Looking for offsets
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Looking for offsets
any new offset dumps?

Originally Posted by
l1m3w1r3
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.


Originally Posted by
Herp Derpinstine
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* :^)

Originally Posted by
Cyaegha
3/11/16* :^)
11/3/16*
fuck off u unamerikaen !!

Originally Posted by
too much sauce
11/3/16*
fuck off u unamerikaen !!
By the year 2018 America will no longer be a super power. Vive le Francais.

Originally Posted by
Cyaegha
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

Originally Posted by
LELOP
HONHONHONHONHONHONHONHON OUI OUI BAGUETTE OMELETTE DU FROMAGE MON DIEU MERDE SACRE BLEU
mad cos nobody will make you a c++ cheat

Originally Posted by
Cyaegha
mad cos nobody will make you a c++ cheat
C++ isn't that hard
Phage can you just shut up you fake coder

Originally Posted by
memory420
Phage can you just shut up you fake coder
phage is gode cod dont dis

/2short
Posts 1–11 of 11 · Page 1 of 1