cg
Client Game structure. Holds various info.
Available Properties
ClientNumlocalClientNumcubemapSizerenderScreenlatestSnapshotNumlatestSnapshotTimeframeInterpolationframetimeTimeoldTimephysicsTimemapRestartrenderingThirdPersonpredictedErrorTimepredictedErrorlandChangelandTimeheightToCeilingzoomSensitivityisLoadingscoresRequestTimenumScoresscoreLimitshowScoresscoreFadeTimescoresTopscoresOffBottomscoresBottomdrawHudcrosshairClientNumcrosshairClientLastTimecrosshairClientStartTimeidentifyClientNumcursorHintIconcursorHintTimecursorHintFadecursorHintStringlastClipFlashTimeinvalidCmdHintTimelastHealthPulseTimelastHealthLerpDelaylastHealthClientlastHealthhealthOverlayFromAlphahealthOverlayToAlphahealthOverlayPulseTimehealthOverlayPulseDurationhealthOverlayPulsePhasehealthOverlayHurthealthOverlayLastHitTimehealthOverlayOldHealthhealthOverlayPulseIndexproneBlockedEndTimelastStancelastStanceChangeTimelastStanceFlashTimevoiceTimeweaponSelectTimeprevViewmodelWeaponequippedOffHanddamageTimedamageXdamageYdamageValueviewFadeweapIdleTimenomarksv_dmg_timev_dmg_pitchv_dmg_roll
Find the type of properties here
struct cg_t
{
int ClientNum;
int localClientNum;
DemoType demoType;
CubemapShot cubemapShot;
int cubemapSize;
int renderScreen;
int latestSnapshotNum;
int latestSnapshotTime;
snapshot_t *snap;
snapshot_t *nextSnap;
snapshot_t activeSnapshots[2];
float frameInterpolation;
int frametime;
int Time;
int oldTime;
int physicsTime;
int mapRestart;
int renderingThirdPerson;
playerState_t PredictedPlayerState;
centity_t predictedPlayerEntity;
playerEntity_t playerEntity;
int predictedErrorTime;
Vec3 predictedError;
float landChange;
int landTime;
float heightToCeiling;
refdef_t refdef;
float refdefViewAngles[3];
float lastVieworg[3];
float swayViewAngles[3];
float swayAngles[3];
float swayOffset[3];
int iEntityLastType[1024];
XModel_t *pEntityLastXModel[1024];
float zoomSensitivity;
bool isLoading;
char objectiveText[1024];
char scriptMainMenu[256];
int scoresRequestTime;
int numScores;
int teamScores[4];
int teamPings[4];
int teamPlayers[4];
score_t scores[64];
int scoreLimit;
int showScores;
int scoreFadeTime;
int scoresTop;
int scoresOffBottom;
int scoresBottom;
int drawHud;
int crosshairClientNum;
int crosshairClientLastTime;
int crosshairClientStartTime;
int identifyClientNum;
int cursorHintIcon;
int cursorHintTime;
int cursorHintFade;
int cursorHintString;
int lastClipFlashTime;
InvalidCmdHintType_e invalidCmdHintType;
int invalidCmdHintTime;
int lastHealthPulseTime;
int lastHealthLerpDelay;
int lastHealthClient;
float lastHealth;
float healthOverlayFromAlpha;
float healthOverlayToAlpha;
int healthOverlayPulseTime;
int healthOverlayPulseDuration;
int healthOverlayPulsePhase;
bool healthOverlayHurt;
int healthOverlayLastHitTime;
float healthOverlayOldHealth;
int healthOverlayPulseIndex;
int proneBlockedEndTime;
int lastStance;
int lastStanceChangeTime;
int lastStanceFlashTime;
int voiceTime;
unsigned int weaponSelect;
int weaponSelectTime;
unsigned int weaponLatestPrimaryIdx;
int prevViewmodelWeapon;
int equippedOffHand;
viewDamage_t viewDamage[8];
int damageTime;
float damageX;
float damageY;
float damageValue;
float viewFade;
int weapIdleTime;
int nomarks;
int v_dmg_time;
float v_dmg_pitch;
float v_dmg_roll;
float fBobCycle;
float xyspeed;
float kickAVel[3];
float kickAngles[3];
float offsetAngles[3];
float gunPitch;
float gunYaw;
float gunXOfs;
float gunYOfs;
float gunZOfs;
float vGunOffset[3];
float vGunSpeed[3];
float viewModelAxis[4][3];
float rumbleScale;
float compassNorthYaw;
float compassNorth[2];
Material_t *compassMapMaterial;
float compassMapUpperLeft[2];
float compassMapWorldSize[2];
int compassFadeTime;
int healthFadeTime;
int ammoFadeTime;
int stanceFadeTime;
int sprintFadeTime;
int offhandFadeTime;
int offhandFlashTime;
shellshock_t shellshock;
TestShock_t testShock;
int holdBreathTime;
int holdBreathInTime;
int holdBreathDelay;
float holdBreathFrac;
float radarProgress; // correct offset
float selectedLocation[2];
SprintState sprintStates; // 5 ints
//int packetAnalysisFrameCount;
//char bitsSent[100][13];
//int entBitsUsed[10][18];
//int numEntsSent[10][18];
//int numEntFields[10][18]; ?? // 7 inbetween selectedLocation and bgs
//int numSnapshots;
//int adsViewErrorDone;
//int inKillCam;
int _unk01;
int _unk02;
bgs_t bgs; // first name root
cpose_t viewModelPose;
visionSetVars_t visionSetPreLoaded[4];
char visionSetPreLoadedName[4][64];
visionSetVars_t visionSetFrom[2];
visionSetVars_t visionSetTo[2];
visionSetVars_t visionSetCurrent[2];
visionSetLerpData_t visionSetLerpData[2];
char visionNameNaked[64];
char visionNameNight[64];
int extraButtons;
int lastActionSlotTime;
bool playerTeleported;
int stepViewStart;
float stepViewChange;
$BE9F66374A020A9809EEAF403416A176_t lastFrame;
hudElemSoundInfo_t hudElemSound[32];
int vehicleFrame;
}; Last updated