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engine2.dll.yaml
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---
CEmptyEntityInstance:
CEntityComponent:
CEntityComponentHelper:
m_flags: 8 # uint32_t
m_pInfo: 16 # EntComponentInfo_t*
m_nPriority: 24 # int32_t
m_pNext: 32 # CEntityComponentHelper*
CEntityIOOutput:
m_Value: 24 # CVariantBase<CVariantDefaultAllocator>
CEntityIdentity:
m_nameStringableIndex: 20 # int32_t
m_name: 24 # CUtlSymbolLarge
m_designerName: 32 # CUtlSymbolLarge
m_flags: 48 # uint32_t
m_worldGroupId: 56 # WorldGroupId_t
m_fDataObjectTypes: 60 # uint32_t
m_PathIndex: 64 # ChangeAccessorFieldPathIndex_t
m_pPrev: 88 # CEntityIdentity*
m_pNext: 96 # CEntityIdentity*
m_pPrevByClass: 104 # CEntityIdentity*
m_pNextByClass: 112 # CEntityIdentity*
CEntityInstance:
m_iszPrivateVScripts: 8 # CUtlSymbolLarge
m_pEntity: 16 # CEntityIdentity*
m_CScriptComponent: 40 # CScriptComponent*
m_bVisibleinPVS: 48 # bool
CNetworkVarChainer:
m_PathIndex: 32 # ChangeAccessorFieldPathIndex_t
CScriptComponent: # CEntityComponent
m_scriptClassName: 48 # CUtlSymbolLarge
CVariantDefaultAllocator:
EngineLoopState_t:
m_nPlatWindowWidth: 24 # int32_t
m_nPlatWindowHeight: 28 # int32_t
m_nRenderWidth: 32 # int32_t
m_nRenderHeight: 36 # int32_t
EntComponentInfo_t:
m_pName: 0 # char*
m_pCPPClassname: 8 # char*
m_pNetworkDataReferencedDescription: 16 # char*
m_pNetworkDataReferencedPtrPropDescription: 24 # char*
m_nRuntimeIndex: 32 # int32_t
m_nFlags: 36 # uint32_t
m_pBaseClassComponentHelper: 96 # CEntityComponentHelper*
EntInput_t:
EntOutput_t:
EventAdvanceTick_t: # EventSimulate_t
m_nCurrentTick: 48 # int32_t
m_nCurrentTickThisFrame: 52 # int32_t
m_nTotalTicksThisFrame: 56 # int32_t
m_nTotalTicks: 60 # int32_t
EventAppShutdown_t:
m_nDummy0: 0 # int32_t
EventClientAdvanceTick_t: # EventAdvanceTick_t
EventClientFrameSimulate_t:
m_LoopState: 0 # EngineLoopState_t
m_flRealTime: 40 # float
m_flFrameTime: 44 # float
m_flWhenScheduleSendTickPacket: 48 # double
EventClientOutput_t:
m_LoopState: 0 # EngineLoopState_t
m_flRenderTime: 40 # float
m_flRealTime: 44 # float
m_flRenderFrameTimeUnbounded: 48 # float
m_bRenderOnly: 52 # bool
EventClientPauseSimulate_t: # EventSimulate_t
EventClientPollInput_t:
m_LoopState: 0 # EngineLoopState_t
m_flRealTime: 40 # float
EventClientPollNetworking_t:
m_nTickCount: 0 # int32_t
EventClientPostAdvanceTick_t: # EventPostAdvanceTick_t
EventClientPostOutput_t:
m_LoopState: 0 # EngineLoopState_t
m_flRenderTime: 40 # double
m_flRenderFrameTime: 48 # float
m_flRenderFrameTimeUnbounded: 52 # float
m_bRenderOnly: 56 # bool
EventClientPostSimulate_t: # EventSimulate_t
EventClientPreOutput_t:
m_LoopState: 0 # EngineLoopState_t
m_flRenderTime: 40 # double
m_flRenderFrameTime: 48 # double
m_flRenderFrameTimeUnbounded: 56 # double
m_flRealTime: 64 # float
m_bRenderOnly: 68 # bool
EventClientPreSimulate_t: # EventSimulate_t
EventClientPredictionPostNetupdate_t:
EventClientProcessGameInput_t:
m_LoopState: 0 # EngineLoopState_t
m_flRealTime: 40 # float
m_flFrameTime: 44 # float
EventClientProcessInput_t:
m_LoopState: 0 # EngineLoopState_t
m_flRealTime: 40 # float
m_flTickInterval: 44 # float
m_flTickStartTime: 48 # double
EventClientProcessNetworking_t:
EventClientSceneSystemThreadStateChange_t:
m_bThreadsActive: 0 # bool
EventClientSimulate_t: # EventSimulate_t
EventFrameBoundary_t:
m_flFrameTime: 0 # float
EventModInitialized_t:
EventPostAdvanceTick_t: # EventSimulate_t
m_nCurrentTick: 48 # int32_t
m_nCurrentTickThisFrame: 52 # int32_t
m_nTotalTicksThisFrame: 56 # int32_t
m_nTotalTicks: 60 # int32_t
EventPostDataUpdate_t:
m_nCount: 0 # int32_t
EventPreDataUpdate_t:
m_nCount: 0 # int32_t
EventProfileStorageAvailable_t:
m_nSplitScreenSlot: 0 # CSplitScreenSlot
EventServerAdvanceTick_t: # EventAdvanceTick_t
EventServerPollNetworking_t: # EventSimulate_t
EventServerPostAdvanceTick_t: # EventPostAdvanceTick_t
EventServerPostSimulate_t: # EventSimulate_t
EventServerProcessNetworking_t: # EventSimulate_t
EventServerSimulate_t: # EventSimulate_t
EventSetTime_t:
m_LoopState: 0 # EngineLoopState_t
m_nClientOutputFrames: 40 # int32_t
m_flRealTime: 48 # double
m_flRenderTime: 56 # double
m_flRenderFrameTime: 64 # double
m_flRenderFrameTimeUnbounded: 72 # double
m_flRenderFrameTimeUnscaled: 80 # double
m_flTickRemainder: 88 # double
EventSimpleLoopFrameUpdate_t:
m_LoopState: 0 # EngineLoopState_t
m_flRealTime: 40 # float
m_flFrameTime: 44 # float
EventSimulate_t:
m_LoopState: 0 # EngineLoopState_t
m_bFirstTick: 40 # bool
m_bLastTick: 41 # bool
EventSplitScreenStateChanged_t: