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CCSPlayerPawn

The physical in-world representation of a CS2 player. Carries per-round state: health, armor, position, animations, and weapon inventory. A new CCSPlayerPawn is created each round on (re)spawn; the corresponding CCSPlayerController persists across rounds.

Source 2 architecture separates the controller (session/connection state) from the pawn (physics/animation state). Demo parsers must follow m_hController → CCSPlayerController to resolve name, team, and stats.

CS2 build 25218825 · Steam date 2026-09-09 · platform windows-x86_64 · cs2_schema.json

Kind: classSize: 4992 bytes (0x1380)Alignment: 16 bytesModule: serverBinary: server.dll

Relationships

Inherits from: CCSPlayerPawnBase

Client counterpart: C_CSPlayerPawn

Used by (12) as a field type

Inheritance tree
Relationship diagram (15 edges)
classDiagram
    CBaseModelEntity <|-- CBaseAnimGraph
    CBaseAnimGraph <|-- CBaseCombatCharacter
    CBaseCombatCharacter <|-- CBasePlayerPawn
    CBasePlayerPawn <|-- CCSPlayerPawnBase
    CCSPlayerPawnBase <|-- CCSPlayerPawn
    CCSPlayerPawn --> CCSPlayer_BulletServices
    CCSPlayerPawn --> CCSPlayer_HostageServices
    CCSPlayerPawn --> CCSPlayer_BuyServices
    CCSPlayerPawn --> CCSPlayer_ActionTrackingServices
    CCSPlayerPawn --> CCSPlayer_AimPunchServices
    CCSPlayerPawn --> CCSPlayer_RadioServices
    CCSPlayerPawn --> CCSPlayer_DamageReactServices
    CCSPlayerPawn --> CBaseEntity
    CCSPlayerPawn *-- GameTime_t
    CCSPlayerPawn *-- CEconItemView
Inheritance chain, direct subclasses (up to 20) and a few composition edges

Memory layout

298 fields, 105 declared here and 193 inherited. Offsets are absolute from the object base on windows-x86_64.

CEntityInstanceCBaseEntityCBaseModelEntityCBaseAnimGraphCBaseCombatCharacterCBasePlayerPawnCCSPlayerPawnBaseCCSPlayerPawn

OffsetFieldTypeFromAnnotations
0x8m_iszPrivateVScriptsCUtlSymbolLargeCEntityInstance
0x10m_pEntityCEntityIdentity*CEntityInstanceCEntityIdentity pointer: the entity's identity record (name, class, handle, flags).
0x28m_CScriptComponentCScriptComponent*CEntityInstanceVScript component attached to the entity, when scripted.
0x30m_CBodyComponentCBodyComponent*CBaseEntity
0x38m_NetworkTransmitComponentCNetworkTransmitComponentCBaseEntity
0x248m_aThinkFunctionsCUtlVector< thinkfunc_t >CBaseEntity
0x260m_iCurrentThinkContextint32CBaseEntityMNotSaved
0x264m_nLastThinkTickGameTick_tCBaseEntity
0x268m_bDisabledContextThinksboolCBaseEntity
0x278m_isSteadyStateCTypedBitVec< 64 >CBaseEntityMNotSaved
0x280m_lastNetworkChangefloat32CBaseEntityMNotSaved
0x288m_thinkBASEPTRCBaseEntity
0x290m_ResponseContextsCUtlVector< ResponseContext_t >CBaseEntity
0x2a8m_iszResponseContextCUtlSymbolLargeCBaseEntity
0x2b0m_pfnTouchENTITYFUNCPTRCBaseEntity
0x2b8m_pfnUseUSEPTRCBaseEntity
0x2c0m_pfnBlockedENTITYFUNCPTRCBaseEntity
0x2c8m_pfnMoveDoneBASEPTRCBaseEntity
0x2d0m_iHealthint32CBaseEntityCurrent health points of the entity. Serialised with the 'ClampHealth' encoder so values above max are clamped.
