Code:
struct GenDT_BaseAnimatingOverlay : public GenDT_BaseAnimating
{
struct COverlayVars
{
}; // Fail count = 1
inline COverlayVars* overlay_vars() { return MakePointerGEN< COverlayVars >( this, 0x0 ); }
};
struct GenDT_BaseFlex : public GenDT_BaseAnimatingOverlay
{
inline float* flexWeight() { return MakePointerGEN< float >( this, 0x908 ); } // Array size = 64
inline bool* blinktoggle() { return MakePointerGEN< bool >( this, 0xa34 ); }
inline Vector* viewtarget() { return MakePointerGEN< Vector >( this, 0x8d0 ); }
};
struct GenDT_BaseCombatCharacter : public GenDT_BaseFlex
{
struct CBCCLocalPlayerExclusive
{
inline float* flNextAttack() { return MakePointerGEN< float >( this, 0xbb0 ); }
};
struct CHAND_IK_CONTROLLER_DATA
{
inline EHANDLE* handIKTargetEntity() { return MakePointerGEN< EHANDLE >( this, 0x4 ); }
};
inline CBCCLocalPlayerExclusive* bcc_localdata() { return MakePointerGEN< CBCCLocalPlayerExclusive >( this, 0x0 ); }
inline EHANDLE* hActiveWeapon() { return MakePointerGEN< EHANDLE >( this, 0xcf8 ); }
inline EHANDLE* hMyWeapons() { return MakePointerGEN< EHANDLE >( this, 0xc38 ); } // Array size = 48
inline int* iHealth() { return MakePointerGEN< int >( this, 0x88 ); }
inline int* lifeState() { return MakePointerGEN< int >( this, 0x87 ); }
inline int* iMaxHealth() { return MakePointerGEN< int >( this, 0xd24 ); }
inline int* stamina() { return MakePointerGEN< int >( this, 0xd28 ); }
inline int* maxStamina() { return MakePointerGEN< int >( this, 0xd30 ); }
inline float* downGauge() { return MakePointerGEN< float >( this, 0xd38 ); }
inline int* level() { return MakePointerGEN< int >( this, 0xd3c ); }
inline int* surfaceType() { return MakePointerGEN< int >( this, 0xd40 ); }
inline int* figureHeightRatio() { return MakePointerGEN< int >( this, 0xd90 ); }
inline int* figureBustRatio() { return MakePointerGEN< int >( this, 0xd94 ); }
inline bool* bShouldDrawHudName() { return MakePointerGEN< bool >( this, 0xda0 ); }
inline int* useHeightCorrection() { return MakePointerGEN< int >( this, 0xd0c ); }
inline int* isAllowInternalMovement() { return MakePointerGEN< int >( this, 0xdaf ); }
inline float* motionSpeedStatusEffect() { return MakePointerGEN< float >( this, 0xdb0 ); }
inline CHAND_IK_CONTROLLER_DATA* handIKController() { return MakePointerGEN< CHAND_IK_CONTROLLER_DATA >( this, 0xdb4 ); }
};
Put right below baseanimating(unless youre also missing that >.<