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### Found and organized by GabeFollower https://github.com/SteamDatabase/GameTracking-Dota2/commit/ad8c7556a7f4ba76d66a973515ca61369104cf1f =================================================================== CS:GO Assets =================================================================== +ctm_swat_leader_hair_opaque.vmat +ctm_swat_variante.vmdl +weapon_rif_sg556.vmdl =================================================================== CS:GO Item Compiler =================================================================== +CSGO Item Compiler Version +.?AVCCSGOItemTypeManager@@ +RESOURCE_TYPE_CSGO_ITEM +CVDataCSGOEconNode_CaseKey +tools/csgo_item_tool/csgo_key_lg.png +element_name_key +CVDataCSGOEconNode_CommunityCase +tools/csgo_item_tool/csgo_case_lg.png +CVDataCSGOEconNode_PaintKit +tools/csgo_item_tool/csgo_paintkit_lg.png +CVDataCSGOEconNode_UnusualLootList +tools/csgo_item_tool/csgo_unusual_lg.png +CQItemWidgetHolder +.?AVCQItemWidgetHolder@@ +Item has invalid tag +ITEM_FLAG_DOHITLOCATIONDMG +ITEM_FLAG_EXHAUSTIBLE +ITEM_FLAG_LIMITINWORLD +ITEM_FLAG_NOAMMOPICKUPS +ITEM_FLAG_NOAUTORELOAD +ITEM_FLAG_NOAUTOSWITCHEMPTY +ITEM_FLAG_NOITEMPICKUP +asset_thumbnail +image_inventory +m_sInventorySizeUpgradeImage +the image used to display an inventory size upgrade +GameManagedItem =================================================================== CS:GO Material & Models for Map Remakes (de_inferno / de_mirage) =================================================================== +/car_hatchback_ +/car_sedan_ +/chainlink_fence_ +/chainlink_fence_wire_ +/chainlink_fence_wire_00 +/chainlink_fence_wire_001.vmat +/hotel_ceiling01a.vmat +/inferno_stone_wall_04_trim_02_alpha.vmat +/inferno_stone_wall_04_trim_top_02_64a.vmdl +/interior_bathroom_bottle_004_lid.vmdl +/interior_bathroom_bottle_labels_001.vmat +/mirage_bridge_ +/monitor_dust.vmat +/television_1.vmdl +/truck001a +/van_a01_ +interior_ +interior_chair_001.vmat +interior_curtain_ +interior_furniture_mattress_001.vmat +monitor02.vmat +monitor02.vmdl +moon_bigdome_panels +stair/stair_ +stair/stair_railing +stone_cladding_01a.vmat +street_light_downtown_ +street_poster_001a.vmat +wood_stairs_001.vmat +brick_corner_damage_ +brick_corner_damage_interior_debris.vmat +hotel_01/hotel_ +building_ornate_01.vmdl =================================================================== Same Utils Protobufs Appeared in CS:GO on October 21 ------------------------------------------------------------------- https://github.com/SteamDatabase/GameTracking-CSGO/commit/ae65c5cbb387b346a9619799164a1a4318d3fa2c https://media.gabefollower.com/files/chrome_OlnStcvW3U.png =================================================================== +message CUserMessageRequestUtilAction { + optional string util_action = 1; + optional int64 util1 = 2; + optional int64 util2 = 3; + optional int64 util3 = 4; + optional int64 util4 = 5; +} =================================================================== CS:GO / Source 2 Assets System =================================================================== +RandomSeed +m_nRandomSeed +Asset has no content. +AssetRename +CAssetTagInfo +.?AUCGenericFilterKey@@ +.?AV?