It's also open source so if you want to edit it then you are free to do so, just leave some credits ^^
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It's also open source so if you want to edit it then you are free to do so, just leave some credits ^^
You must login or register to view this content.
You must login or register to view this content.
It's also open source so if you want to edit it then you are free to do so, just leave some credits ^^
You must login or register to view this content.
You must login or register to view this content.
It's also open source so if you want to edit it then you are free to do so, just leave some credits ^^
You must login or register to view this content.
You must login or register to view this content.
!
struct color_s
{
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
};
union hudelem_color_t
{
color_s _s0;
int RGBA;
};
struct hudelem_s
{
short targetEntNum; //0x00-0x02
short targetEntNum2; //0x02-0x04
int font; //0x04-0x08
int alignOrg; //0x08-0x0C
int alignScreen; //0x0C-0x10
float x; //0x10-0x14
float y; //0x14-0x18
float z; //0x18-0x1C
int type; //0x1C-0x20
float fontScale; //0x20-0x24
int fromFontScale; //0x24-0x28
int fontScaleStartTime; //0x28-0x30
hudelem_color_t color; //0x30-0x34
hudelem_color_t fromColor; //0x34-0x38
int fadeStartTime; //0x38-0x3C
int fadeTime; //0x3C-0x44
int Width; //0x44-0x48
int Height; //0x48-0x4C
int materialIndex; //0x4C-0x50
int fromWidth; //0x50-0x54
int fromHeight; //0x54-0x58
int scaleStartTime; //0x58-0x5C
int scaleTime; //0x5C-0x60
float fromX; //0x60-0x64
float fromY; //0x64-0x68
int fromAlignOrg; //0x68-0x6C
int fromAlignScreen; //0x6C-0x70
int moveStartTime; //0x70-0x74
int moveTime; //0x74-0x78
int time; //0x78-0x7C
int duration; //0x7C-0x80
float value; //0x80-0x84
int text; //0x84-0x88
float sort; //0x88-0x8C
hudelem_color_t glowColor; //0x8C-0x90
int fxBirthTime; //0x90-0x94
int fxLetterTime; //0x94-0x98
int fxDecayStartTime; //0x98-0x9C
int fxDecayDuration; //0x9C-0xA0
int soundID; //0xA0-0xA4
int Unk; //0xA4-0xA8
int flags; //0xA8-0xAC
};
struct game_hudelem_s
{
hudelem_s elem; //0x00-0xAC
int clientNum; //0xAC-0xB0
int team; //0xB0-0xB4
int archived; //0xB4-0xB8
int Unk2; //0xB8-0xBC
};
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