0x2d4m_iMaxHealthint32CBaseEntityMaximum health points; used to normalise health bars in the HUD.
0x2d8m_lifeStateuint8CBaseEntityLIFE_STATE enum: 0 = Alive, 1 = Dying, 2 = Dead, 3 = Respawnable, 4 = Discardbody.
0x2dcm_flDamageAccumulatorfloat32CBaseEntity
0x2e0m_bTakesDamageboolCBaseEntity
0x2e8m_nTakeDamageFlagsTakeDamageFlags_tCBaseEntity
0x2f0m_nPlatformTypeEntityPlatformTypes_tCBaseEntity
0x2f2m_MoveCollideMoveCollide_tCBaseEntity
0x2f3m_MoveTypeMoveType_tCBaseEntity
0x2f4m_nPreviouslySetMoveTypeMoveType_tCBaseEntity
0x2f5m_nActualMoveTypeMoveType_tCBaseEntity
0x2f6m_nWaterTouchuint8CBaseEntityMNotSaved
0x2f7m_nSlimeTouchuint8CBaseEntityMNotSaved
0x2f8m_bRestoreInHierarchyboolCBaseEntity
0x300m_targetCUtlSymbolLargeCBaseEntity
0x308m_hDamageFilterCHandle< CBaseFilter >CBaseEntity
0x310m_iszDamageFilterNameCUtlSymbolLargeCBaseEntity
0x318m_flMoveDoneTimefloat32CBaseEntity
0x31cm_nSubclassIDCUtlStringTokenCBaseEntity
0x328m_flAnimTimefloat32CBaseEntityFloating-point timestamp of the most-recent animation update; used by the client for animation interpolation. MKV3TransferSaveOpsForField GetEngineTimeSaveRestoreOps
0x32cm_flSimulationTimefloat32CBaseEntityFloating-point timestamp of the most-recent physics simulation step; used by the client for position interpolation. MKV3TransferSaveOpsForField GetEngineTimeSaveRestoreOps
0x330m_flCreateTimeGameTime_tCBaseEntity
0x334m_bClientSideRagdollboolCBaseEntity
0x335m_ubInterpolationFrameuint8CBaseEntity
0x338m_vPrevVPhysicsUpdatePosVectorWSCBaseEntity
0x344m_iTeamNumuint8CBaseEntityTeam number: 0 = Unassigned, 1 = Spectator, 2 = Terrorist, 3 = Counter-Terrorist.
0x348m_iGlobalnameCUtlSymbolLargeCBaseEntityMSaveBehavior
0x350m_iSentToClientsint32CBaseEntityMNotSaved
0x358m_sUniqueHammerIDCUtlStringCBaseEntity
0x360m_spawnflagsuint32CBaseEntity
0x364m_nNextThinkTickGameTick_tCBaseEntityServer tick on which the entity's Think() function will next execute (-1 = never).
0x368m_nSimulationTickint32CBaseEntityMKV3TransferSaveOpsForField GetEngineTickSaveRestoreOps
0x370m_OnKilledCEntityIOOutputCBaseEntity
0x388m_fFlagsuint32CBaseEntityEntity flags bitmask (FL_ONGROUND = 1, FL_DUCKING = 4, FL_INWATER = 8, FL_FROZEN = 0x200, etc.).
0x38cm_vecAbsVelocityVectorCBaseEntity
0x398m_vecVelocityCNetworkVelocityVectorCBaseEntityCurrent world-space velocity vector of the entity.
0x3c8m_vecBaseVelocityVectorCBaseEntityAdditional world-space velocity contributed by moving platforms, conveyor belts, etc.
0x3d4m_nPushEnumCountint32CBaseEntityMNotSaved
0x3d8m_pCollisionCCollisionProperty*CBaseEntityMNotSaved
0x3e0m_hEffectEntityCHandle< CBaseEntity >CBaseEntity
0x3e4m_hOwnerEntityCHandle< CBaseEntity >CBaseEntityCHandle to the entity that owns or spawned this entity (e.g. the thrower of a grenade).