$CVDataFileManager@VCAssetTagInfo@@@@ +.?AVCAssetEditinfoFilter@@ +.?AVCAssetLocationFilter@@ +.?AVCAssetModFilter@@ +.?AVCAssetNameFilterDef@@ +.?AVCAssetReferencedByFilter@@ +.?AVCAssetReferencingFilter@@ +.?AVCAssetTagFilterDef@@ +.?AVCAssetTagVDataManager@@ +.?AVCAssetTypeFilter@@ +assetsystem_old_loop_algorithm +scripts/tools/core_asset_tags.vdata +scripts/tools/game_asset_tags.vdatas =================================================================== Stuff Related to FPS Game / Probably CS:GO =================================================================== +OnWeaponStateChanged +m_bIsFullAuto +m_nNumBullets +m_sSlotClass +m_sRewardClass +m_explosionModifier +m_hAttachment +m_sAttributeName +viewModelFov +Aim Matrix has invalid parameter +convar_pitch_sensitivity +convar_yaw_sensitivity +mouse sensitivity +mouse_sens +output_pitch +output_yaw +raw_mouse +smoothed_mouse +Hitbox indexing is incorrect for set %s, hitbox %s. Hitboxes will not be setup properly. +CUtlMemory<class CHitBox,int>::Grow +CUtlMemory<class CHitBoxSet,int>::Grow +HitboxSet( %s ) has multiple hitboxes with different parameters for Bone( %s ) +HitboxSet( %s ).Bone( %s ) :: Failed to create hitbox +HitboxSet( %s ).Bone( %s ) :: Failed to create hitbox with name "%s", creating without a name =================================================================== CS:GO Workshop / Source 2 Importer =================================================================== +workshoptoolutils +workshop_accepted +Contest '%s' has an item #%d which isn't set to not workshop accepted. This will grant self made if not corrected! +WorkshopFileImportMode_t +WorkshopFileListerSort_t +eWorkshopFileImportMode_Count +eWorkshopFileImportMode_CreateNew +eWorkshopFileImportMode_Skip +eWorkshopFileImportMode_UpdateExisting +eWorkshopFileListerSort_Count +eWorkshopFileListerSort_LastUpdated +eWorkshopFileListerSort_MostPopular +eWorkshopFileListerSort_MostRecent +IWorkshopFileListerFilter +MWorkshopEnumeratorColor +MWorkshopEnumeratorTagName +MWorkshopFileListerFilterAllowMultiple +k_EWorkshopFileTypeArt +k_EWorkshopFileTypeCollection +k_EWorkshopFileTypeCommunity +k_EWorkshopFileTypeConcept +k_EWorkshopFileTypeControllerBinding +k_EWorkshopFileTypeGame +k_EWorkshopFileTypeGameManagedItem +k_EWorkshopFileTypeIntegratedGuide +k_EWorkshopFileTypeMerch +k_EWorkshopFileTypeMicrotransaction +k_EWorkshopFileTypeScreenshot +k_EWorkshopFileTypeSoftware +k_EWorkshopFileTypeSteamVideo +k_EWorkshopFileTypeSteamworksAccessInvite +k_EWorkshopFileTypeVideo +k_EWorkshopFileTypeWebGuide +CFileTypeWorkshopFileFilter +.?AVCFileTypeWorkshopFileFilter@@ +COnlyUnimportedWorkshopFileFilter +.?AVCOnlyUnimportedWorkshopFileFilter@@ +CReviewStatusWorkshopFileFilter +.?AVCReviewStatusWorkshopFileFilter@@ +CTagsWorkshopFileFilter +.?AVCTagsWorkshopFileFilter@@ +CKeyValueTagWorkshopFileFilter +CTitleWorkshopFileFilter +.?AVCTitleWorkshopFileFilter@@ +CUpdatedAfterWorkshopFileFilter +.?AVCUpdatedAfterWorkshopFileFilter@@ +CUpdatedBeforeWorkshopFileFilter +.?AVCUpdatedBeforeWorkshopFileFilter@@ +CWorkshopBatchImporterConfig +.?AVIWorkshopFileListerFilter@@ +.?AVCSchemaRegistration_workshoptoolutils@@ +!?Import@FbxImporter@fbxsdk@@QEAA_NPEAVFbxDocument@2@_N@Z +!?Is@FbxClassId@fbxsdk@@QEBA_NAEBV12@@Z +!?IsEmpty@FbxString@fbxsdk@@QEBA_NXZ +!?IsFBX@FbxImporter@fbxsdk@@QEAA_NXZ +#?ObjectType@FbxCriteria@fbxsdk@@SA?AV12@AEBVFbxClassId@2@@Z +$?ParseForGlobalSettings@FbxImporter@fbxsdk@@QEAAX_N@Z +&?Set@FbxProperty@fbxsdk@@IEAA_NPEBXAEBW4EFbxType@2@_N@Z +(?SetName@FbxObject@fbxsdk@@QEAAXPEBD@Z +>"?IsValid@FbxProperty@fbxsdk@@QEBA_NXZ +??0FbxProperty@fbxsdk@@QEAA@AEBVFbxPropertyHandle@1@@Z +??1FbxPropertyHandle@fbxsdk@@QEAA@XZ +?Find@FbxPropertyHandle@fbxsdk@@QEBA?AV12@PEBD_N@Z + ??8FbxMatrix@fbxsdk@@QEBA_NAEBV01@@Z + ?GetVersion@FbxManager@fbxsdk@@SAPEBD_N@Z + ?HasMaxLimit@FbxProperty@fbxsdk@@QEBA_NXZ + ?HasMinLimit@FbxProperty@fbxsdk@@QEBA_NXZ +!?Inch@FbxSystemUnit@fbxsdk@@2V12@B +!?Inverse@FbxMatrix@fbxsdk@@QEBA?AV12@XZ +!?IsAnimated@FbxProperty@fbxsdk@@QEBA_NPEAVFbxAnimLayer@2@@Z =================================================================== Lag Compensation / Interpolation =================================================================== +lag_compensation_errors +m_flInterpolationTime +m_interpolationMode +r_low_latency + "LowLatency" "1" =================================================================== RTX / Ray Tracing =================================================================== +VS_RTX +RayTracingEnvironment::RefineNode +RayTracingEnvironment::RefineNodeJob +rtx_random_samples.vtex +CUtlMemory<class RayTracingEnvironment *,int>::Grow +materials/dev/rtx/generate_scrambled_halton_samples.vmat +materials/dev/rtx/generate_scrambled_halton_samples.vmat_c CRC:00f084cdf6 size:1111 +shaders/vfx/rtx_generate_scrambled_halton_samples.ini CRC:0000000000 size:0 +C:\buildworker\source2_dota_rel_2019_win64\build\src\raytrace\raytrace.cpp =================================================================== GOTV Replay System from CS:GO =================================================================== +GOTV[%d] memory consumption: +No active GOTV servers found =================================================================== Bot Navigation / Navmesh System =================================================================== +nav_draw_attribute_dynamic +nav_draw_attribute_game +nav_draw_link_alignment +nav_draw_links +nav_draw_space_fly +nav_draw_space_swim +nav_select_block_id +UNDER_WATER_DEEP +nav_show_area_water_info +navspace_create_water_smooth_connections +navspace_create_water_transition_connections +Scale on the force of buoyancy and water drag + "DeprecatedBehaviorVersionsAllowed" "1" =================================================================== Stuff Related to Half-Life / Probably HLX or Citadel =================================================================== +physcannon_maxforce +physcannon_minforce +enablemotionongravitygrab + enablemotionongravitygrab(boolean) : "Enable Motion On Grab" : 0 +cannotgravitygrab +cannotgravitypunt + cannotgravitygrab(boolean) : "Cannot Gravity Grab" : 0 + cannotgravitypunt(boolean) : "Cannot Gravity Punt" : 0 + gravitygrabignoremassandsize(boolean) : "Grab Ignores Mass" : 0 : "Gravity Grab is possible regardless of whether the object is too heavy or large." =================================================================== Citadel Protobufs =================================================================== @@ -54,6 +61,7 @@ message CCitadelUserCmdPB { optional int32 execute_ability_indices = 4; optional bool in_shop = 5; optional float camera_roaming_speed = 6; + optional int32 spec_target = 7 [default = -1]; =================================================================== Tickless Movement =================================================================== +sv_enable_tickless_move +Set to true to enable tickless moves; false uses legacy movement. +17CTicklessMoveStep +cl_hold_game_events_force_delay_ticks +cl_hold_game_events_until_server_tick @@ -24,6 +30,7 @@ message CBaseUserCmdPB { optional int32 mousedy = 12; optional bool hasbeenpredicted = 13; optional uint32 pawn_entity_handle = 14 [default = 16777215]; + repeated .CTicklessMoveStep tickless_moves = 18; =================================================================== Legacy Source 1 Protubufs =================================================================== +OnSource1Source1LegacyGameEvent: Early event sv %d / cl %d. Total in queue %d. @@ -90,6 +90,7 @@ message CMsgSource1LegacyGameEvent { optional string event_name = 1; optional int32 eventid = 2; repeated .CMsgSource1LegacyGameEvent.key_t keys = 3; + optional int32 server_tick = 4; } =================================================================== Game Addons System =================================================================== +game +gameinfo.gi +gameinfo.txt +Application unable to load gameinfo.gi file from directory "%s"! +ERROR: You are trying to mount addon '%s' but SetAllowAddonChanges is false which probably means you shouldn't be calling this directly. +ERROR: You are trying to unmount addon '%s', but SetAllowAddonChanges is false which probably means you should be using calling this directly. +Failed to determine base game directory from %s +GetAddonsContentDirectory: Failed to find CONTENTADDONS search path. +GetAddonsDirectory: Failed to find ADDONS search path. +GetAvailableAddonMaps failed to find any maps in the '%s' addon - trying fallback maps: +MountAddon: Failed to find ADDONS search path. +MountAddonSearchPaths: Failed to find CONTENTADDONS search path. +UnmountAddon: Failed to find %s search path. +WARNING: You are trying to mount an addon (%s) in tools mode that is different from the addon tools mode was launched with (%s). =================================================================== Photo Mode =================================================================== +Screenshot +Wrote_Screenshot +screenshot_service.cpp(302): +*ZN18CScreenshotService21WriteScreenshotToFileEPKcS1_R10CUtlBufferbbbEUlPKvE0_ +r_dof_override +r_dof_override_far_blurry +r_dof_override_far_crisp +r_dof_override_near_blurry +r_dof_override_near_crisp +r_dof_override_tilt_to_ground =================================================================== Meshlets, Ladders and GPU Compiler for Source 2 Hammer =================================================================== +MeshletIndexCopyLoops +CUtlMemory<class CMeshletDescriptor,int>::Grow +ERROR: Unconnected ladder #%d bottom at ( %g, %g, %g ) +ResourceCompiler/BakedLighting/MapbuilderUseGPU =================================================================== Smart Props =================================================================== +Smart Prop (%s) +Smart Prop Compiler Version +4BCMapSmartProp CUtlMemoryPool +.?AVCMapSmartPropParameter@@ +CMapSmartPropParameter::InitializeParameter() +.?AVCSmartPropEvaluationContext@@ +CUtlMemory<class CSmartPropEvaluationState,int>::Grow +.?AVCSmartPropFilter_VariableValue@@ +CSmartPropFilter_VariableValue +.?AVCSmartPropModelInstance@@ +.?AVCSmartPropOperation_SetVariable@@ +CSmartPropOperation_SetVariable +.?AVCSmartPropVariable@@ +CSmartPropVariable +.?AVCSmartPropVariable_Angles@@ +CSmartPropVariable_Angles +CSmartPropAttributeAngles +SmartPropAttributeEditor(angles) +.?AVCSmartPropVariable_Bool@@ +CSmartPropVariable_Bool +CSmartPropAttributeBool +SmartPropAttributeEditor(bool) +.?AVCSmartPropVariable_Color@@ +CSmartPropVariable_Color +CSmartPropAttributeColor +SmartPropAttributeEditor(color) +.?AVCSmartPropVariable_Float@@ +CSmartPropVariable_Float +CSmartPropAttributeFloat +SmartPropAttributeEditor(float) +.?AVCSmartPropVariable_Int@@ +CSmartPropVariable_Int +CSmartPropAttributeInt +SmartPropAttributeEditor(integer) +.?AVCSmartPropVariable_MaterialGroup@@ +CSmartPropVariable_MaterialGroup +CSmartPropAttributeMaterialGroup +.?AVCSmartPropVariable_Model@@ +CSmartPropVariable_Model +CSmartPropAttributeModelName +SmartPropAttributeEditor(model) +.?AVCSmartPropVariable_String@@ +CSmartPropVariable_String +CSmartPropAttributeString +SmartPropAttributeEditor(string) +.?AVCSmartPropVariable_Vector2D@@ +CSmartPropVariable_Vector2D +CSmartPropAttributeVector2D +SmartPropAttributeEditor(vector2) +.?AVCSmartPropVariable_Vector3D@@ +CSmartPropVariable_Vector3D +SmartPropAttributeEditor(vector3) +.?AVCSmartPropVariable_Vector4D@@ +CSmartPropVariable_Vector4D +CSmartPropAttributeVector4D +SmartPropAttributeEditor(vector4) +CSmartPropAttributeLocatorName +SmartPropAttributeEditor(locator) +CUtlMemory<class CSmartPropLocator,int>::Grow +CUtlMemory<struct SmartPropLocatorEntry_t,int>::Grow +CSmartPropAttributeStateName +SmartPropAttributeEditor(savedState) +CSmartPropVariableComparison +SmartPropVariableValueEditor( comparison ) +CSmartPropVariableValue +SmartPropVariableValueEditor() +CUtlMemory<class CSmartPropVariable *,int>::Grow +CSmartPropAttributeVector +CUtlMemory<class CSmartProp const *,int>::Grow +CUtlMemory<class CSmartPropConfigModification,int>::Grow +CUtlMemory<class CSmartPropElement *,int>::Grow +CUtlMemory<class CSmartPropElementConfig const *,int>::Grow +CUtlMemory<class CSmartPropElementConfig,int>::Grow +CUtlMemory<class CSmartPropModifier *,int>::Grow +CUtlMemory<class CSmartPropPart,int>::Grow +CUtlMemory<class CSmartPropResourceItem const *,int>::Grow +CUtlMemory<class CSmartPropSelectionCriteria *,int>::Grow +SmartPropAttributeEditor( MaterialGroup:m_sModelName ) +SmartPropRadiusPlacementMode_t +CUtlMemory<struct SmartPropChoice_t,int>::Grow +CUtlMemory<struct SmartPropShapeReference_t,int>::Grow +If enabled, any changes made to the evaluation state by the target smart prop (as well as modifiers) will only apply locally and will not affect the evaluation state of the parent. Disabling this will allow modifications to the evaluation state by the referenced smart prop to apply the current state of the of the parent. For example if the referenced smart prop applies a transform and you want the transform to affect the elements in the parent after this element, then you should disable local evaluation state. +If enabled, this value will be exposed as a parameter that can be set on the smart prop object in hammer. +Name of the parameter which will appear as a property in the Hammer object properties ui when selecting an object using this smart prop. +Specifies an offset in the local space of the element to apply to the configuration handle. +Specifies an offset to use when determining the Nth position to place an element at. For example if placing at every third position with an offset of 0, an element will appear at positions 1, 4, 7, and so on. But if an offset of 2 is set instead of 0, then an element will appear at positions 3, 6, and 9 and so on. +Specifies how the positions are computed based on the radius. +Specifies if the parent element should be evaluated based on the current smart prop recursion depth. The recursion depth is incremented