Page 2 of 27 FirstFirst 123412 ... LastLast
Results 16 to 30 of 400
  1. #16
    Ajnz's Avatar
    Join Date
    Jul 2012
    Gender
    male
    Location
    New Zealand
    Posts
    6
    Reputation
    10
    Thanks
    11
    My Mood
    Relaxed
    These are the correct offsets for 16-07-2016 dumped using Y3t1y3t's tool.
    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: _______ 0x02E8ACEC
    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: ________________ 0x04A3E864
    EngineRender -> m_dwEnginePosition: ____________ 0x00667ABC
    RadarBase -> m_dwRadarBase: ____________________ 0x04E81A1C
    RadarBase -> m_dwRadarBasePointer: _____________ 0x00000050
    LocalPlayer -> m_dwLocalPlayer: ________________ 0x00A31504
    EntityList -> m_dwEntityList: __________________ 0x04A4CCC4
    WeaponTable -> m_dwWeaponTable: ________________ 0x04E93E2C
    WeaponTable -> m_dwWeaponTableIndex: ___________ 0x00003260
    Extra -> m_dwInput: ____________________________ 0x04E977B0
    Extra -> m_dwGlobalVars: _______________________ 0x004D2140
    Extra -> m_dwGlowObject: _______________________ 0x04F62BDC
    Extra -> m_dwForceJump: ________________________ 0x04EE20B4
    Extra -> m_dwForceAttack: ______________________ 0x02E8CCD0
    Extra -> m_dwSensitivity: ______________________ 0x00A36D0C
    Extra -> m_dwMouseEnable: ______________________ 0x00A36D68
    Last edited by Ajnz; 07-15-2016 at 11:19 PM.

  2. The Following 5 Users Say Thank You to Ajnz For This Useful Post:

    derkrasseboy (07-22-2016),F4DE (07-16-2016),Hunter (07-19-2016),KMWTW (07-20-2016),WildAssassinz (07-17-2016)

  3. #17
    WildAssassinz's Avatar
    Join Date
    May 2016
    Gender
    male
    Posts
    502
    Reputation
    30
    Thanks
    467
    My Mood
    Angry
    Did the offsets change?
    Current Projects:
    TurtleCheat GlowESP BunnyHop
    HelixGlow (With Permission from nullptr_t)

  4. #18
    voziak's Avatar
    Join Date
    Aug 2014
    Gender
    male
    Posts
    115
    Reputation
    10
    Thanks
    796
    My Mood
    Yeehaw
    24-7-16 viewmodel offsets

    Code:
    viewmodel_fov = client.dll+A3BF1C
    viewmodel_offset_x  = client.dll+A29E1C
    viewmodel_offset_y  = client.dll+A29E74
    viewmodel_offset_z  = client.dll+A29ECC

  5. The Following 2 Users Say Thank You to voziak For This Useful Post:

    Hunter (07-28-2016),WildAssassinz (07-24-2016)

  6. #19
    ActualCheats's Avatar
    Join Date
    Dec 2015
    Gender
    male
    Location
    Yorkshire > All
    Posts
    348
    Reputation
    15
    Thanks
    132
    My Mood
    Inspired
    Code:
    --------------------
    [>]=-- Zat's CSGO-Dumper
    Dumped 28/07/2016, 01:42:12 AM
    --------------------
     EntityList = 0x04A4FCA4
     LocalPlayer = 0x00A323E4
     FlashDuration = 0x0000A2F8
     RadarBase = 0x04E849FC
     ScoreBoardBase/GameResources = 0xE3E60258
     ServerBase = 0x04E96C50
     EnginePointer = 0x005B82B4
     SetViewAngles = 0x00004D0C
     CrosshairIndex = 0x0000AA44
     GlowObjectBase = 0x00000000
     ViewMatrix1 = 0xE3E60058
     ViewMatrix2 = 0xE3E60168
     ViewMatrix3 = 0xE3E60478
     attack = 0x02E8FCDC
     attack2 = 0x02E8FC88
     forward = 0x02E8FCB8
     backward = 0x02E8FCC4
     moveleft = 0x02E8FCA0
     moveright = 0x02E8FCAC
     jump = 0x04EE5114
    
    I can't get Yeti's to work.
    
    - - - Updated - - -
    
    [ -------------------- Dumping netvars -------------------- ]
    [+] m_ArmorValue: 0xA9E8
    [+] m_Collision: 0x318
    [+] m_CollisionGroup: 0x470
    [+] m_Local: 0x2FA8
    [+] m_aimPunchAngle: 0x3018
    [+] m_bGunGameImmunity: 0x38A0
    [+] m_bHasDefuser: 0xA9F8
    [+] m_bIsDefusing: 0x3894
    [+] m_bIsScoped: 0x388C
    [+] m_bSpotted: 0x939
    [+] m_bSpottedByMask: 0x97C
    [+] m_dwBoneMatrix: 0x2698
    [+] m_fAccuracyPenalty: 0x32B0
    [+] m_fFlags: 0x100
    [+] m_flFlashDuration: 0xA2F8
    [+] m_flFlashMaxAlpha: 0xA2F4
    [+] m_flNextPrimaryAttack: 0x31C8
    [+] m_hActiveWeapon: 0x2EE8
    [+] m_hOwnerEntity: 0x148
    [+] m_iClip1: 0x31F4
    [+] m_iCompetitiveRanking: 0x1A44
    [+] m_iCompetitiveWins: 0x1B48
    [+] m_iCrosshairId: 0xAA44
    [+] m_iGlowIndex: 0xA310
    [+] m_iHealth: 0xFC
    [+] m_iItemDefinitionIndex: 0x2F88
    [+] m_iShotsFired: 0xA2B0
    [+] m_iState: 0x31E8
    [+] m_iTeamNum: 0xF0
    [+] m_lifeState: 0x25B
    [+] m_nForceBone: 0x267C
    [+] m_szLastPlaceName: 0x3598
    [+] m_vecOrigin: 0x134
    [+] m_vecVelocity: 0x110
    [+] m_vecViewOffset: 0x104
    
    [ ------------------ Dumping  signatures ------------------ ]
    [+] dwClientState: 0x5B82B4
    [+] dwClientState_GetLocalPlayer: 0x178
    [+] dwClientState_Map: 0x284
    [+] dwClientState_MapDirectory: 0x180
    [+] dwClientState_State: 0x100
    [+] dwClientState_ViewAngles: 0x4D0C
    [+] dwEntityList: 0x4A4FCA4
    [+] dwForceAttack: 0x2E8FCDC
    [+] dwForceJump: 0x4EE5114
    [+] dwGameDir: 0x656BA0
    [+] dwGlobalVars: 0x4D111C
    [+] dwGlowObjectManager: 0x4F6589C
    [+] dwInput: 0x4E9A770
    [+] dwLocalPlayer: 0xA323E4
    [+] dwMaxPlayer: 0x308
    [+] dwMouseEnable: 0xA37C48
    [+] dwPlayerResource: 0x2E8DEEC
    [+] dwRadarBase: 0x4E849FC
    [+] dwSensitivity: 0xA37BEC
    [-] 'dwViewMatrix' failed!
    [+] dwWeaponTable: 0x4E96DFC
    [+] dwWeaponTableIndex: 0x3260
    [-] 'dwbSendPackets' failed!
    [+] m_pStudioHdr: 0x293C
    Last edited by Hunter; 07-28-2016 at 03:18 PM. Reason: Use the [.Code] tags next time.
    "The only wrong questions are the ones you don't ask" - My Father.

  7. The Following 4 Users Say Thank You to ActualCheats For This Useful Post:

    gauthier08 (07-27-2016),Hunter (07-28-2016),Petersilie1337 (07-27-2016),WildAssassinz (07-27-2016)

  8. #20
    Herp Derpinstine's Avatar
    Join Date
    Apr 2014
    Gender
    male
    Location
    Drug Induced Rainbow
    Posts
    134
    Reputation
    10
    Thanks
    87
    My Mood
    Psychedelic
    Here is an up to date NetVar Dump.

    Code:
    -----------------------------------------------------------
    NetVars for Counter-Strike Global Offensive
    Dumped using HERPCON at 19:4:55 7/27/2016
    -----------------------------------------------------------
    
    DT_TestTraceline:
    	m_clrRender = 0x70
    	m_vecOrigin = 0x134
    	m_angRotation[0] = 0x128
    	m_angRotation[1] = 0x12C
    	m_angRotation[2] = 0x130
    	moveparent = 0x144
    
    DT_TEWorldDecal:
    	m_vecOrigin = 0x10
    	m_nIndex = 0x1C
    
    DT_TESpriteSpray:
    	m_vecOrigin = 0x10
    	m_vecDirection = 0x1C
    	m_nModelIndex = 0x28
    	m_fNoise = 0x30
    	m_nCount = 0x34
    	m_nSpeed = 0x2C
    
    DT_TESprite:
    	m_vecOrigin = 0x10
    	m_nModelIndex = 0x1C
    	m_fScale = 0x20
    	m_nBrightness = 0x24
    
    DT_TESparks:
    	m_nMagnitude = 0x1C
    	m_nTrailLength = 0x20
    	m_vecDir = 0x24
    
    DT_TESmoke:
    	m_vecOrigin = 0x10
    	m_nModelIndex = 0x1C
    	m_fScale = 0x20
    	m_nFrameRate = 0x24
    
    DT_TEShowLine:
    	m_vecEnd = 0x1C
    
    DT_TEProjectedDecal:
    	m_vecOrigin = 0x10
    	m_angRotation = 0x1C
    	m_flDistance = 0x28
    	m_nIndex = 0x2C
    
    DT_TEPlayerDecal:
    	m_vecOrigin = 0x14
    	m_nEntity = 0x20
    	m_nPlayer = 0x10
    
    DT_TEPhysicsProp:
    	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
    	m_clrRender = 0x44
    
    DT_TEParticleSystem:
    	m_vecOrigin[0] = 0x10
    	m_vecOrigin[1] = 0x14
    	m_vecOrigin[2] = 0x18
    
    DT_TEMuzzleFlash:
    	m_vecOrigin = 0x10
    	m_vecAngles = 0x1C
    	m_flScale = 0x28
    	m_nType = 0x2C
    
    DT_TELargeFunnel:
    	m_nModelIndex = 0x1C
    	m_nReversed = 0x20
    
    DT_TEKillPlayerAttachments:
    	m_nPlayer = 0x10
    
    DT_TEImpact:
    	m_vecOrigin = 0x10
    	m_vecNormal = 0x1C
    	m_iType = 0x28
    	m_ucFlags = 0x2C
    
    DT_TEGlowSprite:
    	m_vecOrigin = 0x10
    	m_nModelIndex = 0x1C
    	m_fScale = 0x20
    	m_fLife = 0x24
    	m_nBrightness = 0x28
    
    DT_TEShatterSurface:
    	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:
    	m_vecOrigin = 0x10
    	m_vecDirection = 0x1C
    	m_nEntity = 0x34
    	m_nIndex = 0x38
    	m_chMaterialType = 0x3C
    
    DT_TEFizz:
    	m_nEntity = 0x10
    	m_nModelIndex = 0x14
    	m_nDensity = 0x18
    	m_nCurrent = 0x1C
    
    DT_TEExplosion:
    	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:
    	m_vecPos = 0x10
    	m_vecDir = 0x1C
    	m_bExplosive = 0x28
    
    DT_TEEffectDispatch:
    	m_EffectData = 0x10
    	DT_EffectData:
    		m_vOrigin.x = 0x0
    		m_vOrigin.y = 0x4
    		m_vOrigin.z = 0x8
    		m_vStart.x = 0xC
    		m_vStart.y = 0x10
    		m_vStart.z = 0x14
    		m_vAngles = 0x24
    		m_vNormal = 0x18
    		m_fFlags = 0x30
    		m_flMagnitude = 0x3C
    		m_flScale = 0x38
    		m_nAttachmentIndex = 0x44
    		m_nSurfaceProp = 0x48
    		m_iEffectName = 0x60
    		m_nMaterial = 0x4C
    		m_nDamageType = 0x50
    		m_nHitBox = 0x54
    		entindex = 0x0
    		m_nOtherEntIndex = 0x58
    		m_nColor = 0x5C
    		m_flRadius = 0x40
    		m_bPositionsAreRelativeToEntity = 0x5D
    
