QuestionLooking for offsets

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Looking for offsets
any new offset dumps?
Quote Originally Posted by l1m3w1r3 View Post
any new offset dumps?
Code:
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NetVars for Garry's Mod
Dumped using HERPCON at 15:36:38 on 11/3/2016
-----------------------------------------------------------

DT_TestTraceline [0]:
	m_clrRender = 0x58
	m_vecOrigin = 0x338
	m_angRotation[0] = 0x344
	m_angRotation[1] = 0x348
	m_angRotation[2] = 0x34C
	moveparent = 0x190

DT_TEWorldDecal [0]:
	m_vecOrigin = 0x10
	m_nIndex = 0x1C

DT_TESpriteSpray [0]:
	m_vecOrigin = 0x10
	m_vecDirection = 0x1C
	m_nModelIndex = 0x28
	m_fNoise = 0x30
	m_nCount = 0x34
	m_nSpeed = 0x2C

DT_TESprite [0]:
	m_vecOrigin = 0x10
	m_nModelIndex = 0x1C
	m_fScale = 0x20
	m_nBrightness = 0x24

DT_TESparks [0]:
	m_nMagnitude = 0x1C
	m_nTrailLength = 0x20
	m_vecDir = 0x24

DT_TESmoke [0]:
	m_vecOrigin = 0x10
	m_nModelIndex = 0x1C
	m_fScale = 0x20
	m_nFrameRate = 0x24

DT_TEShowLine [0]:
	m_vecEnd = 0x1C

DT_TEProjectedDecal [0]:
	m_vecOrigin = 0x10
	m_angRotation = 0x1C
	m_flDistance = 0x28
	m_nIndex = 0x2C

DT_TEPlayerDecal [0]:
	m_vecOrigin = 0x14
	m_nEntity = 0x20
	m_nPlayer = 0x10

DT_TEPhysicsProp [0]:
	m_vecOrigin = 0x10
	m_angRotation[0] = 0x1C
	m_angRotation[1] = 0x20
	m_angRotation[2] = 0x24
	m_vecVelocity = 0x28
	m_nModelIndex = 0x34
	m_nFlags = 0x3C
	m_nSkin = 0x38
	m_nEffects = 0x40

DT_TEParticleSystem [0]:
	m_vecOrigin[0] = 0x10
	m_vecOrigin[1] = 0x14
	m_vecOrigin[2] = 0x18

DT_TEMuzzleFlash [0]:
	m_vecOrigin = 0x10
	m_vecAngles = 0x1C
	m_flScale = 0x28
	m_nType = 0x2C

DT_TELargeFunnel [0]:
	m_nModelIndex = 0x1C
	m_nReversed = 0x20

DT_TEKillPlayerAttachments [0]:
	m_nPlayer = 0x10

DT_TEImpact [0]:
	m_vecOrigin = 0x10
	m_vecNormal = 0x1C
	m_iType = 0x28
	m_ucFlags = 0x2C

DT_TEGlowSprite [0]:
	m_vecOrigin = 0x10
	m_nModelIndex = 0x1C
	m_fScale = 0x20
	m_fLife = 0x24
	m_nBrightness = 0x28

DT_TEShatterSurface [0]:
	m_vecOrigin = 0x10
	m_vecAngles = 0x1C
	m_vecForce = 0x28
	m_vecForcePos = 0x34
	m_flWidth = 0x40
	m_flHeight = 0x44
	m_flShardSize = 0x48
	m_nSurfaceType = 0x50
	m_uchFrontColor[0] = 0x54
	m_uchFrontColor[1] = 0x55
	m_uchFrontColor[2] = 0x56
	m_uchBackColor[0] = 0x57
	m_uchBackColor[1] = 0x58
	m_uchBackColor[2] = 0x59

DT_TEFootprintDecal [0]:
	m_vecOrigin = 0x10
	m_vecDirection = 0x1C
	m_nEntity = 0x34
	m_nIndex = 0x38
	m_chMaterialType = 0x3C

DT_TEFizz [0]:
	m_nEntity = 0x10
	m_nModelIndex = 0x14
	m_nDensity = 0x18
	m_nCurrent = 0x1C

DT_TEExplosion [0]:
	m_nModelIndex = 0x1C
	m_fScale = 0x20
	m_nFrameRate = 0x24
	m_nFlags = 0x28
	m_vecNormal = 0x2C
	m_chMaterialType = 0x38
	m_nRadius = 0x3C
	m_nMagnitude = 0x40

DT_TEEnergySplash [0]:
	m_vecPos = 0x10
	m_vecDir = 0x1C
	m_bExplosive = 0x28

DT_TEEffectDispatch [0]:
	m_EffectData = 0x10
	DT_EffectData:
		m_vOrigin[0] = 0x0
		m_vOrigin[1] = 0x4
		m_vOrigin[2] = 0x8
		m_vStart[0] = 0xC
		m_vStart[1] = 0x10
		m_vStart[2] = 0x14
		m_vAngles = 0x24
		m_vNormal = 0x18
		m_fFlags = 0x30
		m_flMagnitude = 0x3C
		m_flScale = 0x38
		m_nAttachmentIndex = 0x44
		m_nSurfaceProp = 0x48
		m_iEffectName = 0x8C
		m_nMaterial = 0x4C
		m_nDamageType = 0x50
		m_nHitBox = 0x54
		entindex = 0x0
		m_nColor = 0x58
		m_flRadius = 0x40
		m_bCustomColors = 0x59
		m_CustomColors.m_vecColor1 = 0x5C
		m_CustomColors.m_vecColor2 = 0x68
		m_bControlPoint1 = 0x74
		m_ControlPoint1.m_eParticleAttachment = 0x78
		m_ControlPoint1.m_vecOffset[0] = 0x7C
		m_ControlPoint1.m_vecOffset[1] = 0x80
		m_ControlPoint1.m_vecOffset[2] = 0x84
		m_bAllowOverride = 0x88

DT_TEDynamicLight [0]:
	m_vecOrigin = 0x10
	r = 0x20
	g = 0x24
	b = 0x28
	exponent = 0x2C
	m_fRadius = 0x1C
	m_fTime = 0x30
	m_fDecay = 0x34

DT_TEDecal [0]:
	m_vecOrigin = 0x10
	m_vecStart = 0x1C
	m_nEntity = 0x28
	m_nHitbox = 0x2C
	m_nIndex = 0x30

DT_TEClientProjectile [0]:
	m_vecOrigin = 0x10
	m_vecVelocity = 0x1C
	m_nModelIndex = 0x28
	m_nLifeTime = 0x2C
	m_hOwner = 0x30

DT_TEBubbleTrail [0]:
	m_vecMins = 0x10
	m_vecMaxs = 0x1C
	m_nModelIndex = 0x2C
	m_flWaterZ = 0x28
	m_nCount = 0x30
	m_fSpeed = 0x34

DT_TEBubbles [0]:
	m_vecMins = 0x10
	m_vecMaxs = 0x1C
	m_nModelIndex = 0x2C
	m_fHeight = 0x28
	m_nCount = 0x30
	m_fSpeed = 0x34

DT_TEBSPDecal [0]:
	m_vecOrigin = 0x10
	m_nEntity = 0x1C
	m_nIndex = 0x20

DT_TEBreakModel [0]:
	m_vecOrigin = 0x10
	m_angRotation[0] = 0x1C
	m_angRotation[1] = 0x20
	m_angRotation[2] = 0x24
	m_vecSize = 0x28
	m_vecVelocity = 0x34
	m_nModelIndex = 0x44
	m_nRandomization = 0x40
	m_nCount = 0x48
	m_fTime = 0x4C
	m_nFlags = 0x50

DT_TEBloodStream [0]:
	m_vecDirection = 0x1C
	r = 0x28
	g = 0x2C
	b = 0x30
	a = 0x34
	m_nAmount = 0x38

DT_TEBloodSprite [0]:
	m_vecOrigin = 0x10
	m_vecDirection = 0x1C
	r = 0x28
	g = 0x2C
	b = 0x30
	a = 0x34
	m_nSprayModel = 0x3C
	m_nDropModel = 0x38
	m_nSize = 0x40

DT_TEBeamSpline [0]:
	m_nPoints = 0xD0
	m_vecPoints[0] = 0x10
	m_vecPoints = 0x0

DT_TEBeamRingPoint [0]:
	m_vecCenter = 0x4C
	m_flStartRadius = 0x58
	m_flEndRadius = 0x5C

DT_TEBeamRing [0]:
	m_nStartEntity = 0x4C
	m_nEndEntity = 0x50

DT_TEBeamPoints [0]:
	m_vecStartPoint = 0x4C
	m_vecEndPoint = 0x58

DT_TEBeamLaser [0]:
	m_nStartEntity = 0x4C
	m_nEndEntity = 0x50

DT_TEBeamFollow [0]:
	m_iEntIndex = 0x4C

DT_TEBeamEnts [0]:
	m_nStartEntity = 0x4C
	m_nEndEntity = 0x50

DT_TEBeamEntPoint [0]:
	m_nStartEntity = 0x4C
	m_nEndEntity = 0x50
	m_vecStartPoint = 0x54
	m_vecEndPoint = 0x60

DT_BaseBeam [0]:
	m_nModelIndex = 0x10
	m_nHaloIndex = 0x14
	m_nStartFrame = 0x18
	m_nFrameRate = 0x1C
	m_fLife = 0x20
	m_fWidth = 0x24
	m_fEndWidth = 0x28
	m_nFadeLength = 0x2C
	m_fAmplitude = 0x30
	m_nSpeed = 0x44
	r = 0x34
	g = 0x38
	b = 0x3C
	a = 0x40
	m_nFlags = 0x48

DT_TEArmorRicochet [0]:

DT_TEMetalSparks [0]:
	m_vecPos = 0x10
	m_vecDir = 0x1C

DT_SteamJet [0]:
	m_SpreadSpeed = 0x144C
	m_Speed = 0x1450
	m_StartSize = 0x1454
	m_EndSize = 0x1458
	m_Rate = 0x145C
	m_JetLength = 0x1460
	m_bEmit = 0x1464
	m_bFaceLeft = 0x146C
	m_nType = 0x1468
	m_spawnflags = 0x1470
	m_flRollSpeed = 0x1474

DT_SmokeStack [0]:
	m_SpreadSpeed = 0x149C
	m_Speed = 0x14A0
	m_StartSize = 0x14A4
	m_EndSize = 0x14A8
	m_Rate = 0x14AC
	m_JetLength = 0x14B0
	m_bEmit = 0x14B4
	m_flBaseSpread = 0x14B8
	m_flTwist = 0x150C
	m_flRollSpeed = 0x1548
	m_iMaterialModel = 0x1510
	m_AmbientLight.m_vPos = 0x14BC
	m_AmbientLight.m_vColor = 0x14C8
	m_AmbientLight.m_flIntensity = 0x14D4
	m_DirLight.m_vPos = 0x14D8
	m_DirLight.m_vColor = 0x14E4
	m_DirLight.m_flIntensity = 0x14F0
	m_vWind = 0x1500

DT_DustTrail [0]:
	m_SpawnRate = 0x144C
	m_Color = 0x1450
	m_ParticleLifetime = 0x1460
	m_StopEmitTime = 0x1468
	m_MinSpeed = 0x146C
	m_MaxSpeed = 0x1470
	m_MinDirectedSpeed = 0x1474
	m_MaxDirectedSpeed = 0x1478
	m_StartSize = 0x147C
	m_EndSize = 0x1480
	m_SpawnRadius = 0x1484
	m_bEmit = 0x1494
	m_Opacity = 0x145C

DT_FireTrail [0]:
	m_nAttachment = 0x144C
	m_flLifetime = 0x1450

DT_SporeTrail [0]:
	m_flSpawnRate = 0x1454
	m_vecEndColor = 0x1448
	m_flParticleLifetime = 0x1458
	m_flStartSize = 0x145C
	m_flEndSize = 0x1460
	m_flSpawnRadius = 0x1464
	m_bEmit = 0x1474

DT_SporeExplosion [0]:
	m_flSpawnRate = 0x144C
	m_flParticleLifetime = 0x1450
	m_flStartSize = 0x1454
	m_flEndSize = 0x1458
	m_flSpawnRadius = 0x145C
	m_bEmit = 0x1464
	m_bDontRemove = 0x1465

DT_RocketTrail [0]:
	m_SpawnRate = 0x144C
	m_StartColor = 0x1450
	m_EndColor = 0x145C
	m_ParticleLifetime = 0x146C
	m_StopEmitTime = 0x1470
	m_MinSpeed = 0x1474
	m_MaxSpeed = 0x1478
	m_StartSize = 0x147C
	m_EndSize = 0x1480
	m_SpawnRadius = 0x1484
	m_bEmit = 0x1494
	m_nAttachment = 0x1498
	m_Opacity = 0x1468
	m_bDamaged = 0x1495
	m_flFlareScale = 0x14A8

DT_SmokeTrail [0]:
	m_SpawnRate = 0x144C
	m_StartColor = 0x1450
	m_EndColor = 0x145C
	m_ParticleLifetime = 0x146C
	m_StopEmitTime = 0x1470
	m_MinSpeed = 0x1474
	m_MaxSpeed = 0x1478
	m_MinDirectedSpeed = 0x147C
	m_MaxDirectedSpeed = 0x1480
	m_StartSize = 0x1484
	m_EndSize = 0x1488
	m_SpawnRadius = 0x148C
	m_bEmit = 0x149C
	m_nAttachment = 0x14A0
	m_Opacity = 0x1468

DT_PropVehicleDriveable [0]:
	m_hPlayer = 0x179C
	m_nSpeed = 0x17A0
	m_nRPM = 0x17A4
	m_flThrottle = 0x17A8
	m_nBoostTimeLeft = 0x17AC
	m_nHasBoost = 0x17B0
	m_nScannerDisabledWeapons = 0x17B4
	m_nScannerDisabledVehicle = 0x17B8
	m_bEnterAnimOn = 0x17D8
	m_bExitAnimOn = 0x17D9
	m_bUnableToFire = 0x1829
	m_vecEyeExitEndpoint = 0x181C
	m_bHasGun = 0x1828
	m_vecGunCrosshair = 0x17E0

DT_ParticleSmokeGrenade [0]:
	m_flSpawnTime = 0x145C
	m_FadeStartTime = 0x1460
	m_FadeEndTime = 0x1464
	m_CurrentStage = 0x144C

DT_ParticleFire [0]:
	m_vOrigin = 0x1454
	m_vDirection = 0x1460

DT_MovieExplosion [0]:

DT_TEGaussExplosion [0]:
	m_nType = 0x1C
	m_vecDirection = 0x20

DT_QuadraticBeam [0]:
	m_targetPosition = 0x1360
	m_controlPosition = 0x136C
	m_scrollRate = 0x1378
	m_flWidth = 0x137C

DT_Embers [0]:
	m_nDensity = 0x1360
	m_nLifetime = 0x1364
	m_nSpeed = 0x1368
	m_bEmit = 0x136C

DT_EnvWind [0]:
	m_EnvWindShared = 0x1360
	DT_EnvWindShared:
		m_iMinWind = 0xC
		m_iMaxWind = 0x10
		m_iMinGust = 0x14
		m_iMaxGust = 0x18
		m_flMinGustDelay = 0x1C
		m_flMaxGustDelay = 0x20
		m_iGustDirChange = 0x28
		m_iWindSeed = 0x8
		m_iInitialWindDir = 0x38
		m_flInitialWindSpeed = 0x3C
		m_flStartTime = 0x4
		m_flGustDuration = 0x24

DT_Precipitation [0]:
	m_nPrecipType = 0x1388

DT_BaseTempEntity [0]:

DT_NextBot [0]:

DT_WeaponStunStick [0]:
	m_bActive = 0x18C4

DT_WeaponSMG1 [0]:

DT_Weapon_SLAM [0]:
	m_tSlamState = 0x1870
	m_bDetonato*****d = 0x1874
	m_bNeedDetonatorDraw = 0x1875
	m_bNeedDetonatorHolster = 0x1876
	m_bNeedReload = 0x1877
	m_bClearReload = 0x1878
	m_bThrowSatchel = 0x1879
	m_bAttachSatchel = 0x187A
	m_bAttachTripmine = 0x187B

DT_WeaponShotgun [0]:
	m_bNeedPump = 0x1870
	m_bDelayedFire1 = 0x1871
	m_bDelayedFire2 = 0x1872
	m_bDelayedReload = 0x1873

DT_WeaponRPG [0]:
	m_bInitialStateUpdate = 0x187C
	m_bGuiding = 0x187D
	m_bHideGuiding = 0x187E
	m_hMissile = 0x1880
	m_vecLaserDot = 0x1884

DT_LaserDot [0]:

DT_WeaponPistol [0]:
	m_flSoonestPrimaryAttack = 0x1878
	m_flLastAttackTime = 0x187C
	m_flAccuracyPenalty = 0x1880
	m_nNumShotsFired = 0x1884

DT_WeaponPhysCannon [0]:
	m_bActive = 0x1B88
	m_hAttachedObject = 0x1888
	m_attachedPositionObjectSpace = 0x187C
	m_attachedAnglesPlayerSpace[0] = 0x1870
	m_attachedAnglesPlayerSpace[1] = 0x1874
	m_attachedAnglesPlayerSpace[2] = 0x1878
	m_EffectState = 0x1B8C
	m_bOpen = 0x1B90

