Source 2 Viewer
  • EventServerEndAsyncPostTickWork_t
  • EventServerEndSimulate_t
  • EventServerPollNetworking_t
  • EventServerPostAdvanceTick_t
  • EventServerPostSimulate_t
  • EventServerProcessNetworking_t
  • EventSetTime_t
  • EventSimpleLoopFrameUpdate_t
  • EventSimulate_t
  • EventSplitScreenStateChanged_t
  • ExternalAnimGraphHandle_t
  • ExternalAnimGraphInactiveBehavior_t
  • ExternalAnimGraph_t
  • FilterDamageType
  • FilterHealth
  • FixAngleSet_t
  • Flags_t
  • ForcedCrouchState_t
  • GameAmmoTypeInfo_t
  • GameAnimEventIndex_t
  • GrenadeType_t
  • HierarchyType_t
  • HitGroup_t
  • HullFlags_t
  • Hull_t
  • IChoreoServices
  • IChoreoServices::ChoreoState_t
  • IChoreoServices::ScriptState_t
  • IClientAlphaProperty
  • IEconItemInterface
  • IHasAttributes
  • IRagdoll
  • ISkeletonAnimationController
  • InputBitMask_t
  • IntervalTimer
  • InventoryNodeType_t
  • ItemFlagTypes_t
  • LatchDirtyPermission_t
  • LifeState_t
  • MedalRank_t
  • ModelConfigHandle_t
  • ModifyDamageReturn_t
  • MoveCollide_t
  • MoveMountingAmount_t
  • MoveType_t
  • ObserverInterpState_t
  • ObserverMode_t
  • OnFrame
  • ParticleIndex_t
  • ParticleNode_t
  • PerformanceMode_t
  • PhysicsParticleId_t
  • PhysicsRagdollPose_t
  • PlayerConnectedState
  • PointCameraSettings_t
  • PointOrientConstraint_t
  • PointOrientGoalDirectionType_t
  • PointTemplateClientOnlyEntityBehavior_t
  • PointTemplateOwnerSpawnGroupType_t
  • PointWorldTextJustifyHorizontal_t
  • PointWorldTextJustifyVertical_t
  • PointWorldTextReorientMode_t
  • PredictedDamageTag_t
  • PreviewCharacterMode
  • PreviewEOMCelebration
  • PreviewWeaponState
  • QuestProgress
  • QuestProgress::Reason
  • RagdollCreationParams_t
  • RenderFx_t
  • RenderMode_t
  • ResponseFollowup
  • ResponseParams
  • RumbleEffect_t
  • SceneEventId_t
  • ScriptedOnDeath_t
  • SellbackPurchaseEntry_t
  • SequenceFinishNotifyState_t
  • SequenceHistory_t
  • ServerAuthoritativeWeaponSlot_t
Type / to search
  1. Counter-Strike 2
  2. client
  3. GameAnimEventIndex_t

GameAnimEventIndex_t

uint32_t
  • AE_EMPTY = 00x00
  • AE_CL_PLAYSOUND = 10x01
  • AE_CL_PLAYSOUND_ATTACHMENT = 20x02
  • AE_CL_PLAYSOUND_POSITION = 30x03
  • AE_SV_PLAYSOUND = 40x04
  • AE_CL_STOPSOUND = 50x05
  • AE_CL_PLAYSOUND_LOOPING = 60x06
  • AE_CL_CREATE_PARTICLE_EFFECT = 70x07
  • AE_CL_STOP_PARTICLE_EFFECT = 80x08
  • AE_CL_CREATE_PARTICLE_EFFECT_CFG = 90x09
  • AE_SV_CREATE_PARTICLE_EFFECT_CFG = 100x0A
  • AE_SV_STOP_PARTICLE_EFFECT = 110x0B
  • AE_FOOTSTEP = 120x0C
  • AE_CL_STOP_RAGDOLL_CONTROL = 130x0D
  • AE_CL_ENABLE_BODYGROUP = 140x0E
  • AE_CL_DISABLE_BODYGROUP = 150x0F
  • AE_BODYGROUP_SET_VALUE = 160x10
  • AE_WEAPON_PERFORM_ATTACK = 170x11
  • AE_FIRE_INPUT = 180x12
  • AE_CL_CLOTH_ATTR = 190x13
  • AE_CL_CLOTH_GROUND_OFFSET = 200x14
  • AE_CL_CLOTH_STIFFEN = 210x15
  • AE_CL_CLOTH_EFFECT = 220x16
  • AE_CL_CREATE_ANIM_SCOPE_PROP = 230x17
  • AE_SV_IKLOCK = 240x18
  • AE_PULSE_GRAPH = 250x19
  • AE_DISABLE_PLATFORM = 260x1A
  • AE_ENABLE_PLATFORM_PLAYER_FOLLOWS_YAW = 270x1B
  • AE_ENABLE_PLATFORM_PLAYER_IGNORES_YAW = 280x1C
  • AE_DESTRUCTIBLE_PART_DESTROY = 290x1D
  • AE_CL_WEAPON_TRANSITION_INTO_HAND = 300x1E
  • AE_SV_ATTACH_SILENCER_COMPLETE = 310x1F
  • AE_SV_DETACH_SILENCER_COMPLETE = 320x20
  • AE_CL_EJECT_MAG = 330x21
  • AE_WPN_COMPLETE_RELOAD = 340x22
  • AE_WPN_HEALTHSHOT_INJECT = 350x23
  • AE_GRENADE_THROW_COMPLETE = 360x24
Also in
Dota 2Deadlock
Offsets are from Windows. Source revision 10552922 built on Mar 25 2026.