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Demoinfo 2

The document outlines various data types and their corresponding variable types used in a programming context, including basic encodings like float, int, and bool, as well as more complex structures like vectors and enums. It also includes field encoder overrides and type aliases for specific components. This structured information is likely intended for developers working with a specific software or game engine framework.

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zingolacantera
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
24 views5 pages

Demoinfo 2

The document outlines various data types and their corresponding variable types used in a programming context, including basic encodings like float, int, and bool, as well as more complex structures like vectors and enums. It also includes field encoder overrides and type aliases for specific components. This structured information is likely intended for developers working with a specific software or game engine framework.

Uploaded by

zingolacantera
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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<!

-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d}
format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
m_BasicEncodings =
[
{ m_Name = "float32"
m_VarType = "NET_DATA_TYPE_FLOAT32" },
{ m_Name = "float64"
m_VarType = "NET_DATA_TYPE_FLOAT64" },

{ m_Name = "bool"
m_VarType = "NET_DATA_TYPE_BOOL" },

{ m_Name = "char"
m_VarType = "NET_DATA_TYPE_INT64" },
{ m_Name = "int8"
m_VarType = "NET_DATA_TYPE_INT64" },
{ m_Name = "int16"
m_VarType = "NET_DATA_TYPE_INT64" },
{ m_Name = "int32"
m_VarType = "NET_DATA_TYPE_INT64" },
{ m_Name = "int64"
m_VarType = "NET_DATA_TYPE_INT64" },

{ m_Name = "uint8"
m_VarType = "NET_DATA_TYPE_UINT64" },
{ m_Name = "uint16"
m_VarType = "NET_DATA_TYPE_UINT64" },
{ m_Name = "uint32"
m_VarType = "NET_DATA_TYPE_UINT64" },
{ m_Name = "uint64"
m_VarType = "NET_DATA_TYPE_UINT64" },

{ m_Name = "CUtlString"
m_VarType = "NET_DATA_TYPE_STRING" },
{ m_Name = "CUtlSymbolLarge" m_VarType =
"NET_DATA_TYPE_STRING" },

// some things with > 1 component


{ m_Name = "Vector"
m_VarType = "NET_DATA_TYPE_FLOAT32" m_nComponents="3" },
{ m_Name = "QAngle"
m_VarType = "NET_DATA_TYPE_FLOAT32" m_nComponents="3" },
{ m_Name = "Vector2D"
m_VarType = "NET_DATA_TYPE_FLOAT32" m_nComponents="2" },
{ m_Name = "Vector4D"
m_VarType = "NET_DATA_TYPE_FLOAT32" m_nComponents="4" },
{ m_Name = "Quaternion"
m_VarType = "NET_DATA_TYPE_FLOAT32" m_nComponents="4" },
{ m_Name = "CTransform"
m_VarType = "NET_DATA_TYPE_FLOAT32" m_nComponents="6" },

// some commmon stufff


{ m_Name = "Color"
m_VarType = "NET_DATA_TYPE_UINT64" },
{ m_Name = "CUtlStringToken" m_VarType =
"NET_DATA_TYPE_UINT64" },
{ m_Name = "EHandle"
m_VarType = "NET_DATA_TYPE_UINT64" },
{ m_Name = "CEntityHandle"
m_VarType = "NET_DATA_TYPE_UINT64" },
{ m_Name = "CNetworkedQuantizedFloat" m_VarType =
"NET_DATA_TYPE_FLOAT32" },
{ m_Name = "CGameSceneNodeHandle" m_VarType =
"NET_DATA_TYPE_UINT64" },
{ m_Name = "CStrongHandle"
m_VarType = "NET_DATA_TYPE_UINT64" },

/// some commmon stufff


{ m_Name = "HSequence"
m_VarType = "NET_DATA_TYPE_INT64" },
{ m_Name = "AttachmentHandle_t"
m_VarType = "NET_DATA_TYPE_UINT64" }, // uint8
{ m_Name = "CEntityIndex"
m_VarType = "NET_DATA_TYPE_INT64" },

