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    • C_BasePlayer
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    • ICvar
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    • QAngle
    • Utils
    • Vector
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  • 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();
  1. Methods

C_BasePlayer

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Last updated 5 years ago

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();

C_BaseEntity