C_BasePlayer derived from
bool m_bStrafing();
bool m_bHasDefuser();
bool m_bClientSideAnimation();
Vector m_ragPos();
bool m_bGunGameImmunity();
int m_iShotsFired();
QAngle m_angEyeAngles();
int m_ArmorValue();
int m_iPlayerState();
bool m_bHasHeavyArmor();
bool m_bHasHelmet();
bool m_bIsScoped();
bool m_bWaitForNoAttack();
bool m_bIsWalking();
bool m_bResumeZoom();
bool m_bIsLookingAtWeapon();
bool m_bDucked();
bool m_bDucking();
int m_flLowerBodyYawTarget();
int m_iHealth();
int m_nWaterLevel();
int m_lifeState();
int m_fFlags();
int m_nTickBase();
int m_iMoveState();
int m_vecViewOffset();
Vector m_viewPunchAngle();
Vector m_aimPunchAngle();
Vector m_aimPunchAngleVel();
Vector m_vecVelocity();
int m_flGroundAccelLinearFracLastTime();
int m_flNextAttack();
int m_flFlashMaxAlpha();
int m_fMolotovDamageTime();
int m_flThirdpersonRecoil();
int m_nHitboxSet();
int m_iAccount();
int m_flFlashDuration();
int m_flSimulationTime();
int m_nSequence();
int m_iObserverMode();
string m_szLastPlaceName();
int m_flLowerBodyYawTarget();
Vector m_angRotation();
int m_flDuckSpeed();
int m_flDuckAmount();
int m_vphysicsCollisionState();
int m_nSurvivalTeam();
int m_flVelocityModifier();
int m_flFallVelocity();
int m_iFOV();
int m_iFOVStart();
int m_flFOVTime();
int m_iDefaultFOV();
Vector m_vecPlayerPatchEconIndices();
bool IsTeamMate();
bool IsDormant();