0x3e8m_fEffectsuint32CBaseEntityEffect flags bitmask (EF_NODRAW = 32, EF_NORECEIVESHADOW = 64, etc.).
0x3ecm_hGroundEntityCHandle< CBaseEntity >CBaseEntityCHandle to the entity this entity is standing on (INVALID_EHANDLE if airborne).
0x3f0m_nGroundBodyIndexint32CBaseEntity
0x3f4m_flFrictionfloat32CBaseEntitySurface friction multiplier (1.0 = normal; lower values make the entity slide more).
0x3f8m_flElasticityfloat32CBaseEntity
0x3fcm_flGravityScalefloat32CBaseEntityGravity scale multiplier (1.0 = normal; 0 = no gravity).
0x400m_flTimeScalefloat32CBaseEntityTime-scale multiplier applied to this entity's simulation (1.0 = real time; used by bullet time effects).
0x404m_flWaterLevelfloat32CBaseEntity
0x408m_bGravityDisabledboolCBaseEntity
0x409m_bAnimatedEveryTickboolCBaseEntityTrue when the entity's animation must be updated every server tick regardless of network interest.
0x40cm_flActualGravityScalefloat32CBaseEntity
0x410m_bGravityActuallyDisabledboolCBaseEntity
0x411m_bDisableLowViolenceboolCBaseEntity
0x412m_nWaterTypeuint8CBaseEntity
0x414m_iEFlagsint32CBaseEntity
0x418m_OnUser1CEntityIOOutputCBaseEntity
0x430m_OnUser2CEntityIOOutputCBaseEntity
0x448m_OnUser3CEntityIOOutputCBaseEntity
0x460m_OnUser4CEntityIOOutputCBaseEntity
0x478m_iInitialTeamNumint32CBaseEntity
0x47cm_flNavIgnoreUntilTimeGameTime_tCBaseEntity
0x480m_vecAngVelocityQAngleCBaseEntity
0x48cm_bNetworkQuantizeOriginAndAnglesboolCBaseEntity
0x48dm_bLagCompensateboolCBaseEntity
0x490m_pBlockerCHandle< CBaseEntity >CBaseEntity
0x494m_flLocalTimefloat32CBaseEntity
0x498m_flVPhysicsUpdateLocalTimefloat32CBaseEntity
0x49cm_nBloodTypeBloodTypeCBaseEntity
0x4a0m_pPulseGraphInstanceCPulseGraphInstance_ServerEntity*CBaseEntityMKV3TransferSaveOpsForField GetPulseInstanceSaveRestoreOps
0x4a8m_CRenderComponentCRenderComponent*CBaseModelEntityMNotSaved
0x4b0m_CHitboxComponentCHitboxComponentCBaseModelEntity
0x4c8m_pChoreoComponentCChoreoComponent*CBaseModelEntity
0x4d0m_nDestructiblePartInitialStateDestructed0HitGroup_tCBaseModelEntity
0x4d4m_nDestructiblePartInitialStateDestructed1HitGroup_tCBaseModelEntity
0x4d8m_nDestructiblePartInitialStateDestructed2HitGroup_tCBaseModelEntity
0x4dcm_nDestructiblePartInitialStateDestructed3HitGroup_tCBaseModelEntity
0x4e0m_nDestructiblePartInitialStateDestructed4HitGroup_tCBaseModelEntity
0x4e4m_nDestructiblePartInitialStateDestructed0_PartIndexint32CBaseModelEntity
0x4e8m_nDestructiblePartInitialStateDestructed1_PartIndexint32CBaseModelEntity
0x4ecm_nDestructiblePartInitialStateDestructed2_PartIndexint32CBaseModelEntity
0x4f0m_nDestructiblePartInitialStateDestructed3_PartIndexint32CBaseModelEntity
0x4f4m_nDestructiblePartInitialStateDestructed4_PartIndexint32CBaseModelEntity
0x4f8m_bDestructiblePartInitialStateDestructed0_GenerateBreakpiecesboolCBaseModelEntity
0x4f9m_bDestructiblePartInitialStateDestructed1_GenerateBreakpiecesboolCBaseModelEntity
0x4fam_bDestructiblePartInitialStateDestructed2_GenerateBreakpiecesboolCBaseModelEntity
0x4fbm_bDestructiblePartInitialStateDestructed3_GenerateBreakpiecesboolCBaseModelEntity
0x4fcm_bDestructiblePartInitialStateDestructed4_GenerateBreakpiecesboolCBaseModelEntity
0x500m_pDestructiblePartsSystemComponentCDestructiblePartsComponent*CBaseModelEntity
0x508m_OnDestructibleHitGroupDamageLevelChangedCEntityOutputTemplate< CBaseModelEntity::OnDamageLevelChangedArgs_t >CBaseModelEntity
0x530m_flDissolveStartTimeGameTime_tCBaseModelEntity
0x538m_OnIgniteCEntityIOOutputCBaseModelEntity
0x550m_nRenderModeRenderMode_tCBaseModelEntityRenderMode_t enum controlling transparency and rendering method (0 = Normal, 5 = Translucent, etc.).