    DT_TEDynamicLight:
    	m_vecOrigin = 0x10
    	r = 0x20
    	g = 0x24
    	b = 0x28
    	exponent = 0x2C
    	m_fRadius = 0x1C
    	m_fTime = 0x30
    	m_fDecay = 0x34
    
    DT_TEDecal:
    	m_vecOrigin = 0x10
    	m_vecStart = 0x1C
    	m_nEntity = 0x28
    	m_nHitbox = 0x2C
    	m_nIndex = 0x30
    
    DT_TEClientProjectile:
    	m_vecOrigin = 0x10
    	m_vecVelocity = 0x1C
    	m_nModelIndex = 0x28
    	m_nLifeTime = 0x2C
    	m_hOwner = 0x30
    
    DT_TEBubbleTrail:
    	m_vecMins = 0x10
    	m_vecMaxs = 0x1C
    	m_nModelIndex = 0x2C
    	m_flWaterZ = 0x28
    	m_nCount = 0x30
    	m_fSpeed = 0x34
    
    DT_TEBubbles:
    	m_vecMins = 0x10
    	m_vecMaxs = 0x1C
    	m_nModelIndex = 0x2C
    	m_fHeight = 0x28
    	m_nCount = 0x30
    	m_fSpeed = 0x34
    
    DT_TEBSPDecal:
    	m_vecOrigin = 0x10
    	m_nEntity = 0x1C
    	m_nIndex = 0x20
    
    DT_TEBreakModel:
    	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:
    	m_vecDirection = 0x1C
    	r = 0x28
    	g = 0x2C
    	b = 0x30
    	a = 0x34
    	m_nAmount = 0x38
    
    DT_TEBloodSprite:
    	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:
    	m_nPoints = 0xD0
    	m_vecPoints[0] = 0x10
    	m_vecPoints = 0x0
    
    DT_TEBeamRingPoint:
    	m_vecCenter = 0x4C
    	m_flStartRadius = 0x58
    	m_flEndRadius = 0x5C
    
    DT_TEBeamRing:
    	m_nStartEntity = 0x4C
    	m_nEndEntity = 0x50
    
    DT_TEBeamPoints:
    	m_vecStartPoint = 0x4C
    	m_vecEndPoint = 0x58
    
    DT_TEBeamLaser:
    	m_nStartEntity = 0x4C
    	m_nEndEntity = 0x50
    
    DT_TEBeamFollow:
    	m_iEntIndex = 0x4C
    
    DT_TEBeamEnts:
    	m_nStartEntity = 0x4C
    	m_nEndEntity = 0x50
    
    DT_TEBeamEntPoint:
    	m_nStartEntity = 0x4C
    	m_nEndEntity = 0x50
    	m_vecStartPoint = 0x54
    	m_vecEndPoint = 0x60
    
    DT_BaseBeam:
    	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:
    
    DT_TEMetalSparks:
    	m_vecPos = 0x10
    	m_vecDir = 0x1C
    
    DT_SteamJet:
    	m_SpreadSpeed = 0xAC4
    	m_Speed = 0xAC8
    	m_StartSize = 0xACC
    	m_EndSize = 0xAD0
    	m_Rate = 0xAD4
    	m_JetLength = 0xAD8
    	m_bEmit = 0xADC
    	m_bFaceLeft = 0xAE4
    	m_nType = 0xAE0
    	m_spawnflags = 0xAE8
    	m_flRollSpeed = 0xAEC
    
    DT_SmokeStack:
    	m_SpreadSpeed = 0xB14
    	m_Speed = 0xB18
    	m_StartSize = 0xB1C
    	m_EndSize = 0xB20
    	m_Rate = 0xB24
    	m_JetLength = 0xB28
    	m_bEmit = 0xB2C
    	m_flBaseSpread = 0xB30
    	m_flTwist = 0xB84
    	m_flRollSpeed = 0xBC0
    	m_iMaterialModel = 0xB88
    	m_AmbientLight.m_vPos = 0xB34
    	m_AmbientLight.m_vColor = 0xB40
    	m_AmbientLight.m_flIntensity = 0xB4C
    	m_DirLight.m_vPos = 0xB50
    	m_DirLight.m_vColor = 0xB5C
    	m_DirLight.m_flIntensity = 0xB68
    	m_vWind = 0xB78
    
    DT_DustTrail:
    	m_SpawnRate = 0xAC4
    	m_Color = 0xAC8
    	m_ParticleLifetime = 0xAD8
    	m_StopEmitTime = 0xAE0
    	m_MinSpeed = 0xAE4
    	m_MaxSpeed = 0xAE8
    	m_MinDirectedSpeed = 0xAEC
    	m_MaxDirectedSpeed = 0xAF0
    	m_StartSize = 0xAF4
    	m_EndSize = 0xAF8
    	m_SpawnRadius = 0xAFC
    	m_bEmit = 0xB0C
    	m_Opacity = 0xAD4
    
    DT_FireTrail:
    	m_nAttachment = 0xAC4
    	m_flLifetime = 0xAC8
    
    DT_SporeTrail:
    	m_flSpawnRate = 0xACC
    	m_vecEndColor = 0xAC0
    	m_flParticleLifetime = 0xAD0
    	m_flStartSize = 0xAD4
    	m_flEndSize = 0xAD8
    	m_flSpawnRadius = 0xADC
    	m_bEmit = 0xAEC
    
    DT_SporeExplosion:
    	m_flSpawnRate = 0xAC4
    	m_flParticleLifetime = 0xAC8
    	m_flStartSize = 0xACC
    	m_flEndSize = 0xAD0
    	m_flSpawnRadius = 0xAD4
    	m_bEmit = 0xADC
    	m_bDontRemove = 0xADD
    
    DT_RocketTrail:
    	m_SpawnRate = 0xAC4
    	m_StartColor = 0xAC8
    	m_EndColor = 0xAD4
    	m_ParticleLifetime = 0xAE4
    	m_StopEmitTime = 0xAE8
    	m_MinSpeed = 0xAEC
    	m_MaxSpeed = 0xAF0
    	m_StartSize = 0xAF4
    	m_EndSize = 0xAF8
    	m_SpawnRadius = 0xAFC
    	m_bEmit = 0xB0C
    	m_nAttachment = 0xB10
    	m_Opacity = 0xAE0
    	m_bDamaged = 0xB0D
    	m_flFlareScale = 0xB20
    
    DT_SmokeTrail:
    	m_SpawnRate = 0xAC4
    	m_StartColor = 0xAC8
    	m_EndColor = 0xAD4
    	m_ParticleLifetime = 0xAE4
    	m_StopEmitTime = 0xAE8
    	m_MinSpeed = 0xAEC
    	m_MaxSpeed = 0xAF0
    	m_MinDirectedSpeed = 0xAF4
    	m_MaxDirectedSpeed = 0xAF8
    	m_StartSize = 0xAFC
    	m_EndSize = 0xB00
    	m_SpawnRadius = 0xB04
    	m_bEmit = 0xB14
    	m_nAttachment = 0xB18
    	m_Opacity = 0xAE0
    
    DT_PropVehicleDriveable:
    	m_hPlayer = 0x2974
    	m_nSpeed = 0x2978
    	m_nRPM = 0x297C
    	m_flThrottle = 0x2980
    	m_nBoostTimeLeft = 0x2984
    	m_nHasBoost = 0x2988
    	m_nScannerDisabledWeapons = 0x298C
    	m_nScannerDisabledVehicle = 0x2990
    	m_bEnterAnimOn = 0x29B0
    	m_bExitAnimOn = 0x29B1
    	m_bUnableToFire = 0x29FD
    	m_vecEyeExitEndpoint = 0x29F0
    	m_bHasGun = 0x29FC
    	m_vecGunCrosshair = 0x29B8
    
    DT_ParticleSmokeGrenade:
    	m_flSpawnTime = 0xAD4
    	m_FadeStartTime = 0xAD8
    	m_FadeEndTime = 0xADC
    	m_MinColor = 0xAE4
    	m_MaxColor = 0xAF0
    	m_CurrentStage = 0xAC4
    
    DT_ParticleFire:
    	m_vOrigin = 0xACC
    	m_vDirection = 0xAD8
    
    DT_MovieExplosion:
    
    DT_TEGaussExplosion:
    	m_nType = 0x1C
    	m_vecDirection = 0x20
    
    DT_QuadraticBeam:
    	m_targetPosition = 0x9D8
    	m_controlPosition = 0x9E4
    	m_scrollRate = 0x9F0
    	m_flWidth = 0x9F4
    
    DT_Embers:
    	m_nDensity = 0x9D8
    	m_nLifetime = 0x9DC
    	m_nSpeed = 0x9E0
    	m_bEmit = 0x9E4
    
    DT_EnvWind:
    	m_EnvWindShared = 0x9D8
    	DT_EnvWindShared:
    		m_iMinWind = 0xC
    		m_iMaxWind = 0x10
    		m_iMinGust = 0x18
    		m_iMaxGust = 0x1C
    		m_flMinGustDelay = 0x20
    		m_flMaxGustDelay = 0x24
    		m_iGustDirChange = 0x2C
    		m_iWindSeed = 0x8
    		m_iInitialWindDir = 0x6C
    		m_flInitialWindSpeed = 0x70
    		m_flStartTime = 0x4
    		m_flGustDuration = 0x28
    
    DT_Precipitation:
    	m_nPrecipType = 0xA00
    
    DT_PrecipitationBlocker:
    
    DT_BaseTempEntity:
    
    DT_NextBot:
    
    DT_BaseAttributableItem:
    	m_AttributeManager = 0x2D70
    	DT_AttributeContainer:
    		m_hOuter = 0x1C
    		m_ProviderType = 0x24
    		m_iReapplyProvisionParity = 0x18
    		m_Item = 0x40
    		DT_ScriptCreatedItem:
    			m_iItemDefinitionIndex = 0x1D8
    			m_iEntityLevel = 0x1E0
    			m_iItemIDHigh = 0x1F0
    			m_iItemIDLow = 0x1F4
    			m_iAccountID = 0x1F8
    			m_iEntityQuality = 0x1DC
    			m_bInitialized = 0x204
    			m_szCustomName = 0x26C
    			m_NetworkedDynamicAttributesForDemos = 0x250
    			DT_AttributeList:
    				m_Attributes = 0x0
    				_ST_m_Attributes_32:
    					lengthproxy = 0x0
    					_LPT_m_Attributes_32:
    						lengthprop32 = 0x0
    	m_OriginalOwnerXuidLow = 0x3160
    	m_OriginalOwnerXuidHigh = 0x3164
    	m_nFallbackPaintKit = 0x3168
    	m_nFallbackSeed = 0x316C
    	m_flFallbackWear = 0x3170
    	m_nFallbackStatTrak = 0x3174
    
    DT_EconEntity:
    	m_AttributeManager = 0x2D70
    	DT_AttributeContainer:
    		m_hOuter = 0x1C
    		m_ProviderType = 0x24
    		m_iReapplyProvisionParity = 0x18
    		m_Item = 0x40
    		DT_ScriptCreatedItem:
    			m_iItemDefinitionIndex = 0x1D8
    			m_iEntityLevel = 0x1E0
    			m_iItemIDHigh = 0x1F0
    			m_iItemIDLow = 0x1F4
    			m_iAccountID = 0x1F8
    			m_iEntityQuality = 0x1DC
    			m_bInitialized = 0x204
    			m_szCustomName = 0x26C
    			m_NetworkedDynamicAttributesForDemos = 0x250
    			DT_AttributeList:
    				m_Attributes = 0x0
    				_ST_m_Attributes_32:
    					lengthproxy = 0x0
    					_LPT_m_Attributes_32:
    						lengthprop32 = 0x0
    	m_OriginalOwnerXuidLow = 0x3160
    	m_OriginalOwnerXuidHigh = 0x3164
    	m_nFallbackPaintKit = 0x3168
    	m_nFallbackSeed = 0x316C
    	m_flFallbackWear = 0x3170
    	m_nFallbackStatTrak = 0x3174
    
    DT_WeaponXM1014:
    	m_reloadState = 0x3334
    
    DT_WeaponTaser:
    
    DT_SmokeGrenade:
    
    DT_WeaponSG552:
    
    DT_SensorGrenade:
    
    DT_WeaponSawedoff:
    	m_reloadState = 0x3334
    
    DT_WeaponNOVA:
    	m_reloadState = 0x3334
    
    DT_IncendiaryGrenade:
    
