class CClientState
{
public:
void ForceFullUpdate ( )
{
m_nDeltaTick = -1;
}
char pad_0000[148]; //0x0000
INetChannel* m_NetChannel; //0x0094
char pad_0098[8]; //0x0098
uint32_t m_nChallengeNr; //0x00A0
char pad_00A4[100]; //0x00A4
uint32_t m_nSignonState; //0x0108
char pad_010C[8]; //0x010C
float m_flNextCmdTime; //0x0114
uint32_t m_nServerCount; //0x0118
uint32_t m_nCurrentSequence; //0x011C
char pad_0120[84]; //0x0120
uint32_t m_nDeltaTick; //0x0174
bool m_bPaused; //0x0178
char pad_0179[7]; //0x0179
uint32_t m_nViewEntity; //0x0180
uint32_t m_nPlayerSlot; //0x0184
char m_szLevelName[260]; //0x0188
char m_szLevelNameShort[80]; //0x028C
char m_szGroupName[80]; //0x02B4
char pad_02DC[92]; //0x02DC
uint32_t m_nMaxClients; //0x0310
char pad_0314[18820]; //0x0314
float m_flLastServerTickTime; //0x4C98
bool insimulation; //0x4C9C
char pad_4C9D[3]; //0x4C9D
uint32_t oldtickcount; //0x4CA0
float m_tickRemainder; //0x4CA4
float m_frameTime; //0x4CA8
uint32_t lastoutgoingcommand; //0x4CAC
uint32_t chokedcommands; //0x4CB0 new = 4D28
uint32_t last_command_ack; //0x4CB4
uint32_t command_ack; //0x4CB8
uint32_t m_nSoundSequence; //0x4CBC
char pad_4CC0[80]; //0x4CC0
Vector viewangles; //0x4D10
char pad_4D1C[208]; //0x4D1C
CEventInfo* events; //0x4DEC
};