0x551m_nRenderFXRenderFx_tCBaseModelEntityRenderFx_t enum for special rendering effects (pulsing, fading, hologram, etc.).
0x552m_bAllowFadeInViewboolCBaseModelEntity
0x570m_clrRenderColorCBaseModelEntityRGBA tint colour multiplied onto the entity's diffuse texture.
0x578m_vecRenderAttributesCUtlVectorEmbeddedNetworkVar< EntityRenderAttribute_t >CBaseModelEntity
0x5e0m_bRenderToCubemapsboolCBaseModelEntity
0x5e1m_bNoInterpolateboolCBaseModelEntity
0x5e8m_CollisionCCollisionPropertyCBaseModelEntityCCollisionProperty struct encoding the entity's collision bounding box shape and flags.
0x6a0m_GlowCGlowPropertyCBaseModelEntityCGlowProperty struct controlling the entity's glow outline (colour, radius, visibility rules).
0x6f8m_flGlowBackfaceMultfloat32CBaseModelEntityMultiplier for the glow effect on back-facing surfaces of the model.
0x6fcm_fadeMinDistfloat32CBaseModelEntityMinimum distance (world units) at which the entity starts to fade out.
0x700m_fadeMaxDistfloat32CBaseModelEntityDistance at which the entity is fully faded out and invisible.
0x704m_flFadeScalefloat32CBaseModelEntityScale factor applied to fade distances; 0 disables distance fading.
0x708m_flShadowStrengthfloat32CBaseModelEntityOpacity of this entity's cast shadow (0 = no shadow, 1 = full shadow).
0x70cm_nObjectCullinguint8CBaseModelEntity
0x710m_bodyGroupChoicesCUtlOrderedMap< CGlobalSymbol, int32 >CBaseModelEntity
0x738m_vecViewOffsetCNetworkViewOffsetVectorCBaseModelEntityOffset from the entity origin to the player's view position (eye height).
0x768m_bvDisabledHitGroupsuint32[1]CBaseModelEntityMKV3TransferSaveOpsForField GetHitgroupDisableListSaveRestoreOps
0x770m_graphControllerManagerCAnimGraphControllerManagerCBaseAnimGraph
0x808m_pMainGraphControllerCAnimGraphControllerPtrCBaseAnimGraphThe primary animation-graph controller instance for this entity.
0x810m_bInitiallyPopulateInterpHistoryboolCBaseAnimGraph
0x818m_OnLayerCycleUpdatedCEntityOutputTemplate< float32 >CBaseAnimGraph
0x838m_OnExternalChoreoGraphChangedCEntityIOOutputCBaseAnimGraph
0x850m_pChoreoServicesIChoreoServices*CBaseAnimGraphMKV3TransferSaveOpsForField GetChoreoServicesSaveRestoreOps
0x858m_bAnimGraphUpdateEnabledboolCBaseAnimGraph
0x859m_bAnimationUpdateScheduledboolCBaseAnimGraphMNotSaved
0x85cm_vecForceVectorCBaseAnimGraphMNotSaved
0x868m_nForceBoneint32CBaseAnimGraphMNotSaved
0x878m_pRagdollControlIPhysicsRagdollControl*CBaseAnimGraphMPhysPtr
0x880m_RagdollPosePhysicsRagdollPose_tCBaseAnimGraph
0x8a8m_bRagdollEnabledboolCBaseAnimGraphTrue while the entity is simulated as a ragdoll rather than animated.
