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offsets.h
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struct COffsets
{
struct
{
int m_Local;
int m_aimPunchAngle;
int m_viewPunchAngle;
int m_vecViewOffset;
int m_nTickBase;
int m_vecVelocity;
int m_iHealth;
int m_lifeState;
int m_fFlags;
int m_iObserverMode;
int m_hObserverTarget;
int m_hViewModel;
int m_szLastPlaceName;
int m_iAccount;
int m_angRotation;
int m_flLowerBodyYawTarget;
} DT_BasePlayer;
struct
{
int m_vecOrigin;
int m_nRenderMode;
int m_iTeamNum;
int m_MoveType;
int m_Collision;
int m_bSpotted;
} DT_BaseEntity;
struct
{
int m_hActiveWeapon;
int m_hMyWeapons;
} DT_BaseCombatCharacter;
struct
{
int m_iPing;
int m_iKills;
int m_iAssists;
int m_iDeaths;
int m_bConnected;
int m_iTeam;
int m_iPendingTeam;
int m_bAlive;
int m_iHealth;
} DT_PlayerResource;
struct
{
int m_iPlayerC4;
int m_iPlayerVIP;
int m_bHostageAlive;
int m_isHostageFollowingSomeone;
int m_iHostageEntityIDs;
int m_bombsiteCenterB;
int m_hostageRescueX;
int m_hostageRescueY;
int m_hostageRescueZ;
int m_iMVPs;
int m_iArmor;
int m_bHasHelmet;
int m_bHasDefuser;
int m_iScore;
int m_iCompetitiveRanking;
int m_iCompetitiveWins;
int m_iCompTeammateColor;
int m_bControllingBot;
int m_iControlledPlayer;
int m_iControlledByPlayer;
int m_iBotDifficulty;
int m_szClan;
int m_iTotalCashSpent;
int m_iCashSpentThisRound;
int m_nEndMatchNextMapVotes;
int m_bEndMatchNextMapAllVoted;
int m_nActiveCoinRank;
int m_nMusicID;
int m_nPersonaDataPublicLevel;
int m_nPersonaDataPublicCommendsLeader;
int m_nPersonaDataPublicCommendsTeacher;
int m_nPersonaDataPublicCommendsFriendly;
} DT_CSPlayerResource;
struct
{
int m_bBombTicking;
int m_flC4Blow;
int m_bBombDefused;
int m_hBombDefuser;
} DT_PlantedC4;
struct
{
int m_iShotsFired;
int m_ArmorValue;
int m_bHasDefuser;
int m_bIsDefusing;
int m_bIsGrabbingHostage;
int m_bIsScoped;
int m_bGunGameImmunity;
int m_bIsRescuing;
int m_bHasHelmet;
int m_flFlashDuration;
int m_flFlashMaxAlpha;
} DT_CSPlayer;
struct
{
int m_iItemDefinitionIndex;
int m_iItemIDHigh;
int m_iAccountID;
int m_iEntityQuality;
int m_szCustomName;
int m_nFallbackPaintKit;
int m_nFallbackSeed;
int m_flFallbackWear;
int m_nFallbackStatTrak;
} DT_BaseAttributableItem;
struct
{
int m_nModelIndex;
int m_hWeapon;
int m_hOwner;
} DT_BaseViewModel;
struct
{
int m_fAccuracyPenalty;
} DT_WeaponCSBase;
struct
{
int m_bStartedArming;
} DT_WeaponC4;
struct
{
int m_flNextPrimaryAttack;
int m_hOwner;
int m_iClip1;
int m_bInReload;
} DT_BaseCombatWeapon;
struct
{
int m_bShouldGlow;
} DT_DynamicProp;
};
namespace Offsets
{
void getOffsets();
}
extern COffsets offsets;