2D94 ( int )
     |__m_iReapplyProvisionParity________________________ -> 0x2D88 ( int )
     |__m_Item___________________________________________ -> 0x2DB0 ( void* )
      |__m_iItemDefinitionIndex__________________________ -> 0x2F88 ( int )
      |__m_iEntityLevel__________________________________ -> 0x2F90 ( int )
      |__m_iItemIDHigh___________________________________ -> 0x2FA0 ( int )
      |__m_iItemIDLow____________________________________ -> 0x2FA4 ( int )
      |__m_iAccountID____________________________________ -> 0x2FA8 ( int )
      |__m_iEntityQuality________________________________ -> 0x2F8C ( int )
      |__m_bInitialized__________________________________ -> 0x2FB4 ( int )
      |__m_szCustomName__________________________________ -> 0x301C ( char[ 161 ] )
      |__m_NetworkedDynamicAttributesForDemos____________ -> 0x3000 ( void* )
       |__m_Attributes___________________________________ -> 0x3000 ( void* )
        |__lengthproxy___________________________________ -> 0x3000 ( void* )
         |__lengthprop32_________________________________ -> 0x3000 ( int )
     |__m_OriginalOwnerXuidLow___________________________ -> 0x3160 ( int )
     |__m_OriginalOwnerXuidHigh__________________________ -> 0x3164 ( int )
     |__m_nFallbackPaintKit______________________________ -> 0x3168 ( int )
     |__m_nFallbackSeed__________________________________ -> 0x316C ( int )
     |__m_flFallbackWear_________________________________ -> 0x3170 ( float )
     |__m_nFallbackStatTrak______________________________ -> 0x3174 ( int )
    |__LocalWeaponData___________________________________ -> 0x0000 ( void* )
     |__m_iPrimaryAmmoType_______________________________ -> 0x31EC ( int )
     |__m_iSecondaryAmmoType_____________________________ -> 0x31F0 ( int )
     |__m_nViewModelIndex________________________________ -> 0x31C4 ( int )
     |__m_bFlipViewModel_________________________________ -> 0x3254 ( int )
     |__m_iWeaponOrigin__________________________________ -> 0x3258 ( int )
     |__m_iWeaponModule__________________________________ -> 0x31DC ( int )
     |__LocalActiveWeaponData____________________________ -> 0x0000 ( void* )
      |__m_flNextPrimaryAttack___________________________ -> 0x31C8 ( float )
      |__m_flNextSecondaryAttack_________________________ -> 0x31CC ( float )
      |__m_nNextThinkTick________________________________ -> 0x00F8 ( int )
      |__m_flTimeWeaponIdle______________________________ -> 0x3204 ( float )
      |__m_iViewModelIndex_______________________________ -> 0x31D0 ( int )
      |__m_iWorldModelIndex______________________________ -> 0x31D4 ( int )
      |__m_iWorldDroppedModelIndex_______________________ -> 0x31D8 ( int )
      |__m_iState________________________________________ -> 0x31E8 ( int )
      |__m_hOwner________________________________________ -> 0x31C0 ( int )
      |__m_iClip1________________________________________ -> 0x31F4 ( int )
      |__m_iClip2________________________________________ -> 0x31F8 ( int )
      |__m_iPrimaryReserveAmmoCount______________________ -> 0x31FC ( int )
      |__m_iSecondaryReserveAmmoCount____________________ -> 0x3200 ( int )
      |__m_hWeaponWorldModel_____________________________ -> 0x31E4 ( int )
      |__m_iNumEmptyAttacks______________________________ -> 0x31E0 ( int )
    |__m_weaponMode______________________________________ -> 0x32AC ( int )
    |__m_fAccuracyPenalty________________________________ -> 0x32B0 ( float )
    |__m_fLastShotTime___________________________________ -> 0x3310 ( float )
    |__m_iRecoilIndex____________________________________ -> 0x32BC ( int )
    |__m_hPrevOwner______________________________________ -> 0x32EC ( int )
    |__m_bBurstMode______________________________________ -> 0x32C0 ( int )
    |__m_flPostponeFireReadyTime_________________________ -> 0x32C4 ( float )
    |__m_bReloadVisuallyComplete_________________________ -> 0x32C8 ( int )
    |__m_bSilencerOn_____________________________________ -> 0x32C9 ( int )
    |__m_flDoneSwitchingSilencer_________________________ -> 0x32CC ( float )
    |__m_iOriginalTeamNumber_____________________________ -> 0x32D4 ( int )
    |__m_iIronSightMode__________________________________ -> 0x332C ( int )
    |__m_zoomLevel_______________________________________ -> 0x3330 ( int )
    |__m_iBurstShotsRemaining____________________________ -> 0x3334 ( int )
    DT_TESparks : public DT_TEParticleSystem, DT_BaseTempEntity
    |__m_vecOrigin[0]____________________________________ -> 0x0010 ( float )
    |__m_vecOrigin[1]____________________________________ -> 0x0014 ( float )
    |__m_vecOrigin[2]____________________________________ -> 0x0018 ( float )
    |__m_nMagnitude______________________________________ -> 0x001C ( int )
    |__m_nTrailLength____________________________________ -> 0x0020 ( int )
    |__m_vecDir__________________________________________ -> 0x0024 ( Vec3 )
    DT_BaseCombatCharacter : public DT_BaseFlex, DT_BaseAnimatingOverlay, DT_BaseAnimating, DT_BaseEntity
    |__AnimTimeMustBeFirst_______________________________ -> 0x0000 ( void* )
     |__m_flAnimTime_____________________________________ -> 0x025C ( int )
     |__m_flSimulationTime_______________________________ -> 0x0264 ( int )
     |__m_cellbits_______________________________________ -> 0x0074 ( int )
     |__m_cellX__________________________________________ -> 0x007C ( int )
     |__m_cellY__________________________________________ -> 0x0080 ( int )
     |__m_cellZ__________________________________________ -> 0x0084 ( int )
     |__m_vecOrigin______________________________________ -> 0x0134 ( Vec3 )
     |__m_angRotation____________________________________ -> 0x0128 ( Vec3 )
     |__m_nModelIndex____________________________________ -> 0x0254 ( int )
     |__m_fEffects_______________________________________ -> 0x00EC ( int )
     |__m_nRenderMode____________________________________ -> 0x0257 ( int )
     |__m_nRenderFX______________________________________ -> 0x0256 ( int )
     |__m_clrRender______________________________________ -> 0x0070 ( int )
     |__m_iTeamNum_______________________________________ -> 0x00F0 ( int )
     |__m_iPendingTeamNum________________________________ -> 0x00F4 ( int )
     |__m_CollisionGroup_________________________________ -> 0x0470 ( int )
     |__m_flElasticity___________________________________ -> 0x0398 ( float )
     |__m_flShadowCastDistance___________________________ -> 0x039C ( float )
     |__m_hOwnerEntity___________________________________ -> 0x0148 ( int )
     |__m_hEffectEntity__________________________________ -> 0x0994 ( int )
     |__moveparent_______________________________________ -> 0x0144 ( int )
     |__m_iParentAttachment______________________________ -> 0x02E8 ( int )
     |__m_iName__________________________________________ -> 0x0150 ( char[ 260 ] )
     |__movetype_________________________________________ -> 0x0000 ( int )
     |__movecollide______________________________________ -> 0x0000 ( int )
     |__m_Collision______________________________________ -> 0x0318 ( void* )
      |__m_vecMins_______________________________________ -> 0x0320 ( Vec3 )
      |__m_vecMaxs_______________________________________ -> 0x032C ( Vec3 )
      |__m_nSolidType____________________________________ -> 0x033A ( int )
      |__m_usSolidFlags__________________________________ -> 0x0338 ( int )
      |__m_nSurroundType_________________________________ -> 0x0342 ( int )
      |__m_triggerBloat__________________________________ -> 0x033B ( int )