0x8a9m_bRagdollClientSideboolCBaseAnimGraphMNotSaved
0x8b0m_xParentedRagdollRootInEntitySpaceCTransformCBaseAnimGraph
0x960m_bForceServerRagdollboolCBaseCombatCharacter
0x968m_hMyWearablesCNetworkUtlVectorBase< CHandle< CEconWearable > >CBaseCombatCharacterHandles to the character's equipped wearable items (gloves, agent model pieces). MNotSaved
0x980m_impactEnergyScalefloat32CBaseCombatCharacterScale applied to impact-damage energy for this character.
0x984m_bApplyStressDamageboolCBaseCombatCharacter
0x985m_bDeathEventsDispatchedboolCBaseCombatCharacter
0x9c8m_vecRelationshipsCUtlVector< RelationshipOverride_t >CBaseCombatCharacter
0x9e0m_strRelationshipsCUtlSymbolLargeCBaseCombatCharacter
0x9e8m_eHullHull_tCBaseCombatCharacter
0x9ecm_nNavHullIdxuint32CBaseCombatCharacter
0x9f0m_movementStatsCMovementStatsPropertyCBaseCombatCharacter
0xa30m_pWeaponServicesCPlayer_WeaponServices*CBasePlayerPawnWeapon-handling component (active weapon, switch timing).
0xa38m_pItemServicesCPlayer_ItemServices*CBasePlayerPawnCarried-item component (defuser, helmet).
0xa40m_pAutoaimServicesCPlayer_AutoaimServices*CBasePlayerPawn
0xa48m_pObserverServicesCPlayer_ObserverServices*CBasePlayerPawnSpectator component, active while the pawn is dead or observing.
0xa50m_pWaterServicesCPlayer_WaterServices*CBasePlayerPawn
0xa58m_pUseServicesCPlayer_UseServices*CBasePlayerPawn
0xa60m_pFlashlightServicesCPlayer_FlashlightServices*CBasePlayerPawn
0xa68m_pCameraServicesCPlayer_CameraServices*CBasePlayerPawnView / camera component.
0xa70m_pMovementServicesCPlayer_MovementServices*CBasePlayerPawnMovement / input component.
0xa80m_ServerViewAngleChangesCUtlVectorEmbeddedNetworkVar< ViewAngleServerChange_t >CBasePlayerPawnMNotSaved
0xae8v_angleQAngleCBasePlayerPawnCurrent view (eye) angles of the pawn.
0xaf4v_anglePreviousQAngleCBasePlayerPawn
0xb00m_iHideHUDuint32CBasePlayerPawn
0xb08m_skybox3dsky3dparams_tCBasePlayerPawn
0xb98m_fTimeLastHurtGameTime_tCBasePlayerPawn
0xb9cm_flDeathTimeGameTime_tCBasePlayerPawn
0xba0m_fNextSuicideTimeGameTime_tCBasePlayerPawnMNotSaved
0xba4m_fInitHUDboolCBasePlayerPawn
0xba8m_pExpresserCAI_Expresser*CBasePlayerPawn
0xbb0m_hControllerCHandle< CBasePlayerController >CBasePlayerPawn
0xbb4m_hDefaultControllerCHandle< CBasePlayerController >CBasePlayerPawn
0xbbcm_fHltvReplayDelayfloat32CBasePlayerPawnMNotSaved
0xbc0m_fHltvReplayEndfloat32CBasePlayerPawnMNotSaved
0xbc4m_iHltvReplayEntityCEntityIndexCBasePlayerPawnMNotSaved
0xbc8m_sndOpvarLatchDataCUtlVector< sndopvarlatchdata_t >CBasePlayerPawn
0xbf0m_CTouchExpansionComponentCTouchExpansionComponentCCSPlayerPawnBase
0xc40m_pPingServicesCCSPlayer_PingServices*CCSPlayerPawnBasePointer to CCSPlayer_PingServices managing the in-game map-ping system.
0xc48m_blindUntilTimeGameTime_tCCSPlayerPawnBase
0xc4cm_blindStartTimeGameTime_tCCSPlayerPawnBase
0xc50m_iPlayerStateCSPlayerStateCCSPlayerPawnBaseCSPlayerState enum: STATE_ACTIVE = 0 (alive), STATE_WELCOME = 1, STATE_PICKINGTEAM = 2, STATE_PICKINGCLASS = 3, STATE_DEATH_ANIM = 4, STATE_DEATH_WAIT_FOR_KEY = 5, STATE_OBSERVER_MODE = 6.
0xd00m_bRespawningboolCCSPlayerPawnBase
0xd01m_bHasMovedSinceSpawnboolCCSPlayerPawnBaseTrue once the player moves after spawning; prevents accidental movement-triggered events.
0xd04m_iNumSpawnsint32CCSPlayerPawnBase
0xd0cm_flIdleTimeSinceLastActionfloat32CCSPlayerPawnBase
0xd10m_fNextRadarUpdateTimefloat32CCSPlayerPawnBase
0xd14m_flFlashDurationfloat32CCSPlayerPawnBaseTotal duration in seconds of the current flash-bang blind effect (0 when not flashed).
0xd18m_flFlashMaxAlphafloat32CCSPlayerPawnBasePeak screen-overlay alpha (0–255) of the current flash bang; scales with proximity and facing angle.
0xd1cm_flProgressBarStartTimefloat32CCSPlayerPawnBaseGameTime at which the current progress bar (defuse/pickup) started.
0xd20m_iProgressBarDurationint32CCSPlayerPawnBaseDuration in seconds of the current progress bar interaction.
0xd24m_hOriginalControllerCHandle< CCSPlayerController >CCSPlayerPawnBaseCHandle back to the CCSPlayerController that owns this pawn, even when a bot has taken over.
0xd38m_pBulletServicesCCSPlayer_BulletServices*Pointer to CCSPlayer_BulletServices which tracks hit counts registered on the server.
0xd40m_pHostageServicesCCSPlayer_HostageServices*Pointer to CCSPlayer_HostageServices which tracks which hostage entity this player is currently carrying.
0xd48m_pBuyServicesCCSPlayer_BuyServices*Pointer to CCSPlayer_BuyServices which tracks sellback purchase history for the current round.
0xd50m_pActionTrackingServicesCCSPlayer_ActionTrackingServices*Pointer to CCSPlayer_ActionTrackingServices which tracks weapon purchases and rescue state for stats/scoring.
0xd58m_pAimPunchServicesCCSPlayer_AimPunchServices*
0xd60m_pRadioServicesCCSPlayer_RadioServices*
0xd68m_pDamageReactServicesCCSPlayer_DamageReactServices*
0xd70m_nCharacterDefIndexuint16
0xd72m_bHasFemaleVoiceboolTrue when the equipped agent skin uses a female voice pack.
0xd78m_strVOPrefixCUtlString
0xd80m_szLastPlaceNamechar[18]Human-readable area/landmark name from the nav mesh where the player was last located (e.g. 'CTSpawn', 'BombsiteA').
0xe70m_bInHostageResetZonebool
0xe71m_bInBuyZoneboolTrue while the player is standing inside a buy zone.
0xe78m_TouchingBuyZonesCUtlVector< CHandle< CBaseEntity > >
0xe90m_bWasInBuyZonebool
0xe91m_bInHostageRescueZoneboolTrue while the player is inside a hostage rescue zone.
0xe92m_bInBombZoneboolTrue while the player is standing inside a bomb-plant zone (bombsite trigger).
0xe93m_bWasInHostageRescueZonebool
0xe94m_iRetakesOfferingint32Retakes-mode offering index: which weapon/utility load-out this player was offered for the retake.
0xe98m_iRetakesOfferingCardint32Card index the player selected in the retakes offering interface.
0xe9cm_bRetakesHasDefuseKitboolTrue when the retakes system has granted this player a defuse kit for the retake round.
0xe9dm_bRetakesMVPLastRoundboolTrue if this player earned the retakes MVP award in the previous round.
0xea0m_iRetakesMVPBoostItemint32Item definition index of the bonus item awarded to the retakes MVP.
0xea4m_RetakesMVPBoostExtraUtilityloadout_slot_t
0xea8m_flHealthShotBoostExpirationTimeGameTime_tGameTime at which the health-shot (medshot) movement speed boost expires.
0xeacm_flLandingTimeSecondsfloat32
0xeb0m_bIsBuyMenuOpenboolTrue while the player's buy menu is open.
0xee8m_lastLandTimeGameTime_t
0xeecm_bOnGroundLastTickbool
0xef0m_iPlayerLockedint32
0xef8m_flTimeOfLastInjuryGameTime_tGameTime of the most-recent damage event that reduced this player's health.
0xefcm_flNextSprayDecalTimeGameTime_t
0xf00m_bNextSprayDecalTimeExpeditedbool
0xf04m_nRagdollDamageBoneint32Bone index of the last hit that caused a ragdoll impulse.
0xf08m_vRagdollDamageForceVectorWorld-space impulse vector applied to the ragdoll bone on death.
0xf14m_szRagdollDamageWeaponNamechar[64]Class name of the weapon that killed this player (used to select the correct death ragdoll).
0xf54m_bRagdollDamageHeadshotboolTrue if the fatal blow was a headshot, used to trigger headshot-specific ragdoll animation.
0xf58m_vRagdollServerOriginVectorWSWorld-space position of the player's origin at the moment of death.
0xf68m_EconGlovesCEconItemViewCEconItemView describing the glove skin equipped on this player.
0x1210m_nEconGlovesChangeduint8Incremented each time the glove loadout changes, so the client can refresh the glove model.
0x1214m_qDeathEyeAnglesQAngleEye angles at the moment of death, used to pose the ragdoll's head correctly.
0x1220m_bLeftHandedboolTrue when the player has switched the weapon to the left hand (cl_lefthand 1).
0x1224m_fSwitchedHandednessTimeGameTime_tGameTime at which the player last toggled handedness (prevents rapid toggling).
0x1228m_flViewmodelOffsetXfloat32Custom viewmodel X offset in world units (cl_viewmodel_offset_x).
0x122cm_flViewmodelOffsetYfloat32Custom viewmodel Y offset in world units (cl_viewmodel_offset_y).
0x1230m_flViewmodelOffsetZfloat32Custom viewmodel Z offset in world units (cl_viewmodel_offset_z).
0x1234m_flViewmodelFOVfloat32Custom viewmodel FOV in degrees (cl_viewmodel_fov; clamped to 60–68).
0x1238m_bIsWalkingboolTrue while the player is in walk mode (shift-walk / cl_showpos = 1 walking).
0x123cm_fLastGivenDefuserTimefloat32
0x1240m_fLastGivenBombTimefloat32
0x1244m_flDealtDamageToEnemyMostRecentTimestampfloat32
0x1248m_iDisplayHistoryBitsuint32
0x124cm_flLastAttackedTeammatefloat32
0x1250m_allowAutoFollowTimeGameTime_t
0x1254m_bResetArmorNextSpawnbool
0x1258m_nLastKillerIndexCEntityIndexEntity index of the player or entity that last killed this pawn.
0x1260m_entitySpottedStateEntitySpottedState_tEntitySpottedState_t struct tracking which players have spotted (ESP-radar dot) this entity.
0x1278m_nSpotRulesint32
0x127cm_bIsScopedboolTrue while the player is looking through a weapon scope.
0x127dm_bResumeZoomboolTrue when the scope should be re-engaged automatically after the next shot (AWP/SSG 08 bolt-action mechanic).
