This is a demoparser that parses victim and attacker around a player hurt event two seconds before and 6 seconds after an event has happened. This demo is build on demoinfocs-golang. The following player(attacker and victim details) are parsed by this demoparser:
LocalActiveWeaponData.m_flNextPrimaryAttack
LocalActiveWeaponData.m_flNextSecondaryAttack
LocalActiveWeaponData.m_flTimeWeaponIdle
LocalActiveWeaponData.m_nNextThinkTick //Use relative from current tick. Might still leak data.
LocalWeaponData.m_iPrimaryAmmoType
LocalWeaponData.m_iSecondaryAmmoType
bcc_localdata.m_flNextAttack
cslocaldata.m_bDuckOverride
cslocaldata.m_flStamina
cslocaldata.m_flVelocityModifier
cslocaldata.m_iShotsFired
cslocaldata.m_vecOrigin
cslocaldata.m_vecOrigin[2]
csnonlocaldata.m_vecOrigin
csnonlocaldata.m_vecOrigin[2]
localdata.m_Local.m_aimPunchAngle
localdata.m_Local.m_aimPunchAngleVel
localdata.m_Local.m_bDucked
localdata.m_Local.m_bDucking
localdata.m_Local.m_bWearingSuit
localdata.m_Local.m_chAreaBits.000 //Only include if the data really exists and if so filter it to if the victim is viable in one of the PVS zones to the attacker and vice versa
localdata.m_Local.m_chAreaBits.001
localdata.m_Local.m_flFOVRate
localdata.m_Local.m_flFallVelocity
localdata.m_Local.m_flLastDuckTime
localdata.m_Local.m_viewPunchAngle
localdata.m_flDeathTime
localdata.m_hLastWeapon
localdata.m_nNextThinkTick //Use relative from current tick. Might still leak data.
localdata.m_nTickBase //Part of the reference tick data. Raw data should not be included
localdata.m_vecBaseVelocity
localdata.m_vecVelocity[0]
localdata.m_vecVelocity[1]
localdata.m_vecVelocity[2]
localdata.m_vecViewOffset[2]
m_ArmorValue
m_Collision.m_vecMaxs
m_Collision.m_vecMins
m_LastHitGroup
m_angEyeAngles[0]
m_angEyeAngles[1]
m_angRotation
m_bHasDefuser
m_bHasHelmet
m_bHasMovedSinceSpawn
m_bInBuyZone
m_bIsDefusing
m_bIsHoldingLookAtWeapon
m_bIsLookingAtWeapon
m_bIsScoped
m_bIsWalking
m_bReloadVisuallyComplete
m_bResumeZoom
m_bSilencerOn
m_bSpotted
m_bSpottedByMask.000
m_bStrafing
m_bWaitForNoAttack
m_fAccuracyPenalty
m_fFlags
m_fLastShotTime
m_fMolotovDamageTime
m_fMolotovUseTime
m_flDoneSwitchingSilencer
m_flDuckAmount
m_flDuckSpeed
m_flFOVTime
m_flFlashDuration
m_flFlashMaxAlpha
m_flGroundAccelLinearFracLastTime
m_flLastMadeNoiseTime
m_flLowerBodyYawTarget
m_flPlaybackRate
m_flRecoilIndex
m_flSimulationTime
m_flTimeOfLastInjury
m_hActiveWeapon //reference only
m_hColorCorrectionCtrl
m_hGroundEntity
m_hPlayerPing
m_iIronSightMode
m_iFOV
m_iFOVStart
m_iHealth
m_iIronSightMode
m_iMoveState
m_iPrimaryReserveAmmoCount
m_iState
m_nForceBone
m_nLastConcurrentKilled
m_nMuzzleFlashParity
m_nRelativeDirectionOfLastInjury
m_totalHitsOnServer
m_ubEFNoInterpParity
m_vecOrigin
m_weaponMode
overlay_vars.m_AnimOverlay.000.m_flPlaybackRate
overlay_vars.m_AnimOverlay.000.m_flWeight
overlay_vars.m_AnimOverlay.000.m_nSequence
overlay_vars.m_AnimOverlay.001.m_flCycle
overlay_vars.m_AnimOverlay.001.m_flPlaybackRate
overlay_vars.m_AnimOverlay.001.m_flWeight
overlay_vars.m_AnimOverlay.001.m_flWeightDeltaRate
overlay_vars.m_AnimOverlay.001.m_nOrder
overlay_vars.m_AnimOverlay.001.m_nSequence
overlay_vars.m_AnimOverlay.002.m_flCycle
overlay_vars.m_AnimOverlay.002.m_flPlaybackRate
overlay_vars.m_AnimOverlay.002.m_flWeight
overlay_vars.m_AnimOverlay.002.m_nOrder