    DT_MolotovGrenade:
    
    DT_WeaponM3:
    	m_reloadState = 0x3334
    
    DT_WeaponKnifeGG:
    
    DT_WeaponKnife:
    
    DT_HEGrenade:
    
    DT_Flashbang:
    
    DT_WeaponElite:
    
    DT_DecoyGrenade:
    
    DT_WeaponDEagle:
    
    DT_WeaponUSP:
    
    DT_WeaponM249:
    
    DT_WeaponUMP45:
    
    DT_WeaponTMP:
    
    DT_WeaponTec9:
    
    DT_WeaponSSG08:
    
    DT_WeaponSG556:
    
    DT_WeaponSG550:
    
    DT_WeaponScout:
    
    DT_WeaponSCAR20:
    
    DT_WeaponSCAR17:
    
    DT_WeaponP90:
    
    DT_WeaponP250:
    
    DT_WeaponP228:
    
    DT_WeaponNegev:
    
    DT_WeaponMP9:
    
    DT_WeaponMP7:
    
    DT_WeaponMP5Navy:
    
    DT_WeaponMag7:
    
    DT_WeaponMAC10:
    
    DT_WeaponM4A1:
    
    DT_WeaponHKP2000:
    
    DT_WeaponGlock:
    
    DT_WeaponGalilAR:
    
    DT_WeaponGalil:
    
    DT_WeaponG3SG1:
    
    DT_WeaponFiveSeven:
    
    DT_WeaponFamas:
    
    DT_WeaponBizon:
    
    DT_WeaponAWP:
    
    DT_WeaponAug:
    
    DT_WeaponAK47:
    
    DT_WeaponCSBaseGun:
    	m_zoomLevel = 0x3330
    	m_iBurstShotsRemaining = 0x3334
    
    DT_WeaponCSBase:
    	m_weaponMode = 0x32AC
    	m_fAccuracyPenalty = 0x32B0
    	m_fLastShotTime = 0x3310
    	m_iRecoilIndex = 0x32BC
    	m_hPrevOwner = 0x32EC
    	m_bBurstMode = 0x32C0
    	m_flPostponeFireReadyTime = 0x32C4
    	m_bReloadVisuallyComplete = 0x32C8
    	m_bSilencerOn = 0x32C9
    	m_flDoneSwitchingSilencer = 0x32CC
    	m_iOriginalTeamNumber = 0x32D4
    	m_iIronSightMode = 0x332C
    
    DT_WeaponC4:
    	m_bStartedArming = 0x3360
    	m_bBombPlacedAnimation = 0x3368
    	m_fArmedTime = 0x3364
    	m_bShowC4LED = 0x3369
    	m_bIsPlantingViaUse = 0x336A
    
    DT_WeaponBaseItem:
    	m_bRedraw = 0x333C
    
    DT_BaseCSGrenade:
    	m_bRedraw = 0x3330
    	m_bIsHeldByPlayer = 0x3331
    	m_bPinPulled = 0x3332
    	m_fThrowTime = 0x3334
    	m_bLoopingSoundPlaying = 0x3338
    	m_flThrowStrength = 0x333C
    
    DT_SmokeGrenadeProjectile:
    	m_bDidSmokeEffect = 0x29D4
    	m_nSmokeEffectTickBegin = 0x29D0
    
    DT_SensorGrenadeProjectile:
    
    DT_MolotovProjectile:
    	m_bIsIncGrenade = 0x29D0
    
    DT_Item_Healthshot:
    
    DT_DecoyProjectile:
    
    DT_FireCrackerBlast:
    
    DT_Inferno:
    	m_fireXDelta = 0x9E4
    	m_fireXDelta:
    	m_fireYDelta = 0xB74
    	m_fireYDelta:
    	m_fireZDelta = 0xD04
    	m_fireZDelta:
    	m_bFireIsBurning = 0xE94
    	m_bFireIsBurning:
    	m_fireCount = 0x1538
    
    DT_CChicken:
    	m_jumpedThisFrame = 0x29D8
    	m_leader = 0x29DC
    
    DT_FootstepControl:
    	m_source = 0xA10
    	m_destination = 0xA20
    
    DT_CSGameRulesProxy:
    	cs_gamerules_data = 0x0
    	DT_CSGameRules:
    		m_bFreezePeriod = 0x20
    		m_bMatchWaitingForResume = 0x40
    		m_bWarmupPeriod = 0x21
    		m_fWarmupPeriodEnd = 0x24
    		m_fWarmupPeriodStart = 0x28
    		m_bTerroristTimeOutActive = 0x2C
    		m_bCTTimeOutActive = 0x2D
    		m_flTerroristTimeOutRemaining = 0x30
    		m_flCTTimeOutRemaining = 0x34
    		m_nTerroristTimeOuts = 0x38
    		m_nCTTimeOuts = 0x3C
    		m_iRoundTime = 0x44
    		m_gamePhase = 0x60
    		m_totalRoundsPlayed = 0x64
    		m_nOvertimePlaying = 0x68
    		m_timeUntilNextPhaseStarts = 0x5C
    		m_flCMMItemDropRevealStartTime = 0x870
    		m_flCMMItemDropRevealEndTime = 0x874
    		m_fRoundStartTime = 0x4C
    		m_bGameRestart = 0x54
    		m_flRestartRoundTime = 0x50
    		m_flGameStartTime = 0x58
    		m_iHostagesRemaining = 0x6C
    		m_bAnyHostageReached = 0x70
    		m_bMapHasBombTarget = 0x71
    		m_bMapHasRescueZone = 0x72
    		m_bMapHasBuyZone = 0x73
    		m_bIsQueuedMatchmaking = 0x74
    		m_bIsValveDS = 0x75
    		m_bIsQuestEligible = 0x879
    		m_bLogoMap = 0x76
    		m_iNumGunGameProgressiveWeaponsCT = 0x78
    		m_iNumGunGameProgressiveWeaponsT = 0x7C
    		m_iSpectatorSlotCount = 0x80
    		m_bBombDropped = 0x8D0
    		m_bBombPlanted = 0x8D1
    		m_iRoundWinStatus = 0x8D4
    		m_eRoundWinReason = 0x8D8
    		m_flDMBonusStartTime = 0x44C
    		m_flDMBonusTimeLength = 0x450
    		m_unDMBonusWeaponLoadoutSlot = 0x454
    		m_bDMBonusActive = 0x456
    		m_bTCantBuy = 0x8DC
    		m_bCTCantBuy = 0x8DD
    		m_flGuardianBuyUntilTime = 0x8E0
    		m_iMatchStats_RoundResults = 0x8E4
    		m_iMatchStats_RoundResults:
    		m_iMatchStats_PlayersAlive_T = 0x9D4
    		m_iMatchStats_PlayersAlive_T:
    		m_iMatchStats_PlayersAlive_CT = 0x95C
    		m_iMatchStats_PlayersAlive_CT:
    		m_GGProgressiveWeaponOrderCT = 0x84
    		m_GGProgressiveWeaponOrderCT:
    		m_GGProgressiveWeaponOrderT = 0x174
    		m_GGProgressiveWeaponOrderT:
    		m_GGProgressiveWeaponKillUpgradeOrderCT = 0x264
    		m_GGProgressiveWeaponKillUpgradeOrderCT:
    		m_GGProgressiveWeaponKillUpgradeOrderT = 0x354
    		m_GGProgressiveWeaponKillUpgradeOrderT:
    		m_MatchDevice = 0x444
    		m_bHasMatchStarted = 0x448
    		m_TeamRespawnWaveTimes = 0xA4C
    		m_TeamRespawnWaveTimes:
    		m_flNextRespawnWave = 0xACC
    		m_flNextRespawnWave:
    		m_nNextMapInMapgroup = 0x458
    		m_nEndMatchMapGroupVoteOptions = 0xB54
    		m_nEndMatchMapGroupVoteOptions:
    		m_bIsDroppingItems = 0x878
    		m_iActiveAssassinationTargetMissionID = 0xB4C
    		m_fMatchStartTime = 0x48
    		m_szTournamentEventName = 0x45C
    		m_szTournamentEventStage = 0x560
    		m_szTournamentPredictionsTxt = 0x768
    		m_nTournamentPredictionsPct = 0x86C
    		m_szMatchStatTxt = 0x664
    		m_nGuardianModeWaveNumber = 0x87C
    		m_nGuardianModeSpecialKillsRemaining = 0x880
    		m_nGuardianModeSpecialWeaponNeeded = 0x884
    		m_nHalloweenMaskListSeed = 0x8CC
    		m_numGlobalGiftsGiven = 0x890
    		m_numGlobalGifters = 0x894
    		m_numGlobalGiftsPeriodSeconds = 0x898
    		m_arrFeaturedGiftersAccounts = 0x89C
    		m_arrFeaturedGiftersAccounts:
    		m_arrFeaturedGiftersGifts = 0x8AC
    		m_arrFeaturedGiftersGifts:
    		m_arrTournamentActiveCasterAccounts = 0x8BC
    		m_arrTournamentActiveCasterAccounts:
    
    DT_WeaponCubemap:
    
    DT_WeaponCycler:
    
    DT_TEPlantBomb:
    	m_vecOrigin = 0x14
    	m_iPlayer = 0x10
    	m_option = 0x20
    
    DT_TEFireBullets:
    	m_vecOrigin = 0x18
    	m_vecAngles[0] = 0x24
    	m_vecAngles[1] = 0x28
    	m_iWeaponID = 0x30
    	m_iMode = 0x34
    	m_iSeed = 0x38
    	m_iPlayer = 0x10
    	m_fInaccuracy = 0x3C
    	m_fSpread = 0x40
    	m_nItemDefIndex = 0x14
    	m_iSoundType = 0x44
    
    DT_TERadioIcon:
    	m_iAttachToClient = 0x10
    
    DT_PlantedC4:
    	m_bBombTicking = 0x2970
    	m_flC4Blow = 0x297C
    	m_flTimerLength = 0x2980
    	m_flDefuseLength = 0x2990
    	m_flDefuseCountDown = 0x2994
    	m_bBombDefused = 0x2998
    	m_hBombDefuser = 0x299C
    
    DT_CSTeam:
    
    DT_CSPlayerResource:
    	m_iPlayerC4 = 0x161C
    	m_iPlayerVIP = 0x1620
    	m_bHostageAlive = 0x163C
    	m_bHostageA******
    	m_isHostageFollowingSomeone = 0x1648
    	m_isHostageFollowingSomeone:
    	m_iHostageEntityIDs = 0x1654
    	m_iHostageEntityIDs:
    	m_bombsiteCenterA = 0x1624
    	m_bombsiteCenterB = 0x1630
    	m_hostageRescueX = 0x1684
    	m_hostageRescueX:
    	m_hostageRescueY = 0x1694
    	m_hostageRescueY:
    	m_hostageRescueZ = 0x16A4
    	m_hostageRescueZ:
    	m_iMVPs = 0x16B4
    	m_iMVPs:
    	m_iArmor = 0x183C
    	m_iArmor:
    	m_bHasHelmet = 0x17F9
    	m_bHasHelmet:
    	m_bHasDefuser = 0x17B8
    	m_bHasDefuser:
    	m_iScore = 0x1940
    	m_iScore:
    	m_iCompetitiveRanking = 0x1A44
    	m_iCompetitiveRanking:
    	m_iCompetitiveWins = 0x1B48
    	m_iCompetitiveWins:
    	m_iCompTeammateColor = 0x1C4C
    	m_iCompTeammateColor:
    	m_bControllingBot = 0x1D50
    	m_bControllingBot:
    	m_iControlledPlayer = 0x1D94
    	m_iControlledPlayer:
    	m_iControlledByPlayer = 0x1E98
    	m_iControlledByPlayer:
    	m_iBotDifficulty = 0x401C
    	m_iBotDifficulty:
    	m_szClan = 0x4120
    	m_szClan:
    	m_iTotalCashSpent = 0x4530
    	m_iTotalCashSpent:
    	m_iCashSpentThisRound = 0x4634
    	m_iCashSpentThisRound:
    	m_nEndMatchNextMapVotes = 0x4738
    	m_nEndMatchNextMapVotes:
    	m_bEndMatchNextMapAllVoted = 0x483C
    	m_nActiveCoinRank = 0x4840
    	m_nActiveCoinRank:
    	m_nMusicID = 0x4944
    	m_nMusicID:
    	m_nPersonaDataPublicLevel = 0x4A8C
    	m_nPersonaDataPublicLevel:
    	m_nPersonaDataPublicCommendsLeader = 0x4B90
    	m_nPersonaDataPublicCommendsLeader:
    	m_nPersonaDataPublicCommendsTeacher = 0x4C94
    	m_nPersonaDataPublicCommendsTeacher:
    	m_nPersonaDataPublicCommendsFriendly = 0x4D98
    	m_nPersonaDataPublicCommendsFriendly:
    
