class CClientState {
class CClockDriftManager {
public:
float clock_offsets[17];
uint32_t cur_clock_offset;
uint32_t m_server_tick;
uint32_t m_client_tick;
};
public:
char pad_0000[156];
INetChannel* m_net_channel;
uint32_t m_in_challenge_nr;
char pad_00A4[100];
uint32_t m_signon_state;
char pad_010C[8];
float m_next_cmd_time;
uint32_t m_server_count;
uint32_t m_current_sequence;
char pad_0120[84];
uint32_t m_delta_tick;
bool m_paused;
char pad_0179[7];
uint32_t m_view_entity;
uint32_t m_player_slot;
char m_levelname[260];
char m_level_name_short[80];
char m_group_name[80];
char pad_032С[92];
uint32_t m_max_clients;
char pad_0314[18820];
float m_last_server_tick_time;
bool insimulation;
char pad_4C9D[11];
uint32_t oldtickcount;
float m_tick_remainder;
float m_frameTime;
uint32_t lastoutgoingcommand;
uint32_t chokedcommands;
uint32_t last_command_ack;
uint32_t command_ack;
uint32_t m_sound_sequence;
char pad_4CC0[80];
vec3_t viewangles;
char pad_4D1C[208];
CEventInfo* events;
CClockDriftManager clock_drift_mgr;
};