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