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CMonsterHunterSmallRewardCategoryDefinition
CMonsterHunterTradeRecipeDefinition
CMonsterHunterWorldDefinition
CMonterHunterHunterRankRewardDefinition
CMsgBattleReport_CompareContext
CMsgBattleReport_ELaneOutcome
CMsgBattleReport_EOutcome
CMsgBattleReport_HighlightCategory
CMsgBattleReport_HighlightRarity
CMsgBattleReport_HighlightTier
CMsgBattleReport_HighlightType
CMsgBattleReport_Role
CMsgClientToGCUpdateComicBookStat_Type
CMsgDOTARequestMatches_SkillLevel
CNetworkOriginCellCoordQuantizedVector
CNetworkOriginQuantizedVector
CNetworkTransmitComponent
CNetworkVelocityVector
CNetworkViewOffsetVector
CNetworkedSequenceOperation
CNmEventConsumer
CNmEventConsumerAttributes
CNmEventConsumerLegacy
CNmEventConsumerParticle
CNmEventConsumerSound
CODTA_Unit_Warlock_Imp
CPanel2DAPI
CPathNode
CPathQueryComponent
CPathQueryUtil
CPathSimple
CPathSimpleAPI
CPathWithDynamicNodes
CPhysicsBodyGameMarkup
CPhysicsBodyGameMarkupData
CPlayerControllerComponent
CPlayerPawnComponent
CPlayerTrackedStatDefinition
CPlayerTrackedStatsEntity
CPlayer_AutoaimServices
CPlayer_CameraServices
CPlayer_FlashlightServices
CPlayer_ItemServices
CPlayer_MovementServices
CPlayer_MovementServices_Humanoid
CPlayer_ObserverServices
CPlayer_UseServices
CPlayer_WaterServices
CPlayer_WeaponServices
CPointChildModifier
CPointOffScreenIndicatorUi
CPointOrient
CPointTemplate
CPointTemplateAPI
CPortraitData
CPrecipitationVData
CPropDataComponent
CPulseAnimFuncs
CPulseCell_LerpCameraSettings
CPulseCell_LerpCameraSettings::CursorState_t
CPulseCell_PlaySequence
CPulseCell_PlaySequence::CursorState_t
CPulseCell_ShmupWaitForDuration
CPulseCell_ShmupWaitForDuration::CursorState_t
CPulseCell_Step_EntFire
CPulseCell_WaitForPanelClass
CPulseCell_WaitForPanelClass::CursorState_t
CPulseGameBlackboard
CPulseGraphInstance_PanoramaPanel
CPulsePanoramaFuncs
CQuickBuyController
CRR_Response
CRR_Response::ResponseEnum_t
CRagdollManager
CRandSimTimer
CRandStopwatch
CRemapFloat
CRenderComponent
CResponseCriteriaSet
CRopeOverlapHit
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Dota 2
client
CNetworkedSequenceOperation
CNetworkedSequenceOperation
m_hSequence
:
HSequence
8 (0x08)
m_flPrevCycle
:
float32
12 (0x0C)
m_flCycle
:
float32
16 (0x10)
m_flWeight
:
CNetworkedQuantizedFloat
20 (0x14)
m_bSequenceChangeNetworked
:
bool
28 (0x1C)
m_bDiscontinuity
:
bool
29 (0x1D)
m_flPrevCycleFromDiscontinuity
:
float32
32 (0x20)
m_flPrevCycleForAnimEventDetection
:
float32
36 (0x24)
Referenced by (4)
CAnimationLayer
m_op
C_BaseAnimatingController
m_baseLayer
C_CSequenceTransitioner2
m_currentOp
TransitioningLayer_t
m_op
Also in
server.dll
Counter-Strike 2
Deadlock