DT_BaseHL2MPCombatWeapon [0]:

DT_BaseHL2MPBludgeonWeapon [0]:

DT_HL2MPMachineGun [0]:
	m_nShotsFired = 0x1870

DT_WeaponHL2MPBase [0]:

DT_WeaponFrag [0]:
	m_bRedraw = 0x1870
	m_fDrawbackFinished = 0x1878
	m_AttackPaused = 0x1874

DT_WeaponCrowbar [0]:

DT_WeaponCrossbow [0]:
	m_bInZoom = 0x1874
	m_bMustReload = 0x1875

DT_WeaponAR2 [0]:

DT_Weapon357 [0]:

DT_HL2MPGameRulesProxy [0]:
	hl2mp_gamerules_data = 0x0
	DT_HL2MPRules:
		m_bTeamPlayEnabled = 0x20

DT_TEHL2MPFireBullets [0]:
	m_vecOrigin = 0x14
	m_vecDir = 0x20
	m_iAmmoID = 0x2C
	m_iSeed = 0x34
	m_iShots = 0x3C
	m_iPlayer = 0x10
	m_iWeaponIndex = 0x30
	m_flSpread = 0x38
	m_bDoImpacts = 0x40
	m_bDoTracers = 0x41
	m_TracerType = 0x42

DT_TEPlayerAnimEvent [0]:
	m_hPlayer = 0x10
	m_iEvent = 0x14
	m_nData = 0x18

DT_HL2MPRagdoll [0]:
	m_vecRagdollOrigin = 0x1810
	m_hPlayer = 0x1800
	m_nModelIndex = 0x8C
	m_nForceBone = 0x13A8
	m_vecForce = 0x139C
	m_vecRagdollVelocity = 0x1804

DT_HL2MP_Player [0]:
	hl2mplocaldata = 0x0
	DT_HL2MPLocalPlayerExclusive:
		m_vecOrigin = 0x338
		m_angEyeAngles[0] = 0x2BD4
		m_angEyeAngles[1] = 0x2BD8
	hl2mpnonlocaldata = 0x0
	DT_HL2MPNonLocalPlayerExclusive:
		m_vecOrigin = 0x338
		m_angEyeAngles[0] = 0x2BD4
		m_angEyeAngles[1] = 0x2BD8
	m_hRagdoll = 0x2C10
	m_iSpawnInterpCounter = 0x2C54
	m_iPlayerSoundType = 0x2C5C
	m_fIsWalking = 0x2C6C

DT_CrossbowBolt [0]:

DT_WeaponHopwire [0]:

DT_WeaponOldManHarpoon [0]:

DT_WeaponCitizenSuitcase [0]:

DT_WeaponCitizenPackage [0]:

DT_WeaponAlyxGun [0]:

DT_WeaponCubemap [0]:

DT_WeaponGaussGun [0]:

DT_WeaponAnnabelle [0]:

DT_Flaregun [0]:

DT_WeaponBugBait [0]:

DT_WeaponBinoculars [0]:

DT_WeaponCycler [0]:

DT_VortigauntEffectDispel [0]:
	m_bFadeOut = 0x136C

DT_VortigauntChargeToken [0]:
	m_bFadeOut = 0x1368

DT_NPC_Vortigaunt [0]:
	m_flBlueEndFadeTime = 0x220C
	m_bIsBlue = 0x2208
	m_bIsBlack = 0x2210

DT_PropVehiclePrisonerPod [0]:
	m_hPlayer = 0x17A4
	m_bEnterAnimOn = 0x17AC
	m_bExitAnimOn = 0x17AD
	m_vecEyeExitEndpoint = 0x17B0
	m_bLimitView = 0x17AE

DT_PropCrane [0]:
	m_hPlayer = 0x179C
	m_bMagnetOn = 0x17B4
	m_bEnterAnimOn = 0x17A4
	m_bExitAnimOn = 0x17A5
	m_vecEyeExitEndpoint = 0x17A8

DT_PropCannon [0]:
	m_hPlayer = 0x179C
	m_bEnterAnimOn = 0x17A4
	m_bExitAnimOn = 0x17A5
	m_vecEyeExitEndpoint = 0x17A8

DT_PropAirboat [0]:
	m_bHeadlightIsOn = 0x18DC
	m_nAmmoCount = 0x18E0
	m_nExactWaterLevel = 0x18E8
	m_nWaterLevel = 0x17C
	m_vecPhysVelocity = 0x1C68

DT_Flare [0]:
	m_flTimeBurnOut = 0x22EC
	m_flScale = 0x22F0
	m_bLight = 0x22F4
	m_bSmoke = 0x22F5
	m_bPropFlare = 0x22F6

DT_TEConcussiveExplosion [0]:
	m_vecNormal = 0x1C
	m_flScale = 0x28
	m_nRadius = 0x2C
	m_nMagnitude = 0x30

DT_NPC_Strider [0]:
	m_vecHitPos = 0x225C
	m_vecIKTarget[0] = 0x2268
	m_vecIKTarget[1] = 0x2274
	m_vecIKTarget[2] = 0x2280
	m_vecIKTarget[3] = 0x228C
	m_vecIKTarget[4] = 0x2298
	m_vecIKTarget[5] = 0x22A4

DT_ScriptIntro [0]:
	m_vecCameraView = 0x13C0
	m_vecCameraViewAngles = 0x13CC
	m_iBlendMode = 0x13D8
	m_iNextBlendMode = 0x13DC
	m_flNextBlendTime = 0x13E0
	m_flBlendStartTime = 0x13E4
	m_bActive = 0x13E8
	m_iFOV = 0x1364
	m_iNextFOV = 0x1360
	m_iStartFOV = 0x136C
	m_flNextFOVBlendTime = 0x1370
	m_flFOVBlendStartTime = 0x1374
	m_bAlternateFOV = 0x1378
	m_flFadeAlpha = 0x13FC
	m_flFadeColor[0] = 0x13F0
	m_flFadeColor = 0x0
	m_flFadeDuration = 0x1404
	m_hCameraEntity = 0x13EC

DT_RotorWashEmitter [0]:
	m_flAltitude = 0x1360

DT_PropCombineBall [0]:
	m_bEmit = 0x17A4
	m_flRadius = 0x17A8
	m_bHeld = 0x17AC
	m_bLaunched = 0x17AD

DT_PlasmaBeamNode [0]:
	m_vecVelocity = 0xF4
	m_bSprayOn = 0x1360

DT_RollerMine [0]:
	m_bIsOpen = 0x2208
	m_flActiveTime = 0x220C
	m_bHackedByAlyx = 0x2210
	m_bPowerDown = 0x2211

DT_NPC_Manhack [0]:
	m_nEnginePitch1 = 0x2214
	m_flEnginePitch1Time = 0x221C
	m_nEnginePitch2 = 0x2218
	m_flEnginePitch2Time = 0x2220

DT_CombineGunship [0]:
	m_vecHitPos = 0x2258

DT_NPC_AntlionGuard [0]:
	m_bCavernBreed = 0x2208
	m_bInCavern = 0x2209
	m_iBleedingLevel = 0x2210

DT_InfoTeleporterCountdown [0]:
	m_bCountdownStarted = 0x1360
	m_bDisabled = 0x1361
	m_flStartTime = 0x1364
	m_flTimeRemaining = 0x1368

DT_MortarShell [0]:
	m_flLifespan = 0x136C
	m_flRadius = 0x1370
	m_vecSurfaceNormal = 0x1378

DT_EnvStarfield [0]:
	m_bOn = 0x1364
	m_flDensity = 0x1368

DT_EnvHeadcrabCanister [0]:
	m_Shared = 0x1798
	DT_EnvHeadcrabCanisterShared:
		m_flFlightSpeed = 0x38
		m_flLaunchTime = 0x3C
		m_vecParabolaDirection = 0x50
		m_flFlightTime = 0x34
		m_flWorldEnterTime = 0x5C
		m_flInitialZSpeed = 0x40
		m_flZAcceleration = 0x44
		m_flHorizSpeed = 0x48
		m_bLaunchedFromWithinWorld = 0x4C
		m_vecStartPosition = 0x4
		m_vecEnterWorldPosition = 0x10
		m_vecDirection = 0x1C
		m_vecStartAngles = 0x28
		m_vecSkyboxOrigin = 0x60
		m_flSkyboxScale = 0x6C
		m_bInSkybox = 0x70
	m_bLanded = 0x1810

DT_AlyxEmpEffect [0]:
	m_nState = 0x1360
	m_flDuration = 0x1364
	m_flStartTime = 0x1368

DT_Corpse [0]:
	m_nReferencePlayer = 0x1798

DT_CitadelEnergyCore [0]:
	m_flScale = 0x1360
	m_nState = 0x1364
	m_flDuration = 0x1368
	m_flStartTime = 0x136C
	m_spawnflags = 0x1370

DT_HL2_Player [0]:
	m_HL2Local = 0x2B48
	DT_HL2Local:
		m_flSuitPower = 0x4
		m_bZooming = 0x8
		m_bitsActiveDevices = 0xC
		m_iSquadMemberCount = 0x10
		m_iSquadMedicCount = 0x14
		m_fSquadInFollowMode = 0x18
		m_bWeaponLowered = 0x19
		m_hAutoAimTarget = 0x1C
		m_vecAutoAimPoint = 0x20
		m_hLadder = 0x30
		m_bDisplayReticle = 0x2C
		m_bStickyAutoAim = 0x2D
		m_bAutoAimTarget = 0x2E
	m_fIsSprinting = 0x2BB0

DT_BaseHLBludgeonWeapon [0]:

DT_HLSelectFireMachineGun [0]:

DT_HLMachineGun [0]:

DT_BaseHelicopter [0]:
	m_flStartupTime = 0x2208

DT_NPC_Barney [0]:

DT_Barnacle [0]:
	m_flAltitude = 0x2238
	m_vecRoot = 0x2214
	m_vecTip = 0x2220
	m_vecTipDrawOffset = 0x222C

DT_AR2Explosion [0]:
	m_szMaterialName = 0x1454

DT_TEAntlionDust [0]:
	m_vecOrigin = 0x20
	m_vecAngles = 0x2C
	m_bBlockedSpawner = 0x38

DT_BaseHLCombatWeapon [0]:

DT_WeaponHandGrenade [0]:
	m_flStartThrow = 0x1840
	m_flReleaseThrow = 0x1844

DT_BaseHL1MPCombatWeapon [0]:

DT_BaseHL1CombatWeapon [0]:

DT_AIWeaponAR2 [0]:

DT_AIWeaponShotgun [0]:

DT_AIWeaponCrossbow [0]:

DT_AIWeaponCrowbar [0]:

DT_AIWeaponRPG [0]:

DT_AIWeaponSMG1 [0]:

DT_AIWeaponPistol [0]:

DT_AIWeapon357 [0]:

DT_GMOD_Player [0]:
	m_iGModPlayerFlags = 0x2C74
	m_HoveredWidget = 0x2D88
	m_PressedWidget = 0x2D8C
	m_Driving = 0x2D90
	m_DrivingMode = 0x2D94
	m_PlayerClass = 0x2D9C
	m_bCanZoom = 0x2DA0
	m_bCanWalk = 0x2DA1
	m_bIsTyping = 0x2DA2
	m_StepSize = 0x2DA4
	m_JumpPower = 0x2DA8
	m_ViewOffset = 0x2DAC
	m_ViewOffsetDucked = 0x2DB8
	m_fGestureEndTime = 0x2DC4
	m_PlayerColor = 0x2DC8
	m_WeaponColor = 0x2DD4
	m_Hands = 0x2D98
	m_nWaterLevel = 0x17C

DT_AIWeaponStunStick [0]:
	m_bActive = 0x1858

DT_FleshEffectTarget [0]:
	m_flRadius = 0x1360
	m_flScaleTime = 0x136C

DT_CPropJeepEpisodic [0]:
	m_iNumRadarContacts = 0x18E8
	m_vecRadarContactPos[0] = 0x18EC
	m_vecRadarContactPos = 0x0
	m_iRadarContactType[0] = 0x1A0C
	m_iRadarContactType = 0x0

DT_PropScalable [0]:
	m_flScaleX = 0x1798
	m_flScaleY = 0x179C
	m_flScaleZ = 0x17A0
	m_flLerpTimeX = 0x17A4
	m_flLerpTimeY = 0x17A8
	m_flLerpTimeZ = 0x17AC
	m_flGoalTimeX = 0x17B0
	m_flGoalTimeY = 0x17B4
	m_flGoalTimeZ = 0x17B8

DT_NPC_Puppet [0]:
	m_hAnimationTarget = 0x2208
	m_nTargetAttachment = 0x220C

DT_HandleTest [0]:
	m_Handle = 0x1360
	m_bSendHandle = 0x1364

DT_SpriteTrail [0]:
	m_flLifeTime = 0x1FF4
	m_flStartWidth = 0x1FF8
	m_flEndWidth = 0x1FFC
	m_flStartWidthVariance = 0x2000
	m_flTextureRes = 0x2004
	m_flMinFadeLength = 0x2008
	m_vecSkyboxOrigin = 0x200C
	m_flSkyboxScale = 0x2018

DT_SpriteOriented [0]:

DT_Sprite [0]:
	m_hAttachedToEntity = 0x1370
	m_nAttachment = 0x1374
	m_flScaleTime = 0x1390
	m_flSpriteScale = 0x138C
	m_flSpriteFramerate = 0x1378
	m_flGlowProxySize = 0x1398
	m_flHDRColorScale = 0x139C
	m_flFrame = 0x137C
	m_flBrightnessTime = 0x1388
	m_nBrightness = 0x1384
	m_bWorldSpaceScale = 0x1394

DT_Ragdoll_Attached [0]:
	m_boneIndexAttached = 0x1C40
	m_ragdollAttachedObjectIndex = 0x1C3C
	m_attachmentPointBoneSpace = 0x1C18
	m_attachmentPointRagdollSpace = 0x1C30

DT_Ragdoll [0]:
	m_ragPos[ 0 ] = 0x1798
	m_ragPos[ 1 ] = 0x17A4
	m_ragPos[ 2 ] = 0x17B0
	m_ragPos[ 3 ] = 0x17BC
	m_ragPos[ 4 ] = 0x17C8
	m_ragPos[ 5 ] = 0x17D4
	m_ragPos[ 6 ] = 0x17E0
	m_ragPos[ 7 ] = 0x17EC
	m_ragPos[ 8 ] = 0x17F8
	m_ragPos[ 9 ] = 0x1804
	m_ragPos[ 10 ] = 0x1810
	m_ragPos[ 11 ] = 0x181C
	m_ragPos[ 12 ] = 0x1828
	m_ragPos[ 13 ] = 0x1834
	m_ragPos[ 14 ] = 0x1840
	m_ragPos[ 15 ] = 0x184C
	m_ragPos[ 16 ] = 0x1858
	m_ragPos[ 17 ] = 0x1864
	m_ragPos[ 18 ] = 0x1870
	m_ragPos[ 19 ] = 0x187C
	m_ragPos[ 20 ] = 0x1888
	m_ragPos[ 21 ] = 0x1894
	m_ragPos[ 22 ] = 0x18A0
	m_ragPos[ 23 ] = 0x18AC
	m_ragPos[ 24 ] = 0x18B8
	m_ragPos[ 25 ] = 0x18C4
	m_ragPos[ 26 ] = 0x18D0
	m_ragPos[ 27 ] = 0x18DC
	m_ragPos[ 28 ] = 0x18E8
	m_ragPos[ 29 ] = 0x18F4
	m_ragPos[ 30 ] = 0x1900
	m_ragPos[ 31 ] = 0x190C
	m_ragAngles[ 0 ] = 0x1918
	m_ragAngles[ 1 ] = 0x1924
	m_ragAngles[ 2 ] = 0x1930
	m_ragAngles[ 3 ] = 0x193C
	m_ragAngles[ 4 ] = 0x1948
	m_ragAngles[ 5 ] = 0x1954
	m_ragAngles[ 6 ] = 0x1960
	m_ragAngles[ 7 ] = 0x196C
	m_ragAngles[ 8 ] = 0x1978
	m_ragAngles[ 9 ] = 0x1984
	m_ragAngles[ 10 ] = 0x1990
	m_ragAngles[ 11 ] = 0x199C
	m_ragAngles[ 12 ] = 0x19A8
	m_ragAngles[ 13 ] = 0x19B4
	m_ragAngles[ 14 ] = 0x19C0
	m_ragAngles[ 15 ] = 0x19CC
	m_ragAngles[ 16 ] = 0x19D8
	m_ragAngles[ 17 ] = 0x19E4
	m_ragAngles[ 18 ] = 0x19F0
	m_ragAngles[ 19 ] = 0x19FC
	m_ragAngles[ 20 ] = 0x1A08
	m_ragAngles[ 21 ] = 0x1A14
	m_ragAngles[ 22 ] = 0x1A20
	m_ragAngles[ 23 ] = 0x1A2C
	m_ragAngles[ 24 ] = 0x1A38
	m_ragAngles[ 25 ] = 0x1A44
	m_ragAngles[ 26 ] = 0x1A50
	m_ragAngles[ 27 ] = 0x1A5C
	m_ragAngles[ 28 ] = 0x1A68
	m_ragAngles[ 29 ] = 0x1A74
	m_ragAngles[ 30 ] = 0x1A80
	m_ragAngles[ 31 ] = 0x1A8C
	m_hUnragdoll = 0x1C00
	m_flBlendWeight = 0x1C04
	m_nOverlaySequence = 0x1C0C