    DT_CSPlayer:
    	cslocaldata = 0x0
    	DT_CSLocalPlayerExclusive:
    		m_vecOrigin = 0x134
    		m_vecOrigin[2] = 0x13C
    		m_flStamina = 0xA2A8
    		m_iDirection = 0xA2AC
    		m_iShotsFired = 0xA2B0
    		m_nNumFastDucks = 0xA2B4
    		m_bDuckOverride = 0xA2B8
    		m_flVelocityModifier = 0xA2BC
    		m_bPlayerDominated = 0xAB1C
    		m_bPlayerDominated:
    		m_bPlayerDominatingMe = 0xAB5D
    		m_bPlayerDominatingMe:
    		m_iWeaponPurchasesThisRound = 0xABA0
    		m_iWeaponPurchasesThisRound:
    		m_nQuestProgressReason = 0xA9B4
    	csnonlocaldata = 0x0
    	DT_CSNonLocalPlayerExclusive:
    		m_vecOrigin = 0x134
    		m_vecOrigin[2] = 0x13C
    	m_angEyeAngles[0] = 0xA9EC
    	m_angEyeAngles[1] = 0xA9F0
    	m_iAddonBits = 0xA294
    	m_iPrimaryAddon = 0xA298
    	m_iSecondaryAddon = 0xA29C
    	m_iThrowGrenadeCounter = 0x38C4
    	m_bWaitForNoAttack = 0x38C8
    	m_bIsRespawningForDMBonus = 0x38C9
    	m_iPlayerState = 0x3890
    	m_iAccount = 0xA9DC
    	m_iStartAccount = 0xA2C4
    	m_******itsOnServer = 0xA2C8
    	m_bInBombZone = 0x38C0
    	m_bInBuyZone = 0x38C1
    	m_bInNoDefuseArea = 0x38C2
    	m_bKilledByTaser = 0x38D8
    	m_iMoveState = 0x38DC
    	m_iClass = 0xA9E4
    	m_ArmorValue = 0xA9E8
    	m_angEyeAngles = 0xA9EC
    	m_bHasDefuser = 0xA9F8
    	m_bNightVisionOn = 0xA2B9
    	m_bHasNightVision = 0xA2BA
    	m_bInHostageRescueZone = 0xA9F9
    	m_bIsDefusing = 0x3894
    	m_bIsGrabbingHostage = 0x3895
    	m_bIsScoped = 0x388C
    	m_bIsWalking = 0x388D
    	m_bResumeZoom = 0x388E
    	m_fImmuneToGunGameDamageTime = 0x3898
    	m_bGunGameImmunity = 0x38A0
    	m_bHasMovedSinceSpawn = 0x38A1
    	m_bMadeFinalGunGameProgressiveKill = 0x38A2
    	m_iGunGameProgressiveWeaponIndex = 0x38A4
    	m_iNumGunGameTRKillPoints = 0x38A8
    	m_iNumGunGameKillsWithCurrentWeapon = 0x38AC
    	m_iNumRoundKills = 0x38B0
    	m_fMolotovUseTime = 0x38B8
    	m_fMolotovDamageTime = 0x38BC
    	m_szArmsModel = 0x38E3
    	m_hCarriedHostage = 0xA2D4
    	m_hCarriedHostageProp = 0xA2D8
    	m_bIsRescuing = 0x3896
    	m_flGroundAccelLinearFracLastTime = 0xA2C0
    	m_bCanMoveDuringFreezePeriod = 0x38E0
    	m_isCurrentGunGameLeader = 0x38E1
    	m_isCurrentGunGameTeamLeader = 0x38E2
    	m_flGuardianTooFarDistFrac = 0x38CC
    	m_flDetectedByEnemySensorTime = 0x38D0
    	m_iMatchStats_Kills = 0xA33C
    	m_iMatchStats_Kills:
    	m_iMatchStats_Damage = 0xA3B4
    	m_iMatchStats_Damage:
    	m_iMatchStats_EquipmentValue = 0xA42C
    	m_iMatchStats_EquipmentValue:
    	m_iMatchStats_MoneySaved = 0xA4A4
    	m_iMatchStats_MoneySaved:
    	m_iMatchStats_KillReward = 0xA51C
    	m_iMatchStats_KillReward:
    	m_iMatchStats_LiveTime = 0xA594
    	m_iMatchStats_LiveTime:
    	m_iMatchStats_Deaths = 0xA60C
    	m_iMatchStats_Deaths:
    	m_iMatchStats_Assists = 0xA684
    	m_iMatchStats_Assists:
    	m_iMatchStats_HeadShotKills = 0xA6FC
    	m_iMatchStats_HeadShotKills:
    	m_iMatchStats_Objective = 0xA774
    	m_iMatchStats_Objective:
    	m_iMatchStats_CashEarned = 0xA7EC
    	m_iMatchStats_CashEarned:
    	m_iMatchStats_UtilityDamage = 0xA864
    	m_iMatchStats_UtilityDamage:
    	m_iMatchStats_EnemiesFlashed = 0xA8DC
    	m_iMatchStats_EnemiesFlashed:
    	m_rank = 0xA9C0
    	m_rank:
    	m_unMusicID = 0xA9D8
    	m_bHasHelmet = 0xA9E0
    	m_bHasHeavyArmor = 0xA9E1
    	m_flFlashDuration = 0xA2F8
    	m_flFlashMaxAlpha = 0xA2F4
    	m_iProgressBarDuration = 0xA2A0
    	m_flProgressBarStartTime = 0xA2A4
    	m_hRagdoll = 0xA2D0
    	m_cycleLatch = 0xAB14
    	m_unCurrentEquipmentValue = 0xA9B8
    	m_unRoundStartEquipmentValue = 0xA9BA
    	m_unFreezetimeEndEquipmentValue = 0xA9BC
    	m_bIsControllingBot = 0xAD42
    	m_bHasControlledBotThisRound = 0xAD4C
    	m_bCanControlObservedBot = 0xAD43
    	m_iControlledBotEntIndex = 0xAD44
    	m_bIsAssassinationTarget = 0xAD41
    	m_bHud_MiniScoreHidden = 0xAA0A
    	m_bHud_RadarHidden = 0xAA0B
    	m_nLastKillerIndex = 0xAA0C
    	m_nLastConcurrentKilled = 0xAA10
    	m_nDeathCamMusic = 0xAA14
    	m_bIsHoldingLookAtWeapon = 0xACA9
    	m_bIsLookingAtWeapon = 0xACA8
    	m_iNumRoundKillsHeadshots = 0x38B4
    	m_flLowerBodyYawTarget = 0x39E4
    	m_bStrafing = 0x39E8
    
    DT_CSRagdoll:
    	m_vecOrigin = 0x134
    	m_vecRagdollOrigin = 0x29FC
    	m_hPlayer = 0x29E0
    	m_nModelIndex = 0x254
    	m_nForceBone = 0x267C
    	m_vecForce = 0x2670
    	m_vecRagdollVelocity = 0x29F0
    	m_iDeathPose = 0x2A08
    	m_iDeathFrame = 0x2A0C
    	m_iTeamNum = 0xF0
    	m_bClientSideAnimation = 0x288C
    	m_flDeathYaw = 0x2A10
    
    DT_TEPlayerAnimEvent:
    	m_hPlayer = 0x10
    	m_iEvent = 0x14
    	m_nData = 0x18
    
    DT_CHostage:
    	m_isRescued = 0x2F20
    	m_jumpedThisFrame = 0x2F21
    	m_iHealth = 0xFC
    	m_iMaxHealth = 0x2F08
    	m_lifeState = 0x25B
    	m_fFlags = 0x100
    	m_nHostageState = 0x2F24
    	m_flRescueStartTime = 0x2F28
    	m_flGrabSuccessTime = 0x2F2C
    	m_flDropStartTime = 0x2F30
    	m_vel = 0x2F14
    	m_leader = 0x2F10
    
    DT_HostageCarriableProp:
    
    DT_BaseCSGrenadeProjectile:
    	m_vInitialVelocity = 0x29A0
    	m_nBounces = 0x29AC
    
    DT_HandleTest:
    	m_Handle = 0x9D8
    	m_bSendHandle = 0x9DC
    
    DT_TeamplayRoundBasedRulesProxy:
    	teamplayroundbased_gamerules_data = 0x0
    	DT_TeamplayRoundBasedRules:
    		m_iRoundState = 0x28
    		m_bInWaitingForPlayers = 0x38
    		m_iWinningTeam = 0x30
    		m_bInOvertime = 0x2C
    		m_bInSetup = 0x2D
    		m_bSwitchedTeamsThisRound = 0x2E
    		m_bAwaitingReadyRestart = 0x39
    		m_flRestartRoundTime = 0x3C
    		m_flMapResetTime = 0x40
    		m_flNextRespawnWave = 0x44
    		m_flNextRespawnWave:
    		m_TeamRespawnWaveTimes = 0xE8
    		m_TeamRespawnWaveTimes:
    		m_bTeamReady = 0xC4
    		m_bTeamReady:
    		m_bStopWatch = 0xE4
    
    DT_SpriteTrail:
    	m_flLifeTime = 0x1074
    	m_flStartWidth = 0x1078
    	m_flEndWidth = 0x107C
    	m_flStartWidthVariance = 0x1080
    	m_flTextureRes = 0x1084
    	m_flMinFadeLength = 0x1088
    	m_vecSkyboxOrigin = 0x108C
    	m_flSkyboxScale = 0x1098
    
    DT_SpriteOriented:
    
    DT_Sprite:
    	m_hAttachedToEntity = 0x9E8
    	m_nAttachment = 0x9EC
    	m_flScaleTime = 0xA08
    	m_flSpriteScale = 0xA04
    	m_flSpriteFramerate = 0x9F0
    	m_flGlowProxySize = 0xA10
    	m_flHDRColorScale = 0xA14
    	m_flFrame = 0x9F4
    	m_flBrightnessTime = 0xA00
    	m_nBrightness = 0x9FC
    	m_bWorldSpaceScale = 0xA0C
    
    DT_Ragdoll_Attached:
    	m_boneIndexAttached = 0x2CA8
    	m_ragdollAttachedObjectIndex = 0x2CA4
    	m_attachmentPointBoneSpace = 0x2C80
    	m_attachmentPointRagdollSpace = 0x2C98
    
    DT_Ragdoll:
    	m_ragAngles[0] = 0x2A90
    	m_ragAngles = 0x0
    	m_ragPos[0] = 0x2970
    	m_ragPos = 0x0
    	m_hUnragdoll = 0x2C6C
    	m_flBlendWeight = 0x2C70
    	m_nOverlaySequence = 0x2C78
    
    DT_PredictedViewModel:
    
    DT_PoseController:
    	m_hProps = 0x9D8
    	m_hProps:
    	m_chPoseIndex = 0x9E8
    	m_chPoseIndex:
    	m_bPoseValueParity = 0x9EC
    	m_fPoseValue = 0x9F0
    	m_fInterpolationTime = 0x9F4
    	m_bInterpolationWrap = 0x9F8
    	m_fCycleFrequency = 0x9FC
    	m_nFModType = 0xA00
    	m_fFModTimeOffset = 0xA04
    	m_fFModRate = 0xA08
    	m_fFModAmplitude = 0xA0C
    
    DT_GameRulesProxy:
    
    DT_InfoLadderDismount:
    
    DT_FuncLadder:
    	m_vecPlayerMountPositionTop = 0x9F8
    	m_vecPlayerMountPositionBottom = 0xA04
    	m_vecLadderDir = 0x9D8
    	m_bFakeLadder = 0xA11
    