      |__m_vecSpecifiedSurroundingMins___________________ -> 0x0344 ( Vec3 )
      |__m_vecSpecifiedSurroundingMaxs___________________ -> 0x0350 ( Vec3 )
      |__m_iTextureFrameIndex____________________________ -> 0x0988 ( int )
      |__m_bSimulatedEveryTick___________________________ -> 0x0936 ( int )
      |__m_bAnimatedEveryTick____________________________ -> 0x0937 ( int )
      |__m_bAlternateSorting_____________________________ -> 0x0938 ( int )
      |__m_bSpotted______________________________________ -> 0x0939 ( int )
      |__m_bSpottedBy____________________________________ -> 0x093A ( void* )
       |__m_bSpottedByMask_______________________________ -> 0x097C ( void* )
        |__m_bIsAutoaimTarget____________________________ -> 0x0060 ( int )
        |__m_fadeMinDist_________________________________ -> 0x02F0 ( float )
        |__m_fadeMaxDist_________________________________ -> 0x02F4 ( float )
        |__m_flFadeScale_________________________________ -> 0x02F8 ( float )
        |__m_nMinCPULevel________________________________ -> 0x0984 ( int )
        |__m_nMaxCPULevel________________________________ -> 0x0985 ( int )
        |__m_nMinGPULevel________________________________ -> 0x0986 ( int )
        |__m_nMaxGPULevel________________________________ -> 0x0987 ( int )
        |__m_flUseLookAtAngle____________________________ -> 0x02C8 ( float )
    |__m_nSequence_______________________________________ -> 0x28AC ( int )
    |__m_nForceBone______________________________________ -> 0x267C ( int )
    |__m_vecForce________________________________________ -> 0x2670 ( Vec3 )
    |__m_nSkin___________________________________________ -> 0x0A1C ( int )
    |__m_nBody___________________________________________ -> 0x0A20 ( int )
    |__m_nHitboxSet______________________________________ -> 0x09FC ( int )
    |__m_flModelScale____________________________________ -> 0x2738 ( float )
    |__m_flPoseParameter_________________________________ -> 0x2764 ( void* )
     |__m_flPlaybackRate_________________________________ -> 0x0A18 ( float )
     |__m_flEncodedController____________________________ -> 0x0A48 ( void* )
      |__m_bClientSideAnimation__________________________ -> 0x288C ( int )
      |__m_bClientSideFrameReset_________________________ -> 0x26B0 ( int )
      |__m_bClientSideRagdoll____________________________ -> 0x0275 ( int )
      |__m_nNewSequenceParity____________________________ -> 0x0A38 ( int )
      |__m_nResetEventsParity____________________________ -> 0x0A3C ( int )
      |__m_nMuzzleFlashParity____________________________ -> 0x0A58 ( int )
      |__m_hLightingOrigin_______________________________ -> 0x2934 ( int )
      |__serveranimdata__________________________________ -> 0x0000 ( void* )
       |__m_flCycle______________________________________ -> 0x0A14 ( float )
       |__m_flFrozen_____________________________________ -> 0x26E8 ( float )
       |__m_ScaleType____________________________________ -> 0x273C ( int )
       |__m_bSuppressAnimSounds__________________________ -> 0x293A ( int )
    |__overlay_vars______________________________________ -> 0x0000 ( void* )
     |__m_AnimOverlay____________________________________ -> 0x0000 ( void* )
      |__lengthproxy_____________________________________ -> 0x0000 ( void* )
       |__lengthprop15___________________________________ -> 0x0000 ( int )
    |__m_flexWeight______________________________________ -> 0x2A18 ( void* )
     |__m_blinktoggle____________________________________ -> 0x2BC4 ( int )
     |__m_viewtarget_____________________________________ -> 0x29E0 ( Vec3 )
    |__bcc_localdata_____________________________________ -> 0x0000 ( void* )
     |__m_flNextAttack___________________________________ -> 0x2D60 ( float )
     |__bcc_nonlocaldata_________________________________ -> 0x0000 ( void* )
      |__m_hMyWeapons____________________________________ -> 0x2DE8 ( void* )
      |__m_LastHitGroup__________________________________ -> 0x2D64 ( int )
      |__m_hActiveWeapon_________________________________ -> 0x2EE8 ( int )
      |__m_flTimeOfLastInjury____________________________ -> 0x2EEC ( float )
      |__m_nRelativeDirectionOfLastInjury________________ -> 0x2EF0 ( int )
      |__m_hMyWeapons____________________________________ -> 0x2DE8 ( void* )
    DT_TEShowLine : public DT_TEParticleSystem, DT_BaseTempEntity
    |__m_vecOrigin[0]____________________________________ -> 0x0010 ( float )
    |__m_vecOrigin[1]____________________________________ -> 0x0014 ( float )
    |__m_vecOrigin[2]____________________________________ -> 0x0018 ( float )
    |__m_vecEnd__________________________________________ -> 0x001C ( Vec3 )
    DT_BasePropDoor : public DT_DynamicProp, DT_BreakableProp, DT_BaseAnimating, DT_BaseEntity
    |__AnimTimeMustBeFirst_______________________________ -> 0x0000 ( void* )
     |__m_flAnimTime_____________________________________ -> 0x025C ( int )
     |__m_flSimulationTime_______________________________ -> 0x0264 ( int )
     |__m_cellbits_______________________________________ -> 0x0074 ( int )
     |__m_cellX__________________________________________ -> 0x007C ( int )
     |__m_cellY__________________________________________ -> 0x0080 ( int )
     |__m_cellZ__________________________________________ -> 0x0084 ( int )
     |__m_vecOrigin______________________________________ -> 0x0134 ( Vec3 )
     |__m_angRotation____________________________________ -> 0x0128 ( Vec3 )
     |__m_nModelIndex____________________________________ -> 0x0254 ( int )
     |__m_fEffects_______________________________________ -> 0x00EC ( int )
     |__m_nRenderMode____________________________________ -> 0x0257 ( int )
     |__m_nRenderFX______________________________________ -> 0x0256 ( int )
     |__m_clrRender______________________________________ -> 0x0070 ( int )
     |__m_iTeamNum_______________________________________ -> 0x00F0 ( int )
     |__m_iPendingTeamNum________________________________ -> 0x00F4 ( int )
     |__m_CollisionGroup_________________________________ -> 0x0470 ( int )
     |__m_flElasticity___________________________________ -> 0x0398 ( float )
     |__m_flShadowCastDistance___________________________ -> 0x039C ( float )
     |__m_hOwnerEntity___________________________________ -> 0x0148 ( int )
     |__m_hEffectEntity__________________________________ -> 0x0994 ( int )
     |__moveparent_______________________________________ -> 0x0144 ( int )
     |__m_iParentAttachment______________________________ -> 0x02E8 ( int )
     |__m_iName__________________________________________ -> 0x0150 ( char[ 260 ] )
     |__movetype_________________________________________ -> 0x0000 ( int )
     |__movecollide______________________________________ -> 0x0000 ( int )
     |__m_Collision______________________________________ -> 0x0318 ( void* )
      |__m_vecMins_______________________________________ -> 0x0320 ( Vec3 )
      |__m_vecMaxs_______________________________________ -> 0x032C ( Vec3 )
      |__m_nSolidType____________________________________ -> 0x033A ( int )
      |__m_usSolidFlags__________________________________ -> 0x0338 ( int )
      |__m_nSurroundType_________________________________ -> 0x0342 ( int )
      |__m_triggerBloat__________________________________ -> 0x033B ( int )
      |__m_vecSpecifiedSurroundingMins___________________ -> 0x0344 ( Vec3 )
      |__m_vecSpecifiedSurroundingMaxs___________________ -> 0x0350 ( Vec3 )
      |__m_iTextureFrameIndex____________________________ -> 0x0988 ( int )
      |__m_bSimulatedEveryTick___________________________ -> 0x0936 ( int )
      |__m_bAnimatedEveryTick____________________________ -> 0x0937 ( int )
      |__m_bAlternateSorting_____________________________ -> 0x0938 ( int )
      |__m_bSpotted______________________________________ -> 0x0939 ( int )
      |__m_bSpottedBy____________________________________ -> 0x093A ( void* )
       |__m_bSpottedByMask_______________________________ -> 0x097C ( void* )
        |__m_bIsAutoaimTarget____________________________ -> 0x0060 ( int )
        |__m_fadeMinDist_________________________________ -> 0x02F0 ( float )
        |__m_fadeMaxDist_________________________________ -> 0x02F4 ( float )
        |__m_flFadeScale_________________________________ -> 0x02F8 ( float )
        |__m_nMinCPULevel________________________________ -> 0x0984 ( int )
        |__m_nMaxCPULevel________________________________ -> 0x0985 ( int )
        |__m_nMinGPULevel________________________________ -> 0x0986 ( int )
        |__m_nMaxGPULevel________________________________ -> 0x0987 ( int )
        |__m_flUseLookAtAngle____________________________ -> 0x02C8 ( float )
    |__m_nSequence_______________________________________ -> 0x28AC ( int )
    |__m_nForceBone______________________________________ -> 0x267C ( int )
    |__m_vecForce________________________________________ -> 0x2670 ( Vec3 )
    |__m_nSkin___________________________________________ -> 0x0A1C ( int )
    |__m_nBody___________________________________________ -> 0x0A20 ( int )
    |__m_nHitboxSet______________________________________ -> 0x09FC ( int )
    |__m_flModelScale____________________________________ -> 0x2738 ( float )
    |__m_flPoseParameter_________________________________ -> 0x2764 ( void* )
     |__m_flPlaybackRate_________________________________ -> 0x0A18 ( float )
     |__m_flEncodedController____________________________ -> 0x0A48 ( void* )
      |__m_bClientSideAnimation__________________________ -> 0x288C ( int )
      |__m_bClientSideFrameReset_________________________ -> 0x26B0 ( int )
      |__m_bClientSideRagdoll____________________________ -> 0x0275 ( int )
      |__m_nNewSequenceParity____________________________ -> 0x0A38 ( int )
      |__m_nResetEventsParity____________________________ -> 0x0A3C ( int )
      |__m_nMuzzleFlashParity____________________________ -> 0x0A58 ( int )
      |__m_hLightingOrigin_______________________________ -> 0x2934 ( int )
      |__serveranimdata__________________________________ -> 0x0000 ( void* )
       |__m_flCycle______________________________________ -> 0x0A14 ( float )
       |__m_flFrozen_____________________________________ -> 0x26E8 ( float )
       |__m_ScaleType____________________________________ -> 0x273C ( int )
       |__m_bSuppressAnimSounds__________________________ -> 0x293A ( int )
    |__m_qPreferredPlayerCarryAngles_____________________ -> 0x2974 ( Vec3 )
    |__m_bClientPhysics__________________________________ -> 0x2980 ( int )
    |__m_bUseHitboxesForRenderBox________________________ -> 0x2994 ( int )
    |__m_flGlowMaxDist___________________________________ -> 0x29B4 ( float )
    |__m_bShouldGlow_____________________________________ -> 0x29B8 ( int )
    |__m_clrGlow_________________________________________ -> 0x29B9 ( int )
    |__m_nGlowStyle______________________________________ -> 0x29C0 ( int )
    DT_Embers : public DT_BaseEntity
    |__AnimTimeMustBeFirst_______________________________ -> 0x0000 ( void* )
     |__m_flAnimTime_____________________________________ -> 0x025C ( int )
     |__m_flSimulationTime_______________________________ -> 0x0264 ( int )
     |__m_cellbits_______________________________________ -> 0x0074 ( int )
     |__m_cellX__________________________________________ -> 0x007C ( int )
     |__m_cellY__________________________________________ -> 0x0080 ( int )
     |__m_cellZ__________________________________________ -> 0x0084 ( int )
     |__m_vecOrigin______________________________________ -> 0x0134 ( Vec3 )
     |__m_angRotation____________________________________ -> 0x0128 ( Vec3 )
     |__m_nModelIndex____________________________________ -> 0x0254 ( int )
     |__m_fEffects_______________________________________ -> 0x00EC ( int )
     |__m_nRenderMode____________________________________ -> 0x0257 ( int )
     |__m_nRenderFX______________________________________ -> 0x0256 ( int )
     |__m_clrRender______________________________________ -> 0x0070 ( int )
     |__m_iTeamNum_______________________________________ -> 0x00F0 ( int )
     |__m_iPendingTeamNum________________________________ -> 0x00F4 ( int )
     |__m_CollisionGroup_________________________________ -> 0x0470 ( int )
     |__m_flElasticity___________________________________ -> 0x0398 ( float )
     |__m_flShadowCastDistance___________________________ -> 0x039C ( float )
     |__m_hOwnerEntity___________________________________ -> 0x0148 ( int )
     |__m_hEffectEntity__________________________________ -> 0x0994 ( int )
     |__moveparent_______________________________________ -> 0x0144 ( int )
     |__m_iParentAttachment______________________________ -> 0x02E8 ( int )
     |__m_iName__________________________________________ -> 0x0150 ( char[ 260 ] )
     |__movetype_________________________________________ -> 0x0000 ( int )
     |__movecollide______________________________________ -> 0x0000 ( int )
     |__m_Collision______________________________________ -> 0x0318 ( void* )
      |__m_vecMins_______________________________________ -> 0x0320 ( Vec3 )
      |__m_vecMaxs_______________________________________ -> 0x032C ( Vec3 )
      |__m_nSolidType____________________________________ -> 0x033A ( int )
      |__m_usSolidFlags__________________________________ -> 0x0338 ( int )
      |__m_nSurroundType_________________________________ -> 0x0342 ( int )
      |__m_triggerBloat__________________________________ -> 0x033B ( int )
      |__m_vecSpecifiedSurroundingMins___________________ -> 0x0344 ( Vec3 )
      |__m_vecSpecifiedSurroundingMaxs___________________ -> 0x0350 ( Vec3 )
      |__m_iTextureFrameIndex____________________________ -> 0x0988 ( int )
      |__m_bSimulatedEveryTick___________________________ -> 0x0936 ( int )
      |__m_bAnimatedEveryTick____________________________ -> 0x0937 ( int )
      |__m_bAlternateSorting_____________________________ -> 0x0938 ( int )
      |__m_bSpotted______________________________________ -> 0x0939 ( int )
      |__m_bSpottedBy____________________________________ -> 0x093A ( void* )
       |__m_bSpottedByMask_______________________________ -> 0x097C ( void* )
        |__m_bIsAutoaimTarget____________________________ -> 0x0060 ( int )
        |__m_fadeMinDist_________________________________ -> 0x02F0 ( float )
        |__m_fadeMaxDist_________________________________ -> 0x02F4 ( float )
        |__m_flFadeScale_________________________________ -> 0x02F8 ( float )
        |__m_nMinCPULevel________________________________ -> 0x0984 ( int )
        |__m_nMaxCPULevel________________________________ -> 0x0985 ( int )
        |__m_nMinGPULevel________________________________ -> 0x0986 ( int )
        |__m_nMaxGPULevel________________________________ -> 0x0987 ( int )
        |__m_flUseLookAtAngle____________________________ -> 0x02C8 ( float )
    |__m_nDensity________________________________________ -> 0x09D8 ( int )
    |__m_nLifetime_______________________________________ -> 0x09DC ( int )