each time one smart prop invokes another using the Smart Prop placement element. =================================================================== Foots and Feets Pinning / Placement, Leg Twisting π³ =================================================================== +Foot Pinning +22CFootPinningUpdateNode +28CFootPinningAnimNodeInstance +28IFootPinningAnimNodeInstance +FootPinningPoseOpFixedData_t +FootPinningTimingSource +CFootPinningAnimNode +CFootPinningItem +CFootPinningUpdateNode +N10Reflection12CTypeFactoryIv13CAnimNodeBaseJEE14CFactoryMakerTI20CFootPinningAnimNodeEE +N10Reflection6Detail14CTypeInfoMakerI20CFootPinningAnimNodeEE +N10Reflection6Detail14CTypeInfoMakerI22CFootPinningUpdateNodeEE +const char* Reflection::Internal::GetFuncName() [with T = CFootPinningAnimNodeInstance] +const char* Reflection::Internal::GetFuncName() [with T = CFootPinningAnimNode] +const char* Reflection::Internal::GetFuncName() [with T = CFootPinningUpdateNode] +const char* Reflection::Internal::GetFuncName() [with T = IFootPinningAnimNodeInstance] +Feet +Add Foot Motion +FootFixedData_t +Failed to find IK chain with name "%s" +Failed to find foot with name "%s" +Max Twist +Max Leg Straight Amount +Max Leg Twist Angle +m_bApplyLegTwistLimits +m_flMaxLegStraightAmount +m_flMaxLegTwist +m_footStanceInfo +m_bApplyToFootMotion +No feet defined; node will do nothing +Subtract Foot Motion +.?AVCFootPinningGizmo@@ +.?AVCNodeFootMotionGizmo@@ +Node Foot Motion +CUtlMemory<class CFootDefinition,int>::Grow +CUtlMemory<class CFootStride,int>::Grow +CUtlMemory<class CFootTrajectory,int>::Grow =================================================================== Physics based Vehicles, Wheels, Flying transport? =================================================================== +DrivetrainLimitedTopSpeedScale +WheeledPhysicsVehicleDrivetrainData_t +RnVehicleDrivetrainAxleRefl_t +RnVehicleDrivetrainAxle_t +CResourceArray< ReflId_t > RnVehicleDrivetrainRefl_t::m_vecWheelJoints +CResourceArray< RnVehicleDrivetrainAxleRefl_t > RnVehicleDrivetrainRefl_t::m_vecAxles +CResourceArray< int > RnVehicleDrivetrainAxleRefl_t::m_vecWheelIndices +float RnVehicleDrivetrainAxleRefl_t::m_flMaxBrakeTorque +float RnVehicleDrivetrainAxleRefl_t::m_flMaxDriveTorque +float RnVehicleDrivetrainAxleRefl_t::m_flMaxDriveTorqueReverse +MaxHandbrakeTorque +m_flMaxHandbrakeTorqueNm +Maximum handbrake torque delivered to this axle +float RnVehicleDrivetrainAxleRefl_t::m_flMaxHandbrakeTorque +DriveTorqueScale +float RnVehicleDrivetrainRefl_t::m_flDriveTorqueScale +float RnVehicleDrivetrainRefl_t::m_flDrivetrainLimitedTopSpeedScale +float RnVehicleDrivetrainRefl_t::m_flHandbrake ------------------------------------------------------------------- +bEnableSteeringConstraints +CRnVehicleSteering +SteeringConstraintCount +SteeringConstraintLambda +RnVehicleSteeringAxleRefl_t +RnVehicleSteeringAxle_t +RnVehicleSteeringRefl_t +RnVehicleSteeringRefl_t RnVehicleRefl_t::m_Steering +RnVehicleSteeringWheelRefl_t +RnVehicleSteeringWheel_t +CResourceArray< RnVehicleSteeringAxleRefl_t > RnVehicleSteeringRefl_t::m_vecAxles +CResourceArray< RnVehicleSteeringWheelRefl_t > RnVehicleSteeringRefl_t::m_vecWheels +CResourceArray< int > RnVehicleSteeringAxleRefl_t::m_vecWheelIndices +ReflId_t RnVehicleSteeringWheelRefl_t::m_nWheelJointAddr +bool RnVehicleSteeringAxleRefl_t::m_bEnableSteeringConstraints +bool RnVehicleSteeringAxleRefl_t::m_bIsSteered +float