// MNetworkIncludeByName = m_iMaxHealth
// MNetworkExcludeByName = m_baseLayer.m_hSequence
// MNetworkExcludeByName = m_blinktoggle
// MNetworkExcludeByUserGroup = m_flCycle
// MNetworkExcludeByName = m_flEncodedController
// MNetworkExcludeByName = m_flPoseParameter
// MNetworkUserGroupProxy = CCitadelPlayerPawn
// MNetworkUserGroupProxy = CCitadelPlayerPawn
// MNetworkVarTypeOverride = CCitadelPlayer_CameraServices m_pCameraServices
// MNetworkIncludeByName = m_pCameraServices
// MNetworkVarTypeOverride = CCitadelPlayer_MovementServices m_pMovementServices
// MNetworkIncludeByName = m_pMovementServices
// MNetworkVarNames = QAngle m_angClientCamera
// MNetworkVarNames = QAngle m_angEyeAngles
// MNetworkVarNames = QAngle m_angLockedEyeAngles
// MNetworkVarNames = int32 m_nLevel
// MNetworkVarNames = int32 m_nCurrencies
// MNetworkVarNames = int32 m_nSpentCurrencies
// MNetworkVarNames = GameTime_t m_flRespawnTime
// MNetworkVarNames = GameTime_t m_flLastSpawnTime
// MNetworkVarNames = bool m_bInRegenerationZone
// MNetworkVarNames = bool m_bInItemShopZone
// MNetworkVarNames = bool m_bInHideoutZone
// MNetworkVarNames = GameTime_t m_timeRevealedOnMinimapByNPC
// MNetworkVarNames = EntitySubclassID_t m_vecFullSellPriceItems
// MNetworkVarNames = FullSellPriceAbilityUpgrades_t m_vecFullSellPriceAbilityUpgrades
// MNetworkVarNames = EntitySubclassID_t m_vecQuickbuyQueue
// MNetworkVarNames = EntitySubclassID_t m_vecQuickbuySellQueue
// MNetworkVarNames = bool m_bQuickbuyAutoPurchase
// MNetworkVarNames = AbilityID_t m_unQuickbuyAutoPurchaseRequest
// MNetworkVarNames = bool m_bQuickbuyAutoQueueBuild
// MNetworkVarNames = bool m_bHasQuickbuyBeenUsed
// MNetworkVarNames = HeroBuildID_t m_unHeroBuildID
// MNetworkVarNames = CUtlString m_sHeroBuildSerialized
// MNetworkVarNames = bool m_bNetworkDisconnected
// MNetworkVarNames = bool m_bHasIncomingThreats
// MNetworkVarNames = bool m_bLearningAbility
// MNetworkVarNames = int m_nFlashStartTick
// MNetworkVarNames = int m_nFlashMaxStartTick
// MNetworkVarNames = int m_nFlashFadeStartTick
// MNetworkVarNames = int m_nFlashEndTick
// MNetworkVarNames = int8 m_nFlashMaxAlpha
// MNetworkVarNames = int32 m_nDeducedLane
// MNetworkVarNames = EHANDLE m_hEnemyPlayerAimTarget
// MNetworkVarNames = bool m_bDismissedReportCard
// MNetworkVarNames = float m_flCurrentHealingAmount
// MNetworkVarNames = CCitadelAbilityComponent::Storage_t m_CCitadelAbilityComponent
// MNetworkVarNames = CCitadelHeroComponent::Storage_t m_CCitadelHeroComponent
// MNetworkVarNames = CCitadelRegenComponent::Storage_t m_CCitadelRegenComponent
// MNetworkVarNames = CCitadelMinimapComponent::Storage_t m_CCitadelMinimapComponent
// MNetworkVarNames = CCitadelRecentDamage m_sInCombat
// MNetworkVarNames = CCitadelRecentDamage m_sPlayerDamageTaken
// MNetworkVarNames = CCitadelRecentDamage m_sPlayerDamageDealt
// MNetworkVarNames = CMsgLaneColor m_eZipLineLaneColor
// MNetworkVarNames = int8 m_nSuccessiveDucks
// MNetworkVarNames = GameTime_t m_flLastDuckTime
// MNetworkVarNames = bool m_bAnimGraphMovementClipped
// MNetworkVarNames = bool m_bAnimGraphMovementDisableGravity
// MNetworkVarNames = bool m_bAnimGraphMovementDirectAirControl
// MNetworkVarNames = GameTime_t m_flPredTimeSlowedStart
// MNetworkVarNames = GameTime_t m_flPredTimeSlowedEnd
// MNetworkVarNames = float32 m_flPredSlowSpeed
// MNetworkVarNames = GameTime_t m_flTimeSlowedStart
// MNetworkVarNames = GameTime_t m_flTimeSlowedEnd
// MNetworkVarNames = float32 m_flSlowSpeed
// MNetworkVarNames = GameTime_t m_flForceInCombatAnimsUntilTime
// MNetworkVarNames = uint8 m_nAudioEnclosure
// MNetworkVarNames = bool m_bAudioHasSkyExposure