0x127em_bIsDefusingboolTrue while the player is actively defusing the planted bomb.
0x127fm_bIsGrabbingHostageboolTrue while the player is picking up a hostage entity.
0x1280m_iBlockingUseActionInProgressCSPlayerBlockingUseAction_tCSPlayerBlockingUseAction_t enum indicating a use-action in progress that blocks other actions (e.g. defuse, hostage grab).
0x1284m_flEmitSoundTimeGameTime_tGameTime of the next footstep sound emission; controls footstep sound spacing.
0x1288m_bInNoDefuseAreaboolTrue when the player is in a location where defusing is not permitted.
0x128cm_iBombSiteIndexCEntityIndex
0x1290m_nWhichBombZoneint32Indicates which bomb site the player is currently inside (0 = none, 1 = A, 2 = B).
0x1294m_bInBombZoneTriggerbool
0x1295m_bWasInBombZoneTriggerbool
0x1298m_iShotsFiredint32Number of bullets fired since the player last stopped firing (resets when trigger is released or weapon changes).
0x129cm_flFlinchStackfloat32Accumulated flinch value from recent damage; drives the camera-shake magnitude.
0x12a0m_flVelocityModifierfloat32Multiplicative speed modifier applied on top of base movement speed (0.0–1.0 typically; reduced while injured or tased).
0x12a4m_vecTotalBulletForceVector
0x12b0m_bWaitForNoAttackboolTrue when the weapon's fire input must be fully released before the next shot is accepted (prevents auto-fire on re-deploy).
0x12b4m_ignoreLadderJumpTimefloat32
0x12b8m_bKilledByHeadshotboolTrue if the killing blow on this player was a headshot.
0x12bcm_LastHitBoxint32
0x12c0m_pBotCCSBot*
0x12c8m_bBotAllowActivebool
0x12ccm_nLastPickupPriorityint32
0x12d0m_flLastPickupPriorityTimefloat32
0x12d4m_ArmorValueint32Current armor HP (0–100). Combined-arms note: vest+helmet does not exceed 100 armor points.
0x12d8m_unCurrentEquipmentValueuint16Total buy value (in dollars) of equipment currently held by the player.
0x12dam_unRoundStartEquipmentValueuint16Equipment value at the start of the current round (after freeze-time buy phase ends).
0x12dcm_unFreezetimeEndEquipmentValueuint16Equipment value at the moment freeze time ended.
0x12e0m_iLastWeaponFireUsercmdint32
0x12e4m_bIsSpawningbool
0x12f0m_iDeathFlagsint32
0x12f4m_bHasDeathInfobool
0x12f8m_flDeathInfoTimefloat32
0x12fcm_vecDeathInfoOriginVectorWS
0x1308m_vecPlayerPatchEconIndicesuint32[5]Array of 5 item-definition indices for the agent patch slots (team patches worn on the uniform).
0x131cm_GunGameImmunityColorColorColor applied to the player model while gun-game immunity is active.
0x1320m_grenadeParameterStashTimeGameTime_t
0x1324m_bGrenadeParametersStashedbool
0x1328m_angStashedShootAnglesQAngle
0x1334m_vecStashedGrenadeThrowPositionVectorWS
0x1340m_vecStashedGrenadeThrowPawnCenterVectorWS
0x134cm_vecStashedVelocityVector
0x1360m_bCommittingSuicideOnTeamChangebool
0x1361m_wasNotKilledNaturallybool
0x1364m_fImmuneToGunGameDamageTimeGameTime_tGameTime until which the player is immune to damage in Gun Game / Arms Race mode.
0x1368m_bGunGameImmunityboolTrue while the player has gun-game spawn immunity (brief invincibility after spawning in Arms Race mode).
0x136cm_fMolotovDamageTimefloat32GameTime at which molotov/incendiary damage will next be applied to this player.
0x1370m_angEyeAnglesQAngleServer-authoritative eye angles (pitch, yaw, roll) used for hit-box calculation and third-person rendering.