C_BasePlayer

C_BasePlayer derived from C_BaseEntity

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();

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