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types.h
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#ifndef __TYPES_H_
#define __TYPES_H_
struct Vector {
float x;
float y;
float z;
};
struct Color {
unsigned char _color[4];
};
struct Vector2D {
float x, y;
};
struct QAngle {
float x; // Pitch
float y; // Yaw
float z; // Roll
};
struct Entity {
char __buf_0x00[0x88]; // 0x0
int m_bIsAutoaimTarget; // 0x88
unsigned int m_iEntityId; // 0x8C
char __buf_0x8C[0x10]; // 0x90
int m_clrRender; // 0xA0
int m_cellbits; // 0xA4
char __buf_0xA8[0x4]; // 0xA8
int m_cellX; // 0xAC
int m_cellY; // 0xB0
int m_cellZ; // 0xB4
char __buf_0xB8[0xC]; // 0xB8
Vector m_vecAbsVelocity; // 0xC4
Vector m_vecAbsOrigin; // 0xD0
Vector m_vecOrigin; // 0xDC
Vector m_vecAngVelocity; // 0xE8
QAngle m_angAbsRotation; // 0xF4
QAngle m_angRotation; // 0x100
float m_flGravity; // 0x10C
float m_flProxyRandomValue; // 0x110
int m_iEFlags; // 0x114
char __buf_0x11A[0x4];
unsigned char m_nWaterType; // 0x118
unsigned char m_bDormant; // 0x119
char __buf_0x11ssA[0xA]; // 0x11A
float m_fEffects; // 0x11C
int m_iTeamNum; // 0x120
int m_iPendingTeamNum; // 0x124
int m_iHealth; // 0x12C
unsigned long m_fFlags; // 0x130
//char __buf_0x130[0x8]; // 0x134
Vector m_vecViewOffset; // 0x134
Vector m_vecVelocity; // 0x140
Vector m_vecBaseVelocity; // 0x14C
QAngle m_angNetworkAngles; // 0x158
Vector m_vecNetworkOrigin; // 0x164
};
#endif