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;
};