// bunch of enum types, too


{ m_Name = "MoveCollide_t"
m_VarType = "NET_DATA_TYPE_UINT64" }, // uint8
{ m_Name = "MoveType_t"
m_VarType = "NET_DATA_TYPE_UINT64" }, // uint8
{ m_Name = "RenderMode_t"
m_VarType = "NET_DATA_TYPE_UINT64" }, // uint8
{ m_Name = "RenderFx_t"
m_VarType = "NET_DATA_TYPE_UINT64" }, // uint8
{ m_Name = "SolidType_t"
m_VarType = "NET_DATA_TYPE_UINT64" }, // uint8
{ m_Name = "SurroundingBoundsType_t" m_VarType =
"NET_DATA_TYPE_UINT64" }, // uint8
{ m_Name = "ModelConfigHandle_t" m_VarType =
"NET_DATA_TYPE_UINT64" }, // uint8
{ m_Name = "NPC_STATE"
m_VarType = "NET_DATA_TYPE_INT64" }, // int32
{ m_Name = "StanceType_t"
m_VarType = "NET_DATA_TYPE_INT64" }, // int32 ?
{ m_Name = "AbilityPathType_t"
m_VarType = "NET_DATA_TYPE_UINT64" }, // uint32 ? no neg values
{ m_Name = "WeaponState_t"
m_VarType = "NET_DATA_TYPE_UINT64" }, // uint32 ? no neg values
{ m_Name = "DoorState_t"
m_VarType = "NET_DATA_TYPE_UINT64" }, // uint32 ? no neg values
{ m_Name = "RagdollBlendDirection" m_VarType =
"NET_DATA_TYPE_INT64" }, // int32 ?
{ m_Name = "BeamType_t"
m_VarType = "NET_DATA_TYPE_INT64" }, // int32 ?
{ m_Name = "BeamClipStyle_t" m_VarType =
"NET_DATA_TYPE_UINT64" }, // uint32 ?
{ m_Name = "EntityDisolveType_t" m_VarType =
"NET_DATA_TYPE_INT64" }, // int32 ?

{ m_Name = "ValueRemapperInputType_t" m_VarType =


"NET_DATA_TYPE_UINT64" }, // uint32 ?
{ m_Name = "ValueRemapperOutputType_t" m_VarType =
"NET_DATA_TYPE_UINT64" }, // uint32 ?
{ m_Name = "ValueRemapperHapticsType_t" m_VarType =
"NET_DATA_TYPE_UINT64" }, // uint32 ?
{ m_Name = "ValueRemapperMomentumType_t" m_VarType =
"NET_DATA_TYPE_UINT64" }, // uint32 ?
{ m_Name = "ValueRemapperRatchetType_t" m_VarType =
"NET_DATA_TYPE_UINT64" }, // uint32 ?

{ m_Name = "PointWorldTextJustifyHorizontal_t" m_VarType =


"NET_DATA_TYPE_UINT64" }, // uint32 ?
{ m_Name = "PointWorldTextJustifyVertical_t" m_VarType =
"NET_DATA_TYPE_UINT64" }, // uint32 ?
{ m_Name = "PointWorldTextReorientMode_t" m_VarType =
"NET_DATA_TYPE_UINT64" }, // uint32 ?

{ m_Name = "PoseController_FModType_t" m_VarType =


"NET_DATA_TYPE_UINT64" }, // uint32 ?
{ m_Name = "PrecipitationType_t" m_VarType =
"NET_DATA_TYPE_INT64" }, // int32 ?
{ m_Name = "ShardSolid_t"
m_VarType = "NET_DATA_TYPE_UINT64" }, // uint32 ?
{ m_Name = "ShatterPanelMode" m_VarType =
"NET_DATA_TYPE_UINT64" }, // uint32 ?

{ m_Name = "gender_t"
m_VarType = "NET_DATA_TYPE_UINT64" }, // uint8, deprecated enum type in
S2 ?

{ m_Name = "item_definition_index_t" m_VarType =


"NET_DATA_TYPE_UINT64" }, // uint16/32 depending on game
{ m_Name = "itemid_t"
m_VarType = "NET_DATA_TYPE_UINT64" }, // uint64
{ m_Name = "style_index_t"
m_VarType = "NET_DATA_TYPE_UINT64" }, // uint8
{ m_Name = "attributeprovidertypes_t" m_VarType =
"NET_DATA_TYPE_UINT64" }, // uint32 ?
{ m_Name = "DamageOptions_t" m_VarType =
"NET_DATA_TYPE_UINT64" }, // uint8
{ m_Name = "ScreenEffectType_t"
m_VarType = "NET_DATA_TYPE_UINT64" },
{ m_Name = "MaterialModifyMode_t" m_VarType =
"NET_DATA_TYPE_UINT64" },
{ m_Name = "AmmoIndex_t"
m_VarType = "NET_DATA_TYPE_INT64" }, // int8
{ m_Name = "TakeDamageFlags_t"
m_VarType = "NET_DATA_TYPE_INT64" }, // uint16