RnVehicleSteeringAxleRefl_t::m_flWheelbaseSigned +float RnVehicleSteeringRefl_t::m_flMaxSteeringAngle +float RnVehicleSteeringRefl_t::m_flSteeringInput +float RnVehicleSteeringWheelRefl_t::m_flLateralLever +float RnVehicleSteeringWheelRefl_t::m_flLongitudinalLever +float RnVehicleSteeringWheelRefl_t::m_flSteeringConstraintLambda +int RnVehicleSteeringRefl_t::m_nSteeringConstraintCount +m_flMaxSteeringInputForStraighteningYawDamping +Yaw damping applied to help straighten the vehicle out when steering straight +m_flSteeringDeadzone +Steering input at which the straightening yaw damping is fully faded out +The in-game steering input must reach this value before we start to steer. (Helps the user drive straight forward/backward on a gamepad) ------------------------------------------------------------------- +RnVehicleSuspensionWheelRefl_t +ReflId_t RnVehicleSuspensionWheelRefl_t::m_nJointAddr +CResourceArray< RnVehicleSuspensionWheelRefl_t > RnVehicleSuspensionRefl_t::m_vecWheels +float RnVehicleSuspensionRefl_t::m_flWheelCastDistAsFractionOfRadius +float RnVehicleSuspensionWheelRefl_t::m_flLongitudinalLever +MaxTravel +float RnVehicleSuspensionWheelRefl_t::m_flMaxTravel +float RnVehicleSuspensionWheelRefl_t::m_flRestLoad +float RnVehicleSuspensionWheelRefl_t::m_flTravelMidpointInChassisSpace ------------------------------------------------------------------- +m_flHandbrakeRiseRate +Rate at which the handbrake input increases when the user is pressing the brake button +m_flHandbrakeFallRate +Rate at which the handbrake input decreases when the user is not pressing the brake button ------------------------------------------------------------------- +float RnVehicleKeyframerRefl_t::m_flLinearLambda +float RnVehicleKeyframerRefl_t::m_flPitchLambda +float RnVehicleKeyframerRefl_t::m_flRollLambda ------------------------------------------------------------------- +vehicletires.cpp +float RnVehicleTireContactPatchRefl_t::m_flNormalizedCombinedSlip +vecOtherSurfaceFrictionCoeff +float RnVehicleTireContactPatchRefl_t::m_vecOtherSurfaceFrictionCoeff[ 4 ] +float RnVehicleTireRefl_t::m_flFrictionScale +float RnVehicleTireRefl_t::m_flNormalizedCombinedSlip +float RnVehicleTireRefl_t::m_flOtherSurfaceFrictionCoeff ------------------------------------------------------------------- +vecAxles +m_vecAxles +Is this axle steered? ------------------------------------------------------------------- +wheel.m_pBody +wheelDesc.m_pBody +WheelbaseSigned +WheelCastDistAsFractionOfRadius +CWheeledPhysicsVehicle +22CWheeledPhysicsVehicle +CWheeledPhysicsVehicleVData +27CWheeledPhysicsVehicleVData +vecWheelIndices +vecWheelJoints +m_vecWheelNames +m_vecWheelContactPointEntitySpace +m_szWheelSmokeEffect +m_vecWheelSmokeEffectIndices +m_vecWheelSmokeIntensity +m_flWheelSmokeIntensityRiseTimeConstant +Exponential moving average time constant used to smooth increases in the wheel smoke intensity -- i.e. time to reach 63% of target intensity +m_flWheelSmokeIntensityDecayTimeConstant +Exponential moving average time constant used to smooth decreases in the wheel smoke intensity -- i.e. time to reach 63% of target intensity +WheeledPhysicsVehicleAeroData_t +WheeledPhysicsVehicleAxleData_t +WheeledPhysicsVehicleCameraData_t +WheeledPhysicsVehicleChassisFrame_t +WheeledPhysicsVehicleControlsData_t +WheeledPhysicsVehiclePhysicsData_t +WheeledPhysicsVehicleTireModelData_t +WheeledPhysicsVehicleWheelData_t +WHEELED_VEHICLE_CHASSIS_FRAME_XFORWARD_YLEFT +WHEELED_VEHICLE_CHASSIS_FRAME_YBACKWARD_XLEFT +WHEELED_VEHICLE_CHASSIS_FRAME_ZFORWARD_XLEFT +"?wheelEvent@QAbstractSpinBox@@MEAAXPEAVQWheelEvent@@@Z +"?wheelEvent@QScrollBar@@MEAAXPEAVQWheelEvent@@@Z +"?wheelEvent@QTextEdit@@MEAAXPEAVQWheelEvent@@@Z +CUtlVector< CRnWheelJoint* > ------------------------------------------------------------------- +m_sAirborneSubclass +Subclass we switch to when the vehicle gets airborne +m_bIsAirborne +m_flAirborneModeSwitchAccumulator +m_flTimeOnGroundToExitAirborne +Time with wheels on the ground before we leave airborne mode +m_flTimeOffGroundToEnterAirborne +Time with wheels off the ground before we enter airborne mode ------------------------------------------------------------------- +PASSENGER_FLIPPING_VEHICLE +m_flMaxTimeAfterFlipToAutoEnter +Maximum delay from the time we start flipping the vehicle to the time we auto-enter (if we can't enter at this point, we cancel the auto-enter attempt) +m_flMinTimeAfterFlipToAutoEnter +Minimum delay from the time we start flipping the vehicle to the time we auto-enter +m_bAutoEnterAfterFlip +Should we automatically enter the vehicle after flipping it upright ------------------------------------------------------------------- +m_flUseRangeScale +Scales the use range for players near this vehicle, so they can enter from farther away +m_flThrottleBrakeDeadzone +The in-game throttle / brake input must reach this value before we start to accelerate / brake +m_flEntryTime +m_bExitForced +OnSpeedChanged +Angular drag on the wheel body (scaled by angular velocity, not ang vel squared) +Linear drag on the wheel body (scaled by velocity, not velocity squared) +Maximum brake torque delivered to this axle +Maximum drive torque (in Newton-meters) sent to this axle when the vehicle is moving forward +Maximum drive torque (in Newton-meters) sent to this axle when the vehicle is in reverse +Names of the physics bodies for the wheels associated with this axle +Should gameplay code manually control the vehicle's pitch angle? +What angle from upright does this vehicle need to be to be considered overturned if it has a passenger? Determines when player is kicked out of an overturned vehicle. (0 == never is overturned) +What angle from upright does this vehicle need to be to be considered overturned if there are no passengers? Determines what happens when a player tries to enter an overturned vehicle. (0 == never is overturned) +A particle effect that releases smoke when the wheels are slipping heavily =================================================================== Android / iOS State Machines =================================================================== +ANDROID_VULKAN +ANDROID_VULKAN_4_0 +ANDROID_VULKAN_4_1 +ANDROID_VULKAN_5_0 +Android SM 4.0 (VULKAN) +Android SM 4.1 (VULKAN) +Android SM 5.0 (VULKAN) +IOS_VULKAN +IOS_VULKAN_4_0 +IOS_VULKAN_4_1 +IOS_VULKAN_5_0 +iOS SM 4.0 (VULKAN) +iOS SM 4.1 (VULKAN) +iOS SM 5.0 (VULKAN) +Mobile SM 3.0 (GLES 3.0) +Mobile SM 3.0 (GLES 3.1) +PC SM 3.0 (GLSL) +PC SM 4.0 (D3D10) +PC SM 4.0 (GLSL) +PC SM 4.0 (VULKAN) +PC SM 4.1 (D3D10.1) +PC SM 4.1 (GLSL) +PC SM 4.1 (VULKAN) +PC SM 5.0 (D3D11) +PC SM 5.0 (GLSL) +PC SM 5.0 (VULKAN) +PC SM 6.0 (VULKAN) +PC_SM_3_0_GL +PC_SM_4_0 +PC_SM_4_0_GL +PC_SM_4_0_VULKAN +PC_SM_4_1 +PC_SM_4_1_GL +PC_SM_4_1_VULKAN +PC_SM_5_0 +PC_SM_5_0_GL +PC_SM_5_0_VULKAN +PC_SM_6_0_VULKAN
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