class CCitadelPlayerPawn : public CCitadelPlayerPawnBase
{
uint8 pad_0DD8[120];
public:
int32 m_arrGoldSources[41];
private:
uint8 pad_0EF4[44];
public:
// MNetworkEnable
// MNetworkUserGroup = SourceTVExclusive
// MNetworkBitCount = 11
// MNetworkPriority = 32
QAngle m_angClientCamera;
// MNetworkEnable
// MNetworkUserGroup = RemotePlayersOnly
// MNetworkEncoder = qangle
// MNetworkBitCount = 11
// MNetworkPriority = 32
QAngle m_angEyeAngles;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
QAngle m_angLockedEyeAngles;
// MNetworkEnable
int32 m_nLevel;
// MNetworkEnable
int32 m_nCurrencies[4];
// MNetworkEnable
int32 m_nSpentCurrencies[4];
// MNetworkEnable
GameTime_t m_flRespawnTime;
// MNetworkEnable
GameTime_t m_flLastSpawnTime;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerAndObserversExclusive
bool m_bInRegenerationZone;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
bool m_bInItemShopZone;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
bool m_bInHideoutZone;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerAndObserversExclusive
GameTime_t m_timeRevealedOnMinimapByNPC;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
CNetworkUtlVectorBase<CUtlStringToken> m_vecFullSellPriceItems;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
CNetworkUtlVectorBase<FullSellPriceAbilityUpgrades_t> m_vecFullSellPriceAbilityUpgrades;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerAndObsersExclusive
CNetworkUtlVectorBase<CUtlStringToken> m_vecQuickbuyQueue;
private:
uint8 pad_1008[24];
public:
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerAndObsersExclusive
CNetworkUtlVectorBase<CUtlStringToken> m_vecQuickbuySellQueue;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerAndObsersExclusive
bool m_bQuickbuyAutoPurchase;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerAndObsersExclusive
CUtlStringToken m_unQuickbuyAutoPurchaseRequest;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerAndObsersExclusive
bool m_bQuickbuyAutoQueueBuild;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
bool m_bHasQuickbuyBeenUsed;
private:
uint8 pad_1044[44];
public:
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerAndObsersExclusive
HeroBuildID_t m_unHeroBuildID;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerAndObsersExclusive
CUtlString m_sHeroBuildSerialized;
// MNetworkEnable
bool m_bNetworkDisconnected;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
bool m_bHasIncomingThreats;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
bool m_bLearningAbility;
// MNetworkEnable
int32 m_nFlashStartTick;
// MNetworkEnable
int32 m_nFlashMaxStartTick;
// MNetworkEnable
int32 m_nFlashFadeStartTick;
// MNetworkEnable
int32 m_nFlashEndTick;
// MNetworkEnable
int8 m_nFlashMaxAlpha;
// MNetworkEnable
int32 m_nDeducedLane;
// MNetworkEnable
// MNetworkUserGroup = RemotePlayersOnly
// MNetworkPriority = 32
CHandle<CBaseEntity> m_hEnemyPlayerAimTarget;
// MNetworkEnable
bool m_bDismissedReportCard;
// MNetworkEnable
float32 m_flCurrentHealingAmount;
CHandle<CCitadelBaseAbility> m_hAbilityRequiresDebounce;
// MNetworkEnable
// MNetworkUserGroup = CCitadelAbilityComponent
// MNetworkAlias = CCitadelAbilityComponent
// MNetworkTypeAlias = CCitadelAbilityComponent
// MNetworkPriority = 32
CCitadelAbilityComponent m_CCitadelAbilityComponent;
// MNetworkEnable
// MNetworkUserGroup = CCitadelHeroComponent
// MNetworkAlias = CCitadelHeroComponent
// MNetworkTypeAlias = CCitadelHeroComponent
CCitadelHeroComponent m_CCitadelHeroComponent;
// MNetworkEnable
// MNetworkUserGroup = CCitadelRegenComponent
// MNetworkAlias = CCitadelRegenComponent
// MNetworkTypeAlias = CCitadelRegenComponent
CCitadelRegenComponent m_CCitadelRegenComponent;