DT_PredictedViewModel [0]:

DT_PoseController [0]:
	m_hProps = 0x1360
	m_hProps:
	m_chPoseIndex = 0x1370
	m_chPoseIndex:
	m_bPoseValueParity = 0x1374
	m_fPoseValue = 0x1378
	m_fInterpolationTime = 0x137C
	m_bInterpolationWrap = 0x1380
	m_fCycleFrequency = 0x1384
	m_nFModType = 0x1388
	m_fFModTimeOffset = 0x138C
	m_fFModRate = 0x1390
	m_fFModAmplitude = 0x1394

DT_GameRulesProxy [0]:

DT_InfoLadderDismount [0]:

DT_FuncLadder [0]:
	m_vecPlayerMountPositionTop = 0x1380
	m_vecPlayerMountPositionBottom = 0x138C
	m_vecLadderDir = 0x1360
	m_bFakeLadder = 0x1399

DT_DetailController [0]:
	m_flFadeStartDist = 0x1360
	m_flFadeEndDist = 0x1364

DT_World [0]:
	m_flWaveHeight = 0x1360
	m_WorldMins = 0x1364
	m_WorldMaxs = 0x1370
	m_bStartDark = 0x137C
	m_flMaxOccludeeArea = 0x1380
	m_flMinOccluderArea = 0x1384
	m_flMaxPropScreenSpaceWidth = 0x138C
	m_flMinPropScreenSpaceWidth = 0x1388
	m_iszDetailSpriteMaterial = 0x1391
	m_bColdWorld = 0x1390

DT_WaterLODControl [0]:
	m_flCheapWaterStartDistance = 0x1360
	m_flCheapWaterEndDistance = 0x1364

DT_WaterBullet [0]:

DT_VoteController [0]:
	m_iActiveIssueIndex = 0x1368
	m_iOnlyTeamToVote = 0x136C
	m_nVoteOptionCount = 0x1370
	m_nVoteOptionCount:
	m_nPotentialVotes = 0x1388
	m_bIsYesNoVote = 0x138E

DT_VGuiScreen [0]:
	m_flWidth = 0x1368
	m_flHeight = 0x136C
	m_fScreenFlags = 0x1394
	m_nPanelName = 0x1370
	m_nAttachmentIndex = 0x138C
	m_nOverlayMaterial = 0x1390
	m_hPlayerOwner = 0x13F0

DT_PropJeep [0]:
	m_bHeadlightIsOn = 0x18E4

DT_PropVehicleChoreoGeneric [0]:
	m_hPlayer = 0x17BC
	m_bEnterAnimOn = 0x17C4
	m_bExitAnimOn = 0x17C5
	m_vecEyeExitEndpoint = 0x17C8
	m_vehicleView.bClampEyeAngles = 0x1854
	m_vehicleView.flPitchCurveZero = 0x1858
	m_vehicleView.flPitchCurveLinear = 0x185C
	m_vehicleView.flRollCurveZero = 0x1860
	m_vehicleView.flRollCurveLinear = 0x1864
	m_vehicleView.flFOV = 0x1868
	m_vehicleView.flYawMin = 0x186C
	m_vehicleView.flYawMax = 0x1870
	m_vehicleView.flPitchMin = 0x1874
	m_vehicleView.flPitchMax = 0x1878

DT_ProxyToggle [0]:
	blah = 0x0
	DT_ProxyToggle_ProxiedData:
		m_WithProxy = 0x1360

DT_Tesla [0]:
	m_SoundName = 0x1388
	m_iszSpriteName = 0x13C8

DT_Team [0]:
	m_iTeamNum = 0x13A8
	m_iScore = 0x1394
	m_iRoundsWon = 0x1398
	m_szTeamname = 0x1374
	player_array_element = 0x0
	"player_array" = 0x0

DT_Sun [0]:
	m_clrRender = 0x58
	m_clrOverlay = 0x14B0
	m_vDirection = 0x14BC
	m_bOn = 0x14C8
	m_nSize = 0x14B4
	m_nOverlaySize = 0x14B8
	m_nMaterial = 0x14CC
	m_nOverlayMaterial = 0x14D0
	HDRColorScale = 0x0

DT_ParticlePerformanceMonitor [0]:
	m_bMeasurePerf = 0x1361
	m_bDisplayPerf = 0x1360

DT_SpotlightEnd [0]:
	m_flLightScale = 0x1360
	m_Radius = 0x1364

DT_SlideshowDisplay [0]:
	m_bEnabled = 0x1360
	m_szDisplayText = 0x1361
	m_szSlideshowDirectory = 0x13E1
	m_chCurrentSlideLists = 0x1478
	m_chCurrentSlideLists:
	m_fMinSlideTime = 0x1490
	m_fMaxSlideTime = 0x1494
	m_iCycleType = 0x149C
	m_bNoListRepeats = 0x14A0

DT_ShadowControl [0]:
	m_shadowDirection = 0x1360
	m_shadowColor = 0x136C
	m_flShadowMaxDist = 0x1370
	m_bDisableShadows = 0x1374

DT_SceneEntity [0]:
	m_nSceneStringIndex = 0x1370
	m_bIsPlayingBack = 0x1364
	m_bPaused = 0x1365
	m_bMultiplayer = 0x1366
	m_flForceClientTime = 0x136C
	m_hActorList = 0x0
	_ST_m_hActorList_16:
		lengthproxy = 0x0
		_LPT_m_hActorList_16:
			lengthprop16 = 0x0

DT_RopeKeyframe [0]:
	m_iRopeMaterialModelIndex = 0x139C
	m_hStartPoint = 0x162C
	m_hEndPoint = 0x1630
	m_iStartAttachment = 0x1634
	m_iEndAttachment = 0x1636
	m_iStartBone = 0x163A
	m_iEndBone = 0x1638
	m_vecStartOffset = 0x163C
	m_vecEndOffset = 0x1648
	m_fLockedPoints = 0x1664
	m_Slack = 0x165C
	m_RopeLength = 0x1658
	m_RopeFlags = 0x1398
	m_TextureScale = 0x1660
	m_nSegments = 0x1628
	m_bConstrainBetweenEndpoints = 0x16EC
	m_Subdiv = 0x1654
	m_Width = 0x1668
	m_flScrollSpeed = 0x1394
	m_vecOrigin = 0x338
	moveparent = 0x190
	m_iParentAttachment = 0x17A

DT_RagdollManager [0]:
	m_iCurrentMaxRagdollCount = 0x1360

DT_PhysicsPropMultiplayer [0]:
	m_iPhysicsMode = 0x17A4
	m_fMass = 0x17A8
	m_collisionMins = 0x17AC
	m_collisionMaxs = 0x17B8

DT_PhysBoxMultiplayer [0]:
	m_iPhysicsMode = 0x136C
	m_fMass = 0x1370

DT_BasePropDoor [0]:

DT_DynamicProp [0]:
	m_bUseHitboxesForRenderBox = 0x1798

DT_PointCommentaryNode [0]:
	m_bActive = 0x1798
	m_flStartTime = 0x179C
	m_iszCommentaryFile = 0x17A0
	m_iszCommentaryFileNoHDR = 0x18A4
	m_iszSpeakers = 0x19A8
	m_iNodeNumber = 0x1AA8
	m_iNodeNumberMax = 0x1AAC
	m_hViewPosition = 0x1AB4

DT_PointCamera [0]:
	m_FOV = 0x1360
	m_Resolution = 0x1364
	m_bFogEnable = 0x1368
	m_FogColor = 0x1369
	m_flFogStart = 0x1370
	m_flFogEnd = 0x1374
	m_flFogMaxDensity = 0x1378
	m_bActive = 0x137C
	m_bUseScreenAspectRatio = 0x137D
	m_bGlobalOverride = 0x137E

DT_PlayerResource [0]:
	m_iPing = 0x1568
	m_iPing:
	m_iScore = 0x176C
	m_iScore:
	m_iDeaths = 0x1970
	m_iDeaths:
	m_bConnected = 0x1B74
	m_bConnected:
	m_iTeam = 0x1BF8
	m_iTeam:
	m_bAlive = 0x1DFC
	m_bA******
	m_iHealth = 0x1E80
	m_iHealth:
	m_iArmor = 0x2084
	m_iArmor:

DT_Plasma [0]:
	m_flStartScale = 0x1360
	m_flScale = 0x1364
	m_flScaleTime = 0x1368
	m_nFlags = 0x136C
	m_nPlasmaModelIndex = 0x1370
	m_nPlasmaModelIndex2 = 0x1374
	m_nGlowModelIndex = 0x1378

DT_PhysMagnet [0]:

DT_PhysicsProp [0]:
	m_bAwake = 0x1798

DT_PhysBox [0]:
	m_mass = 0x1360

DT_ParticleSystem [0]:
	m_vecOrigin = 0x338
	m_hOwnerEntity = 0x4D8
	moveparent = 0x190
	m_iParentAttachment = 0x17A
	m_angRotation = 0x344
	m_iEffectIndex = 0x1360
	m_bActive = 0x1364
	m_flStartTime = 0x1368
	m_hControlPointEnts = 0x136C
	m_hControlPointEnts:
	m_iControlPointParents = 0x1468
	m_iControlPointParents:
	m_bWeatherEffect = 0x14A7

DT_MaterialModifyControl [0]:
	m_szMaterialName = 0x1360
	m_szMaterialVar = 0x145F
	m_szMaterialVarValue = 0x155E
	m_iFrameStart = 0x1668
	m_iFrameEnd = 0x166C
	m_bWrap = 0x1670
	m_flFramerate = 0x1674
	m_bNewAnimCommandsSemaphore = 0x1678
	m_flFloatLerpStartValue = 0x167C
	m_flFloatLerpEndValue = 0x1680
	m_flFloatLerpTransitionTime = 0x1684
	m_bFloatLerpWrap = 0x1688
	m_nModifyMode = 0x1690

DT_LightGlow [0]:
	m_clrRender = 0x58
	m_nHorizontalSize = 0x1360
	m_nVerticalSize = 0x1364
	m_nMinDist = 0x1368
	m_nMaxDist = 0x136C
	m_nOuterMaxDist = 0x1370
	m_spawnflags = 0x1374
	m_vecOrigin = 0x338
	m_angRotation = 0x344
	moveparent = 0x190
	m_flGlowProxySize = 0x1444
	HDRColorScale = 0x0

DT_InfoOverlayAccessor [0]:
	m_iTextureFrameIndex = 0x4CC
	m_iOverlayID = 0x1360

DT_FuncTrackTrain [0]:

DT_FuncSmokeVolume [0]:
	m_Color1 = 0x144C
	m_Color2 = 0x1450
	m_MaterialName = 0x1454
	m_ParticleDrawWidth = 0x1554
	m_ParticleSpacingDistance = 0x1558
	m_DensityRampSpeed = 0x155C
	m_RotationSpeed = 0x1560
	m_MovementSpeed = 0x1564
	m_Density = 0x1568
	m_spawnflags = 0x156C
	m_Collision = 0x19C
	DT_CollisionProperty:
		m_vecMinsPreScaled = 0x8
		m_vecMaxsPreScaled = 0x14
		m_vecMins = 0x20
		m_vecMaxs = 0x2C
		m_nSolidType = 0x41
		m_usSolidFlags = 0x3C
		m_nSurroundType = 0x40
		m_triggerBloat = 0x42
		m_vecSpecifiedSurroundingMinsPreScaled = 0x44
		m_vecSpecifiedSurroundingMaxsPreScaled = 0x50
		m_vecSpecifiedSurroundingMins = 0x5C
		m_vecSpecifiedSurroundingMaxs = 0x68

DT_FuncRotating [0]:
	m_vecOrigin = 0x338
	m_angRotation[0] = 0x344
	m_angRotation[1] = 0x348
	m_angRotation[2] = 0x34C
	m_flSimulationTime = 0x68

DT_FuncReflectiveGlass [0]:

DT_FuncOccluder [0]:
	m_bActive = 0x1364
	m_nOccluderIndex = 0x1360

DT_FuncMonitor [0]:

DT_Func_LOD [0]:
	m_fDisappearDist = 0x1360

DT_TEDust [0]:
	m_flSize = 0x1C
	m_flSpeed = 0x20
	m_vecDirection = 0x24

DT_Func_Dust [0]:
	m_Color = 0x1360
	m_SpawnRate = 0x1364
	m_flSizeMin = 0x1368
	m_flSizeMax = 0x136C
	m_LifetimeMin = 0x1374
	m_LifetimeMax = 0x1378
	m_DustFlags = 0x1384
	m_SpeedMax = 0x1370
	m_DistMax = 0x137C
	m_nModelIndex = 0x8C
	m_FallSpeed = 0x1380
	m_Collision = 0x19C
	DT_CollisionProperty:
		m_vecMinsPreScaled = 0x8
		m_vecMaxsPreScaled = 0x14
		m_vecMins = 0x20
		m_vecMaxs = 0x2C
		m_nSolidType = 0x41
		m_usSolidFlags = 0x3C
		m_nSurroundType = 0x40
		m_triggerBloat = 0x42
		m_vecSpecifiedSurroundingMinsPreScaled = 0x44
		m_vecSpecifiedSurroundingMaxsPreScaled = 0x50
		m_vecSpecifiedSurroundingMins = 0x5C
		m_vecSpecifiedSurroundingMaxs = 0x68

DT_FuncConveyor [0]:
	m_flConveyorSpeed = 0x1360

DT_BreakableSurface [0]:
	m_nNumWide = 0x1364
	m_nNumHigh = 0x1368
	m_flPanelWidth = 0x136C
	m_flPanelHeight = 0x1370
	m_vNormal = 0x1374
	m_vCorner = 0x1380
	m_bIsBroken = 0x138C
	m_nSurfaceType = 0x1390
	m_RawPanelBitVec = 0x13B4
	m_RawPanelBitVec:

DT_FuncAreaPortalWindow [0]:
	m_flFadeStartDist = 0x1360
	m_flFadeDist = 0x1364
	m_flTranslucencyLimit = 0x1368
	m_iBackgroundModelIndex = 0x136C

DT_CFish [0]:
	m_poolOrigin = 0x17F4
	m_x = 0x17DC
	m_y = 0x17E0
	m_z = 0x17E4
	m_angle = 0x17EC
	m_nModelIndex = 0x8C
	m_lifeState = 0x8F
	m_waterLevel = 0x1800

DT_EntityFlame [0]:
	m_hEntAttached = 0x1364

DT_FireSmoke [0]:
	m_flStartScale = 0x1360
	m_flScale = 0x1364
	m_flScaleTime = 0x1368
	m_nFlags = 0x136C
	m_nFlameModelIndex = 0x1370
	m_nFlameFromAboveModelIndex = 0x1374

DT_EnvTonemapController [0]:
	m_bUseCustomAutoExposureMin = 0x1360
	m_bUseCustomAutoExposureMax = 0x1361
	m_bUseCustomBloomScale = 0x1362
	m_flCustomAutoExposureMin = 0x1364
	m_flCustomAutoExposureMax = 0x1368
	m_flCustomBloomScale = 0x136C
	m_flCustomBloomScaleMinimum = 0x1370

DT_EnvScreenEffect [0]:
	m_flDuration = 0x1360
	m_nType = 0x1364

DT_EnvScreenOverlay [0]:
	m_iszOverlayNames[0] = 0x1360
	m_iszOverlayNames = 0x0
	m_flOverlayTimes[0] = 0x1D58
	m_flOverlayTimes = 0x0
	m_flStartTime = 0x1D80
	m_iDesiredOverlay = 0x1D84
	m_bIsActive = 0x1D88

DT_EnvProjectedTexture [0]:
	m_hTargetEntity = 0x1364
	m_bState = 0x1368
	m_flLightFOV = 0x136C
	m_bEnableShadows = 0x1370
	m_bLightOnlyTarget = 0x1371
	m_bLightWorld = 0x1372
	m_bCameraSpace = 0x1373
	m_LinearFloatLightColor = 0x1374
	m_flAmbient = 0x1380
	m_SpotlightTextureName = 0x138C
	m_nSpotlightTextureFrame = 0x1490
	m_flNearZ = 0x1384
	m_flFarZ = 0x1388
	m_nShadowQuality = 0x1494

DT_EnvParticleScript [0]:
	m_flSequenceScale = 0x187C

DT_FogController [0]:
	m_fog.enable = 0x13A0
	m_fog.blend = 0x13A1
	m_fog.dirPrimary = 0x1364
	m_fog.colorPrimary = 0x1370
	m_fog.colorSecondary = 0x1374
	m_fog.start = 0x1380
	m_fog.end = 0x1384
	m_fog.farz = 0x1388
	m_fog.maxdensity = 0x138C
	m_fog.colorPrimaryLerpTo = 0x1378
	m_fog.colorSecondaryLerpTo = 0x137C
	m_fog.startLerpTo = 0x1390
	m_fog.endLerpTo = 0x1394
	m_fog.lerptime = 0x1398
	m_fog.duration = 0x139C