    |__m_nSpeed__________________________________________ -> 0x09E0 ( int )
    |__m_bEmit___________________________________________ -> 0x09E4 ( int )
    DT_TESmoke : public DT_BaseTempEntity
    |__m_vecOrigin_______________________________________ -> 0x0010 ( Vec3 )
    |__m_nModelIndex_____________________________________ -> 0x001C ( int )
    |__m_fScale__________________________________________ -> 0x0020 ( float )
    |__m_nFrameRate______________________________________ -> 0x0024 ( int )
    DT_TEProjectedDecal : public DT_BaseTempEntity
    |__m_vecOrigin_______________________________________ -> 0x0010 ( Vec3 )
    |__m_angRotation_____________________________________ -> 0x001C ( Vec3 )
    |__m_flDistance______________________________________ -> 0x0028 ( float )
    |__m_nIndex__________________________________________ -> 0x002C ( int )
    DT_BaseToggle : public DT_BaseEntity
    |__AnimTimeMustBeFirst_______________________________ -> 0x0000 ( void* )
     |__m_flAnimTime_____________________________________ -> 0x025C ( int )
     |__m_flSimulationTime_______________________________ -> 0x0264 ( int )
     |__m_cellbits_______________________________________ -> 0x0074 ( int )
     |__m_cellX__________________________________________ -> 0x007C ( int )
     |__m_cellY__________________________________________ -> 0x0080 ( int )
     |__m_cellZ__________________________________________ -> 0x0084 ( int )
     |__m_vecOrigin______________________________________ -> 0x0134 ( Vec3 )
     |__m_angRotation____________________________________ -> 0x0128 ( Vec3 )
     |__m_nModelIndex____________________________________ -> 0x0254 ( int )
     |__m_fEffects_______________________________________ -> 0x00EC ( int )
     |__m_nRenderMode____________________________________ -> 0x0257 ( int )
     |__m_nRenderFX______________________________________ -> 0x0256 ( int )
     |__m_clrRender______________________________________ -> 0x0070 ( int )
     |__m_iTeamNum_______________________________________ -> 0x00F0 ( int )
     |__m_iPendingTeamNum________________________________ -> 0x00F4 ( int )
     |__m_CollisionGroup_________________________________ -> 0x0470 ( int )
     |__m_flElasticity___________________________________ -> 0x0398 ( float )
     |__m_flShadowCastDistance___________________________ -> 0x039C ( float )
     |__m_hOwnerEntity___________________________________ -> 0x0148 ( int )
     |__m_hEffectEntity__________________________________ -> 0x0994 ( int )
     |__moveparent_______________________________________ -> 0x0144 ( int )
     |__m_iParentAttachment______________________________ -> 0x02E8 ( int )
     |__m_iName__________________________________________ -> 0x0150 ( char[ 260 ] )
    Last edited by robater; 07-04-2016 at 10:47 PM.
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  13. #7
    lelo's Avatar
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    Offsets!
    Code:
    DT_WeaponCSBase -> m_fAccuracyPenalty: _________ 0x000032B0
    DT_BaseAnimating -> m_nForceBone: ______________ 0x0000267C
    DT_BaseCombatWeapon -> m_iState: _______________ 0x000031E8
    DT_BaseCombatWeapon -> m_iClip1: _______________ 0x000031F4
    DT_BaseCombatWeapon -> m_flNextPrimaryAttack: __ 0x000031C8
    DT_BaseCombatWeapon -> m_bCanReload: ___________ 0x00003235
    DT_BaseCombatWeapon -> m_iPrimaryAmmoType: _____ 0x000031EC
    DT_BaseCombatWeapon -> m_iWeaponID: ____________ 0x000032DC
    DT_WeaponCSBaseGun -> m_zoomLevel: _____________ 0x00003330
    DT_BaseEntity -> m_bSpotted: ___________________ 0x00000939
    DT_BaseEntity -> m_bSpottedByMask: _____________ 0x0000097C
    DT_BaseEntity -> m_hOwnerEntity: _______________ 0x00000148
    DT_BaseEntity -> m_vecOrigin: __________________ 0x00000134
    DT_BaseEntity -> m_iTeamNum: ___________________ 0x000000F0
    DT_CSPlayer -> m_flFlashMaxAlpha: ______________ 0x0000A2F4
    DT_CSPlayer -> m_flFlashDuration: ______________ 0x0000A2F8
    DT_CSPlayer -> m_iGlowIndex: ___________________ 0x0000A310
    DT_CSPlayer -> m_angEyeAngles: _________________ 0x0000A9EC
    DT_CSPlayer -> m_iAccount: _____________________ 0x0000A9DC
    DT_CSPlayer -> m_ArmorValue: ___________________ 0x0000A9E8
    DT_CSPlayer -> m_bGunGameImmunity: _____________ 0x000038A0
    DT_CSPlayer -> m_iShotsFired: __________________ 0x0000A2B0
    DT_CSPlayerResource -> CSPlayerResource: _______ 0x02E8CCCC
    DT_CSPlayerResource -> m_iCompetitiveRanking: __ 0x00001A44
    DT_CSPlayerResource -> m_iCompetitiveWins: _____ 0x00001B48
    DT_CSPlayerResource -> m_iKills: _______________ 0x00000BE8
    DT_CSPlayerResource -> m_iAssists: _____________ 0x00000CEC
    DT_CSPlayerResource -> m_iDeaths: ______________ 0x00000DF0
    DT_CSPlayerResource -> m_iPing: ________________ 0x00000AE4
    DT_CSPlayerResource -> m_iScore: _______________ 0x00001940
    DT_CSPlayerResource -> m_szClan: _______________ 0x00004120
    DT_BasePlayer -> m_lifeState: __________________ 0x0000025B
    DT_BasePlayer -> m_fFlags: _____________________ 0x00000100
    DT_BasePlayer -> m_iHealth: ____________________ 0x000000FC
    DT_BasePlayer -> m_hLastWeapon: ________________ 0x000032EC
    DT_BasePlayer -> m_hMyWeapons: _________________ 0x00002DE8
    DT_BasePlayer -> m_hActiveWeapon: ______________ 0x00002EE8
    DT_BasePlayer -> m_Local: ______________________ 0x00002FA8
    DT_BasePlayer -> m_vecViewOffset[0]: ___________ 0x00000104
    DT_BasePlayer -> m_nTickBase: __________________ 0x00003414
    DT_BasePlayer -> m_vecVelocity[0]: _____________ 0x00000110
    DT_BasePlayer -> m_szLastPlaceName: ____________ 0x00003598
    DT_Local -> m_vecPunch: ________________________ 0x00003018
    DT_Local -> m_iCrossHairID: ____________________ 0x0000AA44
    BaseEntity -> m_bDormant: ______________________ 0x000000E9
    BaseEntity -> m_dwModel: _______________________ 0x0000006C
    BaseEntity -> m_dwIndex: _______________________ 0x00000064
    BaseEntity -> m_dwBoneMatrix: __________________ 0x00002698
    BaseEntity -> m_bMoveType: _____________________ 0x00000258
    ClientState -> m_dwClientState: ________________ 0x005B92A4
    ClientState -> m_dwLocalPlayerIndex: ___________ 0x00000178
    ClientState -> m_dwInGame: _____________________ 0x00000100
    ClientState -> m_dwMaxPlayer: __________________ 0x00000308
    ClientState -> m_dwMapDirectory: _______________ 0x00000180
    ClientState -> m_dwMapname: ____________________ 0x00000284
    ClientState -> m_dwPlayerInfo: _________________ 0x0000523C
    ClientState -> m_dwViewAngles: _________________ 0x00004D0C
    EngineRender -> m_dwViewMatrix: ________________ 0x04A40844
    EngineRender -> m_dwEnginePosition: ____________ 0x00667ABC
    RadarBase -> m_dwRadarBase: ____________________ 0x04E839FC
    RadarBase -> m_dwRadarBasePointer: _____________ 0x00000050
    LocalPlayer -> m_dwLocalPlayer: ________________ 0x00A33504
    EntityList -> m_dwEntityList: __________________ 0x04A4ECA4
    WeaponTable -> m_dwWeaponTable: ________________ 0x04E95E0C
    WeaponTable -> m_dwWeaponTableIndex: ___________ 0x00003260
    Extra -> m_dwInput: ____________________________ 0x04E99790
    Extra -> m_dwGlobalVars: _______________________ 0x004D2140
    Extra -> m_dwGlowObject: _______________________ 0x04F64BCC
    Extra -> m_dwForceJump: ________________________ 0x04EE4094
    Extra -> m_dwForceAttack: ______________________ 0x02E8ECB0
    Extra -> m_dwSensitivity: ______________________ 0x00A38D0C
    Extra -> m_dwMouseEnable: ______________________ 0x00A38D68

