Source 2 Viewer
CCitadel_Ability_Nano_CatFormPounceVData
CCitadel_Ability_Nano_CatFormVData
CCitadel_Ability_Nano_ClusterGrenade
CCitadel_Ability_Nano_ClusterGrenadeVData
CCitadel_Ability_Nano_Pounce
CCitadel_Ability_Nano_Pounce_Instant
CCitadel_Ability_Nano_Pounce_InstantVData
CCitadel_Ability_Nano_Pounce_VData
CCitadel_Ability_Nano_PrimaryWeapon
CCitadel_Ability_Nano_PrimaryWeaponVData
CCitadel_Ability_Nano_Shadow
CCitadel_Ability_Nano_ShadowVData
CCitadel_Ability_Necro_Coffin
CCitadel_Ability_Necro_CoffinVData
CCitadel_Ability_Necro_Fear
CCitadel_Ability_Necro_FearVData
CCitadel_Ability_Necro_GraveStone
CCitadel_Ability_Necro_GraveStoneVData
CCitadel_Ability_Necro_HauntingSkull
CCitadel_Ability_Necro_HauntingSkullVData
CCitadel_Ability_Necro_HauntingSpirits
CCitadel_Ability_Necro_HauntingSpiritsVData
CCitadel_Ability_Necro_KillSummon
CCitadel_Ability_Necro_KillSummonTrigger
CCitadel_Ability_Necro_KillSummonTriggerVData
CCitadel_Ability_Necro_KillSummonVData
CCitadel_Ability_Necro_NukeMap
CCitadel_Ability_Necro_NukeMapVData
CCitadel_Ability_Necro_PrimaryWeapon
CCitadel_Ability_Necro_PrimaryWeaponVData
CCitadel_Ability_Necro_ZombieWall
CCitadel_Ability_Necro_ZombieWallVData
CCitadel_Ability_Nikuman
CCitadel_Ability_Opera_Ability01
CCitadel_Ability_Opera_Ability02
CCitadel_Ability_Opera_Ability03
CCitadel_Ability_Opera_Ability04
CCitadel_Ability_Operative_Blindside
CCitadel_Ability_Operative_Blindside_VData
CCitadel_Ability_PassiveBeefy
CCitadel_Ability_PassiveBeefyVData
CCitadel_Ability_Perched_Predator
CCitadel_Ability_PowerJump
CCitadel_Ability_PowerSlash
CCitadel_Ability_PowerSurge
CCitadel_Ability_Priest_AntiSpiritVest
CCitadel_Ability_Priest_AntiSpiritVestVData
CCitadel_Ability_Priest_Barrage
CCitadel_Ability_Priest_BarrageVData
CCitadel_Ability_Priest_BearTrap
CCitadel_Ability_Priest_BearTrapVData
CCitadel_Ability_Priest_CrossbowWeapon
CCitadel_Ability_Priest_CrossbowWeaponVData
CCitadel_Ability_Priest_Flashbang
CCitadel_Ability_Priest_Flashbang_VData
CCitadel_Ability_Priest_Knockback
CCitadel_Ability_Priest_KnockbackVData
CCitadel_Ability_Priest_SelfHeal
CCitadel_Ability_Priest_SelfHealVData
CCitadel_Ability_Priest_SilenceBomb
CCitadel_Ability_Priest_SilenceBombVData
CCitadel_Ability_Priest_SmokeGrenade
CCitadel_Ability_Priest_SmokeGrenadeVData
CCitadel_Ability_Priest_StackingDefense
CCitadel_Ability_Priest_StackingDefenseVData
CCitadel_Ability_Priest_WeaponSwap
CCitadel_Ability_Priest_WeaponSwapVData
CCitadel_Ability_PrimaryWeapon
CCitadel_Ability_PrimaryWeaponVData
CCitadel_Ability_PrimaryWeapon_BeamWeapon
CCitadel_Ability_PrimaryWeapon_Bebop
CCitadel_Ability_PrimaryWeapon_BebopVData
CCitadel_Ability_PrimaryWeapon_Cadence
CCitadel_Ability_PrimaryWeapon_Empty
CCitadel_Ability_PrimaryWeapon_GraphController
CCitadel_Ability_PrimaryWeapon_ScalingAltFire
CCitadel_Ability_ProjectMind
CCitadel_Ability_ProjectMindVData
CCitadel_Ability_Protection_Racket
CCitadel_Ability_Protection_RacketVData
Type
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Deadlock
client
CitadelAbilityVData
CCitadel_Ability_Necro_HauntingSkullVData
CCitadel_Ability_Necro_HauntingSkullVData
Inherits from (100 fields)
CitadelAbilityVData
CEntitySubclassVDataBase
expand fields
m_JarExplodeParticle
:
CResourceNameTyped
<
CWeakHandle
<
InfoForResourceTypeIParticleSystemDefinition
>
>
6168 (0x1818)
MPropertyStartGroup
: "Visuals"
