playerState
The state of a player for a single frame.
Available Properties
CommandTimePM_TypeBobCyclePM_FlagsWeaponFlagsOtherFlagsPM_TimeOriginVelocityOldVelocityWeaponTimeWeaponDelayGrenadeTimeLeftWeaponRestrictKickTimeFoliageSoundTimeGravityLeanSpeedDeltaAnglesGroundEntityNumLadderVecJumpTimeJumpOriginZLegsTimerLegsAnimTorsoTimerTorsoAnimLegsAnimDurationTorsoAnimDurationDamageTimerDamageDurationFlinchYawAnimMovementDirClientNumOffHandIndexOffhandSecondaryWeaponWeaponStateWeaponShotCountWeaponPosFractionADSDelayTimeSpreadOverrideSpreadOverrideStateViewModelIndexViewAnglesViewHeightTargetViewHeightCurrentViewHeightLerpTimeViewHeightLerpTargetViewHeightLerpDownViewAngleClampBaseViewAngleClampRangeDamageEventDamageYawDamagePitchDamageCountProneDirectionProneDirectionPitchProneTorsoPitchViewLockedViewLockedEntNumICompassPlayerInfoRadarEnabledLocationSelectionInfoTorsoPitchWaistPitchHoldBreathScaleHoldBreathTimerMoveSpeedScaleMultiplierMeleeChargeYawMeleeChargeDistanceMeleeChargeTimePerksEntityEventSequenceWeaponAnim
Find the type of properties here
struct playerState_t
{
int CommandTime; //0x0000
int PM_Type; //0x0004
int BobCycle; //0x0008
int PM_Flags; //0x000C
int WeaponFlags; //0x0010
int OtherFlags; //0x0014
int PM_Time; //0x0018
Vec3 Origin; //0x001C
Vec3 Velocity; //0x0028
Vec2 OldVelocity; //0x0034
int WeaponTime; //0x003C
int WeaponDelay; //0x0040
int GrenadeTimeLeft; //0x0044
int ThrowbackGrenadeOwner; //0x0048
int ThrowbackGrenadeTimeLeft; //0x004C
int WeaponRestrictKickTime; //0x0050
int FoliageSoundTime; //0x0054
int Gravity; //0x0058
float Lean; //0x005C
int Speed; //0x0060
Vec3 DeltaAngles; //0x0064
int GroundEntityNum; //0x0070
Vec3 LadderVec; //0x0074
int JumpTime; //0x0080
float JumpOriginZ; //0x0084
int LegsTimer; //0x0088
int LegsAnim; //0x008C
int TorsoTimer; //0x0090
int TorsoAnim; //0x0094
int LegsAnimDuration; //0x0098
int TorsoAnimDuration; //0x009C
int DamageTimer; //0x00A0
int DamageDuration; //0x00A4
int FlinchYawAnim; //0x00A8
int MovementDir; //0x00AC
int EFlags; //0x00B0
int EventSequence; //0x00B4
int Events[4]; //0x00B8
int EventParams[4]; //0x00C8
int OldEventSequence; //0x00D8
int ClientNum; //0x00DC
int OffHandIndex; //0x00E0
int OffhandSecondary; //0x00E4
int Weapon; //0x00E8
int WeaponState; //0x00EC
int WeaponShotCount; //0x00F0
float WeaponPosFraction; //0x00F4
int ADSDelayTime; //0x00F8
int SpreadOverride; //0x00FC
int SpreadOverrideState; //0x0100
int ViewModelIndex; //0x0104
Vec3 ViewAngles; //0x0108
int ViewHeightTarget; //0x0114
float ViewHeightCurrent; //0x0118
int ViewHeightLerpTime; //0x011C
int ViewHeightLerpTarget; //0x0120
int ViewHeightLerpDown; //0x0124
Vec2 ViewAngleClampBase; //0x0128
Vec2 ViewAngleClampRange; //0x0130
int DamageEvent; //0x0138
int DamageYaw; //0x013C
int DamagePitch; //0x0140
int DamageCount; //0x0144
int Stats[5]; //0x0148
int Ammo[128]; //0x015C
int AmmoInClip[128]; //0x035C
int Weapons[4]; //0x055C
int WeaponsOld[4]; //0x056C
int WeaponRechamber[4]; //0x057C
float ProneDirection; //0x058C
float ProneDirectionPitch; //0x0590
float ProneTorsoPitch; //0x0594
int ViewLocked; //0x0598
int ViewLockedEntNum; //0x059C
int CursorHint; //0x05A0
int CursorHintString; //0x05A4
int CursorHintEntIndex; //0x05A8
int ICompassPlayerInfo; //0x05AC
int RadarEnabled; //0x05B0
int LocationSelectionInfo; //0x05B4
SprintState SprintState; //0x05B8
float TorsoPitch; //0x05CC
float WaistPitch; //0x05D0
float HoldBreathScale; //0x05D4
int HoldBreathTimer; //0x05D8
float MoveSpeedScaleMultiplier; //0x05DC
MantleState MantleState; //0x05E0
float MeleeChargeYaw; //0x05F0
int MeleeChargeDistance; //0x05F4
int MeleeChargeTime; //0x05F8
int Perks; //0x05FC
int ActionSlotType[4]; //0x0600
int ActionSlotParam[4]; //0x0610
int EntityEventSequence; //0x0620
int WeaponAnim; //0x0624
float AimSpreadScale; //0x0628
int ShellShockIndex; //0x062C
int ShellShockTime; //0x0630
int ShellShockDuration; //0x0634
float DOFNearStart; //0x0638
float DOFNearEnd; //0x063C
float DOFFarStart; //0x0640
float DOFFarEnd; //0x0644
float DOFNearBlur; //0x0648
float DOFFarBlur; //0x064C
float DOFViewModelStart; //0x0650
float DOFViewModelEnd; //0x0654
char _0x0658[0x1C4]; //0x0658
char WeaponModels[128]; //0x81C
int DeltaTime; //0x089C
int KillCamEntity; //0x08A0
char _0x08A4[0x26C0];
}; //Size=0x2F64Last updated