cg

Client Game structure. Holds various info.

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

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

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