    DT_TEFoundryHelpers:
    	m_iEntity = 0x10
    
    DT_DetailController:
    	m_flFadeStartDist = 0x9D8
    	m_flFadeEndDist = 0x9DC
    
    DT_World:
    	m_flWaveHeight = 0x9D8
    	m_WorldMins = 0x9DC
    	m_WorldMaxs = 0x9E8
    	m_bStartDark = 0x9F4
    	m_flMaxOccludeeArea = 0x9F8
    	m_flMinOccluderArea = 0x9FC
    	m_flMaxPropScreenSpaceWidth = 0xA04
    	m_flMinPropScreenSpaceWidth = 0xA00
    	m_iszDetailSpriteMaterial = 0xA10
    	m_bColdWorld = 0xA08
    	m_iTimeOfDay = 0xA0C
    
    DT_WaterLODControl:
    	m_flCheapWaterStartDistance = 0x9D8
    	m_flCheapWaterEndDistance = 0x9DC
    
    DT_WaterBullet:
    
    DT_VoteController:
    	m_iActiveIssueIndex = 0x9E4
    	m_iOnlyTeamToVote = 0x9E8
    	m_nVoteOptionCount = 0x9EC
    	m_nVoteOptionCount:
    	m_nPotentialVotes = 0xA04
    	m_bIsYesNoVote = 0xA0A
    
    DT_VGuiScreen:
    	m_flWidth = 0x9E0
    	m_flHeight = 0x9E4
    	m_fScreenFlags = 0xA0C
    	m_nPanelName = 0x9E8
    	m_nAttachmentIndex = 0xA04
    	m_nOverlayMaterial = 0xA08
    	m_hPlayerOwner = 0xA68
    
    DT_PropJeep:
    	m_bHeadlightIsOn = 0x2ABC
    
    DT_PropVehicleChoreoGeneric:
    	m_hPlayer = 0x29E4
    	m_bEnterAnimOn = 0x29EC
    	m_bExitAnimOn = 0x29ED
    	m_bForceEyesToAttachment = 0x29FC
    	m_vecEyeExitEndpoint = 0x29F0
    	m_vehicleView.bClampEyeAngles = 0x2A80
    	m_vehicleView.flPitchCurveZero = 0x2A84
    	m_vehicleView.flPitchCurveLinear = 0x2A88
    	m_vehicleView.flRollCurveZero = 0x2A8C
    	m_vehicleView.flRollCurveLinear = 0x2A90
    	m_vehicleView.flFOV = 0x2A94
    	m_vehicleView.flYawMin = 0x2A98
    	m_vehicleView.flYawMax = 0x2A9C
    	m_vehicleView.flPitchMin = 0x2AA0
    	m_vehicleView.flPitchMax = 0x2AA4
    
    DT_TriggerSoundOperator:
    	m_nSoundOperator = 0xA10
    
    DT_BaseVPhysicsTrigger:
    
    DT_TriggerPlayerMovement:
    
    DT_BaseTrigger:
    	m_bClientSidePredicted = 0xA08
    	m_spawnflags = 0x2C4
    
    DT_ProxyToggle:
    	blah = 0x0
    	DT_ProxyToggle_ProxiedData:
    		m_WithProxy = 0x9D8
    
    DT_Tesla:
    	m_SoundName = 0xA00
    	m_iszSpriteName = 0xA40
    
    DT_BaseTeamObjectiveResource:
    	m_iTimerToShowInHUD = 0x9D8
    	m_iStopWatchTimer = 0x9DC
    	m_iNumControlPoints = 0x9E0
    	m_bPlayingMiniRounds = 0x9E8
    	m_bControlPointsReset = 0x9E9
    	m_iUpdateCapHudParity = 0x9EC
    	m_vCPPositions[0] = 0x9F4
    	m_vCPPositions = 0x0
    	m_bCPIsVisible = 0xA54
    	m_bCPIsVisible:
    	m_flLazyCapPerc = 0xA5C
    	m_flLazyCapPerc:
    	m_iTeamIcons = 0xA9C
    	m_iTeamIcons:
    	m_iTeamOverlays = 0xB9C
    	m_iTeamOverlays:
    	m_iTeamReqCappers = 0xC9C
    	m_iTeamReqCappers:
    	m_flTeamCapTime = 0xD9C
    	m_flTeamCapTime:
    	m_iPreviousPoints = 0xE9C
    	m_iPreviousPoints:
    	m_bTeamCanCap = 0x119C
    	m_bTeamCanCap:
    	m_iTeamBaseIcons = 0x11DC
    	m_iTeamBaseIcons:
    	m_iBaseControlPoints = 0x125C
    	m_iBaseControlPoints:
    	m_bInMiniRound = 0x12DC
    	m_bInMiniRound:
    	m_iWarnOnCap = 0x12E4
    	m_iWarnOnCap:
    	m_iszWarnSound[0] = 0x1304
    	m_iszWarnSound = 0x0
    	m_flPathDistance = 0x1AFC
    	m_flPathDistance:
    	m_iNumTeamMembers = 0x1B1C
    	m_iNumTeamMembers:
    	m_iCappingTeam = 0x1C1C
    	m_iCappingTeam:
    	m_iTeamInZone = 0x1C3C
    	m_iTeamInZone:
    	m_bBlocked = 0x1C5C
    	m_bBlocked:
    	m_iOwner = 0x1C64
    	m_iOwner:
    	m_pszCapLayoutInHUD = 0x1CEC
    
    DT_Team:
    	m_iTeamNum = 0xB68
    	m_bSurrendered = 0xB6C
    	m_scoreTotal = 0xB40
    	m_scoreFirstHalf = 0xB44
    	m_scoreSecondHalf = 0xB48
    	m_scoreOvertime = 0xB4C
    	m_iClanID = 0xB58
    	m_szTeamname = 0x9EC
    	m_szClanTeamname = 0xA0C
    	m_szTeamFlagImage = 0xA2C
    	m_szTeamLogoImage = 0xA34
    	m_szTeamMatchStat = 0xA3C
    	m_nGGLeaderEntIndex_CT = 0xB50
    	m_nGGLeaderEntIndex_T = 0xB54
    	player_array_element = 0x0
    	"player_array" = 0x0
    
    DT_SunlightShadowControl:
    	m_shadowDirection = 0x9D8
    	m_bEnabled = 0x9E4
    	m_TextureName = 0x9E5
    	m_LightColor = 0xAF0
    	m_flColorTransitionTime = 0xB04
    	m_flSunDistance = 0xB08
    	m_flFOV = 0xB0C
    	m_flNearZ = 0xB10
    	m_flNorthOffset = 0xB14
    	m_bEnableShadows = 0xB18
    
    DT_Sun:
    	m_clrRender = 0x70
    	m_clrOverlay = 0xB28
    	m_vDirection = 0xB34
    	m_bOn = 0xB40
    	m_nSize = 0xB2C
    	m_nOverlaySize = 0xB30
    	m_nMaterial = 0xB44
    	m_nOverlayMaterial = 0xB48
    	HDRColorScale = 0x0
    
    DT_ParticlePerformanceMonitor:
    	m_bMeasurePerf = 0x9D9
    	m_bDisplayPerf = 0x9D8
    
    DT_SpotlightEnd:
    	m_flLightScale = 0x9D8
    	m_Radius = 0x9DC
    
    DT_SpatialEntity:
    	m_vecOrigin = 0x9D8
    	m_minFalloff = 0x9E4
    	m_maxFalloff = 0x9E8
    	m_flCurWeight = 0x9EC
    	m_bEnabled = 0xAF4
    
    DT_SlideshowDisplay:
    	m_bEnabled = 0x9D8
    	m_szDisplayText = 0x9D9
    	m_szSlideshowDirectory = 0xA59
    	m_chCurrentSlideLists = 0xAF0
    	m_chCurrentSlideLists:
    	m_fMinSlideTime = 0xB08
    	m_fMaxSlideTime = 0xB0C
    	m_iCycleType = 0xB14
    	m_bNoListRepeats = 0xB18
    
    DT_ShadowControl:
    	m_shadowDirection = 0x9D8
    	m_shadowColor = 0x9E4
    	m_flShadowMaxDist = 0x9E8
    	m_bDisableShadows = 0x9EC
    	m_bEnableLocalLightShadows = 0x9ED
    
    DT_SceneEntity:
    	m_nSceneStringIndex = 0x9E8
    	m_bIsPlayingBack = 0x9DC
    	m_bPaused = 0x9DD
    	m_bMultiplayer = 0x9DE
    	m_flForceClientTime = 0x9E4
    	m_hActorList = 0x0
    	_ST_m_hActorList_16:
    		lengthproxy = 0x0
    		_LPT_m_hActorList_16:
    			lengthprop16 = 0x0
    
    DT_RopeKeyframe:
    	m_nChangeCount = 0xCCC
    	m_iRopeMaterialModelIndex = 0xA14
    	m_hStartPoint = 0xCAC
    	m_hEndPoint = 0xCB0
    	m_iStartAttachment = 0xCB4
    	m_iEndAttachment = 0xCB6
    	m_fLockedPoints = 0xCC8
    	m_Slack = 0xCC0
    	m_RopeLength = 0xCBC
    	m_RopeFlags = 0xA10
    	m_TextureScale = 0xCC4
    	m_nSegments = 0xCA8
    	m_bConstrainBetweenEndpoints = 0xD50
    	m_Subdiv = 0xCB8
    	m_Width = 0xCD0
    	m_flScrollSpeed = 0xA0C
    	m_vecOrigin = 0x134
    	moveparent = 0x144
    	m_iParentAttachment = 0x2E8
    	m_iDefaultRopeMaterialModelIndex = 0xA18
    	m_nMinCPULevel = 0x984
    	m_nMaxCPULevel = 0x985
    	m_nMinGPULevel = 0x986
    	m_nMaxGPULevel = 0x987
    
    DT_RagdollManager:
    	m_iCurrentMaxRagdollCount = 0x9D8
    
    DT_PhysicsPropMultiplayer:
    	m_iPhysicsMode = 0x29B4
    	m_fMass = 0x29B8
    	m_collisionMins = 0x29BC
    	m_collisionMaxs = 0x29C8
    
    DT_PhysBoxMultiplayer:
    	m_iPhysicsMode = 0x9E4
    	m_fMass = 0x9E8
    
    DT_PropDoorRotating:
    
    DT_BasePropDoor:
    
    DT_DynamicProp:
    	m_bUseHitboxesForRenderBox = 0x2994
    	m_flGlowMaxDist = 0x29B4
    	m_bShouldGlow = 0x29B8
    	m_clrGlow = 0x29B9
    	m_nGlowStyle = 0x29C0
    
    DT_Prop_Hallucination:
    	m_bEnabled = 0x2989
    	m_fVisibleTime = 0x298C
    	m_fRechargeTime = 0x2990
    
    DT_PostProcessController:
    	m_flPostProcessParameters = 0x9D8
    	m_flPostProcessParameters:
    	m_bMaster = 0xA04
    
    DT_PointCommentaryNode:
    	m_bActive = 0x2970
    	m_flStartTime = 0x2974
    	m_iszCommentaryFile = 0x2978
    	m_iszCommentaryFileNoHDR = 0x2A7C
    	m_iszSpeakers = 0x2B80
    	m_iNodeNumber = 0x2C80
    	m_iNodeNumberMax = 0x2C84
    	m_hViewPosition = 0x2C8C
    
    DT_PointCamera:
    	m_FOV = 0x9D8
    	m_Resolution = 0x9DC
    	m_bFogEnable = 0x9E0
    	m_FogColor = 0x9E1
    	m_flFogStart = 0x9E8
    	m_flFogEnd = 0x9EC
    	m_flFogMaxDensity = 0x9F0
    	m_bActive = 0x9F4
    	m_bUseScreenAspectRatio = 0x9F5
    
    DT_PlayerResource:
    	m_iPing = 0xAE4
    	m_iPing:
    	m_iKills = 0xBE8
    	m_iKills:
    	m_iAssists = 0xCEC
    	m_iAssists:
    	m_iDeaths = 0xDF0
    	m_iDeaths:
    	m_bConnected = 0xEF4
    	m_bConnected:
    	m_iTeam = 0xF38
    	m_iTeam:
    	m_iPendingTeam = 0x103C
    	m_iPendingTeam:
    	m_bAlive = 0x1140
    	m_bA******
    	m_iHealth = 0x1184
    	m_iHealth:
    	m_iCoachingTeam = 0x1308
    	m_iCoachingTeam:
    