// MNetworkEnable
// MNetworkUserGroup = CCitadelMinimapComponent
// MNetworkAlias = CCitadelMinimapComponent
// MNetworkTypeAlias = CCitadelMinimapComponent
CCitadelMinimapComponent m_CCitadelMinimapComponent;
bool m_bHasShopOpen;
ECitadelPingLocation_t m_eCurrentPingLocation;
private:
uint8 pad_14B0[1728];
public:
float32 m_flLastRegenThinkTime;
float32 m_flCitadelDamageAccumulator;
private:
uint8 pad_1B78[56];
public:
int32 m_nBulletsFiredAtUs;
int32 m_nBulletsHitOnUs;
int32 m_nHeadshotsOnUs;
GameTime_t m_flLastGameStatsRecorded;
float32 m_flUnusedGoldRemainder;
float32 m_flUnusedAbilityRemainder;
int32 m_nBulletsFiredAtEnemyHeroes;
int32 m_nBulletsHitOnEnemyHeroes;
int32 m_nHeadshotsOnEnemyHeroes;
int32 m_nLuckyShotsOnEnemyHeroes;
int32 m_nBulletsHitOnImmobileEnemyHeroes;
int32 m_nHeadshotsOnImmobileEnemyHeroes;
CHandle<CBaseEntity> m_hEnemyHeroClientAimedAtAttackTime;
bool m_bHasOverrideSpawnPos;
Vector m_vecOverrideSpawnPos;
int32 m_iKillStreak;
int32 m_iTrooperWaveEventCount;
int32 m_iTrooperWaveNumber;
int32 m_iPrevTrooperWaveEventCount;
int32 m_iPrevTrooperWaveNumber;
bool m_bHasStartedPlaying;
CHandle<CBaseEntity> m_hRevengeTarget;
private:
uint8 pad_1C10[12];
public:
GameTime_t m_flLastHurtTimeByEnemyHero;
GameTime_t m_flLastHurtByNeutral;
GameTime_t m_flLastHurtByEnemyNPC;
GameTime_t m_flLastTimeLookedAtByDirector;
CTakeDamageResult m_ragdollDamage;
CUtlVector<CHandle<CBaseEntity>> m_vecThreats;
private:
uint8 pad_1C68[160];
public:
// MNetworkEnable
CCitadelRecentDamage m_sInCombat;
// MNetworkEnable
CCitadelRecentDamage m_sPlayerDamageTaken;
// MNetworkEnable
CCitadelRecentDamage m_sPlayerDamageDealt;
private:
uint8 pad_1D50[188];
public:
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
CMsgLaneColor m_eZipLineLaneColor;
bool m_bCanBecomeRagdoll;
float32 m_blindUntilTime;
float32 m_blindStartTime;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
int8 m_nSuccessiveDucks;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
GameTime_t m_flLastDuckTime;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
bool m_bAnimGraphMovementClipped;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
bool m_bAnimGraphMovementDisableGravity;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
bool m_bAnimGraphMovementDirectAirControl;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
GameTime_t m_flPredTimeSlowedStart;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
GameTime_t m_flPredTimeSlowedEnd;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
float32 m_flPredSlowSpeed;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
GameTime_t m_flTimeSlowedStart[4];
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
GameTime_t m_flTimeSlowedEnd[4];
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
float32 m_flSlowSpeed[4];
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
GameTime_t m_flForceInCombatAnimsUntilTime;
bool m_bPreventAbilityLearning;
int32 m_iCurSlowSlot;
private:
uint8 pad_1E70[4];
public:
ParticleIndex_t m_nRespawnParticleIndex;
ParticleIndex_t m_nShoppingParticle;
private:
uint8 pad_1E80[40];
public:
CCitadelPlayerBot* m_pBot;
private:
uint8 pad_1EB0[320];
public:
bool m_bLocoLeanTriggeredForDirection;
bool m_bLocoRunToStopCanTrigger;
float32 m_flCrouchFraction;
float32 m_flCrouchSpeed;
GameTime_t m_fidgetTime;
Vector m_vShootTestOffsetStanding;
Vector m_vShootTestOffsetCrouching;
GameTime_t m_leanStartTime;
GameTick_t m_nLastUnpredictableMovementTick;
private:
uint8 pad_2020[64];
public:
// MNetworkEnable
// MNetworkUserGroup = RemotePlayersOnly
uint8 m_nAudioEnclosure;
// MNetworkEnable
// MNetworkUserGroup = RemotePlayersOnly
bool m_bAudioHasSkyExposure;
};