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CMessage
CMessageEntity
CModelPointEntity
CModelState
CMolotovGrenade
CMolotovProjectile
CMomentaryRotButton
CMotorController
CMovementStatsProperty
CMoverPathNode
CMultiLightProxy
CMultiSource
CMultiplayRules
CMultiplayer_Expresser
CNavSpaceInfo
CNavVolumeBreadthFirstSearch
CNavVolumeCalculatedVector
CNavVolumeMarkupVolume
CNavWalkable
CNetworkedSequenceOperation
CNullEntity
COmniLight
COrnamentProp
CParticleSystem
CPathCorner
CPathCornerCrash
CPathKeyFrame
CPathMover
CPathMoverEntitySpawn
CPathMoverEntitySpawner
CPathNode
CPathParticleRope
CPathParticleRopeAlias_path_particle_rope_clientside
CPathQueryComponent
CPathSimple
CPathSimpleAPI
CPathTrack
CPathWithDynamicNodes
CPhysBallSocket
CPhysBox
CPhysConstraint
CPhysExplosion
CPhysFixed
CPhysForce
CPhysHinge
CPhysHingeAlias_phys_hinge_local
CPhysImpact
CPhysLength
CPhysMagnet
CPhysMotor
CPhysMotorAPI
CPhysPulley
CPhysSlideConstraint
CPhysThruster
CPhysTorque
CPhysWheelConstraint
CPhysicalButton
CPhysicsEntitySolver
CPhysicsProp
CPhysicsProp::CrateType_t
CPhysicsPropMultiplayer
CPhysicsPropOverride
CPhysicsPropRespawnable
CPhysicsShake
CPhysicsSpring
CPhysicsWire
CPlantedC4
CPlatTrigger
CPlayerPing
CPlayerSprayDecal
CPlayerVisibility
CPlayer_AutoaimServices
CPlayer_CameraServices
CPlayer_FlashlightServices
CPlayer_ItemServices
CPlayer_MovementServices
CPlayer_MovementServices_Humanoid
CPlayer_ObserverServices
CPlayer_UseServices
CPlayer_WaterServices
Type
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Counter-Strike 2
server
CNetworkedSequenceOperation
CNetworkedSequenceOperation
MNetworkVarNames
"HSequence m_hSequence"
"float32 m_flPrevCycle"
"float32 m_flCycle"
"CNetworkedQuantizedFloat m_flWeight"
m_hSequence
:
HSequence
8 (0x08)
MNetworkChangeCallback
: "sequenceOpSequenceChanged"
MNetworkEnable
MNetworkPriority
: 32
MNetworkSerializer
: "minusone"
m_flPrevCycle
:
float32
12 (0x0C)
MNetworkBitCount
: 15
MNetworkEnable
MNetworkEncodeFlags
: 8
MNetworkMaxValue
: 1.000000
MNetworkMinValue
: 0.000000
MNetworkPriority
: 32
expand…
m_flCycle
:
float32
16 (0x10)
MNetworkBitCount
: 15
MNetworkEnable
MNetworkEncodeFlags
: 8
MNetworkMaxValue
: 1.000000
MNetworkMinValue
: 0.000000
MNetworkPriority
: 32
expand…
m_flWeight
:
CNetworkedQuantizedFloat
20 (0x14)
MNetworkBitCount
: 8
MNetworkEnable
MNetworkEncodeFlags
: 0
MNetworkMaxValue
: 1.000000
MNetworkMinValue
: 0.000000
m_bSequenceChangeNetworked
:
bool
28 (0x1C)
m_bDiscontinuity
:
bool
29 (0x1D)
m_flPrevCycleFromDiscontinuity
:
float32
32 (0x20)
m_flPrevCycleForAnimEventDetection
:
float32
36 (0x24)
Also in
client.dll
Dota 2
Deadlock