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ColinStroble

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Oct 9th, 2018
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  1. class c_baseplayeranimationstate {
  2. public:
  3. char pad[3];
  4. char bUnknown; //0x4
  5. char pad2[91];
  6. player_t* m_pBaseEntity; //0x60
  7. weapon_t* m_pActiveWeapon; //0x64
  8. weapon_t* m_pLastActiveWeapon; //0x68
  9. float m_flLastClientSideAnimationUpdateTime; //0x6C
  10. int m_iLastClientSideAnimationUpdateFramecount; //0x70
  11. float m_flUpdateTimeDelta; //0x74
  12. float m_flEyeYaw; //0x78
  13. float m_flPitch; //0x7C
  14. float m_flGoalFeetYaw; //0x80
  15. float m_flCurrentFeetYaw; //0x84
  16. float m_flCurrentTorsoYaw; //0x88
  17. float m_flUnknownVelocityLean; //0x8C //changes when moving/jumping/hitting ground
  18. float m_flLeanAmount; //0x90
  19. char pad4[4]; //NaN
  20. float m_flFeetCycle; //0x98 0 to 1
  21. float m_flFeetYawRate; //0x9C 0 to 1
  22. float m_fUnknown2;
  23. float m_fDuckAmount; //0xA4
  24. float m_fLandingDuckAdditiveSomething; //0xA8
  25. float m_fUnknown3; //0xAC
  26. vec3_t m_vOrigin; //0xB0, 0xB4, 0xB8
  27. vec3_t m_vLastOrigin; //0xBC, 0xC0, 0xC4
  28. float m_vVelocityX; //0xC8
  29. float m_vVelocityY; //0xCC
  30. char pad5[4];
  31. float m_flUnknownFloat1; //0xD4 Affected by movement and direction
  32. char pad6[8];
  33. float m_flUnknownFloat2; //0xE0 //from -1 to 1 when moving and affected by direction
  34. float m_flUnknownFloat3; //0xE4 //from -1 to 1 when moving and affected by direction
  35. float m_unknown; //0xE8
  36. float m_velocity; //0xEC
  37. float flUpVelocity; //0xF0
  38. float m_flSpeedNormalized; //0xF4 //from 0 to 1
  39. float m_flFeetSpeedForwardsOrSideWays; //0xF8 //from 0 to 2. something is 1 when walking, 2.something when running, 0.653 when crouch walking
  40. float m_flFeetSpeedUnknownForwardOrSideways; //0xFC //from 0 to 3. something
  41. float m_flTimeSinceStartedMoving; //0x100
  42. float m_flTimeSinceStoppedMoving; //0x104
  43. bool m_bOnGround; //0x108
  44. bool m_bInHitGroundAnimation; //0x109
  45. char pad7[10];
  46. float m_flLastOriginZ; //0x114
  47. float m_flHeadHeightOrOffsetFromHittingGroundAnimation; //0x118 from 0 to 1, is 1 when standing
  48. float m_flStopToFullRunningFraction; //0x11C from 0 to 1, doesnt change when walking or crouching, only running
  49. char pad8[4]; //NaN
  50. float m_flUnknownFraction; //0x124 affected while jumping and running, or when just jumping, 0 to 1
  51. char pad9[4]; //NaN
  52. float m_flUnknown3;
  53. char pad10[528];
  54. template< class T >
  55. inline T & get_offset(const int off)
  56. {
  57. return *reinterpret_cast<T*>(DWORD(this) + off);
  58. }
  59. };
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