struct CCSGOPlayerAnimState
{
char pad[3];
char bUnknown; //0x4
char pad2[91];
CBaseEntity* pBaseEntity; //0x60
CBaseCombatWeapon* pActiveWeapon; //0x64
CBaseCombatWeapon* pLastActiveWeapon; //0x68
float m_flLastClientSideAnimationUpdateTime; //0x6C
int m_iLastClientSideAnimationUpdateFramecount; //0x70
float m_flEyePitch; //0x74
float m_flEyeYaw; //0x78
float m_flPitch; //0x7C
float m_flGoalFeetYaw; //0x80
float m_flCurrentFeetYaw; //0x84
float m_flCurrentTorsoYaw; //0x88
float m_flUnknownVelocityLean; //0x8C //changes when moving/jumping/hitting ground
float m_flLeanAmount; //0x90
char pad4[4]; //NaN
float m_flFeetCycle; //0x98 0 to 1
float m_flFeetYawRate; //0x9C 0 to 1
float m_fUnknown2;
float m_fDuckAmount; //0xA4
float m_fLandingDuckAdditiveSomething; //0xA8
float m_fUnknown3; //0xAC
Vector m_vOrigin; //0xB0, 0xB4, 0xB8
Vector m_vLastOrigin; //0xBC, 0xC0, 0xC4
float m_vVelocityX; //0xC8
float m_vVelocityY; //0xCC
char pad5[4];
float m_flUnknownFloat1; //0xD4 Affected by movement and direction
char pad6[8];
float m_flUnknownFloat2; //0xE0 //from -1 to 1 when moving and affected by direction
float m_flUnknownFloat3; //0xE4 //from -1 to 1 when moving and affected by direction
float m_unknown; //0xE8
float m_velocity; //0xEC
float flUpVelocity; //0xF0
float m_flSpeedNormalized; //0xF4 //from 0 to 1
float m_flFeetSpeedForwardsOrSideWays; //0xF8 //from 0 to 2. something is 1 when walking, 2.something when running, 0.653 when crouch walking
float m_flFeetSpeedUnknownForwardOrSideways; //0xFC //from 0 to 3. something
float m_flTimeSinceStartedMoving; //0x100
float m_flTimeSinceStoppedMoving; //0x104
unsigned char m_bOnGround; //0x108
unsigned char m_bInHitGroundAnimation; //0x109
char pad7[10];
float m_flLastOriginZ; //0x114
float m_flHeadHeightOrOffsetFromHittingGroundAnimation; //0x118 from 0 to 1, is 1 when standing
float m_flStopToFullRunningFraction; //0x11C from 0 to 1, doesnt change when walking or crouching, only running
char pad8[4]; //NaN
float m_flUnknownFraction; //0x124 affected while jumping and running, or when just jumping, 0 to 1
char pad9[4]; //NaN
float m_flUnknown3;
char pad10[528];
};