    DT_Plasma:
    	m_flStartScale = 0x9D8
    	m_flScale = 0x9DC
    	m_flScaleTime = 0x9E0
    	m_nFlags = 0x9E4
    	m_nPlasmaModelIndex = 0x9E8
    	m_nPlasmaModelIndex2 = 0x9EC
    	m_nGlowModelIndex = 0x9F0
    
    DT_PhysMagnet:
    
    DT_PhysicsProp:
    	m_bAwake = 0x2990
    	m_spawnflags = 0x2C4
    
    DT_StatueProp:
    	m_hInitBaseAnimating = 0x29B0
    	m_bShatter = 0x29B4
    	m_nShatterFlags = 0x29B8
    	m_vShatterPosition = 0x29BC
    	m_vShatterForce = 0x29C8
    
    DT_PhysBox:
    	m_mass = 0x9D8
    
    DT_ParticleSystem:
    	m_vecOrigin = 0x134
    	m_fEffects = 0xEC
    	m_hOwnerEntity = 0x148
    	moveparent = 0x144
    	m_iParentAttachment = 0x2E8
    	m_angRotation = 0x128
    	m_iEffectIndex = 0x9D8
    	m_bActive = 0x9E0
    	m_nStopType = 0x9DC
    	m_flStartTime = 0x9E4
    	m_szSnaps*******Name = 0x9E8
    	m_vServerControlPoints = 0xAEC
    	m_vServerControlPoints:
    	m_iServerControlPointAssignments = 0xB1C
    	m_iServerControlPointAssignments:
    	m_hControlPointEnts = 0xB30
    	m_hControlPointEnts:
    	m_iControlPointParents = 0xC2C
    	m_iControlPointParents:
    
    DT_MovieDisplay:
    	m_bEnabled = 0x9D8
    	m_bLooping = 0x9D9
    	m_szMovieFilename = 0x9DA
    	m_szGroupName = 0xA5A
    	m_bStretchToFill = 0xADA
    	m_bForcedSlave = 0xADB
    	m_bUseCustomUVs = 0xADC
    	m_flUMin = 0xAE0
    	m_flUMax = 0xAE4
    	m_flVMin = 0xAE8
    	m_flVMax = 0xAEC
    
    DT_MaterialModifyControl:
    	m_szMaterialName = 0x9D8
    	m_szMaterialVar = 0xAD7
    	m_szMaterialVarValue = 0xBD6
    	m_iFrameStart = 0xCE0
    	m_iFrameEnd = 0xCE4
    	m_bWrap = 0xCE8
    	m_flFramerate = 0xCEC
    	m_bNewAnimCommandsSemaphore = 0xCF0
    	m_flFloatLerpStartValue = 0xCF4
    	m_flFloatLerpEndValue = 0xCF8
    	m_flFloatLerpTransitionTime = 0xCFC
    	m_bFloatLerpWrap = 0xD00
    	m_nModifyMode = 0xD08
    
    DT_LightGlow:
    	m_clrRender = 0x70
    	m_nHorizontalSize = 0x9D8
    	m_nVerticalSize = 0x9DC
    	m_nMinDist = 0x9E0
    	m_nMaxDist = 0x9E4
    	m_nOuterMaxDist = 0x9E8
    	m_spawnflags = 0x9EC
    	m_vecOrigin = 0x134
    	m_angRotation = 0x128
    	moveparent = 0x144
    	m_flGlowProxySize = 0xABC
    	HDRColorScale = 0x0
    
    DT_InfoOverlayAccessor:
    	m_iTextureFrameIndex = 0x988
    	m_iOverlayID = 0x9D8
    
    DT_FuncTrackTrain:
    
    DT_FuncSmokeVolume:
    	m_Color1 = 0xAC4
    	m_Color2 = 0xAC8
    	m_MaterialName = 0xACC
    	m_ParticleDrawWidth = 0xBCC
    	m_ParticleSpacingDistance = 0xBD0
    	m_DensityRampSpeed = 0xBD4
    	m_RotationSpeed = 0xBD8
    	m_MovementSpeed = 0xBDC
    	m_Density = 0xBE0
    	m_maxDrawDistance = 0xBE4
    	m_spawnflags = 0xBE8
    	m_Collision = 0x318
    	DT_CollisionProperty:
    		m_vecMins = 0x8
    		m_vecMaxs = 0x14
    		m_nSolidType = 0x22
    		m_usSolidFlags = 0x20
    		m_nSurroundType = 0x2A
    		m_triggerBloat = 0x23
    		m_vecSpecifiedSurroundingMins = 0x2C
    		m_vecSpecifiedSurroundingMaxs = 0x38
    
    DT_FuncRotating:
    	m_vecOrigin = 0x134
    	m_angRotation[0] = 0x128
    	m_angRotation[1] = 0x12C
    	m_angRotation[2] = 0x130
    	m_flSimulationTime = 0x264
    
    DT_FuncReflectiveGlass:
    
    DT_FuncOccluder:
    	m_bActive = 0x9DC
    	m_nOccluderIndex = 0x9D8
    
    DT_FuncMoveLinear:
    	m_vecVelocity = 0x110
    	m_fFlags = 0x100
    
    DT_FuncMonitor:
    
    DT_Func_LOD:
    	m_nDisappearMinDist = 0x9D8
    	m_nDisappearMaxDist = 0x9DC
    
    DT_TEDust:
    	m_flSize = 0x1C
    	m_flSpeed = 0x20
    	m_vecDirection = 0x24
    
    DT_Func_Dust:
    	m_Color = 0x9D8
    	m_SpawnRate = 0x9DC
    	m_flSizeMin = 0x9E0
    	m_flSizeMax = 0x9E4
    	m_LifetimeMin = 0x9EC
    	m_LifetimeMax = 0x9F0
    	m_DustFlags = 0xA00
    	m_SpeedMax = 0x9E8
    	m_DistMax = 0x9F4
    	m_nModelIndex = 0x254
    	m_FallSpeed = 0x9F8
    	m_bAffectedByWind = 0x9FC
    	m_Collision = 0x318
    	DT_CollisionProperty:
    		m_vecMins = 0x8
    		m_vecMaxs = 0x14
    		m_nSolidType = 0x22
    		m_usSolidFlags = 0x20
    		m_nSurroundType = 0x2A
    		m_triggerBloat = 0x23
    		m_vecSpecifiedSurroundingMins = 0x2C
    		m_vecSpecifiedSurroundingMaxs = 0x38
    
    DT_FuncConveyor:
    	m_flConveyorSpeed = 0x9D8
    
    DT_FuncBrush:
    
    DT_BreakableSurface:
    	m_nNumWide = 0x9DC
    	m_nNumHigh = 0x9E0
    	m_flPanelWidth = 0x9E4
    	m_flPanelHeight = 0x9E8
    	m_vNormal = 0x9EC
    	m_vCorner = 0x9F8
    	m_bIsBroken = 0xA04
    	m_nSurfaceType = 0xA08
    	m_RawPanelBitVec = 0xA2C
    	m_RawPanelBitVec:
    
    DT_FuncAreaPortalWindow:
    	m_flFadeStartDist = 0x9D8
    	m_flFadeDist = 0x9DC
    	m_flTranslucencyLimit = 0x9E0
    	m_iBackgroundModelIndex = 0x9E4
    
    DT_CFish:
    	m_poolOrigin = 0x29D0
    	m_x = 0x29B8
    	m_y = 0x29BC
    	m_z = 0x29C0
    	m_angle = 0x29C8
    	m_nModelIndex = 0x254
    	m_lifeState = 0x25B
    	m_waterLevel = 0x29DC
    
    DT_FireSmoke:
    	m_flStartScale = 0x9D8
    	m_flScale = 0x9DC
    	m_flScaleTime = 0x9E0
    	m_nFlags = 0x9E4
    	m_nFlameModelIndex = 0x9E8
    	m_nFlameFromAboveModelIndex = 0x9EC
    
    DT_EnvTonemapController:
    	m_bUseCustomAutoExposureMin = 0x9D8
    	m_bUseCustomAutoExposureMax = 0x9D9
    	m_bUseCustomBloomScale = 0x9DA
    	m_flCustomAutoExposureMin = 0x9DC
    	m_flCustomAutoExposureMax = 0x9E0
    	m_flCustomBloomScale = 0x9E4
    	m_flCustomBloomScaleMinimum = 0x9E8
    	m_flBloomExponent = 0x9EC
    	m_flBloomSaturation = 0x9F0
    	m_flTonemapPercentTarget = 0x9F4
    	m_flTonemapPercentBrightPixels = 0x9F8
    	m_flTonemapMinAvgLum = 0x9FC
    	m_flTonemapRate = 0xA00
    
    DT_EnvScreenEffect:
    	m_flDuration = 0x9D8
    	m_nType = 0x9DC
    
    DT_EnvScreenOverlay:
    	m_iszOverlayNames[0] = 0x9D8
    	m_iszOverlayNames = 0x0
    	m_flOverlayTimes[0] = 0x13D0
    	m_flOverlayTimes = 0x0
    	m_flStartTime = 0x13F8
    	m_iDesiredOverlay = 0x13FC
    	m_bIsActive = 0x1400
    
    DT_EnvProjectedTexture:
    	m_hTargetEntity = 0x9DC
    	m_bState = 0x9E0
    	m_bAlwaysUpdate = 0x9E1
    	m_flLightFOV = 0x9E4
    	m_bEnableShadows = 0x9E8
    	m_bSimpleProjection = 0x9E9
    	m_bLightOnlyTarget = 0x9EA
    	m_bLightWorld = 0x9EB
    	m_bCameraSpace = 0x9EC
    	m_flBrightnessScale = 0x9F0
    	m_LightColor = 0x9F4
    	m_flColorTransitionTime = 0xA08
    	m_flAmbient = 0xA0C
    	m_SpotlightTextureName = 0xA18
    	m_nSpotlightTextureFrame = 0xB24
    	m_flNearZ = 0xA10
    	m_flFarZ = 0xA14
    	m_nShadowQuality = 0xB28
    	m_flProjectionSize = 0xB38
    	m_flRotation = 0xB3C
    	m_iStyle = 0xB2C
    
    DT_EnvParticleScript:
    	m_flSequenceScale = 0x2A54
    
    DT_FogController:
    	m_fog.enable = 0xA1C
    	m_fog.blend = 0xA1D
    	m_fog.dirPrimary = 0x9DC
    	m_fog.colorPrimary = 0x9E8
    	m_fog.colorSecondary = 0x9EC
    	m_fog.start = 0x9F8
    	m_fog.end = 0x9FC
    	m_fog.farz = 0xA00
    	m_fog.maxdensity = 0xA04
    	m_fog.colorPrimaryLerpTo = 0x9F0
    	m_fog.colorSecondaryLerpTo = 0x9F4
    	m_fog.startLerpTo = 0xA08
    	m_fog.endLerpTo = 0xA0C
    	m_fog.maxdensityLerpTo = 0xA10
    	m_fog.lerptime = 0xA14
    	m_fog.duration = 0xA18
    	m_fog.HDRColorScale = 0xA24
    	m_fog.ZoomFogScale = 0xA20
    
    DT_EnvDOFController:
    	m_bDOFEnabled = 0x9D8
    	m_flNearBlurDepth = 0x9DC
    	m_flNearFocusDepth = 0x9E0
    	m_flFarFocusDepth = 0x9E4
    	m_flFarBlurDepth = 0x9E8
    	m_flNearBlurRadius = 0x9EC
    	m_flFarBlurRadius = 0x9F0
    
    DT_CascadeLight:
    	m_shadowDirection = 0x9D8
    	m_envLightShadowDirection = 0x9E4
    	m_bEnabled = 0x9F0
    	m_bUseLightEnvAngles = 0x9F1
    	m_LightColor = 0x9F2
    	m_LightColorScale = 0x9F8
    	m_flMaxShadowDist = 0x9FC
    
    DT_EnvAmbientLight:
    	m_vecColor = 0xB00
    
    DT_EntityParticleTrail:
    	m_iMaterialName = 0xAC0
    	m_Info = 0xAC4
    	DT_EntityParticleTrailInfo:
    		m_flLifetime = 0x8
    		m_flStartSize = 0xC
    		m_flEndSize = 0x10
    	m_hConstraintEntity = 0xAD8
    
    DT_EntityFreezing:
    	m_vFreezingOrigin = 0x9D8
    	m_flFrozenPerHitbox = 0x9E4
    	m_flFrozenPerHitbox:
    	m_flFrozen = 0xAAC
    	m_bFinishFreezing = 0xAB0
    