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  15. #8
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    Quote Originally Posted by pipperpipper View Post
    Offsets!
    Code:
    DT_WeaponCSBase -> m_fAccuracyPenalty: _________ 0x000032B0
    DT_BaseAnimating -> m_nForceBone: ______________ 0x0000267C
    DT_BaseCombatWeapon -> m_iState: _______________ 0x000031E8
    DT_BaseCombatWeapon -> m_iClip1: _______________ 0x000031F4
    DT_BaseCombatWeapon -> m_flNextPrimaryAttack: __ 0x000031C8
    DT_BaseCombatWeapon -> m_bCanReload: ___________ 0x00003235
    DT_BaseCombatWeapon -> m_iPrimaryAmmoType: _____ 0x000031EC
    DT_BaseCombatWeapon -> m_iWeaponID: ____________ 0x000032DC
    DT_WeaponCSBaseGun -> m_zoomLevel: _____________ 0x00003330
    DT_BaseEntity -> m_bSpotted: ___________________ 0x00000939
    DT_BaseEntity -> m_bSpottedByMask: _____________ 0x0000097C
    DT_BaseEntity -> m_hOwnerEntity: _______________ 0x00000148
    DT_BaseEntity -> m_vecOrigin: __________________ 0x00000134
    DT_BaseEntity -> m_iTeamNum: ___________________ 0x000000F0
    DT_CSPlayer -> m_flFlashMaxAlpha: ______________ 0x0000A2F4
    DT_CSPlayer -> m_flFlashDuration: ______________ 0x0000A2F8
    DT_CSPlayer -> m_iGlowIndex: ___________________ 0x0000A310
    DT_CSPlayer -> m_angEyeAngles: _________________ 0x0000A9EC
    DT_CSPlayer -> m_iAccount: _____________________ 0x0000A9DC
    DT_CSPlayer -> m_ArmorValue: ___________________ 0x0000A9E8
    DT_CSPlayer -> m_bGunGameImmunity: _____________ 0x000038A0
    DT_CSPlayer -> m_iShotsFired: __________________ 0x0000A2B0
    DT_CSPlayerResource -> CSPlayerResource: _______ 0x02E8CCCC
    DT_CSPlayerResource -> m_iCompetitiveRanking: __ 0x00001A44
    DT_CSPlayerResource -> m_iCompetitiveWins: _____ 0x00001B48
    DT_CSPlayerResource -> m_iKills: _______________ 0x00000BE8
    DT_CSPlayerResource -> m_iAssists: _____________ 0x00000CEC
    DT_CSPlayerResource -> m_iDeaths: ______________ 0x00000DF0
    DT_CSPlayerResource -> m_iPing: ________________ 0x00000AE4
    DT_CSPlayerResource -> m_iScore: _______________ 0x00001940
    DT_CSPlayerResource -> m_szClan: _______________ 0x00004120
    DT_BasePlayer -> m_lifeState: __________________ 0x0000025B
    DT_BasePlayer -> m_fFlags: _____________________ 0x00000100
    DT_BasePlayer -> m_iHealth: ____________________ 0x000000FC
    DT_BasePlayer -> m_hLastWeapon: ________________ 0x000032EC
    DT_BasePlayer -> m_hMyWeapons: _________________ 0x00002DE8
    DT_BasePlayer -> m_hActiveWeapon: ______________ 0x00002EE8
    DT_BasePlayer -> m_Local: ______________________ 0x00002FA8
    DT_BasePlayer -> m_vecViewOffset[0]: ___________ 0x00000104
    DT_BasePlayer -> m_nTickBase: __________________ 0x00003414
    DT_BasePlayer -> m_vecVelocity[0]: _____________ 0x00000110
    DT_BasePlayer -> m_szLastPlaceName: ____________ 0x00003598
    DT_Local -> m_vecPunch: ________________________ 0x00003018
    DT_Local -> m_iCrossHairID: ____________________ 0x0000AA44
    BaseEntity -> m_bDormant: ______________________ 0x000000E9
    BaseEntity -> m_dwModel: _______________________ 0x0000006C
    BaseEntity -> m_dwIndex: _______________________ 0x00000064
    BaseEntity -> m_dwBoneMatrix: __________________ 0x00002698
    BaseEntity -> m_bMoveType: _____________________ 0x00000258
    ClientState -> m_dwClientState: ________________ 0x005B92A4
    ClientState -> m_dwLocalPlayerIndex: ___________ 0x00000178
    ClientState -> m_dwInGame: _____________________ 0x00000100
    ClientState -> m_dwMaxPlayer: __________________ 0x00000308
    ClientState -> m_dwMapDirectory: _______________ 0x00000180
    ClientState -> m_dwMapname: ____________________ 0x00000284
    ClientState -> m_dwPlayerInfo: _________________ 0x0000523C
    ClientState -> m_dwViewAngles: _________________ 0x00004D0C
    EngineRender -> m_dwViewMatrix: ________________ 0x04A40844
    EngineRender -> m_dwEnginePosition: ____________ 0x00667ABC
    RadarBase -> m_dwRadarBase: ____________________ 0x04E839FC
    RadarBase -> m_dwRadarBasePointer: _____________ 0x00000050
    LocalPlayer -> m_dwLocalPlayer: ________________ 0x00A33504
    EntityList -> m_dwEntityList: __________________ 0x04A4ECA4
    WeaponTable -> m_dwWeaponTable: ________________ 0x04E95E0C
    WeaponTable -> m_dwWeaponTableIndex: ___________ 0x00003260
    Extra -> m_dwInput: ____________________________ 0x04E99790
    Extra -> m_dwGlobalVars: _______________________ 0x004D2140
    Extra -> m_dwGlowObject: _______________________ 0x04F64BCC
    Extra -> m_dwForceJump: ________________________ 0x04EE4094
    Extra -> m_dwForceAttack: ______________________ 0x02E8ECB0
    Extra -> m_dwSensitivity: ______________________ 0x00A38D0C
    Extra -> m_dwMouseEnable: ______________________ 0x00A38D68
    Saved me the trouble, thank you <3