DT_EntityParticleTrail [0]:
	m_iMaterialName = 0x1448
	m_Info = 0x144C
	DT_EntityParticleTrailInfo:
		m_flLifetime = 0x8
		m_flStartSize = 0xC
		m_flEndSize = 0x10
	m_hConstraintEntity = 0x1460

DT_EntityDissolve [0]:
	m_flStartTime = 0x1364
	m_flFadeOutStart = 0x1368
	m_flFadeOutLength = 0x136C
	m_flFadeOutModelStart = 0x1370
	m_flFadeOutModelLength = 0x1374
	m_flFadeInStart = 0x1378
	m_flFadeInLength = 0x137C
	m_nDissolveType = 0x1380
	m_vDissolverOrigin = 0x1394
	m_nMagnitude = 0x13A0

DT_DynamicLight [0]:
	m_Flags = 0x1360
	m_LightStyle = 0x1361
	m_Radius = 0x1364
	m_Exponent = 0x1368
	m_InnerAngle = 0x136C
	m_OuterAngle = 0x1370
	m_SpotRadius = 0x1374

DT_ColorCorrectionVolume [0]:
	m_Weight = 0x1360
	m_lookupFilename = 0x1364

DT_ColorCorrection [0]:
	m_vecOrigin = 0x1360
	m_minFalloff = 0x136C
	m_maxFalloff = 0x1370
	m_flCurWeight = 0x1374
	m_netLookupFilename = 0x1378
	m_bEnabled = 0x147C

DT_BreakableProp [0]:

DT_BasePlayer [0]:
	localdata = 0x0
	DT_LocalPlayerExclusive:
		m_Local = 0x2234
		DT_Local:
			m_chAreaBits = 0x4
			m_chAreaBits:
			m_chAreaPortalBits = 0x24
			m_chAreaPortalBits:
			m_iHideHUD = 0x3C
			m_flFOVRate = 0x40
			m_bDucked = 0x44
			m_bDucking = 0x45
			m_bInDuckJump = 0x46
			m_flDucktime = 0x48
			m_flDuckJumpTime = 0x4C
			m_flJumpTime = 0x50
			m_flFallVelocity = 0x58
			m_vecPunchAngle = 0x6C
			m_vecPunchAngleVel = 0xA8
			m_bDrawViewmodel = 0xE4
			m_bWearingSuit = 0xE5
			m_bPoisoned = 0xE6
			m_flStepSize = 0xE8
			m_bAllowAutoMovement = 0xEC
			m_skybox3d.scale = 0xF4
			m_skybox3d.origin = 0xF8
			m_skybox3d.area = 0x104
			m_skybox3d.fog.enable = 0x148
			m_skybox3d.fog.blend = 0x149
			m_skybox3d.fog.dirPrimary = 0x10C
			m_skybox3d.fog.colorPrimary = 0x118
			m_skybox3d.fog.colorSecondary = 0x11C
			m_skybox3d.fog.start = 0x128
			m_skybox3d.fog.end = 0x12C
			m_skybox3d.fog.maxdensity = 0x134
			m_PlayerFog.m_hCtrl = 0x150
			m_audio.localSound[0] = 0x174
			m_audio.localSound[1] = 0x180
			m_audio.localSound[2] = 0x18C
			m_audio.localSound[3] = 0x198
			m_audio.localSound[4] = 0x1A4
			m_audio.localSound[5] = 0x1B0
			m_audio.localSound[6] = 0x1BC
			m_audio.localSound[7] = 0x1C8
			m_audio.soundscapeIndex = 0x1D4
			m_audio.localBits = 0x1D8
			m_audio.ent = 0x1DC
			m_fSprintSpeed = 0x1E4
			m_fWalkSpeed = 0x1E8
			m_fCrouchedWalkSpeed = 0x1EC
			m_fDuckSpeed = 0x1F0
			m_fUnDuckSpeed = 0x1F4
		m_vecViewOffset[0] = 0xE8
		m_vecViewOffset[1] = 0xEC
		m_vecViewOffset[2] = 0xF0
		m_flFriction = 0x25C
		m_iAmmo = 0x1BE0
		m_iAmmo:
		m_fOnTarget = 0x2454
		m_nTickBase = 0x2558
		m_nNextThinkTick = 0x84
		m_hLastWeapon = 0x2570
		m_hGroundEntity = 0x254
		m_vecVelocity[0] = 0xF4
		m_vecVelocity[1] = 0xF8
		m_vecVelocity[2] = 0xFC
		m_vecBaseVelocity = 0x158
		m_hConstraintEntity = 0x248C
		m_vecConstraintCenter = 0x2490
		m_flConstraintRadius = 0x249C
		m_flConstraintWidth = 0x24A0
		m_flConstraintSpeedFactor = 0x24A4
		m_flDeathTime = 0x24CC
		m_flLaggedMovementValue = 0x2950
		m_hViewEntity = 0x2B20
	pl = 0x242C
	DT_PlayerState:
		deadflag = 0x4
	m_iFOV = 0x2440
	m_iFOVStart = 0x2444
	m_flFOVTime = 0x2448
	m_iDefaultFOV = 0x244C
	m_hZoomOwner = 0x2450
	m_hVehicle = 0x24D8
	m_hUseEntity = 0x24E0
	m_iHealth = 0x90
	m_lifeState = 0x8F
	m_iBonusProgress = 0x24E8
	m_iBonusChallenge = 0x24EC
	m_flMaxspeed = 0x24E4
	m_fFlags = 0x350
	m_iObserverMode = 0x24A8
	m_hObserverTarget = 0x24AC
	m_hViewModel[0] = 0x2588
	m_hViewModel = 0x0
	m_szLastPlaceName = 0x2970
	m_bUseWeaponsInVehicle = 0x256A

DT_BaseFlex [0]:
	m_flexWeight = 0x1840
	m_flexWeight:
	m_blinktoggle = 0x19F0
	m_viewtarget = 0x1804
	m_vecViewOffset[0] = 0xE8
	m_vecViewOffset[1] = 0xEC
	m_vecViewOffset[2] = 0xF0
	m_vecLean = 0x1B5C
	m_vecShift = 0x1B98

DT_BaseEntity [0]:
	AnimTimeMustBeFirst = 0x0
	DT_AnimTimeMustBeFirst:
		m_flAnimTime = 0x60
	m_flSimulationTime = 0x68
	m_ubInterpolationFrame = 0x74
	m_vecOrigin = 0x338
	m_angRotation = 0x344
	m_nModelIndex = 0x8C
	m_fEffects = 0x78
	m_nRenderMode = 0x7C
	m_nRenderFX = 0x54
	m_clrRender = 0x58
	m_iTeamNum = 0x9C
	m_CollisionGroup = 0x354
	m_flElasticity = 0x248
	m_flShadowCastDistance = 0x24C
	m_hOwnerEntity = 0x4D8
	m_hEffectEntity = 0x4DC
	moveparent = 0x190
	m_iParentAttachment = 0x17A
	movetype = 0x0
	movecollide = 0x0
	m_Collision = 0x19C
	DT_CollisionProperty:
		m_vecMinsPreScaled = 0x8
		m_vecMaxsPreScaled = 0x14
		m_vecMins = 0x20
		m_vecMaxs = 0x2C
		m_nSolidType = 0x41
		m_usSolidFlags = 0x3C
		m_nSurroundType = 0x40
		m_triggerBloat = 0x42
		m_vecSpecifiedSurroundingMinsPreScaled = 0x44
		m_vecSpecifiedSurroundingMaxsPreScaled = 0x50
		m_vecSpecifiedSurroundingMins = 0x5C
		m_vecSpecifiedSurroundingMaxs = 0x68
	m_iTextureFrameIndex = 0x4CC
	predictable_id = 0x0
	DT_PredictableId:
		m_PredictableID = 0xA0
		m_bIsPlayerSimulated = 0x4C8
	m_bSimulatedEveryTick = 0x4C9
	m_bAnimatedEveryTick = 0x4CA
	m_bAlternateSorting = 0x4CB
	m_takedamage = 0x8E
	m_RealClassName = 0x51C
	m_OverrideMaterial = 0x520
	m_OverrideSubMaterials[0] = 0x528
	m_OverrideSubMaterials = 0x0
	m_iHealth = 0x90
	m_iMaxHealth = 0x94
	m_spawnflags = 0x62C
	m_iGModFlags = 0x630
	m_bOnFire = 0x515
	m_CreationTime = 0x518
	m_vecVelocity[0] = 0xF4
	m_vecVelocity[1] = 0xF8
	m_vecVelocity[2] = 0xFC
	m_GMOD_DataTable = 0x1318
	m_GMOD_bool = 0x678
	m_GMOD_bool:
	m_GMOD_float = 0x698
	m_GMOD_float:
	m_GMOD_int = 0x718
	m_GMOD_int:
	m_GMOD_Vector = 0x798
	m_GMOD_Vector:
	m_GMOD_QAngle = 0x918
	m_GMOD_QAngle:
	m_GMOD_EHANDLE = 0xA98
	m_GMOD_EHANDLE:
	m_GMOD_String0 = 0xB18
	m_GMOD_String1 = 0xD18
	m_GMOD_String2 = 0xF18
	m_GMOD_String3 = 0x1118

DT_BaseDoor [0]:
	m_flWaveHeight = 0x1360

DT_BaseCombatCharacter [0]:
	bcc_localdata = 0x0
	DT_BCCLocalPlayerExclusive:
		m_flNextAttack = 0x1BD8
	m_hActiveWeapon = 0x21E0
	m_hMyWeapons = 0x1DE0
	m_hMyWeapons:
	m_bloodColor = 0x1BDC

DT_BaseAnimatingOverlay [0]:
	overlay_vars = 0x0
	DT_OverlayVars:
		m_AnimOverlay = 0x0
		_ST_m_AnimOverlay_15:
			lengthproxy = 0x0
			_LPT_m_AnimOverlay_15:
				lengthprop15 = 0x0

DT_BoneFollower [0]:
	m_modelIndex = 0x1360
	m_solidIndex = 0x1364

DT_BaseAnimating [0]:
	m_nSequence = 0x1608
	m_nForceBone = 0x13A8
	m_vecForce = 0x139C
	m_nSkin = 0x1368
	m_nBody = 0x136C
	m_nHitboxSet = 0x1370
	m_flModelScale = 0x1468
	m_flModelWidthScale = 0x1468
	m_flPoseParameter = 0x146C
	m_flPoseParameter:
	m_flPlaybackRate = 0x1390
	m_flEncodedController = 0x1588
	m_flEncodedController:
	m_bClientSideAnimation = 0x15D8
	m_bClientSideFrameReset = 0x13D8
	m_nNewSequenceParity = 0x15DC
	m_nResetEventsParity = 0x15E0
	m_nMuzzleFlashParity = 0x1698
	m_hLightingOrigin = 0x1690
	m_hLightingOriginRelative = 0x1694
	serveranimdata = 0x0
	DT_ServerAnimationData:
		m_flCycle = 0x1610
	m_fadeMinDist = 0x1410
	m_fadeMaxDist = 0x1414
	m_flFadeScale = 0x1418
	m_pBoneManipulator = 0x1744
	m_pFlexManipulator = 0x174C
	m_OverrideViewTarget = 0x16B8

DT_InfoLightingRelative [0]:
	m_hLightingLandmark = 0x1360

DT_AI_BaseNPC [0]:
	m_lifeState = 0x8F
	m_bPerformAvoidance = 0x21FC
	m_bIsMoving = 0x21FD
	m_bFadeCorpse = 0x21FE
	m_iDeathPose = 0x21EC
	m_iDeathFrame = 0x21F0
	m_iSpeedModRadius = 0x21F4
	m_iSpeedModSpeed = 0x21F8
	m_bSpeedModActive = 0x21FF
	m_bImportanRagdoll = 0x2200
	m_flTimePingEffect = 0x21E8

DT_Beam [0]:
	m_nBeamType = 0x137C
	m_nBeamFlags = 0x1380
	m_nNumBeamEnts = 0x1370
	m_hAttachEntity = 0x1384
	m_hAttachEntity:
	m_nAttachIndex = 0x13AC
	m_nAttachIndex:
	m_nHaloIndex = 0x1378
	m_fHaloScale = 0x13E0
	m_fWidth = 0x13D4
	m_fEndWidth = 0x13D8
	m_fFadeLength = 0x13DC
	m_fAmplitude = 0x13E4
	m_fStartFrame = 0x13E8
	m_fSpeed = 0x13EC
	m_flFrameRate = 0x1360
	m_flHDRColorScale = 0x1364
	m_clrRender = 0x58
	m_nRenderFX = 0x54
	m_nRenderMode = 0x7C
	m_flFrame = 0x13F4
	m_vecEndPos = 0x13F8
	m_nModelIndex = 0x8C
	m_nMinDXLevel = 0x13F0
	m_vecOrigin = 0x338
	moveparent = 0x190
	beampredictable_id = 0x0
	DT_BeamPredictableId:
		m_PredictableID = 0xA0
		m_bIsPlayerSimulated = 0x4C8

DT_BaseViewModel [0]:
	m_nModelIndex = 0x8C
	m_nSkin = 0x1368
	m_nBody = 0x136C
	m_nSequence = 0x1608
	m_nViewModelIndex = 0x17A8
	m_flPlaybackRate = 0x1390
	m_fEffects = 0x78
	m_nAnimationParity = 0x17B8
	m_hWeapon = 0x17C8
	m_hOwner = 0x17AC
	m_nNewSequenceParity = 0x15DC
	m_nResetEventsParity = 0x15E0
	m_nMuzzleFlashParity = 0x1698
	m_flPoseParameter[0] = 0x146C
	m_flPoseParameter = 0x0

DT_BaseParticleEntity [0]:

DT_BaseGrenade [0]:
	m_flDamage = 0x17AC
	m_DmgRadius = 0x179C
	m_bIsLive = 0x1799
	m_hThrower = 0x17B4
	m_vecVelocity = 0xF4
	m_fFlags = 0x350

DT_BaseCombatWeapon [0]:
	LocalWeaponData = 0x0
	DT_LocalWeaponData:
		m_iClip1 = 0x17E8
		m_iClip2 = 0x17EC
		m_iPrimaryAmmoType = 0x17E0
		m_iSecondaryAmmoType = 0x17E4
		m_nViewModelIndex = 0x17A0
		m_bFlipViewModel = 0x1818
	LocalActiveWeaponData = 0x0
	DT_LocalActiveWeaponData:
		m_flNextPrimaryAttack = 0x17A4
		m_flNextSecondaryAttack = 0x17A8
		m_nNextThinkTick = 0x84
		m_flTimeWeaponIdle = 0x17AC
	m_iViewModelIndex = 0x17B4
	m_iWorldModelIndex = 0x17B8
	m_iState = 0x17D8
	m_hOwner = 0x1798

DT_WeaponPhysGun [0]:
	m_hPhysBeam = 0x1874
	m_vHitPosLocal = 0x1878
	m_hGrabbedEntity = 0x1870

DT_PhysBeam [0]:
	m_hTargetEnt = 0x1380
	m_HoldPos = 0x1374
	m_bIsOn = 0x1384
	m_iPhysBone = 0x1370

DT_LuaNextBot [0]:
	m_ScriptedEntity = 0x2208
	DT_ScriptedEntity:
		m_strScriptName = 0x10

DT_FlexManipulate [0]:
	m_flexScale = 0x14E0
	m_EyesLocalTarget = 0x14E4
	m_iFlexWeights = 0x1360
	m_iFlexWeights:

DT_BoneManipulate [0]:
	m_BonePos[0] = 0x1360
	m_BonePos = 0x0
	m_BoneAng[0] = 0x2B60
	m_BoneAng = 0x0
	m_BoneScale[0] = 0x1F60
	m_BoneScale = 0x0
	m_BoneJiggle[0] = 0x3760
	m_BoneJiggle = 0x0

DT_WeaponSWEP [0]:
	m_ScriptedEntity = 0x1870
	DT_ScriptedEntity:
		m_strScriptName = 0x10
	m_strHoldType = 0x1A84

DT_SENT_point [0]:
	m_ScriptedEntity = 0x1360
	DT_ScriptedEntity:
		m_strScriptName = 0x10

DT_SENT_anim [0]:
	m_ScriptedEntity = 0x179C
	DT_ScriptedEntity:
		m_strScriptName = 0x10

DT_SENT_AI [0]:
	m_ScriptedEntity = 0x2208
	DT_ScriptedEntity:
		m_strScriptName = 0x10

DT_GMODGameRulesProxy [0]:
	gmod_gamerules_data = 0x0
	DT_GMODRules:
		m_fTimeScale = 0x48
		m_iSkillLevel = 0x4C
		m_bHL2EpisodicBehaviour = 0x50
Hope this helps.
Quote Originally Posted by Herp Derpinstine View Post
Code:
-----------------------------------------------------------
NetVars for Garry's Mod
Dumped using HERPCON at 15:36:38 on 11/3/2016
-----------------------------------------------------------

DT_TestTraceline [0]:
	m_clrRender = 0x58
	m_vecOrigin = 0x338
	m_angRotation[0] = 0x344
	m_angRotation[1] = 0x348
	m_angRotation[2] = 0x34C
	moveparent = 0x190

