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- DT_EconEntity",LocalWeaponData €*DT_LocalWeaponData"8LocalActiveWeaponData €*DT_LocalActiveWeaponData"& m_iViewModelIndex €= E H"' m_iWorldModelIndex €= E H". m_iWorldDroppedModelIndex €= E H" m_iState €= E H" m_hOwner €= E H" m_iClip1 €= E H" m_iClip2 €= E H"/ m_iPrimaryReserveAmmoCount €= E H
- "1 m_iSecondaryReserveAmmoCount €= E H
- "( m_hWeaponWorldModel €= E H"' m_iNumEmptyAttacks €= E H ťDT_BaseCSGrenade"$ baseclass€ €*DT_WeaponCSBase" m_bRedraw €= E H"& m_bIsHeldByPlayer €= E H"! m_bPinPulled €= E H"!m_fThrowTime €= E H "+ m_bLoopingSoundPlaying €= E H"&m_flThrowStrength €= E H ŤDT_BaseCSGrenadeProjectile"# baseclass€ €*DT_BaseGrenade"'m_vInitialVelocity €= €;ĹE €;EH"
- m_nBounces €= E H XDT_BaseDoor"" baseclass€ €*
- DT_BaseToggle"#m_flWaveHeight €= =E AH ç
- DT_BaseEntity"4AnimTimeMustBeFirst €*DT_AnimTimeMustBeFirst"( m_flSimulationTime€ = E H"
- m_cellbits = E H" m_cellX = E H
- " m_cellY = E H
- " m_cellZ = E H
- ""m_vecOrigin€€ €= EěÇH""
- m_nModelIndex €= E H"+m_Collision€ €*DT_CollisionProperty" m_nRenderFX €= E H""
- m_nRenderMode €= E H"
- m_fEffects €= E H" m_clrRender €= E H "
- m_iTeamNum €= E H"& m_iPendingTeamNum €= E H"% m_CollisionGroup €= E H"#m_flElasticity €= E H "+m_flShadowCastDistance €= E €EH"# m_hOwnerEntity €= E H"$ m_hEffectEntity €= E H"
- moveparent €= E H"( m_iParentAttachment €= E H"m_iName €= E H " movetype €= E H" movecollide €= E H"$
- m_angRotation€ €= E`úłCH
- ") m_iTextureFrameIndex €= E H"* m_bSimulatedEveryTick €= E H") m_bAnimatedEveryTick €= E H"( m_bAlternateSorting €= E H"
- m_bSpotted €= E H",m_bSpottedByMask€ €*m_bSpottedByMask"' m_bIsAutoaimTarget €= E H""
- m_fadeMinDist €= E H ""
- m_fadeMaxDist €= E H ""
- m_flFadeScale €= E H "# m_nMinCPULevel €= E H"# m_nMaxCPULevel €= E H"# m_nMinGPULevel €= E H"# m_nMaxGPULevel €= E H ŞDT_BaseFlex", baseclass€ €*DT_BaseAnimatingOverlay"$m_flexWeight€ €*m_flexWeight""
- m_blinktoggle €= E H"!m_viewtarget €= EěÇH ŻDT_BaseGrenade"% baseclass€ €*DT_BaseAnimating"
- m_flDamage €= E ŔCH
- " m_DmgRadius €= E ŔDH
- " m_bIsLive €= E H"
- m_hThrower €= E H"- m_flAnimTime@ €*DT_AnimTimeMustBeFirst""
- m_vecVelocity €= EěÇH " m_fFlags €= E H =DT_BaseParticleEntity"" baseclass€ €*
- DT_BaseEntity đ
- DT_BasePlayer"+ baseclass€ €*DT_BaseCombatCharacter"pl€ €*DT_PlayerState"% m_afPhysicsFlags €= E H"
- m_hVehicle €= E H"! m_hUseEntity €= E H"$ m_hGroundEntity €= E H" m_iHealth €= E H" m_lifeState €= E H"m_iAmmo€ €*m_iAmmo"% m_iBonusProgress €= E H"& m_iBonusChallenge €= E H"!m_flMaxspeed €= E đ˙DH" m_fFlags€ €= E H"$ m_iObserverMode €= E H"' m_bActiveCameraMan €= E H"% m_bCameraManXRay €= E H") m_bCameraManOverview €= E H"+ m_bCameraManScoreBoard €= E H"' m_uCameraManGraphs €= E H"$ m_iCoachingTeam €= E H"& m_hObserverTarget €= E H" m_iFOV€ €= E H" m_iFOVStart €= E H""m_flFOVTime„€ €= E H ""