  16. #9
    derkrasseboy's Avatar
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    Quote Originally Posted by pipperpipper View Post
    Offsets as of today!

    Code:
    --- Signatures ---
    dwClientState                  => 0x5B92A4
    dwClientState_GetLocalPlayer   => 0x178
    dwClientState_Map              => 0x284
    dwClientState_MapDirectory     => 0x180
    dwClientState_MaxPlayer        => 0x308
    dwClientState_State            => 0x100
    dwClientState_ViewAngles       => 0x4D0C
    dwEntityList                   => 0x4A4EC04
    dwForceAttack                  => 0x2E8EC10
    dwForceJump                    => 0x4EE3FF0
    dwGameDir                      => 0x657718
    dwGlobalVars                   => 0xA2736C
    dwGlowObjectManager            => 0x4F64B1C
    dwInput                        => 0x4E996F0
    dwLocalPlayer                  => 0xA33504
    dwMouseEnable                  => 0xA38D68
    dwPlayerResource               => 0x2E8CC2C
    dwRadarBase                    => 0x4E8395C
    dwSensitivity                  => 0xA38D0C
    dwViewMatrix                   => 0x4A407A4
    dwWeaponTable                  => 0x4E95D6C
    dwWeaponTableIndex             => 0x3260
    dwbSendPackets                 => 0xDFC07
    m_pStudioHdr                   => 0x293C
     
