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- class c_baseplayeranimationstate {
- public:
- char pad[3];
- char bUnknown; //0x4
- char pad2[91];
- player_t* m_pBaseEntity; //0x60
- weapon_t* m_pActiveWeapon; //0x64
- weapon_t* m_pLastActiveWeapon; //0x68
- float m_flLastClientSideAnimationUpdateTime; //0x6C
- int m_iLastClientSideAnimationUpdateFramecount; //0x70
- float m_flUpdateTimeDelta; //0x74
- float m_flEyeYaw; //0x78
- float m_flPitch; //0x7C
- float m_flGoalFeetYaw; //0x80
- float m_flCurrentFeetYaw; //0x84
- float m_flCurrentTorsoYaw; //0x88
- float m_flUnknownVelocityLean; //0x8C //changes when moving/jumping/hitting ground
- float m_flLeanAmount; //0x90
- char pad4[4]; //NaN
- float m_flFeetCycle; //0x98 0 to 1
- float m_flFeetYawRate; //0x9C 0 to 1
- float m_fUnknown2;
- float m_fDuckAmount; //0xA4
- float m_fLandingDuckAdditiveSomething; //0xA8
- float m_fUnknown3; //0xAC
- vec3_t m_vOrigin; //0xB0, 0xB4, 0xB8
- vec3_t m_vLastOrigin; //0xBC, 0xC0, 0xC4
- float m_vVelocityX; //0xC8
- float m_vVelocityY; //0xCC
- char pad5[4];
- float m_flUnknownFloat1; //0xD4 Affected by movement and direction
- char pad6[8];
- float m_flUnknownFloat2; //0xE0 //from -1 to 1 when moving and affected by direction
- float m_flUnknownFloat3; //0xE4 //from -1 to 1 when moving and affected by direction
- float m_unknown; //0xE8
- float m_velocity; //0xEC
- float flUpVelocity; //0xF0
- float m_flSpeedNormalized; //0xF4 //from 0 to 1
- float m_flFeetSpeedForwardsOrSideWays; //0xF8 //from 0 to 2. something is 1 when walking, 2.something when running, 0.653 when crouch walking
- float m_flFeetSpeedUnknownForwardOrSideways; //0xFC //from 0 to 3. something
- float m_flTimeSinceStartedMoving; //0x100
- float m_flTimeSinceStoppedMoving; //0x104
- bool m_bOnGround; //0x108
- bool m_bInHitGroundAnimation; //0x109
- char pad7[10];
- float m_flLastOriginZ; //0x114
- float m_flHeadHeightOrOffsetFromHittingGroundAnimation; //0x118 from 0 to 1, is 1 when standing
- float m_flStopToFullRunningFraction; //0x11C from 0 to 1, doesnt change when walking or crouching, only running
- char pad8[4]; //NaN
- float m_flUnknownFraction; //0x124 affected while jumping and running, or when just jumping, 0 to 1
- char pad9[4]; //NaN
- float m_flUnknown3;
- char pad10[528];
- template< class T >
- inline T & get_offset(const int off)
- {
- return *reinterpret_cast<T*>(DWORD(this) + off);
- }
- };
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