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CNPC_Escort_VData
CNPC_FamiliarHelper
CNPC_FieldSentryVData
CNPC_MidBossVData
CNPC_NecroSkele
CNPC_NeutralSinnerSacrificeHideoutVData
CNPC_NeutralSinnerSacrificeVData
CNPC_ShieldedSentryVData
CNPC_SimpleAnimatingAIVData
CNPC_TrooperBossVData
CNPC_TrooperNeutralNodeMoverVData
CNPC_TrooperNeutralVData
CNPC_YakuzaGangster
CNecro_HauntingSkullEntity
CNetworkOriginCellCoordQuantizedVector
CNetworkOriginQuantizedVector
CNetworkTransmitComponent
CNetworkVelocityVector
CNetworkViewOffsetVector
CNetworkedSequenceOperation
CNmEventConsumer
CNmEventConsumerAttributes
CNmEventConsumerLegacy
CNmEventConsumerParticle
CNmEventConsumerSound
CPathNode
CPathQueryComponent
CPathQueryUtil
CPathSimple
CPathSimpleAPI
CPathWithDynamicNodes
CPhysicsBodyGameMarkup
CPhysicsBodyGameMarkupData
CPlayerControllerComponent
CPlayerPawnComponent
CPlayerSprayDecalRenderHelper
CPlayerTrackedStatDefinition
CPlayerTrackedStatsEntity
CPlayer_AutoaimServices
CPlayer_CameraServices
CPlayer_FlashlightServices
CPlayer_ItemServices
CPlayer_MovementServices
CPlayer_MovementServices_Humanoid
CPlayer_ObserverServices
CPlayer_UseServices
CPlayer_WaterServices
CPlayer_WeaponServices
CPointChildModifier
CPointModifierThinker
CPointOffScreenIndicatorUi
CPointOrient
CPointTemplate
CPointTemplateAPI
CPrecipitationVData
CProjectile_Boho_BouncyProjectile
CProjectile_BookwormDragon_Projectile
CProjectile_Familiar_MovingToAttach
CProjectile_KnightChargeLeading_Projectile
CProjectile_Necro_HauntProjectile
CProjectile_Priest_SlideTrap_Projectile
CPropAnimatingBreakable
CPropDataComponent
CPulseAnimFuncs
CPulseCell_LerpCameraSettings
CPulseCell_LerpCameraSettings::CursorState_t
CPulseCell_PlaySequence
CPulseCell_PlaySequence::CursorState_t
CPulseCell_Step_EntFire
CPulseGameBlackboard
CRR_Response
CRR_Response::ResponseEnum_t
CRagdollManager
CRandSimTimer
CRandStopwatch
CRemapFloat
CRenderComponent
CResponseCriteriaSet
CRopeOverlapHit
CScaleFunctionAbilityPropertyBase
Type
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Deadlock
client
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
server.dll
Counter-Strike 2
Dota 2