Anvil Scripting Reference
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    • Create a speed overlay
    • Creating a Clock with ImGui
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  • 📦Namespaces
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  • 🧪Types
    • Vec2
    • Vec3
    • Vec4
    • playerState
    • refDef
    • clientEntity
    • cg
    • usercmd
    • trace
    • dvar
  • 📄Enums
    • CmdButton
    • ImGuiWindowFlags
    • ImGuiStyleVar
    • ImGuiCol
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  • Available Properties
  • Find the type of properties here
  1. Types

cg

Client Game structure. Holds various info.

PreviousclientEntityNextusercmd

Last updated 3 years ago

To see the type of an individual property, please look at the struct .

Available Properties

  • ClientNum

  • localClientNum

  • cubemapSize

  • renderScreen

  • latestSnapshotNum

  • latestSnapshotTime

  • frameInterpolation

  • frametime

  • Time

  • oldTime

  • physicsTime

  • mapRestart

  • renderingThirdPerson

  • predictedErrorTime

  • predictedError

  • landChange

  • landTime

  • heightToCeiling

  • zoomSensitivity

  • isLoading

  • scoresRequestTime

  • numScores

  • scoreLimit

  • showScores

  • scoreFadeTime

  • scoresTop

  • scoresOffBottom

  • scoresBottom

  • drawHud

  • crosshairClientNum

  • crosshairClientLastTime

  • crosshairClientStartTime

  • identifyClientNum

  • cursorHintIcon

  • cursorHintTime

  • cursorHintFade

  • cursorHintString

  • lastClipFlashTime

  • invalidCmdHintTime

  • lastHealthPulseTime

  • lastHealthLerpDelay

  • lastHealthClient

  • lastHealth

  • healthOverlayFromAlpha

  • healthOverlayToAlpha

  • healthOverlayPulseTime

  • healthOverlayPulseDuration

  • healthOverlayPulsePhase

  • healthOverlayHurt

  • healthOverlayLastHitTime

  • healthOverlayOldHealth

  • healthOverlayPulseIndex

  • proneBlockedEndTime

  • lastStance

  • lastStanceChangeTime

  • lastStanceFlashTime

  • voiceTime

  • weaponSelectTime

  • prevViewmodelWeapon

  • equippedOffHand

  • damageTime

  • damageX

  • damageY

  • damageValue

  • viewFade

  • weapIdleTime

  • nomarks

  • v_dmg_time

  • v_dmg_pitch

  • v_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;
}; 
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