    --- Netvars ---
    m_ArmorValue                   => 0xA9E8
    m_Collision                    => 0x318
    m_CollisionGroup               => 0x470
    m_Local                        => 0x2FA8
    m_MoveType                     => 0x258
    m_OriginalOwnerXuidHigh        => 0x3164
    m_OriginalOwnerXuidLow         => 0x3160
    m_aimPunchAngle                => 0x3018
    m_aimPunchAngleVel             => 0x3024
    m_bGunGameImmunity             => 0x38A0
    m_bHasDefuser                  => 0xA9F8
    m_bHasHelmet                   => 0xA9E0
    m_bInReload                    => 0x3235
    m_bIsDefusing                  => 0x3894
    m_bIsScoped                    => 0x388C
    m_bSpotted                     => 0x939
    m_bSpottedByMask               => 0x97C
    m_dwBoneMatrix                 => 0x2698
    m_fAccuracyPenalty             => 0x32B0
    m_fFlags                       => 0x100
    m_flFallbackWear               => 0x3170
    m_flFlashDuration              => 0xA2F8
    m_flFlashMaxAlpha              => 0xA2F4
    m_flNextPrimaryAttack          => 0x31C8
    m_hActiveWeapon                => 0x2EE8
    m_hMyWeapons                   => 0x2DE8
    m_hOwner                       => 0x29BC
    m_hOwnerEntity                 => 0x148
    m_iAccountID                   => 0x2FA8
    m_iClip1                       => 0x31F4
    m_iCompetitiveRanking          => 0x1A44
    m_iCompetitiveWins             => 0x1B48
    m_iCrosshairId                 => 0xAA44
    m_iEntityQuality               => 0x2F8C
    m_iGlowIndex                   => 0xA310
    m_iHealth                      => 0xFC
    m_iItemDefinitionIndex         => 0x2F88
    m_iItemIDHigh                  => 0x2FA0
    m_iShotsFired                  => 0xA2B0
    m_iState                       => 0x31E8
    m_iTeamNum                     => 0xF0
    m_lifeState                    => 0x25B
    m_nFallbackPaintKit            => 0x3168
    m_nFallbackSeed                => 0x316C
    m_nFallbackStatTrak            => 0x3174
    m_nForceBone                   => 0x267C
    m_nTickBase                    => 0x3414
    m_rgflCoordinateFrame          => 0x440
    m_szCustomName                 => 0x301C
    m_szLastPlaceName              => 0x3598
    m_vecOrigin                    => 0x134
    m_vecVelocity                  => 0x110
    m_vecViewOffset                => 0x104
    m_viewPunchAngle               => 0x300C
    Credits: ReactiioN'
    which offset dumper is this? :O