    DT_EntityFlame:
    	m_hEntAttached = 0x9D8
    	m_bCheapEffect = 0x9EC
    
    DT_EntityDissolve:
    	m_flStartTime = 0x9DC
    	m_flFadeOutStart = 0x9E0
    	m_flFadeOutLength = 0x9E4
    	m_flFadeOutModelStart = 0x9E8
    	m_flFadeOutModelLength = 0x9EC
    	m_flFadeInStart = 0x9F0
    	m_flFadeInLength = 0x9F4
    	m_nDissolveType = 0x9F8
    	m_vDissolverOrigin = 0xA00
    	m_nMagnitude = 0xA0C
    
    DT_DynamicLight:
    	m_Flags = 0x9D8
    	m_LightStyle = 0x9D9
    	m_Radius = 0x9DC
    	m_Exponent = 0x9E0
    	m_InnerAngle = 0x9E4
    	m_OuterAngle = 0x9E8
    	m_SpotRadius = 0x9EC
    
    DT_ColorCorrectionVolume:
    	m_bEnabled = 0xA20
    	m_MaxWeight = 0xA24
    	m_FadeDuration = 0xA28
    	m_Weight = 0xA2C
    	m_lookupFilename = 0xA30
    
    DT_ColorCorrection:
    	m_vecOrigin = 0x9D8
    	m_minFalloff = 0x9E4
    	m_maxFalloff = 0x9E8
    	m_flCurWeight = 0x9F8
    	m_flMaxWeight = 0x9F4
    	m_flFadeInDuration = 0x9EC
    	m_flFadeOutDuration = 0x9F0
    	m_netLookupFilename = 0x9FC
    	m_bEnabled = 0xB00
    	m_bMaster = 0xB01
    	m_bClientSide = 0xB02
    	m_bExclusive = 0xB03
    
    DT_BreakableProp:
    	m_qPreferredPlayerCarryAngles = 0x2974
    	m_bClientPhysics = 0x2980
    
    DT_BeamSpotlight:
    	m_nHaloIndex = 0x9D8
    	m_bSpotlightOn = 0x9E4
    	m_bHasDynamicLight = 0x9E5
    	m_flSpotlightMaxLength = 0x9E8
    	m_flSpotlightGoalWidth = 0x9EC
    	m_flHDRColorScale = 0x9F0
    	m_nRotationAxis = 0x9DC
    	m_flRotationSpeed = 0x9E0
    
    DT_BaseButton:
    	m_usable = 0xA08
    
    DT_BaseToggle:
    	m_vecFinalDest = 0x9EC
    	m_movementType = 0x9F8
    	m_flMoveTargetTime = 0x9FC
    
    DT_BasePlayer:
    	localdata = 0x0
    	DT_LocalPlayerExclusive:
    		m_Local = 0x2FA8
    		DT_Local:
    			m_chAreaBits = 0x4
    			m_chAreaBits:
    			m_chAreaPortalBits = 0x24
    			m_chAreaPortalBits:
    			m_iHideHUD = 0x48
    			m_flFOVRate = 0x44
    			m_bDucked = 0x88
    			m_bDucking = 0x89
    			m_bInDuckJump = 0x8A
    			m_nDuckTimeMsecs = 0x4C
    			m_nDuckJumpTimeMsecs = 0x50
    			m_nJumpTimeMsecs = 0x54
    			m_flFallVelocity = 0x58
    			m_viewPunchAngle = 0x64
    			m_aimPunchAngle = 0x70
    			m_aimPunchAngleVel = 0x7C
    			m_bDrawViewmodel = 0x8B
    			m_bWearingSuit = 0x8C
    			m_bPoisoned = 0x8D
    			m_flStepSize = 0x60
    			m_bAllowAutoMovement = 0x8E
    			m_skybox3d.scale = 0x12C
    			m_skybox3d.origin = 0x130
    			m_skybox3d.area = 0x13C
    			m_skybox3d.fog.enable = 0x184
    			m_skybox3d.fog.blend = 0x185
    			m_skybox3d.fog.dirPrimary = 0x144
    			m_skybox3d.fog.colorPrimary = 0x150
    			m_skybox3d.fog.colorSecondary = 0x154
    			m_skybox3d.fog.start = 0x160
    			m_skybox3d.fog.end = 0x164
    			m_skybox3d.fog.maxdensity = 0x16C
    			m_skybox3d.fog.HDRColorScale = 0x18C
    			m_audio.localSound[0] = 0x194
    			m_audio.localSound[1] = 0x1A0
    			m_audio.localSound[2] = 0x1AC
    			m_audio.localSound[3] = 0x1B8
    			m_audio.localSound[4] = 0x1C4
    			m_audio.localSound[5] = 0x1D0
    			m_audio.localSound[6] = 0x1DC
    			m_audio.localSound[7] = 0x1E8
    			m_audio.soundscapeIndex = 0x1F4
    			m_audio.localBits = 0x1F8
    			m_audio.entIndex = 0x1FC
    		m_vecViewOffset[0] = 0x104
    		m_vecViewOffset[1] = 0x108
    		m_vecViewOffset[2] = 0x10C
    		m_flFriction = 0x140
    		m_fOnTarget = 0x3318
    		m_nTickBase = 0x3414
    		m_nNextThinkTick = 0xF8
    		m_hLastWeapon = 0x32EC
    		m_vecVelocity[0] = 0x110
    		m_vecVelocity[1] = 0x114
    		m_vecVelocity[2] = 0x118
    		m_vecBaseVelocity = 0x11C
    		m_hConstraintEntity = 0x3334
    		m_vecConstraintCenter = 0x3338
    		m_flConstraintRadius = 0x3344
    		m_flConstraintWidth = 0x3348
    		m_flConstraintSpeedFactor = 0x334C
    		m_bConstraintPastRadius = 0x3350
    		m_flDeathTime = 0x33AC
    		m_fForceTeam = 0x33B0
    		m_nWaterLevel = 0x25A
    		m_flLaggedMovementValue = 0x3578
    		m_hTonemapController = 0x31B0
    	pl = 0x31B4
    	DT_PlayerState:
    		deadflag = 0x4
    	m_iFOV = 0x31C8
    	m_iFOVStart = 0x31CC
    	m_flFOVTime = 0x31EC
    	m_iDefaultFOV = 0x3320
    	m_hZoomOwner = 0x3244
    	m_afPhysicsFlags = 0x32E4
    	m_hVehicle = 0x32E8
    	m_hUseEntity = 0x331C
    	m_hGroundEntity = 0x14C
    	m_iHealth = 0xFC
    	m_lifeState = 0x25B
    	m_iAmmo = 0x2D68
    	m_iAmmo:
    	m_iBonusProgress = 0x3238
    	m_iBonusChallenge = 0x323C
    	m_flMaxspeed = 0x3240
    	m_fFlags = 0x100
    	m_iObserverMode = 0x3360
    	m_bActiveCameraMan = 0x3364
    	m_bCameraManXRay = 0x3365
    	m_bCameraManOverview = 0x3366
    	m_bCameraManScoreBoard = 0x3367
    	m_uCameraManGraphs = 0x3368
    	m_iDeathPostEffect = 0x335C
    	m_hObserverTarget = 0x3374
    	m_hViewModel[0] = 0x32F0
    	m_hViewModel = 0x0
    	m_iCoachingTeam = 0x2F40
    	m_szLastPlaceName = 0x3598
    	m_vecLadderNormal = 0x3208
    	m_ladderSurfaceProps = 0x31E4
    	m_ubEFNoInterpParity = 0x35BC
    	m_hPostProcessCtrl = 0x377C
    	m_hColorCorrectionCtrl = 0x3780
    	m_PlayerFog.m_hCtrl = 0x3788
    	m_vphysicsCollisionState = 0x3254
    	m_hViewEntity = 0x332C
    	m_bShouldDrawPlayerWhileUsingViewEntity = 0x3330
    
    DT_BaseFlex:
    	m_flexWeight = 0x2A18
    	m_flexWeight:
    	m_blinktoggle = 0x2BC4
    	m_viewtarget = 0x29E0
    
    DT_BaseEntity:
    	AnimTimeMustBeFirst = 0x0
    	DT_AnimTimeMustBeFirst:
    		m_flAnimTime = 0x25C
    	m_flSimulationTime = 0x264
    	m_cellbits = 0x74
    	m_cellX = 0x7C
    	m_cellY = 0x80
    	m_cellZ = 0x84
    	m_vecOrigin = 0x134
    	m_angRotation = 0x128
    	m_nModelIndex = 0x254
    	m_fEffects = 0xEC
    	m_nRenderMode = 0x257
    	m_nRenderFX = 0x256
    	m_clrRender = 0x70
    	m_iTeamNum = 0xF0
    	m_iPendingTeamNum = 0xF4
    	m_CollisionGroup = 0x470
    	m_flElasticity = 0x398
    	m_flShadowCastDistance = 0x39C
    	m_hOwnerEntity = 0x148
    	m_hEffectEntity = 0x994
    	moveparent = 0x144
    	m_iParentAttachment = 0x2E8
    	m_iName = 0x150
    	movetype = 0x0
    	movecollide = 0x0
    	m_Collision = 0x318
    	DT_CollisionProperty:
    		m_vecMins = 0x8
    		m_vecMaxs = 0x14
    		m_nSolidType = 0x22
    		m_usSolidFlags = 0x20
    		m_nSurroundType = 0x2A
    		m_triggerBloat = 0x23
    		m_vecSpecifiedSurroundingMins = 0x2C
    		m_vecSpecifiedSurroundingMaxs = 0x38
    	m_iTextureFrameIndex = 0x988
    	m_bSimulatedEveryTick = 0x936
    	m_bAnimatedEveryTick = 0x937
    	m_bAlternateSorting = 0x938
    	m_bSpotted = 0x939
    	m_bSpottedBy = 0x93A
    	m_bSpottedBy:
    	m_bSpottedByMask = 0x97C
    	m_bSpottedByMask:
    	m_bIsAutoaimTarget = 0x60
    	m_fadeMinDist = 0x2F0
    	m_fadeMaxDist = 0x2F4
    	m_flFadeScale = 0x2F8
    	m_nMinCPULevel = 0x984
    	m_nMaxCPULevel = 0x985
    	m_nMinGPULevel = 0x986
    	m_nMaxGPULevel = 0x987
    	m_flUseLookAtAngle = 0x2C8
    
    DT_BaseDoor:
    	m_flWaveHeight = 0xA08
    
    DT_BaseCombatCharacter:
    	bcc_localdata = 0x0
    	DT_BCCLocalPlayerExclusive:
    		m_flNextAttack = 0x2D60
    	bcc_nonlocaldata = 0x0
    	DT_BCCNonLocalPlayerExclusive:
    		m_hMyWeapons = 0x2DE8
    		m_hMyWeapons:
    	m_LastHitGroup = 0x2D64
    	m_hActiveWeapon = 0x2EE8
    	m_flTimeOfLastInjury = 0x2EEC
    	m_nRelativeDirectionOfLastInjury = 0x2EF0
    	m_hMyWeapons = 0x2DE8
    	m_hMyWeapons:
    
    DT_BaseAnimatingOverlay:
    	overlay_vars = 0x0
    	DT_OverlayVars:
    		m_AnimOverlay = 0x0
    		_ST_m_AnimOverlay_15:
    			lengthproxy = 0x0
    			_LPT_m_AnimOverlay_15:
    				lengthprop15 = 0x0
    
    DT_BoneFollower:
    	m_modelIndex = 0x9D8
    	m_solidIndex = 0x9DC
    
    DT_BaseAnimating:
    	m_nSequence = 0x28AC
    	m_nForceBone = 0x267C
    	m_vecForce = 0x2670
    	m_nSkin = 0xA1C
    	m_nBody = 0xA20
    	m_nHitboxSet = 0x9FC
    	m_flModelScale = 0x2738
    	m_flPoseParameter = 0x2764
    	m_flPoseParameter:
    	m_flPlaybackRate = 0xA18
    	m_flEncodedController = 0xA48
    	m_flEncodedController:
    	m_bClientSideAnimation = 0x288C
    	m_bClientSideFrameReset = 0x26B0
    	m_bClientSideRagdoll = 0x275
    	m_nNewSequenceParity = 0xA38
    	m_nResetEventsParity = 0xA3C
    	m_nMuzzleFlashParity = 0xA58
    	m_hLightingOrigin = 0x2934
    	serveranimdata = 0x0
    	DT_ServerAnimationData:
    		m_flCycle = 0xA14
    	m_flFrozen = 0x26E8
    	m_ScaleType = 0x273C
    	m_bSuppressAnimSounds = 0x293A
    