m_SkullFriendlyFoundParticle
:
CResourceNameTyped
<
CWeakHandle
<
InfoForResourceTypeIParticleSystemDefinition
>
>
6392 (0x18F8)
m_SkullTargetDashParticle
:
CResourceNameTyped
<
CWeakHandle
<
InfoForResourceTypeIParticleSystemDefinition
>
>
6616 (0x19D8)
m_SkullHitParticle
:
CResourceNameTyped
<
CWeakHandle
<
InfoForResourceTypeIParticleSystemDefinition
>
>
6840 (0x1AB8)
m_SkullExplodeParticle
:
CResourceNameTyped
<
CWeakHandle
<
InfoForResourceTypeIParticleSystemDefinition
>
>
7064 (0x1B98)
m_ResourceGainedParticle
:
CResourceNameTyped
<
CWeakHandle
<
InfoForResourceTypeIParticleSystemDefinition
>
>
7288 (0x1C78)
m_HeroResourceGainedParticle
:
CResourceNameTyped
<
CWeakHandle
<
InfoForResourceTypeIParticleSystemDefinition
>
>
7512 (0x1D58)
m_SkullModel
:
CResourceNameTyped
<
CWeakHandle
<
InfoForResourceTypeCModel
>
>
7736 (0x1E38)
m_flSkullScale
:
float32
= 1
7960 (0x1F18)
m_ResourceGainedSound
:
CSoundEventName
7968 (0x1F20)
MPropertyStartGroup
: "Sounds"
m_HeroResourceGainedSound
:
CSoundEventName
7984 (0x1F30)
m_JarExplodeSound
:
CSoundEventName
8000 (0x1F40)
m_SkullHitSound
:
CSoundEventName
8016 (0x1F50)
m_SkullKilledSound
:
CSoundEventName
8032 (0x1F60)
m_SkullAttackSound
:
CSoundEventName
8048 (0x1F70)
m_SkullLoopStartSound
:
CSoundEventName
8064 (0x1F80)
m_SkullLoopEndSound
:
CSoundEventName
8080 (0x1F90)
m_SkullLoopSound
:
CSoundEventName
8096 (0x1FA0)
m_SkullLastHitSound
:
CSoundEventName
8112 (0x1FB0)
m_AreaModifier
:
CEmbeddedSubclass
<
CCitadelModifier
>
= {}
8128 (0x1FC0)
MPropertyStartGroup
: "Modifiers"
m_SummonModifier
:
CEmbeddedSubclass
<
CCitadelModifier
>
= {}
8144 (0x1FD0)
m_SummonBuffModifier
:
CEmbeddedSubclass
<
CCitadelModifier
>
= {}
8160 (0x1FE0)
m_StackingDebuffModifier
:
CEmbeddedSubclass
<
CCitadelModifier
>
= {}
8176 (0x1FF0)
m_SlowModifier
:
CEmbeddedSubclass
<
CCitadelModifier
>
= {}
8192 (0x2000)
m_flSkullRadius
:
float32
= 30
8208 (0x2010)
MPropertyStartGroup
: "Gameplay"
m_bAllowStackingDamageFromGun
:
bool
= true
8212 (0x2014)
m_flInitialVelocityVariance
:
float32
= 1
8216 (0x2018)
m_flDrag
:
float32
= 0.1
8220 (0x201C)
m_flCurlNoiseStrength
:
float32
= 1
8224 (0x2020)
m_flCurlNoiseStrengthDuringTarget
:
float32
= 1
8228 (0x2024)
m_flCurlNoiseStrengthDuringFriendly
:
float32
= 1
8232 (0x2028)
m_flCurlNoiseMinFrequency
:
float32
= 0.1
8236 (0x202C)
m_flCurlNoiseMaxFrequency
:
float32
= 1
8240 (0x2030)
m_flBobbingFrequency
:
float32
= 10
8244 (0x2034)
m_flBobbingStrength
:
float32
= 10
8248 (0x2038)
m_flFloorSpringLength
:
float32
= 100
8252 (0x203C)
m_flFloorSpringStrength
:
float32
= 10
8256 (0x2040)
m_flTargetForwardSpeed
:
CPiecewiseCurve
= {"m_spline":[],"m_tangents":[],"m_vDomainMins":[0,0],"m_vDomainMaxs":[0,0]}
8264 (0x2048)
m_flTargetHitRecoilRatio
:
float32
= 0.5
8328 (0x2088)
m_flTargetHitRecoilRandomness
:
float32
= 0.5
8332 (0x208C)
m_flTargetHitUpVelocity
:
float32
= 10
8336 (0x2090)
m_flFriendlyChaseAcceleration
:
float32
8340 (0x2094)
m_flFriendlyChaseMaxSpeed
:
float32
= 100
8344 (0x2098)
m_flFriendlyChaseMinDistance
:
float32
= 100
8348 (0x209C)
m_flFriendlyChaseMaxDistance
:
float32
= 500
8352 (0x20A0)
m_flFriendlyChaseRandomPositionDistance
:
float32
= 50
8356 (0x20A4)
m_flFriendlyChaseBufferDelay
:
float32
= 1
8360 (0x20A8)
m_flPriorityTargetLingerDuration
:
float32
= 0.3
8364 (0x20AC)
m_flSkullMeleeRange
:
float32
= 150
8368 (0x20B0)
Also in
server.dll