Some example props that can be gotten from players.
Name | Real name | Desc |
---|---|---|
X | m_vecOrigin | X coordinate |
Y | m_vecOrigin | Y coordinate |
Z | m_vecOrigin[2] | Z coordinate (WARNING is the position of players feet? not head height) |
weapon_name | - | Name of active weapon |
ammo | m_iClip1 | Ammo in active weapon's clip |
velocity_X | m_vecVelocity[0] | X Velocity |
velocity_Y | m_vecVelocity[1] | Y Velocity |
velocity_Z | m_vecVelocity[2] | Z Velocity |
viewangle_yaw | m_angEyeAngles[1] | Yaw or "how many degrees the player is looking in the right-left direction" |
viewangle_pitch | m_angEyeAngles[0] | Pitch or "how many degrees the player is looking in the up-down direction" |
ducked | m_bDucked | Is player ducked |
scoped | m_bIsScoped | Is player scoped |
health | m_iHealth | Players health |
in_buy_zone | m_bInBuyZone | Is player in buy zone |
flash_duration | m_flFlashDuration | How many seconds the player is blind for. Big value = very blind :D. 0 = not blind |
balance | m_iAccount | Players current balance |
ping | m_iPing | Players ping or "latency" |
score | m_iScore | Score |
deaths | m_iDeaths | Deaths |
kills | m_iKills | Kills |
assists | m_iAssists | Assists |
mvps | m_iMVPs | MVPs |
armor | m_iArmor | Armor value |
silencer_on | m_bSilencerOn | Player has silencer on |
place_name | m_szLastPlaceName | Human reader place name like "ramp" or "palace" |
total_enemies_flashed | m_iMatchStats_EnemiesFlashed_Total | Total number of enemies flashed during the entire game so far |
total_util_damage | m_iMatchStats_UtilityDamage_Total | Total number of utiliy during the entire game so far |
total_cash_earned | m_iMatchStats_CashEarned_Total | Total cash earned curing the entire game so far |
total_objective_total | m_iMatchStats_Objective_Total | ? |
total_headshots | m_iMatchStats_HeadShotKills_Total | Total number of headshot kills during the entire game so far |
total_assists | m_iMatchStats_Assists_Total | Total number of assists duiring the entire game so far |
total_deaths | m_iMatchStats_Deaths_Total | Total number of deaths during the game so far |
total_live_time | m_iMatchStats_LiveTime_Total | Total time alive during the demo so far |
total_kill_reward | m_iMatchStats_KillReward_Total | Total money got as kill-reward during the demo so far |
total_equipment_value | m_iMatchStats_EquipmentValue_Total | Total |
total_damage | m_iMatchStats_Damage_Total | Total damage during entire game so far |
3ks | m_iMatchStats_3k_Total | Total number of rounds with 3 kills during the game so far |
4ks | m_iMatchStats_4k_Total | Total number of rounds with 4 kills during the game so far |
5ks | m_iMatchStats_5k_Total | Total number of rounds with 5 kills during the game so far |
total_kills | m_iMatchStats_Kills_Total | Total kills during entire game so far |
is_auto_muted | m_bHasCommunicationAbuseMute | Is player reported enough to be automatically muted |
friendly_honors | m_nPersonaDataPublicCommendsFriendly | number of "friendly" honors |
teacher_honors | m_nPersonaDataPublicCommendsTeacher | number of "teacher" honors |
leader_honors | m_nPersonaDataPublicCommendsLeader | number of "leader" honors |
public_level | m_nPersonaDataPublicLevel | ? |
active_coin_rank | m_nActiveCoinRank | ? |
cash_spent_this_round | m_iCashSpentThisRound | Cash spent this round |
total_cash_spent | m_iTotalCashSpent | total cash spent during entire game? (not so far) |
controlled_by_player | m_iControlledByPlayer | Something related to bot controlling? I guess not used normally anymore |
controlled_player | m_iControlledPlayer | Something related to bot controlling? I guess not used normally anymore |
controlling_bot | m_bControllingBot | Something related to bot controlling? I guess not used normally anymore |
lifetime_start | m_iLifetimeStart | When did the player spawn last time (measured as seconds since demo started) |
lifetime_end | m_iLifetimeEnd | When did the player die last time (measured as seconds since demo started) -1 if the player is currently alive |
connected | m_bConnected | Is the player currently connected |
holding_look_weapon | m_bIsHoldingLookAtWeapon | player is holding the key that starts animation for looking at weapon |
looking_at_weapon | m_bIsLookingAtWeapon | Player is currently looking at his weapon |
headshots_this_round | m_iNumRoundKillsHeadshots | Number of headshots this round |
concurrent_killed | m_nLastConcurrentKilled | ? |
freeze_end_eq_val | m_unFreezetimeEndEquipmentValue | Equipment value at end of freeze time |
round_start_eq_val | m_unRoundStartEquipmentValue | Equipment value at start of round |
equipment_value | m_unCurrentEquipmentValue | ? |
flash_alpha | m_flFlashMaxAlpha | max aplha value of flash |
has_helmet | m_bHasHelmet | Player has helmet |
has_heavy_armor | m_bHasHeavyArmor | Player has heavy armor |
detected_enemy_sensor | m_flDetectedByEnemySensorTime | ? |
is_rescuing | m_bIsRescuing | Is currently rescuing hostage |
molotov_dmg_time | m_fMolotovDamageTime | ? |
molotov_use_time | m_fMolotovUseTime | ? |
moved_since_spawn | m_bHasMovedSinceSpawn | Has the player moved since spawn |
resume_zoom | m_bResumeZoom | ? |
is_walking | m_bIsWalking | Is the player currently walking |
is_defusing | m_bIsDefusing | Is the player currently defusing |
has_defuser | m_bHasDefuser | Does the player currently have a defuse kit |
in_buy_zone | m_bInBuyZone | Is the player in a buy zone |
in_bomb_zone | m_bInBombZone | Is the player currently in a bomb zone |
granade_counter | m_iThrowGrenadeCounter | ? maybe number of grandes thrown this round? |
last_made_noise_time | m_flLastMadeNoiseTime | Seconds since start of demo when the player made his last noise |
spotted | m_bSpotted | comming soon |
move_type | movetype | ? |
move_collide | movecollide | ? |
elasticity | m_flElasticity | ? |
team_num | m_iTeamNum | Team number |
velocity_modifier | m_flVelocityModifier | ? |
next_think_tick | m_nNextThinkTick | I think this is what tick the client thinks the server is at |
friction | m_flFriction | ? |
on_target | m_fOnTarget | ? |
vec_view_offset0 | m_vecViewOffset[0] | ? |
vec_view_offset1 | m_vecViewOffset[1] | ? |
is_wearing_suit | m_bWearingSuit | ? |
jump_time_msecs | m_nJumpTimeMsecs | ? |
duck_time_msecs | m_nDuckJumpTimeMsecs | ? |
in_duck_jump | m_bInDuckJump | ? |
last_duck_time | m_flLastDuckTime | Seconds since demo started when the player last ducked |
is_ducking | m_bDucking | is between not ducked and ducked? |
round | m_totalRoundsPlayed | How many rounds have been played |
is_freeze_period | m_bFreezePeriod | |
ct_losses_in_a_row | m_iNumConsecutiveCTLoses | |
t_losses_in_a_row | m_iNumConsecutiveTerroristLoses | |
is_match_started | m_bHasMatchStarted | |
game_start_time | m_flGameStartTime | |
warmup_period_start | m_fWarmupPeriodStart | |
is_warmup_period | m_bWarmupPeriod | |
round_start_time | m_fRoundStartTime | |
warmup_period_end | m_fWarmupPeriodEnd | |
bomb_planted | m_bBombPlanted | |
match_start_time | m_fMatchStartTime | |
total_rounds_played | m_totalRoundsPlayed |
Parser also allows you to use the "real names". Just make sure you add _X _Y and potentially _Z to the vector prop names. Like so: m_vecOrigin -> m_vecOrigin_X for x coordinate.