DT_TEWorldDecal [0]:
	m_vecOrigin = 0x10
	m_nIndex = 0x1C

DT_TESpriteSpray [0]:
	m_vecOrigin = 0x10
	m_vecDirection = 0x1C
	m_nModelIndex = 0x28
	m_fNoise = 0x30
	m_nCount = 0x34
	m_nSpeed = 0x2C

DT_TESprite [0]:
	m_vecOrigin = 0x10
	m_nModelIndex = 0x1C
	m_fScale = 0x20
	m_nBrightness = 0x24

DT_TESparks [0]:
	m_nMagnitude = 0x1C
	m_nTrailLength = 0x20
	m_vecDir = 0x24

DT_TESmoke [0]:
	m_vecOrigin = 0x10
	m_nModelIndex = 0x1C
	m_fScale = 0x20
	m_nFrameRate = 0x24

DT_TEShowLine [0]:
	m_vecEnd = 0x1C

DT_TEProjectedDecal [0]:
	m_vecOrigin = 0x10
	m_angRotation = 0x1C
	m_flDistance = 0x28
	m_nIndex = 0x2C

DT_TEPlayerDecal [0]:
	m_vecOrigin = 0x14
	m_nEntity = 0x20
	m_nPlayer = 0x10

DT_TEPhysicsProp [0]:
	m_vecOrigin = 0x10
	m_angRotation[0] = 0x1C
	m_angRotation[1] = 0x20
	m_angRotation[2] = 0x24
	m_vecVelocity = 0x28
	m_nModelIndex = 0x34
	m_nFlags = 0x3C
	m_nSkin = 0x38
	m_nEffects = 0x40

DT_TEParticleSystem [0]:
	m_vecOrigin[0] = 0x10
	m_vecOrigin[1] = 0x14
	m_vecOrigin[2] = 0x18

DT_TEMuzzleFlash [0]:
	m_vecOrigin = 0x10
	m_vecAngles = 0x1C
	m_flScale = 0x28
	m_nType = 0x2C

DT_TELargeFunnel [0]:
	m_nModelIndex = 0x1C
	m_nReversed = 0x20

DT_TEKillPlayerAttachments [0]:
	m_nPlayer = 0x10

DT_TEImpact [0]:
	m_vecOrigin = 0x10
	m_vecNormal = 0x1C
	m_iType = 0x28
	m_ucFlags = 0x2C

DT_TEGlowSprite [0]:
	m_vecOrigin = 0x10
	m_nModelIndex = 0x1C
	m_fScale = 0x20
	m_fLife = 0x24
	m_nBrightness = 0x28

DT_TEShatterSurface [0]:
	m_vecOrigin = 0x10
	m_vecAngles = 0x1C
	m_vecForce = 0x28
	m_vecForcePos = 0x34
	m_flWidth = 0x40
	m_flHeight = 0x44
	m_flShardSize = 0x48
	m_nSurfaceType = 0x50
	m_uchFrontColor[0] = 0x54
	m_uchFrontColor[1] = 0x55
	m_uchFrontColor[2] = 0x56
	m_uchBackColor[0] = 0x57
	m_uchBackColor[1] = 0x58
	m_uchBackColor[2] = 0x59

DT_TEFootprintDecal [0]:
	m_vecOrigin = 0x10
	m_vecDirection = 0x1C
	m_nEntity = 0x34
	m_nIndex = 0x38
	m_chMaterialType = 0x3C

DT_TEFizz [0]:
	m_nEntity = 0x10
	m_nModelIndex = 0x14
	m_nDensity = 0x18
	m_nCurrent = 0x1C

DT_TEExplosion [0]:
	m_nModelIndex = 0x1C
	m_fScale = 0x20
	m_nFrameRate = 0x24
	m_nFlags = 0x28
	m_vecNormal = 0x2C
	m_chMaterialType = 0x38
	m_nRadius = 0x3C
	m_nMagnitude = 0x40

DT_TEEnergySplash [0]:
	m_vecPos = 0x10
	m_vecDir = 0x1C
	m_bExplosive = 0x28

DT_TEEffectDispatch [0]:
	m_EffectData = 0x10
	DT_EffectData:
		m_vOrigin[0] = 0x0
		m_vOrigin[1] = 0x4
		m_vOrigin[2] = 0x8
		m_vStart[0] = 0xC
		m_vStart[1] = 0x10
		m_vStart[2] = 0x14
		m_vAngles = 0x24
		m_vNormal = 0x18
		m_fFlags = 0x30
		m_flMagnitude = 0x3C
		m_flScale = 0x38
		m_nAttachmentIndex = 0x44
		m_nSurfaceProp = 0x48
		m_iEffectName = 0x8C
		m_nMaterial = 0x4C
		m_nDamageType = 0x50
		m_nHitBox = 0x54
		entindex = 0x0
		m_nColor = 0x58
		m_flRadius = 0x40
		m_bCustomColors = 0x59
		m_CustomColors.m_vecColor1 = 0x5C
		m_CustomColors.m_vecColor2 = 0x68
		m_bControlPoint1 = 0x74
		m_ControlPoint1.m_eParticleAttachment = 0x78
		m_ControlPoint1.m_vecOffset[0] = 0x7C
		m_ControlPoint1.m_vecOffset[1] = 0x80
		m_ControlPoint1.m_vecOffset[2] = 0x84
		m_bAllowOverride = 0x88

DT_TEDynamicLight [0]:
	m_vecOrigin = 0x10
	r = 0x20
	g = 0x24
	b = 0x28
	exponent = 0x2C
	m_fRadius = 0x1C
	m_fTime = 0x30
	m_fDecay = 0x34

DT_TEDecal [0]:
	m_vecOrigin = 0x10
	m_vecStart = 0x1C
	m_nEntity = 0x28
	m_nHitbox = 0x2C
	m_nIndex = 0x30

DT_TEClientProjectile [0]:
	m_vecOrigin = 0x10
	m_vecVelocity = 0x1C
	m_nModelIndex = 0x28
	m_nLifeTime = 0x2C
	m_hOwner = 0x30

DT_TEBubbleTrail [0]:
	m_vecMins = 0x10
	m_vecMaxs = 0x1C
	m_nModelIndex = 0x2C
	m_flWaterZ = 0x28
	m_nCount = 0x30
	m_fSpeed = 0x34

DT_TEBubbles [0]:
	m_vecMins = 0x10
	m_vecMaxs = 0x1C
	m_nModelIndex = 0x2C
	m_fHeight = 0x28
	m_nCount = 0x30
	m_fSpeed = 0x34

DT_TEBSPDecal [0]:
	m_vecOrigin = 0x10
	m_nEntity = 0x1C
	m_nIndex = 0x20

DT_TEBreakModel [0]:
	m_vecOrigin = 0x10
	m_angRotation[0] = 0x1C
	m_angRotation[1] = 0x20
	m_angRotation[2] = 0x24
	m_vecSize = 0x28
	m_vecVelocity = 0x34
	m_nModelIndex = 0x44
	m_nRandomization = 0x40
	m_nCount = 0x48
	m_fTime = 0x4C
	m_nFlags = 0x50

DT_TEBloodStream [0]:
	m_vecDirection = 0x1C
	r = 0x28
	g = 0x2C
	b = 0x30
	a = 0x34
	m_nAmount = 0x38

DT_TEBloodSprite [0]:
	m_vecOrigin = 0x10
	m_vecDirection = 0x1C
	r = 0x28
	g = 0x2C
	b = 0x30
	a = 0x34
	m_nSprayModel = 0x3C
	m_nDropModel = 0x38
	m_nSize = 0x40

DT_TEBeamSpline [0]:
	m_nPoints = 0xD0
	m_vecPoints[0] = 0x10
	m_vecPoints = 0x0

DT_TEBeamRingPoint [0]:
	m_vecCenter = 0x4C
	m_flStartRadius = 0x58
	m_flEndRadius = 0x5C

DT_TEBeamRing [0]:
	m_nStartEntity = 0x4C
	m_nEndEntity = 0x50

DT_TEBeamPoints [0]:
	m_vecStartPoint = 0x4C
	m_vecEndPoint = 0x58

DT_TEBeamLaser [0]:
	m_nStartEntity = 0x4C
	m_nEndEntity = 0x50

DT_TEBeamFollow [0]:
	m_iEntIndex = 0x4C

DT_TEBeamEnts [0]:
	m_nStartEntity = 0x4C
	m_nEndEntity = 0x50

DT_TEBeamEntPoint [0]:
	m_nStartEntity = 0x4C
	m_nEndEntity = 0x50
	m_vecStartPoint = 0x54
	m_vecEndPoint = 0x60

DT_BaseBeam [0]:
	m_nModelIndex = 0x10
	m_nHaloIndex = 0x14
	m_nStartFrame = 0x18
	m_nFrameRate = 0x1C
	m_fLife = 0x20
	m_fWidth = 0x24
	m_fEndWidth = 0x28
	m_nFadeLength = 0x2C
	m_fAmplitude = 0x30
	m_nSpeed = 0x44
	r = 0x34
	g = 0x38
	b = 0x3C
	a = 0x40
	m_nFlags = 0x48

DT_TEArmorRicochet [0]:

DT_TEMetalSparks [0]:
	m_vecPos = 0x10
	m_vecDir = 0x1C

DT_SteamJet [0]:
	m_SpreadSpeed = 0x144C
	m_Speed = 0x1450
	m_StartSize = 0x1454
	m_EndSize = 0x1458
	m_Rate = 0x145C
	m_JetLength = 0x1460
	m_bEmit = 0x1464
	m_bFaceLeft = 0x146C
	m_nType = 0x1468
	m_spawnflags = 0x1470
	m_flRollSpeed = 0x1474

DT_SmokeStack [0]:
	m_SpreadSpeed = 0x149C
	m_Speed = 0x14A0
	m_StartSize = 0x14A4
	m_EndSize = 0x14A8
	m_Rate = 0x14AC
	m_JetLength = 0x14B0
	m_bEmit = 0x14B4
	m_flBaseSpread = 0x14B8
	m_flTwist = 0x150C
	m_flRollSpeed = 0x1548
	m_iMaterialModel = 0x1510
	m_AmbientLight.m_vPos = 0x14BC
	m_AmbientLight.m_vColor = 0x14C8
	m_AmbientLight.m_flIntensity = 0x14D4
	m_DirLight.m_vPos = 0x14D8
	m_DirLight.m_vColor = 0x14E4
	m_DirLight.m_flIntensity = 0x14F0
	m_vWind = 0x1500

DT_DustTrail [0]:
	m_SpawnRate = 0x144C
	m_Color = 0x1450
	m_ParticleLifetime = 0x1460
	m_StopEmitTime = 0x1468
	m_MinSpeed = 0x146C
	m_MaxSpeed = 0x1470
	m_MinDirectedSpeed = 0x1474
	m_MaxDirectedSpeed = 0x1478
	m_StartSize = 0x147C
	m_EndSize = 0x1480
	m_SpawnRadius = 0x1484
	m_bEmit = 0x1494
	m_Opacity = 0x145C

DT_FireTrail [0]:
	m_nAttachment = 0x144C
	m_flLifetime = 0x1450

DT_SporeTrail [0]:
	m_flSpawnRate = 0x1454
	m_vecEndColor = 0x1448
	m_flParticleLifetime = 0x1458
	m_flStartSize = 0x145C
	m_flEndSize = 0x1460
	m_flSpawnRadius = 0x1464
	m_bEmit = 0x1474

DT_SporeExplosion [0]:
	m_flSpawnRate = 0x144C
	m_flParticleLifetime = 0x1450
	m_flStartSize = 0x1454
	m_flEndSize = 0x1458
	m_flSpawnRadius = 0x145C
	m_bEmit = 0x1464
	m_bDontRemove = 0x1465

DT_RocketTrail [0]:
	m_SpawnRate = 0x144C
	m_StartColor = 0x1450
	m_EndColor = 0x145C
	m_ParticleLifetime = 0x146C
	m_StopEmitTime = 0x1470
	m_MinSpeed = 0x1474
	m_MaxSpeed = 0x1478
	m_StartSize = 0x147C
	m_EndSize = 0x1480
	m_SpawnRadius = 0x1484
	m_bEmit = 0x1494
	m_nAttachment = 0x1498
	m_Opacity = 0x1468
	m_bDamaged = 0x1495
	m_flFlareScale = 0x14A8

DT_SmokeTrail [0]:
	m_SpawnRate = 0x144C
	m_StartColor = 0x1450
	m_EndColor = 0x145C
	m_ParticleLifetime = 0x146C
	m_StopEmitTime = 0x1470
	m_MinSpeed = 0x1474
	m_MaxSpeed = 0x1478
	m_MinDirectedSpeed = 0x147C
	m_MaxDirectedSpeed = 0x1480
	m_StartSize = 0x1484
	m_EndSize = 0x1488
	m_SpawnRadius = 0x148C
	m_bEmit = 0x149C
	m_nAttachment = 0x14A0
	m_Opacity = 0x1468

DT_PropVehicleDriveable [0]:
	m_hPlayer = 0x179C
	m_nSpeed = 0x17A0
	m_nRPM = 0x17A4
	m_flThrottle = 0x17A8
	m_nBoostTimeLeft = 0x17AC
	m_nHasBoost = 0x17B0
	m_nScannerDisabledWeapons = 0x17B4
	m_nScannerDisabledVehicle = 0x17B8
	m_bEnterAnimOn = 0x17D8
	m_bExitAnimOn = 0x17D9
	m_bUnableToFire = 0x1829
	m_vecEyeExitEndpoint = 0x181C
	m_bHasGun = 0x1828
	m_vecGunCrosshair = 0x17E0

DT_ParticleSmokeGrenade [0]:
	m_flSpawnTime = 0x145C
	m_FadeStartTime = 0x1460
	m_FadeEndTime = 0x1464
	m_CurrentStage = 0x144C

DT_ParticleFire [0]:
	m_vOrigin = 0x1454
	m_vDirection = 0x1460

DT_MovieExplosion [0]:

DT_TEGaussExplosion [0]:
	m_nType = 0x1C
	m_vecDirection = 0x20

DT_QuadraticBeam [0]:
	m_targetPosition = 0x1360
	m_controlPosition = 0x136C
	m_scrollRate = 0x1378
	m_flWidth = 0x137C

DT_Embers [0]:
	m_nDensity = 0x1360
	m_nLifetime = 0x1364
	m_nSpeed = 0x1368
	m_bEmit = 0x136C

DT_EnvWind [0]:
	m_EnvWindShared = 0x1360
	DT_EnvWindShared:
		m_iMinWind = 0xC
		m_iMaxWind = 0x10
		m_iMinGust = 0x14
		m_iMaxGust = 0x18
		m_flMinGustDelay = 0x1C
		m_flMaxGustDelay = 0x20
		m_iGustDirChange = 0x28
		m_iWindSeed = 0x8
		m_iInitialWindDir = 0x38
		m_flInitialWindSpeed = 0x3C
		m_flStartTime = 0x4
		m_flGustDuration = 0x24

DT_Precipitation [0]:
	m_nPrecipType = 0x1388

DT_BaseTempEntity [0]:

DT_NextBot [0]:

DT_WeaponStunStick [0]:
	m_bActive = 0x18C4

DT_WeaponSMG1 [0]:

DT_Weapon_SLAM [0]:
	m_tSlamState = 0x1870
	m_bDetonato*****d = 0x1874
	m_bNeedDetonatorDraw = 0x1875
	m_bNeedDetonatorHolster = 0x1876
	m_bNeedReload = 0x1877
	m_bClearReload = 0x1878
	m_bThrowSatchel = 0x1879
	m_bAttachSatchel = 0x187A
	m_bAttachTripmine = 0x187B

DT_WeaponShotgun [0]:
	m_bNeedPump = 0x1870
	m_bDelayedFire1 = 0x1871
	m_bDelayedFire2 = 0x1872
	m_bDelayedReload = 0x1873

DT_WeaponRPG [0]:
	m_bInitialStateUpdate = 0x187C
	m_bGuiding = 0x187D
	m_bHideGuiding = 0x187E
	m_hMissile = 0x1880
	m_vecLaserDot = 0x1884

DT_LaserDot [0]:

DT_WeaponPistol [0]:
	m_flSoonestPrimaryAttack = 0x1878
	m_flLastAttackTime = 0x187C
	m_flAccuracyPenalty = 0x1880
	m_nNumShotsFired = 0x1884

DT_WeaponPhysCannon [0]:
	m_bActive = 0x1B88
	m_hAttachedObject = 0x1888
	m_attachedPositionObjectSpace = 0x187C
	m_attachedAnglesPlayerSpace[0] = 0x1870
	m_attachedAnglesPlayerSpace[1] = 0x1874
	m_attachedAnglesPlayerSpace[2] = 0x1878
	m_EffectState = 0x1B8C
	m_bOpen = 0x1B90

DT_BaseHL2MPCombatWeapon [0]:

DT_BaseHL2MPBludgeonWeapon [0]:

DT_HL2MPMachineGun [0]:
	m_nShotsFired = 0x1870

DT_WeaponHL2MPBase [0]:

DT_WeaponFrag [0]:
	m_bRedraw = 0x1870
	m_fDrawbackFinished = 0x1878
	m_AttackPaused = 0x1874

DT_WeaponCrowbar [0]:

DT_WeaponCrossbow [0]:
	m_bInZoom = 0x1874
	m_bMustReload = 0x1875

DT_WeaponAR2 [0]:

DT_Weapon357 [0]:

DT_HL2MPGameRulesProxy [0]:
	hl2mp_gamerules_data = 0x0
	DT_HL2MPRules:
		m_bTeamPlayEnabled = 0x20

DT_TEHL2MPFireBullets [0]:
	m_vecOrigin = 0x14
	m_vecDir = 0x20
	m_iAmmoID = 0x2C
	m_iSeed = 0x34
	m_iShots = 0x3C
	m_iPlayer = 0x10
	m_iWeaponIndex = 0x30
	m_flSpread = 0x38
	m_bDoImpacts = 0x40
	m_bDoTracers = 0x41
	m_TracerType = 0x42

DT_TEPlayerAnimEvent [0]:
	m_hPlayer = 0x10
	m_iEvent = 0x14
	m_nData = 0x18

DT_HL2MPRagdoll [0]:
	m_vecRagdollOrigin = 0x1810
	m_hPlayer = 0x1800
	m_nModelIndex = 0x8C
	m_nForceBone = 0x13A8
	m_vecForce = 0x139C
	m_vecRagdollVelocity = 0x1804

DT_HL2MP_Player [0]:
	hl2mplocaldata = 0x0
	DT_HL2MPLocalPlayerExclusive:
		m_vecOrigin = 0x338
		m_angEyeAngles[0] = 0x2BD4
		m_angEyeAngles[1] = 0x2BD8
	hl2mpnonlocaldata = 0x0
	DT_HL2MPNonLocalPlayerExclusive:
		m_vecOrigin = 0x338
		m_angEyeAngles[0] = 0x2BD4
		m_angEyeAngles[1] = 0x2BD8
	m_hRagdoll = 0x2C10
	m_iSpawnInterpCounter = 0x2C54
	m_iPlayerSoundType = 0x2C5C
	m_fIsWalking = 0x2C6C

DT_CrossbowBolt [0]:

DT_WeaponHopwire [0]:

DT_WeaponOldManHarpoon [0]:

DT_WeaponCitizenSuitcase [0]:

DT_WeaponCitizenPackage [0]:

DT_WeaponAlyxGun [0]:

DT_WeaponCubemap [0]:

DT_WeaponGaussGun [0]:

DT_WeaponAnnabelle [0]:

DT_Flaregun [0]:

DT_WeaponBugBait [0]:

DT_WeaponBinoculars [0]:

DT_WeaponCycler [0]:

DT_VortigauntEffectDispel [0]:
	m_bFadeOut = 0x136C

DT_VortigauntChargeToken [0]:
	m_bFadeOut = 0x1368

DT_NPC_Vortigaunt [0]:
	m_flBlueEndFadeTime = 0x220C
	m_bIsBlue = 0x2208
	m_bIsBlack = 0x2210

DT_PropVehiclePrisonerPod [0]:
	m_hPlayer = 0x17A4
	m_bEnterAnimOn = 0x17AC
	m_bExitAnimOn = 0x17AD
	m_vecEyeExitEndpoint = 0x17B0
	m_bLimitView = 0x17AE

DT_PropCrane [0]:
	m_hPlayer = 0x179C
	m_bMagnetOn = 0x17B4
	m_bEnterAnimOn = 0x17A4
	m_bExitAnimOn = 0x17A5
	m_vecEyeExitEndpoint = 0x17A8

DT_PropCannon [0]:
	m_hPlayer = 0x179C
	m_bEnterAnimOn = 0x17A4
	m_bExitAnimOn = 0x17A5
	m_vecEyeExitEndpoint = 0x17A8

DT_PropAirboat [0]:
	m_bHeadlightIsOn = 0x18DC
	m_nAmmoCount = 0x18E0
	m_nExactWaterLevel = 0x18E8
	m_nWaterLevel = 0x17C
	m_vecPhysVelocity = 0x1C68

DT_Flare [0]:
	m_flTimeBurnOut = 0x22EC
	m_flScale = 0x22F0
	m_bLight = 0x22F4
	m_bSmoke = 0x22F5
	m_bPropFlare = 0x22F6

DT_TEConcussiveExplosion [0]:
	m_vecNormal = 0x1C
	m_flScale = 0x28
	m_nRadius = 0x2C
	m_nMagnitude = 0x30

DT_NPC_Strider [0]:
	m_vecHitPos = 0x225C
	m_vecIKTarget[0] = 0x2268
	m_vecIKTarget[1] = 0x2274
	m_vecIKTarget[2] = 0x2280
	m_vecIKTarget[3] = 0x228C
	m_vecIKTarget[4] = 0x2298
	m_vecIKTarget[5] = 0x22A4

DT_ScriptIntro [0]:
	m_vecCameraView = 0x13C0
	m_vecCameraViewAngles = 0x13CC
	m_iBlendMode = 0x13D8
	m_iNextBlendMode = 0x13DC
	m_flNextBlendTime = 0x13E0
	m_flBlendStartTime = 0x13E4
	m_bActive = 0x13E8
	m_iFOV = 0x1364
	m_iNextFOV = 0x1360
	m_iStartFOV = 0x136C
	m_flNextFOVBlendTime = 0x1370
	m_flFOVBlendStartTime = 0x1374
	m_bAlternateFOV = 0x1378
	m_flFadeAlpha = 0x13FC
	m_flFadeColor[0] = 0x13F0
	m_flFadeColor = 0x0
	m_flFadeDuration = 0x1404
	m_hCameraEntity = 0x13EC

DT_RotorWashEmitter [0]:
	m_flAltitude = 0x1360

DT_PropCombineBall [0]:
	m_bEmit = 0x17A4
	m_flRadius = 0x17A8
	m_bHeld = 0x17AC
	m_bLaunched = 0x17AD

DT_PlasmaBeamNode [0]:
	m_vecVelocity = 0xF4
	m_bSprayOn = 0x1360

DT_RollerMine [0]:
	m_bIsOpen = 0x2208
	m_flActiveTime = 0x220C
	m_bHackedByAlyx = 0x2210
	m_bPowerDown = 0x2211

DT_NPC_Manhack [0]:
	m_nEnginePitch1 = 0x2214
	m_flEnginePitch1Time = 0x221C
	m_nEnginePitch2 = 0x2218
	m_flEnginePitch2Time = 0x2220

DT_CombineGunship [0]:
	m_vecHitPos = 0x2258

DT_NPC_AntlionGuard [0]:
	m_bCavernBreed = 0x2208
	m_bInCavern = 0x2209
	m_iBleedingLevel = 0x2210

DT_InfoTeleporterCountdown [0]:
	m_bCountdownStarted = 0x1360
	m_bDisabled = 0x1361
	m_flStartTime = 0x1364
	m_flTimeRemaining = 0x1368

DT_MortarShell [0]:
	m_flLifespan = 0x136C
	m_flRadius = 0x1370
	m_vecSurfaceNormal = 0x1378

DT_EnvStarfield [0]:
	m_bOn = 0x1364
	m_flDensity = 0x1368

DT_EnvHeadcrabCanister [0]:
	m_Shared = 0x1798
	DT_EnvHeadcrabCanisterShared:
		m_flFlightSpeed = 0x38
		m_flLaunchTime = 0x3C
		m_vecParabolaDirection = 0x50
		m_flFlightTime = 0x34
		m_flWorldEnterTime = 0x5C
		m_flInitialZSpeed = 0x40
		m_flZAcceleration = 0x44
		m_flHorizSpeed = 0x48
		m_bLaunchedFromWithinWorld = 0x4C
		m_vecStartPosition = 0x4
		m_vecEnterWorldPosition = 0x10
		m_vecDirection = 0x1C
		m_vecStartAngles = 0x28
		m_vecSkyboxOrigin = 0x60
		m_flSkyboxScale = 0x6C
		m_bInSkybox = 0x70
	m_bLanded = 0x1810

DT_AlyxEmpEffect [0]:
	m_nState = 0x1360
	m_flDuration = 0x1364
	m_flStartTime = 0x1368

DT_Corpse [0]:
	m_nReferencePlayer = 0x1798

DT_CitadelEnergyCore [0]:
	m_flScale = 0x1360
	m_nState = 0x1364
	m_flDuration = 0x1368
	m_flStartTime = 0x136C
	m_spawnflags = 0x1370

DT_HL2_Player [0]:
	m_HL2Local = 0x2B48
	DT_HL2Local:
		m_flSuitPower = 0x4
		m_bZooming = 0x8
		m_bitsActiveDevices = 0xC
		m_iSquadMemberCount = 0x10
		m_iSquadMedicCount = 0x14
		m_fSquadInFollowMode = 0x18
		m_bWeaponLowered = 0x19
		m_hAutoAimTarget = 0x1C
		m_vecAutoAimPoint = 0x20
		m_hLadder = 0x30
		m_bDisplayReticle = 0x2C
		m_bStickyAutoAim = 0x2D
		m_bAutoAimTarget = 0x2E
	m_fIsSprinting = 0x2BB0

DT_BaseHLBludgeonWeapon [0]:

DT_HLSelectFireMachineGun [0]:

DT_HLMachineGun [0]:

DT_BaseHelicopter [0]:
	m_flStartupTime = 0x2208

DT_NPC_Barney [0]:

DT_Barnacle [0]:
	m_flAltitude = 0x2238
	m_vecRoot = 0x2214
	m_vecTip = 0x2220
	m_vecTipDrawOffset = 0x222C

DT_AR2Explosion [0]:
	m_szMaterialName = 0x1454

DT_TEAntlionDust [0]:
	m_vecOrigin = 0x20
	m_vecAngles = 0x2C
	m_bBlockedSpawner = 0x38

DT_BaseHLCombatWeapon [0]:

DT_WeaponHandGrenade [0]:
	m_flStartThrow = 0x1840
	m_flReleaseThrow = 0x1844

DT_BaseHL1MPCombatWeapon [0]:

DT_BaseHL1CombatWeapon [0]:

DT_AIWeaponAR2 [0]:

DT_AIWeaponShotgun [0]:

DT_AIWeaponCrossbow [0]:

DT_AIWeaponCrowbar [0]:

DT_AIWeaponRPG [0]:

DT_AIWeaponSMG1 [0]:

DT_AIWeaponPistol [0]:

DT_AIWeapon357 [0]:

DT_GMOD_Player [0]:
	m_iGModPlayerFlags = 0x2C74
	m_HoveredWidget = 0x2D88
	m_PressedWidget = 0x2D8C
	m_Driving = 0x2D90
	m_DrivingMode = 0x2D94
	m_PlayerClass = 0x2D9C
	m_bCanZoom = 0x2DA0
	m_bCanWalk = 0x2DA1
	m_bIsTyping = 0x2DA2
	m_StepSize = 0x2DA4
	m_JumpPower = 0x2DA8
	m_ViewOffset = 0x2DAC
	m_ViewOffsetDucked = 0x2DB8
	m_fGestureEndTime = 0x2DC4
	m_PlayerColor = 0x2DC8
	m_WeaponColor = 0x2DD4
	m_Hands = 0x2D98
	m_nWaterLevel = 0x17C

DT_AIWeaponStunStick [0]:
	m_bActive = 0x1858

DT_FleshEffectTarget [0]:
	m_flRadius = 0x1360
	m_flScaleTime = 0x136C

DT_CPropJeepEpisodic [0]:
	m_iNumRadarContacts = 0x18E8
	m_vecRadarContactPos[0] = 0x18EC
	m_vecRadarContactPos = 0x0
	m_iRadarContactType[0] = 0x1A0C
	m_iRadarContactType = 0x0

DT_PropScalable [0]:
	m_flScaleX = 0x1798
	m_flScaleY = 0x179C
	m_flScaleZ = 0x17A0
	m_flLerpTimeX = 0x17A4
	m_flLerpTimeY = 0x17A8
	m_flLerpTimeZ = 0x17AC
	m_flGoalTimeX = 0x17B0
	m_flGoalTimeY = 0x17B4
	m_flGoalTimeZ = 0x17B8

DT_NPC_Puppet [0]:
	m_hAnimationTarget = 0x2208
	m_nTargetAttachment = 0x220C

DT_HandleTest [0]:
	m_Handle = 0x1360
	m_bSendHandle = 0x1364

DT_SpriteTrail [0]:
	m_flLifeTime = 0x1FF4
	m_flStartWidth = 0x1FF8
	m_flEndWidth = 0x1FFC
	m_flStartWidthVariance = 0x2000
	m_flTextureRes = 0x2004
	m_flMinFadeLength = 0x2008
	m_vecSkyboxOrigin = 0x200C
	m_flSkyboxScale = 0x2018

DT_SpriteOriented [0]:

DT_Sprite [0]:
	m_hAttachedToEntity = 0x1370
	m_nAttachment = 0x1374
	m_flScaleTime = 0x1390
	m_flSpriteScale = 0x138C
	m_flSpriteFramerate = 0x1378
	m_flGlowProxySize = 0x1398
	m_flHDRColorScale = 0x139C
	m_flFrame = 0x137C
	m_flBrightnessTime = 0x1388
	m_nBrightness = 0x1384
	m_bWorldSpaceScale = 0x1394

DT_Ragdoll_Attached [0]:
	m_boneIndexAttached = 0x1C40
	m_ragdollAttachedObjectIndex = 0x1C3C
	m_attachmentPointBoneSpace = 0x1C18
	m_attachmentPointRagdollSpace = 0x1C30

DT_Ragdoll [0]:
	m_ragPos[ 0 ] = 0x1798
	m_ragPos[ 1 ] = 0x17A4
	m_ragPos[ 2 ] = 0x17B0
	m_ragPos[ 3 ] = 0x17BC
	m_ragPos[ 4 ] = 0x17C8
	m_ragPos[ 5 ] = 0x17D4
	m_ragPos[ 6 ] = 0x17E0
	m_ragPos[ 7 ] = 0x17EC
	m_ragPos[ 8 ] = 0x17F8
	m_ragPos[ 9 ] = 0x1804
	m_ragPos[ 10 ] = 0x1810
	m_ragPos[ 11 ] = 0x181C
	m_ragPos[ 12 ] = 0x1828
	m_ragPos[ 13 ] = 0x1834
	m_ragPos[ 14 ] = 0x1840
	m_ragPos[ 15 ] = 0x184C
	m_ragPos[ 16 ] = 0x1858
	m_ragPos[ 17 ] = 0x1864
	m_ragPos[ 18 ] = 0x1870
	m_ragPos[ 19 ] = 0x187C
	m_ragPos[ 20 ] = 0x1888
	m_ragPos[ 21 ] = 0x1894
	m_ragPos[ 22 ] = 0x18A0
	m_ragPos[ 23 ] = 0x18AC
	m_ragPos[ 24 ] = 0x18B8
	m_ragPos[ 25 ] = 0x18C4
	m_ragPos[ 26 ] = 0x18D0
	m_ragPos[ 27 ] = 0x18DC
	m_ragPos[ 28 ] = 0x18E8
	m_ragPos[ 29 ] = 0x18F4
	m_ragPos[ 30 ] = 0x1900
	m_ragPos[ 31 ] = 0x190C
	m_ragAngles[ 0 ] = 0x1918
	m_ragAngles[ 1 ] = 0x1924
	m_ragAngles[ 2 ] = 0x1930
	m_ragAngles[ 3 ] = 0x193C
	m_ragAngles[ 4 ] = 0x1948
	m_ragAngles[ 5 ] = 0x1954
	m_ragAngles[ 6 ] = 0x1960
	m_ragAngles[ 7 ] = 0x196C
	m_ragAngles[ 8 ] = 0x1978
	m_ragAngles[ 9 ] = 0x1984
	m_ragAngles[ 10 ] = 0x1990
	m_ragAngles[ 11 ] = 0x199C
	m_ragAngles[ 12 ] = 0x19A8
	m_ragAngles[ 13 ] = 0x19B4
	m_ragAngles[ 14 ] = 0x19C0
	m_ragAngles[ 15 ] = 0x19CC
	m_ragAngles[ 16 ] = 0x19D8
	m_ragAngles[ 17 ] = 0x19E4
	m_ragAngles[ 18 ] = 0x19F0
	m_ragAngles[ 19 ] = 0x19FC
	m_ragAngles[ 20 ] = 0x1A08
	m_ragAngles[ 21 ] = 0x1A14
	m_ragAngles[ 22 ] = 0x1A20
	m_ragAngles[ 23 ] = 0x1A2C
	m_ragAngles[ 24 ] = 0x1A38
	m_ragAngles[ 25 ] = 0x1A44
	m_ragAngles[ 26 ] = 0x1A50
	m_ragAngles[ 27 ] = 0x1A5C
	m_ragAngles[ 28 ] = 0x1A68
	m_ragAngles[ 29 ] = 0x1A74
	m_ragAngles[ 30 ] = 0x1A80
	m_ragAngles[ 31 ] = 0x1A8C
	m_hUnragdoll = 0x1C00
	m_flBlendWeight = 0x1C04
	m_nOverlaySequence = 0x1C0C

DT_PredictedViewModel [0]:

DT_PoseController [0]:
	m_hProps = 0x1360
	m_hProps:
	m_chPoseIndex = 0x1370
	m_chPoseIndex:
	m_bPoseValueParity = 0x1374
	m_fPoseValue = 0x1378
	m_fInterpolationTime = 0x137C
	m_bInterpolationWrap = 0x1380
	m_fCycleFrequency = 0x1384
	m_nFModType = 0x1388
	m_fFModTimeOffset = 0x138C
	m_fFModRate = 0x1390
	m_fFModAmplitude = 0x1394

DT_GameRulesProxy [0]:

DT_InfoLadderDismount [0]:

DT_FuncLadder [0]:
	m_vecPlayerMountPositionTop = 0x1380
	m_vecPlayerMountPositionBottom = 0x138C
	m_vecLadderDir = 0x1360
	m_bFakeLadder = 0x1399

DT_DetailController [0]:
	m_flFadeStartDist = 0x1360
	m_flFadeEndDist = 0x1364

DT_World [0]:
	m_flWaveHeight = 0x1360
	m_WorldMins = 0x1364
	m_WorldMaxs = 0x1370
	m_bStartDark = 0x137C
	m_flMaxOccludeeArea = 0x1380
	m_flMinOccluderArea = 0x1384
	m_flMaxPropScreenSpaceWidth = 0x138C
	m_flMinPropScreenSpaceWidth = 0x1388
	m_iszDetailSpriteMaterial = 0x1391
	m_bColdWorld = 0x1390

DT_WaterLODControl [0]:
	m_flCheapWaterStartDistance = 0x1360
	m_flCheapWaterEndDistance = 0x1364

DT_WaterBullet [0]:

DT_VoteController [0]:
	m_iActiveIssueIndex = 0x1368
	m_iOnlyTeamToVote = 0x136C
	m_nVoteOptionCount = 0x1370
	m_nVoteOptionCount:
	m_nPotentialVotes = 0x1388
	m_bIsYesNoVote = 0x138E

DT_VGuiScreen [0]:
	m_flWidth = 0x1368
	m_flHeight = 0x136C
	m_fScreenFlags = 0x1394
	m_nPanelName = 0x1370
	m_nAttachmentIndex = 0x138C
	m_nOverlayMaterial = 0x1390
	m_hPlayerOwner = 0x13F0

DT_PropJeep [0]:
	m_bHeadlightIsOn = 0x18E4

DT_PropVehicleChoreoGeneric [0]:
	m_hPlayer = 0x17BC
	m_bEnterAnimOn = 0x17C4
	m_bExitAnimOn = 0x17C5
	m_vecEyeExitEndpoint = 0x17C8
	m_vehicleView.bClampEyeAngles = 0x1854
	m_vehicleView.flPitchCurveZero = 0x1858
	m_vehicleView.flPitchCurveLinear = 0x185C
	m_vehicleView.flRollCurveZero = 0x1860
	m_vehicleView.flRollCurveLinear = 0x1864
	m_vehicleView.flFOV = 0x1868
	m_vehicleView.flYawMin = 0x186C
	m_vehicleView.flYawMax = 0x1870
	m_vehicleView.flPitchMin = 0x1874
	m_vehicleView.flPitchMax = 0x1878

DT_ProxyToggle [0]:
	blah = 0x0
	DT_ProxyToggle_ProxiedData:
		m_WithProxy = 0x1360

DT_Tesla [0]:
	m_SoundName = 0x1388
	m_iszSpriteName = 0x13C8

DT_Team [0]:
	m_iTeamNum = 0x13A8
	m_iScore = 0x1394
	m_iRoundsWon = 0x1398
	m_szTeamname = 0x1374
	player_array_element = 0x0
	"player_array" = 0x0

DT_Sun [0]:
	m_clrRender = 0x58
	m_clrOverlay = 0x14B0
	m_vDirection = 0x14BC
	m_bOn = 0x14C8
	m_nSize = 0x14B4
	m_nOverlaySize = 0x14B8
	m_nMaterial = 0x14CC
	m_nOverlayMaterial = 0x14D0
	HDRColorScale = 0x0

DT_ParticlePerformanceMonitor [0]:
	m_bMeasurePerf = 0x1361
	m_bDisplayPerf = 0x1360

DT_SpotlightEnd [0]:
	m_flLightScale = 0x1360
	m_Radius = 0x1364

DT_SlideshowDisplay [0]:
	m_bEnabled = 0x1360
	m_szDisplayText = 0x1361
	m_szSlideshowDirectory = 0x13E1
	m_chCurrentSlideLists = 0x1478
	m_chCurrentSlideLists:
	m_fMinSlideTime = 0x1490
	m_fMaxSlideTime = 0x1494
	m_iCycleType = 0x149C
	m_bNoListRepeats = 0x14A0

DT_ShadowControl [0]:
	m_shadowDirection = 0x1360
	m_shadowColor = 0x136C
	m_flShadowMaxDist = 0x1370
	m_bDisableShadows = 0x1374

DT_SceneEntity [0]:
	m_nSceneStringIndex = 0x1370
	m_bIsPlayingBack = 0x1364
	m_bPaused = 0x1365
	m_bMultiplayer = 0x1366
	m_flForceClientTime = 0x136C
	m_hActorList = 0x0
	_ST_m_hActorList_16:
		lengthproxy = 0x0
		_LPT_m_hActorList_16:
			lengthprop16 = 0x0

DT_RopeKeyframe [0]:
	m_iRopeMaterialModelIndex = 0x139C
	m_hStartPoint = 0x162C
	m_hEndPoint = 0x1630
	m_iStartAttachment = 0x1634
	m_iEndAttachment = 0x1636
	m_iStartBone = 0x163A
	m_iEndBone = 0x1638
	m_vecStartOffset = 0x163C
	m_vecEndOffset = 0x1648
	m_fLockedPoints = 0x1664
	m_Slack = 0x165C
	m_RopeLength = 0x1658
	m_RopeFlags = 0x1398
	m_TextureScale = 0x1660
	m_nSegments = 0x1628
	m_bConstrainBetweenEndpoints = 0x16EC
	m_Subdiv = 0x1654
	m_Width = 0x1668
	m_flScrollSpeed = 0x1394
	m_vecOrigin = 0x338
	moveparent = 0x190
	m_iParentAttachment = 0x17A

DT_RagdollManager [0]:
	m_iCurrentMaxRagdollCount = 0x1360

DT_PhysicsPropMultiplayer [0]:
	m_iPhysicsMode = 0x17A4
	m_fMass = 0x17A8
	m_collisionMins = 0x17AC
	m_collisionMaxs = 0x17B8

DT_PhysBoxMultiplayer [0]:
	m_iPhysicsMode = 0x136C
	m_fMass = 0x1370

DT_BasePropDoor [0]:

DT_DynamicProp [0]:
	m_bUseHitboxesForRenderBox = 0x1798

DT_PointCommentaryNode [0]:
	m_bActive = 0x1798
	m_flStartTime = 0x179C
	m_iszCommentaryFile = 0x17A0
	m_iszCommentaryFileNoHDR = 0x18A4
	m_iszSpeakers = 0x19A8
	m_iNodeNumber = 0x1AA8
	m_iNodeNumberMax = 0x1AAC
	m_hViewPosition = 0x1AB4

DT_PointCamera [0]:
	m_FOV = 0x1360
	m_Resolution = 0x1364
	m_bFogEnable = 0x1368
	m_FogColor = 0x1369
	m_flFogStart = 0x1370
	m_flFogEnd = 0x1374
	m_flFogMaxDensity = 0x1378
	m_bActive = 0x137C
	m_bUseScreenAspectRatio = 0x137D
	m_bGlobalOverride = 0x137E

DT_PlayerResource [0]:
	m_iPing = 0x1568
	m_iPing:
	m_iScore = 0x176C
	m_iScore:
	m_iDeaths = 0x1970
	m_iDeaths:
	m_bConnected = 0x1B74
	m_bConnected:
	m_iTeam = 0x1BF8
	m_iTeam:
	m_bAlive = 0x1DFC
	m_bA******
	m_iHealth = 0x1E80
	m_iHealth:
	m_iArmor = 0x2084
	m_iArmor:

DT_Plasma [0]:
	m_flStartScale = 0x1360
	m_flScale = 0x1364
	m_flScaleTime = 0x1368
	m_nFlags = 0x136C
	m_nPlasmaModelIndex = 0x1370
	m_nPlasmaModelIndex2 = 0x1374
	m_nGlowModelIndex = 0x1378

DT_PhysMagnet [0]:

DT_PhysicsProp [0]:
	m_bAwake = 0x1798

DT_PhysBox [0]:
	m_mass = 0x1360

DT_ParticleSystem [0]:
	m_vecOrigin = 0x338
	m_hOwnerEntity = 0x4D8
	moveparent = 0x190
	m_iParentAttachment = 0x17A
	m_angRotation = 0x344
	m_iEffectIndex = 0x1360
	m_bActive = 0x1364
	m_flStartTime = 0x1368
	m_hControlPointEnts = 0x136C
	m_hControlPointEnts:
	m_iControlPointParents = 0x1468
	m_iControlPointParents:
	m_bWeatherEffect = 0x14A7

DT_MaterialModifyControl [0]:
	m_szMaterialName = 0x1360
	m_szMaterialVar = 0x145F
	m_szMaterialVarValue = 0x155E
	m_iFrameStart = 0x1668
	m_iFrameEnd = 0x166C
	m_bWrap = 0x1670
	m_flFramerate = 0x1674
	m_bNewAnimCommandsSemaphore = 0x1678
	m_flFloatLerpStartValue = 0x167C
	m_flFloatLerpEndValue = 0x1680
	m_flFloatLerpTransitionTime = 0x1684
	m_bFloatLerpWrap = 0x1688
	m_nModifyMode = 0x1690

DT_LightGlow [0]:
	m_clrRender = 0x58
	m_nHorizontalSize = 0x1360
	m_nVerticalSize = 0x1364
	m_nMinDist = 0x1368
	m_nMaxDist = 0x136C
	m_nOuterMaxDist = 0x1370
	m_spawnflags = 0x1374
	m_vecOrigin = 0x338
	m_angRotation = 0x344
	moveparent = 0x190
	m_flGlowProxySize = 0x1444
	HDRColorScale = 0x0

DT_InfoOverlayAccessor [0]:
	m_iTextureFrameIndex = 0x4CC
	m_iOverlayID = 0x1360

DT_FuncTrackTrain [0]:

DT_FuncSmokeVolume [0]:
	m_Color1 = 0x144C
	m_Color2 = 0x1450
	m_MaterialName = 0x1454
	m_ParticleDrawWidth = 0x1554
	m_ParticleSpacingDistance = 0x1558
	m_DensityRampSpeed = 0x155C
	m_RotationSpeed = 0x1560
	m_MovementSpeed = 0x1564
	m_Density = 0x1568
	m_spawnflags = 0x156C
	m_Collision = 0x19C
	DT_CollisionProperty:
		m_vecMinsPreScaled = 0x8
		m_vecMaxsPreScaled = 0x14
		m_vecMins = 0x20
		m_vecMaxs = 0x2C
		m_nSolidType = 0x41
		m_usSolidFlags = 0x3C
		m_nSurroundType = 0x40
		m_triggerBloat = 0x42
		m_vecSpecifiedSurroundingMinsPreScaled = 0x44
		m_vecSpecifiedSurroundingMaxsPreScaled = 0x50
		m_vecSpecifiedSurroundingMins = 0x5C
		m_vecSpecifiedSurroundingMaxs = 0x68

DT_FuncRotating [0]:
	m_vecOrigin = 0x338
	m_angRotation[0] = 0x344
	m_angRotation[1] = 0x348
	m_angRotation[2] = 0x34C
	m_flSimulationTime = 0x68

DT_FuncReflectiveGlass [0]:

DT_FuncOccluder [0]:
	m_bActive = 0x1364
	m_nOccluderIndex = 0x1360

DT_FuncMonitor [0]:

DT_Func_LOD [0]:
	m_fDisappearDist = 0x1360

DT_TEDust [0]:
	m_flSize = 0x1C
	m_flSpeed = 0x20
	m_vecDirection = 0x24

DT_Func_Dust [0]:
	m_Color = 0x1360
	m_SpawnRate = 0x1364
	m_flSizeMin = 0x1368
	m_flSizeMax = 0x136C
	m_LifetimeMin = 0x1374
	m_LifetimeMax = 0x1378
	m_DustFlags = 0x1384
	m_SpeedMax = 0x1370
	m_DistMax = 0x137C
	m_nModelIndex = 0x8C
	m_FallSpeed = 0x1380
	m_Collision = 0x19C
	DT_CollisionProperty:
		m_vecMinsPreScaled = 0x8
		m_vecMaxsPreScaled = 0x14
		m_vecMins = 0x20
		m_vecMaxs = 0x2C
		m_nSolidType = 0x41
		m_usSolidFlags = 0x3C
		m_nSurroundType = 0x40
		m_triggerBloat = 0x42
		m_vecSpecifiedSurroundingMinsPreScaled = 0x44
		m_vecSpecifiedSurroundingMaxsPreScaled = 0x50
		m_vecSpecifiedSurroundingMins = 0x5C
		m_vecSpecifiedSurroundingMaxs = 0x68

DT_FuncConveyor [0]:
	m_flConveyorSpeed = 0x1360

DT_BreakableSurface [0]:
	m_nNumWide = 0x1364
	m_nNumHigh = 0x1368
	m_flPanelWidth = 0x136C
	m_flPanelHeight = 0x1370
	m_vNormal = 0x1374
	m_vCorner = 0x1380
	m_bIsBroken = 0x138C
	m_nSurfaceType = 0x1390
	m_RawPanelBitVec = 0x13B4
	m_RawPanelBitVec:

DT_FuncAreaPortalWindow [0]:
	m_flFadeStartDist = 0x1360
	m_flFadeDist = 0x1364
	m_flTranslucencyLimit = 0x1368
	m_iBackgroundModelIndex = 0x136C

DT_CFish [0]:
	m_poolOrigin = 0x17F4
	m_x = 0x17DC
	m_y = 0x17E0
	m_z = 0x17E4
	m_angle = 0x17EC
	m_nModelIndex = 0x8C
	m_lifeState = 0x8F
	m_waterLevel = 0x1800

DT_EntityFlame [0]:
	m_hEntAttached = 0x1364

DT_FireSmoke [0]:
	m_flStartScale = 0x1360
	m_flScale = 0x1364
	m_flScaleTime = 0x1368
	m_nFlags = 0x136C
	m_nFlameModelIndex = 0x1370
	m_nFlameFromAboveModelIndex = 0x1374

DT_EnvTonemapController [0]:
	m_bUseCustomAutoExposureMin = 0x1360
	m_bUseCustomAutoExposureMax = 0x1361
	m_bUseCustomBloomScale = 0x1362
	m_flCustomAutoExposureMin = 0x1364
	m_flCustomAutoExposureMax = 0x1368
	m_flCustomBloomScale = 0x136C
	m_flCustomBloomScaleMinimum = 0x1370

DT_EnvScreenEffect [0]:
	m_flDuration = 0x1360
	m_nType = 0x1364

DT_EnvScreenOverlay [0]:
	m_iszOverlayNames[0] = 0x1360
	m_iszOverlayNames = 0x0
	m_flOverlayTimes[0] = 0x1D58
	m_flOverlayTimes = 0x0
	m_flStartTime = 0x1D80
	m_iDesiredOverlay = 0x1D84
	m_bIsActive = 0x1D88

DT_EnvProjectedTexture [0]:
	m_hTargetEntity = 0x1364
	m_bState = 0x1368
	m_flLightFOV = 0x136C
	m_bEnableShadows = 0x1370
	m_bLightOnlyTarget = 0x1371
	m_bLightWorld = 0x1372
	m_bCameraSpace = 0x1373
	m_LinearFloatLightColor = 0x1374
	m_flAmbient = 0x1380
	m_SpotlightTextureName = 0x138C
	m_nSpotlightTextureFrame = 0x1490
	m_flNearZ = 0x1384
	m_flFarZ = 0x1388
	m_nShadowQuality = 0x1494

DT_EnvParticleScript [0]:
	m_flSequenceScale = 0x187C

DT_FogController [0]:
	m_fog.enable = 0x13A0
	m_fog.blend = 0x13A1
	m_fog.dirPrimary = 0x1364
	m_fog.colorPrimary = 0x1370
	m_fog.colorSecondary = 0x1374
	m_fog.start = 0x1380
	m_fog.end = 0x1384
	m_fog.farz = 0x1388
	m_fog.maxdensity = 0x138C
	m_fog.colorPrimaryLerpTo = 0x1378
	m_fog.colorSecondaryLerpTo = 0x137C
	m_fog.startLerpTo = 0x1390
	m_fog.endLerpTo = 0x1394
	m_fog.lerptime = 0x1398
	m_fog.duration = 0x139C

DT_EntityParticleTrail [0]:
	m_iMaterialName = 0x1448
	m_Info = 0x144C
	DT_EntityParticleTrailInfo:
		m_flLifetime = 0x8
		m_flStartSize = 0xC
		m_flEndSize = 0x10
	m_hConstraintEntity = 0x1460

DT_EntityDissolve [0]:
	m_flStartTime = 0x1364
	m_flFadeOutStart = 0x1368
	m_flFadeOutLength = 0x136C
	m_flFadeOutModelStart = 0x1370
	m_flFadeOutModelLength = 0x1374
	m_flFadeInStart = 0x1378
	m_flFadeInLength = 0x137C
	m_nDissolveType = 0x1380
	m_vDissolverOrigin = 0x1394
	m_nMagnitude = 0x13A0