{ m_Name = "PlayerConnectedState" m_VarType =


"NET_DATA_TYPE_INT64" }, // has -1
{ m_Name = "PlayerID_t"
m_VarType = "NET_DATA_TYPE_INT64" }, // has -1
{ m_Name = "GuildID_t"
m_VarType = "NET_DATA_TYPE_UINT64" }, // uint32
{ m_Name = "MatchID_t"
m_VarType = "NET_DATA_TYPE_UINT64" }, // uint64
{ m_Name = "LeagueID_t"
m_VarType = "NET_DATA_TYPE_UINT64" }, // uint32

{ m_Name = "CavernCrawlMapVariant_t" m_VarType =


"NET_DATA_TYPE_UINT64" }, // uint8
{ m_Name = "CPlayerSlot"
m_VarType = "NET_DATA_TYPE_INT64" }, // int32
{ m_Name = "attrib_definition_index_t" m_VarType =
"NET_DATA_TYPE_UINT64" }, // uint16
{ m_Name = "ECrowdLevel"
m_VarType = "NET_DATA_TYPE_UINT64" }, // enum min == 0

{ m_Name = "GameTime_t"
m_VarType = "NET_DATA_TYPE_FLOAT32" },
{ m_Name = "AnimLoopMode_t"
m_VarType = "NET_DATA_TYPE_INT64" }, // int32
{ m_Name = "CGlobalSymbol"
m_VarType = "NET_DATA_TYPE_STRING" },
{ m_Name = "GameTick_t"
m_VarType = "NET_DATA_TYPE_INT64" },
{ m_Name = "FixAngleSet_t"
m_VarType = "NET_DATA_TYPE_UINT64" }, // uint8
{ m_Name = "WorldGroupId_t"
m_VarType = "NET_DATA_TYPE_UINT64" }, // uint32
{ m_Name = "HitGroup_t"
m_VarType = "NET_DATA_TYPE_INT64" },
{ m_Name = "EModifierValue"
m_VarType = "NET_DATA_TYPE_UINT64" },

// { m_Name = "CBaseVRHandAttachmentHandle" m_VarType =


"NET_DATA_TYPE_UINT64" },
{ m_Name = "eLiteralHandType" m_VarType =
"NET_DATA_TYPE_INT64" }, // int32 ?
{ m_Name = "ConnectedEnergyReserveType_t" m_VarType =
"NET_DATA_TYPE_UINT64" }, // int but no negative values
{ m_Name = "eGrenadeState_t" m_VarType =
"NET_DATA_TYPE_UINT64" }, // int but no negative values
]

m_FieldEncoderOverrides =
[
{ m_Name = "m_flSimulationTime" m_VarType =
"NET_DATA_TYPE_UINT64" },
{ m_Name = "m_flAnimTime"
m_VarType = "NET_DATA_TYPE_UINT64" },
]

// these were all pulled from grep'ing the code on 1/14/2021 and fixing up,
probably will add more over time. This should be in a config file...
m_Aliases =
[
{ m_TypeAlias = "CBaseVRHandAttachmentHandle"
m_UnderlyingType = "CHandle< CBaseVRHandAttachment >" },
{ m_TypeAlias = "CAI_AbilityServices"
m_UnderlyingType = "CAI_AbilityServices*" },
{ m_TypeAlias = "m_SpeechBubbles"
m_UnderlyingType = "CUtlVector< CSpeechBubbleInfo >" },

// referenced components require pointer indirection


{ m_TypeAlias = "CBodyComponentDCGBaseAnimating"
m_UnderlyingType = "CBodyComponentDCGBaseAnimating*" },
{ m_TypeAlias = "CBodyComponentBaseAnimating"
m_UnderlyingType = "CBodyComponentBaseAnimating*" },
{ m_TypeAlias = "CBodyComponentBaseAnimatingOverlay" m_UnderlyingType =
"CBodyComponentBaseAnimatingOverlay*" },
{ m_TypeAlias = "CBodyComponentBaseModelEntity"
m_UnderlyingType = "CBodyComponentBaseModelEntity*" },
{ m_TypeAlias = "CBodyComponent"
m_UnderlyingType = "CBodyComponent*" },
{ m_TypeAlias = "CBodyComponentSkeletonInstance"
m_UnderlyingType = "CBodyComponentSkeletonInstance*" },
{ m_TypeAlias = "CBodyComponentPoint"
m_UnderlyingType = "CBodyComponentPoint*" },
{ m_TypeAlias = "CLightComponent"
m_UnderlyingType = "CLightComponent*" },
{ m_TypeAlias = "CRenderComponent"
m_UnderlyingType = "CRenderComponent*" },

// this is legacy, would be good candidate to use demo file


upconversion to remove?
{ m_TypeAlias = "CPhysicsComponent"
m_UnderlyingType = "CPhysicsComponent*" },
]
}

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