  17. #10
    xBreaksx's Avatar
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    Quote Originally Posted by derkrasseboy View Post
    which offset dumper is this? :O
    Just use Y3t1y3t's CS:GO Dumper to dump the game offsets. Or just search for one on Google or something. Either way, you should be getting offsets if you use dumpers correctly.

  18. #11
    HexMurder's Avatar
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    new as of 7/14/16

    Code:
    DT_WeaponCSBase -> m_fAccuracyPenalty: _________ 0x000032B0
    DT_BaseAnimating -> m_nForceBone: ______________ 0x0000267C
    DT_BaseCombatWeapon -> m_iState: _______________ 0x000031E8
    DT_BaseCombatWeapon -> m_iClip1: _______________ 0x000031F4
    DT_BaseCombatWeapon -> m_flNextPrimaryAttack: __ 0x000031C8
    DT_BaseCombatWeapon -> m_bCanReload: ___________ 0x00003235
    DT_BaseCombatWeapon -> m_iPrimaryAmmoType: _____ 0x000031EC
    DT_BaseCombatWeapon -> m_iWeaponID: ____________ 0x000032DC
    DT_WeaponCSBaseGun -> m_zoomLevel: _____________ 0x00003330
    DT_BaseEntity -> m_bSpotted: ___________________ 0x00000939
    DT_BaseEntity -> m_bSpottedByMask: _____________ 0x0000097C
    DT_BaseEntity -> m_hOwnerEntity: _______________ 0x00000148
    DT_BaseEntity -> m_vecOrigin: __________________ 0x00000134
    DT_BaseEntity -> m_iTeamNum: ___________________ 0x000000F0
    DT_CSPlayer -> m_flFlashMaxAlpha: ______________ 0x0000A2F4
    DT_CSPlayer -> m_flFlashDuration: ______________ 0x0000A2F8
    DT_CSPlayer -> m_iGlowIndex: ___________________ 0x0000A310
    DT_CSPlayer -> m_angEyeAngles: _________________ 0x0000A9EC
    DT_CSPlayer -> m_iAccount: _____________________ 0x0000A9DC
    DT_CSPlayer -> m_ArmorValue: ___________________ 0x0000A9E8
    DT_CSPlayer -> m_bGunGameImmunity: _____________ 0x000038A0
    DT_CSPlayer -> m_iShotsFired: __________________ 0x0000A2B0
    DT_CSPlayerResource -> CSPlayerResource: _______ 0x02E8CCCC
    DT_CSPlayerResource -> m_iCompetitiveRanking: __ 0x00001A44
    DT_CSPlayerResource -> m_iCompetitiveWins: _____ 0x00001B48
    DT_CSPlayerResource -> m_iKills: _______________ 0x00000BE8
    DT_CSPlayerResource -> m_iAssists: _____________ 0x00000CEC
    DT_CSPlayerResource -> m_iDeaths: ______________ 0x00000DF0
    DT_CSPlayerResource -> m_iPing: ________________ 0x00000AE4
    DT_CSPlayerResource -> m_iScore: _______________ 0x00001940
    DT_CSPlayerResource -> m_szClan: _______________ 0x00004120
    DT_BasePlayer -> m_lifeState: __________________ 0x0000025B
    DT_BasePlayer -> m_fFlags: _____________________ 0x00000100
    DT_BasePlayer -> m_iHealth: ____________________ 0x000000FC
    DT_BasePlayer -> m_hLastWeapon: ________________ 0x000032EC
    DT_BasePlayer -> m_hMyWeapons: _________________ 0x00002DE8
    DT_BasePlayer -> m_hActiveWeapon: ______________ 0x00002EE8
    DT_BasePlayer -> m_Local: ______________________ 0x00002FA8
    DT_BasePlayer -> m_vecViewOffset[0]: ___________ 0x00000104
    DT_BasePlayer -> m_nTickBase: __________________ 0x00003414
    DT_BasePlayer -> m_vecVelocity[0]: _____________ 0x00000110
    DT_BasePlayer -> m_szLastPlaceName: ____________ 0x00003598
    DT_Local -> m_vecPunch: ________________________ 0x00003018
    DT_Local -> m_iCrossHairID: ____________________ 0x0000AA44
    BaseEntity -> m_bDormant: ______________________ 0x000000E9
    BaseEntity -> m_dwModel: _______________________ 0x0000006C
    BaseEntity -> m_dwIndex: _______________________ 0x00000064
    BaseEntity -> m_dwBoneMatrix: __________________ 0x00002698
    BaseEntity -> m_bMoveType: _____________________ 0x00000258
    ClientState -> m_dwClientState: ________________ 0x005B92A4
    ClientState -> m_dwLocalPlayerIndex: ___________ 0x00000178
    ClientState -> m_dwInGame: _____________________ 0x00000100
    ClientState -> m_dwMaxPlayer: __________________ 0x00000308
    ClientState -> m_dwMapDirectory: _______________ 0x00000180
    ClientState -> m_dwMapname: ____________________ 0x00000284
    ClientState -> m_dwPlayerInfo: _________________ 0x0000523C
    ClientState -> m_dwViewAngles: _________________ 0x00004D0C
    EngineRender -> m_dwViewMatrix: ________________ 0x04A40844
    EngineRender -> m_dwEnginePosition: ____________ 0x00667ABC
    RadarBase -> m_dwRadarBase: ____________________ 0x04E839FC
    RadarBase -> m_dwRadarBasePointer: _____________ 0x00000050
    LocalPlayer -> m_dwLocalPlayer: ________________ 0x00A33504
    EntityList -> m_dwEntityList: __________________ 0x04A4ECA4
    WeaponTable -> m_dwWeaponTable: ________________ 0x04E95E0C
    WeaponTable -> m_dwWeaponTableIndex: ___________ 0x00003260
    Extra -> m_dwInput: ____________________________ 0x04E99790
    Extra -> m_dwGlobalVars: _______________________ 0x004D2140
    Extra -> m_dwGlowObject: _______________________ 0x04F64BCC
    Extra -> m_dwForceJump: ________________________ 0x04EE4094
    Extra -> m_dwForceAttack: ______________________ 0x02E8ECB0
    Extra -> m_dwSensitivity: ______________________ 0x00A38D0C
    Extra -> m_dwMouseEnable: ______________________ 0x00A38D68
    Last edited by HexMurder; 07-14-2016 at 01:06 PM.

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  20. #12
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    Offsets for 16-7-2016

    Code:
     EntityList = 0x04A4A894
     LocalPlayer = 0x00A2F4AC
     RadarBase = 0x04E7F5AC
     ScoreBoardBase = 0x04A6AAEC
     attack = 0x02E8A864
     attack2 = 0x02E8A870
     forward = 0x02E8A8A0
     backward = 0x02E8A87C
     moveleft = 0x02E8A888
     moveright = 0x02E8A8C4
     jump = 0x04EDFC98
    Last edited by F4DE; 07-15-2016 at 05:37 PM.

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  22. #13
    WildAssassinz's Avatar
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    Offsets for Glow? (my dumper isnt working. )
    Current Projects:
    TurtleCheat GlowESP BunnyHop
    HelixGlow (With Permission from nullptr_t)

  23. #14
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    Quote Originally Posted by WildAssassinz View Post
    Offsets for Glow? (my dumper isnt working. )
    Code:
    GlowObject = 0x4F62BDC;
     
    Member since : 08-24-2015

    Premium Member since : 01-19-2016

    Contributor : 02-27-2016 - 11.09.2017

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  24. #15
    geeksama29's Avatar
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    Quote Originally Posted by DarknzNet View Post


    Code:
    GlowObject = 0x4F62BDC;
    What dumper are you using?. or are you using Cheat Engine manually? ty for the reply.

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