    DT_AI_BaseNPC:
    	m_lifeState = 0x25B
    	m_bPerformAvoidance = 0x2F14
    	m_bIsMoving = 0x2F15
    	m_bFadeCorpse = 0x2F16
    	m_iDeathPose = 0x2F04
    	m_iDeathFrame = 0x2F08
    	m_iSpeedModRadius = 0x2F0C
    	m_iSpeedModSpeed = 0x2F10
    	m_bSpeedModActive = 0x2F17
    	m_bImportanRagdoll = 0x2F18
    	m_flTimePingEffect = 0x2F00
    
    DT_Beam:
    	m_nBeamType = 0x9F4
    	m_nBeamFlags = 0x9F8
    	m_nNumBeamEnts = 0x9E8
    	m_hAttachEntity = 0x9FC
    	m_hAttachEntity:
    	m_nAttachIndex = 0xA24
    	m_nAttachIndex:
    	m_nHaloIndex = 0x9F0
    	m_fHaloScale = 0xA58
    	m_fWidth = 0xA4C
    	m_fEndWidth = 0xA50
    	m_fFadeLength = 0xA54
    	m_fAmplitude = 0xA5C
    	m_fStartFrame = 0xA60
    	m_fSpeed = 0xA64
    	m_flFrameRate = 0x9D8
    	m_flHDRColorScale = 0x9DC
    	m_clrRender = 0x70
    	m_nRenderFX = 0x256
    	m_nRenderMode = 0x257
    	m_flFrame = 0xA68
    	m_nClipStyle = 0xA6C
    	m_vecEndPos = 0xA70
    	m_nModelIndex = 0x254
    	m_vecOrigin = 0x134
    	moveparent = 0x144
    
    DT_BaseViewModel:
    	m_nModelIndex = 0x254
    	m_hWeapon = 0x29B8
    	m_nSkin = 0xA1C
    	m_nBody = 0xA20
    	m_nSequence = 0x28AC
    	m_nViewModelIndex = 0x29B0
    	m_flPlaybackRate = 0xA18
    	m_fEffects = 0xEC
    	m_nAnimationParity = 0x29B4
    	m_hOwner = 0x29BC
    	m_nNewSequenceParity = 0xA38
    	m_nResetEventsParity = 0xA3C
    	m_nMuzzleFlashParity = 0xA58
    	m_bShouldIgnoreOffsetAndAccuracy = 0x2980
    
    DT_BaseParticleEntity:
    
    DT_BaseGrenade:
    	m_flDamage = 0x2988
    	m_DmgRadius = 0x2974
    	m_bIsLive = 0x2971
    	m_hThrower = 0x2990
    	m_vecVelocity = 0x110
    	m_fFlags = 0x100
    
    DT_BaseCombatWeapon:
    	LocalWeaponData = 0x0
    	DT_LocalWeaponData:
    		m_iPrimaryAmmoType = 0x31EC
    		m_iSecondaryAmmoType = 0x31F0
    		m_nViewModelIndex = 0x31C4
    		m_bFlipViewModel = 0x3254
    		m_iWeaponOrigin = 0x3258
    		m_iWeaponModule = 0x31DC
    	LocalActiveWeaponData = 0x0
    	DT_LocalActiveWeaponData:
    		m_flNextPrimaryAttack = 0x31C8
    		m_flNextSecondaryAttack = 0x31CC
    		m_nNextThinkTick = 0xF8
    		m_flTimeWeaponIdle = 0x3204
    	m_iViewModelIndex = 0x31D0
    	m_iWorldModelIndex = 0x31D4
    	m_iWorldDroppedModelIndex = 0x31D8
    	m_iState = 0x31E8
    	m_hOwner = 0x31C0
    	m_iClip1 = 0x31F4
    	m_iClip2 = 0x31F8
    	m_iPrimaryReserveAmmoCount = 0x31FC
    	m_iSecondaryReserveAmmoCount = 0x3200
    	m_hWeaponWorldModel = 0x31E4
    	m_iNumEmptyAttacks = 0x31E0
    
    DT_BaseWeaponWorldModel:
    	m_nModelIndex = 0x254
    	m_nBody = 0xA20
    	m_fEffects = 0xEC
    	moveparent = 0x144
    	m_hCombatWeaponParent = 0x29E0
    Last edited by Herp Derpinstine; 07-27-2016 at 08:28 PM.

  9. The Following User Says Thank You to Herp Derpinstine For This Useful Post:

    Hunter (07-28-2016)

  10. #21
    WildAssassinz's Avatar
    Join Date
    May 2016
    Gender
    male
    Posts
    502
    Reputation
    30
    Thanks
    467
    My Mood
    Angry
    I NeED VIEWMATRIX!!!
    Current Projects:
    TurtleCheat GlowESP BunnyHop
    HelixGlow (With Permission from nullptr_t)

  11. The Following User Says Thank You to WildAssassinz For This Useful Post:

    Hunter (07-28-2016)

  12. #22
    ActualCheats's Avatar
    Join Date
    Dec 2015
    Gender
    male
    Location
    Yorkshire > All
    Posts
    348
    Reputation
    15
    Thanks
    132
    My Mood
    Inspired
    Quote Originally Posted by WildAssassinz View Post
    I NeED VIEWMATRIX!!!
    ViewMatrix1 = 0xE3E60058
    ViewMatrix2 = 0xE3E60168
    ViewMatrix3 = 0xE3E60478
    "The only wrong questions are the ones you don't ask" - My Father.

  13. #23
    uNder-'s Avatar
    Join Date
    Jun 2016
    Gender
    male
    Posts
    4
    Reputation
    10
    Thanks
    0
    Y3t1y3t dumper anyone ?

  14. #24
    Lols12342's Avatar
    Join Date
    Jan 2015
    Gender
    male
    Posts
    188
    Reputation
    19
    Thanks
    701
    My Mood
    Amazed
    Code:
    EntityList = 0x04A4FCA4
     LocalPlayer = 0x00A323E4
     FlashDuration = 0x0000A2F8
     RadarBase = 0x04E849FC
     ScoreBoardBase/GameResources = 0x04A6FEFC
     ServerBase = 0x04E96C50
     EnginePointer = 0x005B82B4
     SetViewAngles = 0x00004D0C
     CrosshairIndex = 0x0000AA44
     GlowObjectBase = 0x00000000
     ViewMatrix1 = 0xE0590058
     ViewMatrix2 = 0xE0590168
     ViewMatrix3 = 0xE0590478
     attack = 0x02E8FCDC
     attack2 = 0x02E8FC88
     forward = 0x02E8FCB8
     backward = 0x02E8FCC4
     moveleft = 0x02E8FCA0
     moveright = 0x02E8FCAC
     jump = 0x04EE5114
    Last edited by Hunter; 07-28-2016 at 03:19 PM. Reason: Use the [.Code] tags next time.

  15. The Following 2 Users Say Thank You to Lols12342 For This Useful Post:

    Hunter (07-28-2016),WildAssassinz (07-28-2016)

  16. #25
    Ajnz's Avatar
    Join Date
    Jul 2012
    Gender
    male
    Location
    New Zealand
    Posts
    6
    Reputation
    10
    Thanks
    11
    My Mood
    Relaxed
    Latest offsets as of 28 July 2016
    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: _______ 0x02E8DEEC
    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: ________________ 0x005B82B4
    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: ________________ 0x04A41854
    EngineRender -> m_dwEnginePosition: ____________ 0x00666B3C
    RadarBase -> m_dwRadarBase: ____________________ 0x04E849FC
    RadarBase -> m_dwRadarBasePointer: _____________ 0x00000050
    LocalPlayer -> m_dwLocalPlayer: ________________ 0x00A323E4
    EntityList -> m_dwEntityList: __________________ 0x04A4FCA4
    WeaponTable -> m_dwWeaponTable: ________________ 0x04E96DFC
    WeaponTable -> m_dwWeaponTableIndex: ___________ 0x00003260
    Extra -> m_dwInput: ____________________________ 0x04E9A770
    Extra -> m_dwGlobalVars: _______________________ 0x004D111C
    Extra -> m_dwGlowObject: _______________________ 0x04F6589C
    Extra -> m_dwForceJump: ________________________ 0x04EE5114
    Extra -> m_dwForceAttack: ______________________ 0x02E8FCDC
    Extra -> m_dwSensitivity: ______________________ 0x00A37BEC
    Extra -> m_dwMouseEnable: ______________________ 0x00A37C48

  17. The Following 4 Users Say Thank You to Ajnz For This Useful Post:

    Hunter (07-28-2016),Lols12342 (07-28-2016),uNder- (07-28-2016),WildAssassinz (07-28-2016)

  18. #26
    TheSurprise's Avatar
    Join Date
    Oct 2015
    Gender
    male
    Posts
    10
    Reputation
    10
    Thanks
    4
    Thx dudes :P
    Last edited by TheSurprise; 07-28-2016 at 12:22 AM.

  19. #27
    lavender95's Avatar
    Join Date
    Apr 2014
    Gender
    male
    Posts
    17
    Reputation
    10
    Thanks
    5
    if anyone needs glowbase pattern -> 0x83, 0xC4, 0x04, 0xB8, 0x00, 0x00, 0x00, 0x00, 0xC3, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC

  20. The Following 2 Users Say Thank You to lavender95 For This Useful Post:

    Hunter (07-28-2016),uNder- (07-28-2016)

  21. #28
    jepangjepang's Avatar
    Join Date
    Jun 2016
    Gender
    male
    Posts
    1
    Reputation
    10
    Thanks
    0
    Quote Originally Posted by lavender95 View Post
    if anyone needs glowbase pattern -> 0x83, 0xC4, 0x04, 0xB8, 0x00, 0x00, 0x00, 0x00, 0xC3, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC
    should i change my code here friend?

    Code:
    void COffsets::updateGlow() {
        DWORD gpStart = mem->FindPatternArr(modClient.dwBase, modClient.dwSize, "x????xxxxxxxx?", 14, 0xB8, 0x0, 0x0, 0x0, 0x0, 0xC3, 0xCC, 0xCC, 0xCC, 0x55, 0x8B, 0xEC, 0xA1, 0x0);
        dwGlow = mem->Read<DWORD>(gpStart + 1) - modClient.dwBase;
    }
    if i need to change it with yours, should i change "14" there?

    thank you sry newbie
    Last edited by Hunter; 07-28-2016 at 03:24 PM. Reason: Fixed.

  22. #29
    Lols12342's Avatar
    Join Date
    Jan 2015
    Gender
    male
    Posts
    188
    Reputation
    19
    Thanks
    701
    My Mood
    Amazed
    Need the new offsets some of them aint working for me :/

  23. #30
    ActualCheats's Avatar
    Join Date
    Dec 2015
    Gender
    male
    Location
    Yorkshire > All
    Posts
    348
    Reputation
    15
    Thanks
    132
    My Mood
    Inspired
    Quote Originally Posted by Lols12342 View Post
    Need the new offsets some of them aint working for me :/
    Are you sure?

    - - - Updated - - -

    All offsets that I posted are working for me.
    "The only wrong questions are the ones you don't ask" - My Father.

Page 2 of 27 FirstFirst 123412 ... LastLast

Similar Threads

  1. [Outdated] Game Offset Mega-Thread
    By zxcelx in forum Counter-Strike 2 Coding & Resources
    Replies: 338
    Last Post: 06-29-2016, 01:47 PM
  2. [Info] CrossFire Mega Thread
    By HolyAzaroth in forum CrossFire Hacks & Cheats
    Replies: 5
    Last Post: 03-09-2010, 04:18 PM
  3. What Section Do I Post My Weapon Comp Mega Thread!
    By Justin in forum Combat Arms Help
    Replies: 3
    Last Post: 09-09-2009, 02:56 PM
  4. Upcoming Weapon Comparison Mega Thread!
    By Justin in forum Combat Arms Discussions
    Replies: 8
    Last Post: 09-07-2009, 03:35 AM
  5. Mega Thread
    By Empire_ in forum Combat Arms Hacks & Cheats
    Replies: 3
    Last Post: 08-09-2008, 04:23 PM