Anvil Scripting Reference
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  • Available Properties
  • Find the type of properties here
  1. Types

playerState

The state of a player for a single frame.

PreviousVec4NextrefDef

Last updated 3 years ago

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

Available Properties

  • CommandTime

  • PM_Type

  • BobCycle

  • PM_Flags

  • WeaponFlags

  • OtherFlags

  • PM_Time

  • Origin

  • Velocity

  • OldVelocity

  • WeaponTime

  • WeaponDelay

  • GrenadeTimeLeft

  • WeaponRestrictKickTime

  • FoliageSoundTime

  • Gravity

  • Lean

  • Speed

  • DeltaAngles

  • GroundEntityNum

  • LadderVec

  • JumpTime

  • JumpOriginZ

  • LegsTimer

  • LegsAnim

  • TorsoTimer

  • TorsoAnim

  • LegsAnimDuration

  • TorsoAnimDuration

  • DamageTimer

  • DamageDuration

  • FlinchYawAnim

  • MovementDir

  • ClientNum

  • OffHandIndex

  • OffhandSecondary

  • Weapon

  • WeaponState

  • WeaponShotCount

  • WeaponPosFraction

  • ADSDelayTime

  • SpreadOverride

  • SpreadOverrideState

  • ViewModelIndex

  • ViewAngles

  • ViewHeightTarget

  • ViewHeightCurrent

  • ViewHeightLerpTime

  • ViewHeightLerpTarget

  • ViewHeightLerpDown

  • ViewAngleClampBase

  • ViewAngleClampRange

  • DamageEvent

  • DamageYaw

  • DamagePitch

  • DamageCount

  • ProneDirection

  • ProneDirectionPitch

  • ProneTorsoPitch

  • ViewLocked

  • ViewLockedEntNum

  • ICompassPlayerInfo

  • RadarEnabled

  • LocationSelectionInfo

  • TorsoPitch

  • WaistPitch

  • HoldBreathScale

  • HoldBreathTimer

  • MoveSpeedScaleMultiplier

  • MeleeChargeYaw

  • MeleeChargeDistance

  • MeleeChargeTime

  • Perks

  • EntityEventSequence

  • WeaponAnim

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=0x2F64
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