DT_DynamicLight [0]:
	m_Flags = 0x1360
	m_LightStyle = 0x1361
	m_Radius = 0x1364
	m_Exponent = 0x1368
	m_InnerAngle = 0x136C
	m_OuterAngle = 0x1370
	m_SpotRadius = 0x1374

DT_ColorCorrectionVolume [0]:
	m_Weight = 0x1360
	m_lookupFilename = 0x1364

DT_ColorCorrection [0]:
	m_vecOrigin = 0x1360
	m_minFalloff = 0x136C
	m_maxFalloff = 0x1370
	m_flCurWeight = 0x1374
	m_netLookupFilename = 0x1378
	m_bEnabled = 0x147C

DT_BreakableProp [0]:

DT_BasePlayer [0]:
	localdata = 0x0
	DT_LocalPlayerExclusive:
		m_Local = 0x2234
		DT_Local:
			m_chAreaBits = 0x4
			m_chAreaBits:
			m_chAreaPortalBits = 0x24
			m_chAreaPortalBits:
			m_iHideHUD = 0x3C
			m_flFOVRate = 0x40
			m_bDucked = 0x44
			m_bDucking = 0x45
			m_bInDuckJump = 0x46
			m_flDucktime = 0x48
			m_flDuckJumpTime = 0x4C
			m_flJumpTime = 0x50
			m_flFallVelocity = 0x58
			m_vecPunchAngle = 0x6C
			m_vecPunchAngleVel = 0xA8
			m_bDrawViewmodel = 0xE4
			m_bWearingSuit = 0xE5
			m_bPoisoned = 0xE6
			m_flStepSize = 0xE8
			m_bAllowAutoMovement = 0xEC
			m_skybox3d.scale = 0xF4
			m_skybox3d.origin = 0xF8
			m_skybox3d.area = 0x104
			m_skybox3d.fog.enable = 0x148
			m_skybox3d.fog.blend = 0x149
			m_skybox3d.fog.dirPrimary = 0x10C
			m_skybox3d.fog.colorPrimary = 0x118
			m_skybox3d.fog.colorSecondary = 0x11C
			m_skybox3d.fog.start = 0x128
			m_skybox3d.fog.end = 0x12C
			m_skybox3d.fog.maxdensity = 0x134
			m_PlayerFog.m_hCtrl = 0x150
			m_audio.localSound[0] = 0x174
			m_audio.localSound[1] = 0x180
			m_audio.localSound[2] = 0x18C
			m_audio.localSound[3] = 0x198
			m_audio.localSound[4] = 0x1A4
			m_audio.localSound[5] = 0x1B0
			m_audio.localSound[6] = 0x1BC
			m_audio.localSound[7] = 0x1C8
			m_audio.soundscapeIndex = 0x1D4
			m_audio.localBits = 0x1D8
			m_audio.ent = 0x1DC
			m_fSprintSpeed = 0x1E4
			m_fWalkSpeed = 0x1E8
			m_fCrouchedWalkSpeed = 0x1EC
			m_fDuckSpeed = 0x1F0
			m_fUnDuckSpeed = 0x1F4
		m_vecViewOffset[0] = 0xE8
		m_vecViewOffset[1] = 0xEC
		m_vecViewOffset[2] = 0xF0
		m_flFriction = 0x25C
		m_iAmmo = 0x1BE0
		m_iAmmo:
		m_fOnTarget = 0x2454
		m_nTickBase = 0x2558
		m_nNextThinkTick = 0x84
		m_hLastWeapon = 0x2570
		m_hGroundEntity = 0x254
		m_vecVelocity[0] = 0xF4
		m_vecVelocity[1] = 0xF8
		m_vecVelocity[2] = 0xFC
		m_vecBaseVelocity = 0x158
		m_hConstraintEntity = 0x248C
		m_vecConstraintCenter = 0x2490
		m_flConstraintRadius = 0x249C
		m_flConstraintWidth = 0x24A0
		m_flConstraintSpeedFactor = 0x24A4
		m_flDeathTime = 0x24CC
		m_flLaggedMovementValue = 0x2950
		m_hViewEntity = 0x2B20
	pl = 0x242C
	DT_PlayerState:
		deadflag = 0x4
	m_iFOV = 0x2440
	m_iFOVStart = 0x2444
	m_flFOVTime = 0x2448
	m_iDefaultFOV = 0x244C
	m_hZoomOwner = 0x2450
	m_hVehicle = 0x24D8
	m_hUseEntity = 0x24E0
	m_iHealth = 0x90
	m_lifeState = 0x8F
	m_iBonusProgress = 0x24E8
	m_iBonusChallenge = 0x24EC
	m_flMaxspeed = 0x24E4
	m_fFlags = 0x350
	m_iObserverMode = 0x24A8
	m_hObserverTarget = 0x24AC
	m_hViewModel[0] = 0x2588
	m_hViewModel = 0x0
	m_szLastPlaceName = 0x2970
	m_bUseWeaponsInVehicle = 0x256A

DT_BaseFlex [0]:
	m_flexWeight = 0x1840
	m_flexWeight:
	m_blinktoggle = 0x19F0
	m_viewtarget = 0x1804
	m_vecViewOffset[0] = 0xE8
	m_vecViewOffset[1] = 0xEC
	m_vecViewOffset[2] = 0xF0
	m_vecLean = 0x1B5C
	m_vecShift = 0x1B98

DT_BaseEntity [0]:
	AnimTimeMustBeFirst = 0x0
	DT_AnimTimeMustBeFirst:
		m_flAnimTime = 0x60
	m_flSimulationTime = 0x68
	m_ubInterpolationFrame = 0x74
	m_vecOrigin = 0x338
	m_angRotation = 0x344
	m_nModelIndex = 0x8C
	m_fEffects = 0x78
	m_nRenderMode = 0x7C
	m_nRenderFX = 0x54
	m_clrRender = 0x58
	m_iTeamNum = 0x9C
	m_CollisionGroup = 0x354
	m_flElasticity = 0x248
	m_flShadowCastDistance = 0x24C
	m_hOwnerEntity = 0x4D8
	m_hEffectEntity = 0x4DC
	moveparent = 0x190
	m_iParentAttachment = 0x17A
	movetype = 0x0
	movecollide = 0x0
	m_Collision = 0x19C
	DT_CollisionProperty:
		m_vecMinsPreScaled = 0x8
		m_vecMaxsPreScaled = 0x14
		m_vecMins = 0x20
		m_vecMaxs = 0x2C
		m_nSolidType = 0x41
		m_usSolidFlags = 0x3C
		m_nSurroundType = 0x40
		m_triggerBloat = 0x42
		m_vecSpecifiedSurroundingMinsPreScaled = 0x44
		m_vecSpecifiedSurroundingMaxsPreScaled = 0x50
		m_vecSpecifiedSurroundingMins = 0x5C
		m_vecSpecifiedSurroundingMaxs = 0x68
	m_iTextureFrameIndex = 0x4CC
	predictable_id = 0x0
	DT_PredictableId:
		m_PredictableID = 0xA0
		m_bIsPlayerSimulated = 0x4C8
	m_bSimulatedEveryTick = 0x4C9
	m_bAnimatedEveryTick = 0x4CA
	m_bAlternateSorting = 0x4CB
	m_takedamage = 0x8E
	m_RealClassName = 0x51C
	m_OverrideMaterial = 0x520
	m_OverrideSubMaterials[0] = 0x528
	m_OverrideSubMaterials = 0x0
	m_iHealth = 0x90
	m_iMaxHealth = 0x94
	m_spawnflags = 0x62C
	m_iGModFlags = 0x630
	m_bOnFire = 0x515
	m_CreationTime = 0x518
	m_vecVelocity[0] = 0xF4
	m_vecVelocity[1] = 0xF8
	m_vecVelocity[2] = 0xFC
	m_GMOD_DataTable = 0x1318
	m_GMOD_bool = 0x678
	m_GMOD_bool:
	m_GMOD_float = 0x698
	m_GMOD_float:
	m_GMOD_int = 0x718
	m_GMOD_int:
	m_GMOD_Vector = 0x798
	m_GMOD_Vector:
	m_GMOD_QAngle = 0x918
	m_GMOD_QAngle:
	m_GMOD_EHANDLE = 0xA98
	m_GMOD_EHANDLE:
	m_GMOD_String0 = 0xB18
	m_GMOD_String1 = 0xD18
	m_GMOD_String2 = 0xF18
	m_GMOD_String3 = 0x1118

DT_BaseDoor [0]:
	m_flWaveHeight = 0x1360

DT_BaseCombatCharacter [0]:
	bcc_localdata = 0x0
	DT_BCCLocalPlayerExclusive:
		m_flNextAttack = 0x1BD8
	m_hActiveWeapon = 0x21E0
	m_hMyWeapons = 0x1DE0
	m_hMyWeapons:
	m_bloodColor = 0x1BDC

DT_BaseAnimatingOverlay [0]:
	overlay_vars = 0x0
	DT_OverlayVars:
		m_AnimOverlay = 0x0
		_ST_m_AnimOverlay_15:
			lengthproxy = 0x0
			_LPT_m_AnimOverlay_15:
				lengthprop15 = 0x0

DT_BoneFollower [0]:
	m_modelIndex = 0x1360
	m_solidIndex = 0x1364

DT_BaseAnimating [0]:
	m_nSequence = 0x1608
	m_nForceBone = 0x13A8
	m_vecForce = 0x139C
	m_nSkin = 0x1368
	m_nBody = 0x136C
	m_nHitboxSet = 0x1370
	m_flModelScale = 0x1468
	m_flModelWidthScale = 0x1468
	m_flPoseParameter = 0x146C
	m_flPoseParameter:
	m_flPlaybackRate = 0x1390
	m_flEncodedController = 0x1588
	m_flEncodedController:
	m_bClientSideAnimation = 0x15D8
	m_bClientSideFrameReset = 0x13D8
	m_nNewSequenceParity = 0x15DC
	m_nResetEventsParity = 0x15E0
	m_nMuzzleFlashParity = 0x1698
	m_hLightingOrigin = 0x1690
	m_hLightingOriginRelative = 0x1694
	serveranimdata = 0x0
	DT_ServerAnimationData:
		m_flCycle = 0x1610
	m_fadeMinDist = 0x1410
	m_fadeMaxDist = 0x1414
	m_flFadeScale = 0x1418
	m_pBoneManipulator = 0x1744
	m_pFlexManipulator = 0x174C
	m_OverrideViewTarget = 0x16B8

DT_InfoLightingRelative [0]:
	m_hLightingLandmark = 0x1360

DT_AI_BaseNPC [0]:
	m_lifeState = 0x8F
	m_bPerformAvoidance = 0x21FC
	m_bIsMoving = 0x21FD
	m_bFadeCorpse = 0x21FE
	m_iDeathPose = 0x21EC
	m_iDeathFrame = 0x21F0
	m_iSpeedModRadius = 0x21F4
	m_iSpeedModSpeed = 0x21F8
	m_bSpeedModActive = 0x21FF
	m_bImportanRagdoll = 0x2200
	m_flTimePingEffect = 0x21E8

DT_Beam [0]:
	m_nBeamType = 0x137C
	m_nBeamFlags = 0x1380
	m_nNumBeamEnts = 0x1370
	m_hAttachEntity = 0x1384
	m_hAttachEntity:
	m_nAttachIndex = 0x13AC
	m_nAttachIndex:
	m_nHaloIndex = 0x1378
	m_fHaloScale = 0x13E0
	m_fWidth = 0x13D4
	m_fEndWidth = 0x13D8
	m_fFadeLength = 0x13DC
	m_fAmplitude = 0x13E4
	m_fStartFrame = 0x13E8
	m_fSpeed = 0x13EC
	m_flFrameRate = 0x1360
	m_flHDRColorScale = 0x1364
	m_clrRender = 0x58
	m_nRenderFX = 0x54
	m_nRenderMode = 0x7C
	m_flFrame = 0x13F4
	m_vecEndPos = 0x13F8
	m_nModelIndex = 0x8C
	m_nMinDXLevel = 0x13F0
	m_vecOrigin = 0x338
	moveparent = 0x190
	beampredictable_id = 0x0
	DT_BeamPredictableId:
		m_PredictableID = 0xA0
		m_bIsPlayerSimulated = 0x4C8

DT_BaseViewModel [0]:
	m_nModelIndex = 0x8C
	m_nSkin = 0x1368
	m_nBody = 0x136C
	m_nSequence = 0x1608
	m_nViewModelIndex = 0x17A8
	m_flPlaybackRate = 0x1390
	m_fEffects = 0x78
	m_nAnimationParity = 0x17B8
	m_hWeapon = 0x17C8
	m_hOwner = 0x17AC
	m_nNewSequenceParity = 0x15DC
	m_nResetEventsParity = 0x15E0
	m_nMuzzleFlashParity = 0x1698
	m_flPoseParameter[0] = 0x146C
	m_flPoseParameter = 0x0

DT_BaseParticleEntity [0]:

DT_BaseGrenade [0]:
	m_flDamage = 0x17AC
	m_DmgRadius = 0x179C
	m_bIsLive = 0x1799
	m_hThrower = 0x17B4
	m_vecVelocity = 0xF4
	m_fFlags = 0x350

DT_BaseCombatWeapon [0]:
	LocalWeaponData = 0x0
	DT_LocalWeaponData:
		m_iClip1 = 0x17E8
		m_iClip2 = 0x17EC
		m_iPrimaryAmmoType = 0x17E0
		m_iSecondaryAmmoType = 0x17E4
		m_nViewModelIndex = 0x17A0
		m_bFlipViewModel = 0x1818
	LocalActiveWeaponData = 0x0
	DT_LocalActiveWeaponData:
		m_flNextPrimaryAttack = 0x17A4
		m_flNextSecondaryAttack = 0x17A8
		m_nNextThinkTick = 0x84
		m_flTimeWeaponIdle = 0x17AC
	m_iViewModelIndex = 0x17B4
	m_iWorldModelIndex = 0x17B8
	m_iState = 0x17D8
	m_hOwner = 0x1798

DT_WeaponPhysGun [0]:
	m_hPhysBeam = 0x1874
	m_vHitPosLocal = 0x1878
	m_hGrabbedEntity = 0x1870

DT_PhysBeam [0]:
	m_hTargetEnt = 0x1380
	m_HoldPos = 0x1374
	m_bIsOn = 0x1384
	m_iPhysBone = 0x1370

DT_LuaNextBot [0]:
	m_ScriptedEntity = 0x2208
	DT_ScriptedEntity:
		m_strScriptName = 0x10

DT_FlexManipulate [0]:
	m_flexScale = 0x14E0
	m_EyesLocalTarget = 0x14E4
	m_iFlexWeights = 0x1360
	m_iFlexWeights:

DT_BoneManipulate [0]:
	m_BonePos[0] = 0x1360
	m_BonePos = 0x0
	m_BoneAng[0] = 0x2B60
	m_BoneAng = 0x0
	m_BoneScale[0] = 0x1F60
	m_BoneScale = 0x0
	m_BoneJiggle[0] = 0x3760
	m_BoneJiggle = 0x0

DT_WeaponSWEP [0]:
	m_ScriptedEntity = 0x1870
	DT_ScriptedEntity:
		m_strScriptName = 0x10
	m_strHoldType = 0x1A84

DT_SENT_point [0]:
	m_ScriptedEntity = 0x1360
	DT_ScriptedEntity:
		m_strScriptName = 0x10

DT_SENT_anim [0]:
	m_ScriptedEntity = 0x179C
	DT_ScriptedEntity:
		m_strScriptName = 0x10

DT_SENT_AI [0]:
	m_ScriptedEntity = 0x2208
	DT_ScriptedEntity:
		m_strScriptName = 0x10

DT_GMODGameRulesProxy [0]:
	gmod_gamerules_data = 0x0
	DT_GMODRules:
		m_fTimeScale = 0x48
		m_iSkillLevel = 0x4C
		m_bHL2EpisodicBehaviour = 0x50
Hope this helps.
3/11/16* :^)
Quote Originally Posted by Cyaegha View Post
3/11/16* :^)
11/3/16*
fuck off u unamerikaen !!
Quote Originally Posted by too much sauce View Post
11/3/16*
fuck off u unamerikaen !!
By the year 2018 America will no longer be a super power. Vive le Francais.
Quote Originally Posted by Cyaegha View Post
By the year 2018 America will no longer be a super power. Vive le Francais.
HONHONHONHONHONHONHONHON OUI OUI BAGUETTE OMELETTE DU FROMAGE MON DIEU MERDE SACRE BLEU
Quote Originally Posted by LELOP View Post
HONHONHONHONHONHONHONHON OUI OUI BAGUETTE OMELETTE DU FROMAGE MON DIEU MERDE SACRE BLEU
mad cos nobody will make you a c++ cheat
Quote Originally Posted by Cyaegha View Post
mad cos nobody will make you a c++ cheat
C++ isn't that hard
Phage can you just shut up you fake coder
Quote Originally Posted by memory420 View Post
Phage can you just shut up you fake coder
phage is gode cod dont dis
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