overlay_vars.m_AnimOverlay.002.m_nSequence
overlay_vars.m_AnimOverlay.003.m_flCycle
overlay_vars.m_AnimOverlay.003.m_flPlaybackRate
overlay_vars.m_AnimOverlay.003.m_flWeight
overlay_vars.m_AnimOverlay.003.m_flWeightDeltaRate
overlay_vars.m_AnimOverlay.003.m_nOrder
overlay_vars.m_AnimOverlay.003.m_nSequence
overlay_vars.m_AnimOverlay.004.m_flCycle
overlay_vars.m_AnimOverlay.004.m_flPlaybackRate
overlay_vars.m_AnimOverlay.004.m_flWeight
overlay_vars.m_AnimOverlay.004.m_nOrder
overlay_vars.m_AnimOverlay.004.m_nSequence
overlay_vars.m_AnimOverlay.005.m_flCycle
overlay_vars.m_AnimOverlay.005.m_flPlaybackRate
overlay_vars.m_AnimOverlay.005.m_flWeight
overlay_vars.m_AnimOverlay.005.m_nOrder
overlay_vars.m_AnimOverlay.005.m_nSequence
overlay_vars.m_AnimOverlay.006.m_flCycle
overlay_vars.m_AnimOverlay.006.m_flPlaybackRate
overlay_vars.m_AnimOverlay.006.m_flWeight
overlay_vars.m_AnimOverlay.006.m_nOrder
overlay_vars.m_AnimOverlay.006.m_nSequence
overlay_vars.m_AnimOverlay.007.m_flCycle
overlay_vars.m_AnimOverlay.007.m_flPlaybackRate
overlay_vars.m_AnimOverlay.007.m_flWeight
overlay_vars.m_AnimOverlay.007.m_nOrder
overlay_vars.m_AnimOverlay.007.m_nSequence
overlay_vars.m_AnimOverlay.008.m_flCycle
overlay_vars.m_AnimOverlay.008.m_flPlaybackRate
overlay_vars.m_AnimOverlay.008.m_flWeight
overlay_vars.m_AnimOverlay.008.m_flWeightDeltaRate
overlay_vars.m_AnimOverlay.008.m_nSequence
overlay_vars.m_AnimOverlay.009.m_flPlaybackRate
overlay_vars.m_AnimOverlay.009.m_flWeight
overlay_vars.m_AnimOverlay.009.m_flWeightDeltaRate
overlay_vars.m_AnimOverlay.009.m_nSequence
overlay_vars.m_AnimOverlay.010.m_flCycle
overlay_vars.m_AnimOverlay.010.m_flPlaybackRate
overlay_vars.m_AnimOverlay.010.m_flWeight
overlay_vars.m_AnimOverlay.010.m_nSequence
overlay_vars.m_AnimOverlay.011.m_flCycle
overlay_vars.m_AnimOverlay.011.m_flPlaybackRate
overlay_vars.m_AnimOverlay.011.m_flWeight
overlay_vars.m_AnimOverlay.011.m_nSequence
overlay_vars.m_AnimOverlay.012.m_flPlaybackRate
overlay_vars.m_AnimOverlay.012.m_flWeight
overlay_vars.m_AnimOverlay.012.m_nSequence
serveranimdata.m_flCycle
LocalActiveWeaponData.m_flNextPrimaryAttack
LocalActiveWeaponData.m_flNextSecondaryAttack
LocalActiveWeaponData.m_flTimeWeaponIdle
LocalActiveWeaponData.m_nNextThinkTick //Use relative from current tick. Might still leak data.
LocalWeaponData.m_iPrimaryAmmoType
LocalWeaponData.m_iSecondaryAmmoType
a.m_nNextThinkTick //Use relative from current tick. Might still leak data.
m_Collision.m_vecMaxs
m_Collision.m_vecMins
m_angRotation
m_bBurstMode
m_bReloadVisuallyComplete
m_bSilencerOn
m_fAccuracyPenalty
m_fLastShotTime
m_flDoneSwitchingSilencer
m_flLastMadeNoiseTime
m_flPlaybackRate
m_flRecoilIndex
m_flSimulationTime
m_iBurstShotsRemaining
m_iClip1
m_iIronSightMode
m_iNumEmptyAttacks
m_iPrimaryReserveAmmoCount
m_iState
m_nMuzzleFlashParity
m_reloadState
m_vecOrigin
m_weaponMode
serveranimdata.m_flCycle
m_AttributeManager.m_Item.m_iItemDefinitionIndex
Distance
IsHeadshot
isBlinded
IsNoScope
IsThroughSmoke
IsWallBang
weapon
isAirborne
m_hGroundEntity
isStanding
m_zoomLevel
armor
dmg_armor
dmg_health
health
hitgroup
To use the parser clone the respiratory
git clone github.com/mwaurawakati/cs-go && cd cs-go
Then run the main.go file folloed by path to you demo files
go run main.go ./path/to/demo/files