- m_iDefaultFOV €= E H"! m_hZoomOwner €= E H"" m_hViewModel… €= E H"m_hViewModel €0"&m_szLastPlaceName €= E H "&m_vecLadderNormal €= EěÇH ") m_ladderSurfaceProps €= E H ") m_ubEFNoInterpParity €= E H"' m_hPostProcessCtrl €= E H"+ m_hColorCorrectionCtrl €= E H"( m_PlayerFog.m_hCtrl €= E H"- m_vphysicsCollisionState €= E H ""
- m_hViewEntity €= E H"< 'm_bShouldDrawPlayerWhileUsingViewEntity €= E H"+ localdata €*DT_LocalPlayerExclusive ˝DT_BasePropDoor"# baseclass€ €*DT_DynamicProp", m_flPoseParameter@ €*DT_BaseAnimating"+ m_flPlaybackRate@ €*DT_BaseAnimating"/ m_nMuzzleFlashParity@ €*DT_BaseAnimating". overlay_vars@ €*DT_BaseAnimatingOverlay"" m_flexWeight@ €*DT_BaseFlex"#
- m_blinktoggle@ €*DT_BaseFlex Ë DT_BaseTeamObjectiveResource"( m_iTimerToShowInHUD €= E H"& m_iStopWatchTimer €= E H"( m_iNumControlPoints €= E H") m_bPlayingMiniRounds €= E H"* m_bControlPointsReset €= E H"* m_iUpdateCapHudParity €= E H"$m_vCPPositions‚ €= EěÇH "m_vCPPositions €0"(m_bCPIsVisible€ €*m_bCPIsVisible"*m_flLazyCapPerc€ €*m_flLazyCapPerc"$m_iTeamIcons€ €*m_iTeamIcons"*m_iTeamOverlays€ €*m_iTeamOverlays".m_iTeamReqCappers€ €*m_iTeamReqCappers"*m_flTeamCapTime€ €*m_flTeamCapTime".m_iPreviousPoints€ €*m_iPreviousPoints"&
- m_bTeamCanCap€ €*
- m_bTeamCanCap",m_iTeamBaseIcons€ €*m_iTeamBaseIcons"4m_iBaseControlPoints€ €*m_iBaseControlPoints"(m_bInMiniRound€ €*m_bInMiniRound"$m_iWarnOnCap€ €*m_iWarnOnCap"$m_iszWarnSound€ €= E H "m_iszWarnSound €0",m_flPathDistance€ €*m_flPathDistance".m_iNumTeamMembers€ €*m_iNumTeamMembers"(m_iCappingTeam€ €*m_iCappingTeam"&
- m_iTeamInZone€ €*
- m_iTeamInZone"
- m_bBlocked€ €*
- m_bBlocked"m_iOwner€ €*m_iOwner"(m_pszCapLayoutInHUD €= E H DT_BaseTempEntity ¨
- DT_BaseToggle"" baseclass€ €*
- DT_BaseEntity"#m_vecFinalDest €= EěÇH "# m_movementType €= E H "'m_flMoveTargetTime €= E H †DT_BaseTrigger"" baseclass€ €*
- DT_BaseToggle"+ m_bClientSidePredicted €= E H"! m_spawnflags €= E H ¦DT_BaseViewModel""
- m_nModelIndex €= E H" m_hWeapon €= E H" m_nBody €= E H " m_nSkin €= E H
- " m_nSequence €= E H"& m_nViewModelIndex €= E H"%m_flPlaybackRate €= |ŔE @AH"
- m_fEffects €= E H"' m_nAnimationParity €= E H" m_hOwner €= E H") m_nNewSequenceParity €= E H") m_nResetEventsParity €= E H") m_nMuzzleFlashParity €= E H"5 m_bShouldIgnoreOffsetAndAccuracy €= E H >DT_BaseVPhysicsTrigger"" baseclass€ €*
- DT_BaseEntity ËDT_BaseWeaponWorldModel""
- m_nModelIndex €= E H" m_nBody €= E H "
- m_fEffects €= E H"
- moveparent €= E H"* m_hCombatWeaponParent €= E H âDT_Beam" m_nBeamType €= E H"! m_nBeamFlags €= E H"# m_nNumBeamEnts €= E H"*m_hAttachEntity€ €*m_hAttachEntity"(m_nAttachIndex€ €*m_nAttachIndex"! m_nHaloIndex €= E H"!m_fHaloScale €= E H "m_fWidth €=š™Ě=Eš™ĚBH
- " m_fEndWidth €=š™Ě=Eš™ĚBH
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