CBasePlayer@
The base class of all Players in Source Engine games.
Methods
void SetBodyPitch(float flPitch)--void LockPlayerInPlace()--void UnlockPlayer()--void ForceRespawn()--void Jump()--void Duck()--void ForceSimulation()--void PauseBonusProgress(bool bPause = true)--void SetBonusProgress(int iBonusProgress)--void SetBonusChallenge(int iBonusChallenge)--int GetBonusProgress() const--int GetBonusChallenge() const--Vector EyePosition()--void SnapEyeAngles(const QAngle&in viewAngles)--QAngle BodyAngles()--Vector BodyTarget(const Vector&in posSrc, bool bNoisy)--bool IsFakeClient() const--int GetClientIndex()--string GetPlayerName()--void SetPlayerName(string&in name)--int GetUserID()--string GetNetworkIDString()--const Vector GetPlayerMins() const--const Vector GetPlayerMaxs() const--void VelocityPunch(const Vector&in vecForce)--void ViewPunch(const QAngle&in angleOffset)--void ViewPunchReset(float tolerance = 0)--void ShowViewModel(bool bShow)--void ShowCrosshair(bool bShow)--void RemoveAllItems(bool removeSuit)--bool IsDead() const--void Weapon_SetLast(CBaseCombatWeapon@ pWeapon)--bool Weapon_ShouldSetLast(CBaseCombatWeapon@ pOldWeapon, CBaseCombatWeapon@ pNewWeapon)--bool Weapon_ShouldSelectItem(CBaseCombatWeapon@ pWeapon)--void Weapon_DropSlot(int weaponSlot)--CBaseCombatWeapon@ Weapon_GetLast()--float GetTimeSinceWeaponFired() const--bool IsFiringWeapon() const--bool HasAnyAmmoOfType(int nAmmoIndex)--bool IsOnLadder()--void SetFlashlightEnabled(bool bState)--int FlashlightIsOn()--void FlashlightTurnOn()--void FlashlightTurnOff()--bool StartObserverMode(int mode)--void StopObserverMode(int mode)--bool ModeWantsSpectatorGUI(int mode)--bool SetObserverMode(int mode)--int GetObserverMode()--bool SetObserverTarget(CBaseEntity@ target)--void ObserverUse(bool bIsPressed)--CBaseEntity@ GetObserverTarget()--CBaseEntity@ FindNextObserverTarget(bool bReverse)--int GetNextObserverSearchStartPoint(bool bReverse)--bool IsValidObserverTarget(CBaseEntity@ target)--void JumptoObserverPosition(const Vector&in origin, const QAngle&in angles)--void ForceObserverMode(int mode)--void ResetObserverMode()--void ValidateCurrentObserverTarget()--void AttemptToExitFreezeCam()--bool StartReplayMode(float fDelay, float fDuration, int iEntity)--void StopReplayMode()--int GetDelayTicks()--int GetReplayEntity()--void CreateCorpse()--CBaseEntity@ EntSelectSpawnPoint()--void AddPoints(int score, bool bAllowNegativeScore)--void AddPointsToTeam(int score, bool bAllowNegativeScore)--bool BumpWeapon(CBaseCombatWeapon@ pWeapon)--bool AddPlayerItem(CBaseCombatWeapon@ pItem)--bool RemovePlayerItem(CBaseCombatWeapon@ pItem)--CBaseEntity@ HasNamedPlayerItem(string&in pszItemName)--bool HasWeapons()--void SelectLastItem()--void SelectItem(string&in pstr, int iSubType = 0)--CBaseEntity@ GiveNamedItem(string&in szName, int iSubType = 0)--void EnableControl(bool fControl)--void AbortReload()--void PlayerUse()--CBaseEntity@ FindUseEntity()--bool IsUseableEntity(CBaseEntity@ pEntity, uint requiredCaps)--bool ClearUseEntity()--CBaseEntity@ DoubleCheckUseNPC(CBaseEntity@ pNPC, const Vector&in vecSrc, const Vector&in vecDir)--void PickupObject(CBaseEntity@ pObject, bool bLimitMassAndSize = true)--void ForceDropOfCarriedPhysObjects(CBaseEntity@ pOnlyIfHoldindThis = null)--float GetHeldObjectMass(CPhysObj@ pHeldObject)--Vector GetAutoaimVector(float flScale)--Vector GetAutoaimVector(float flScale, float flMaxDist)--float GetAutoaimScore(const Vector&in eyePosition, const Vector&in viewDir, const Vector&in vecTarget, CBaseEntity@ pTarget, float fScale, CBaseCombatWeapon@ pActiveWeapon)--void SetViewEntity(CBaseEntity@ pEntity)--CBaseEntity@ GetViewEntity()--void ForceClientDllUpdate()--void ChangeTeam(int iTeamNum)--void ChangeTeam(int iTeamNum, bool bAutoTeam, bool bSilent)--bool CanHearAndReadChatFrom(CBasePlayer@ pPlayer)--bool CanSpeak()--const QAngle& GetPunchAngle()--void SetPunchAngle(const QAngle&in punchAngle)--int FragCount() const--int DeathCount() const--bool IsConnected() const--bool IsDisconnecting() const--bool IsSuitEquipped() const--int ArmorValue() const--bool HUDNeedsRestart() const--float MaxSpeed() const--Activity GetActivity() const--bool IsPlayerLockedInPlace() const--bool IsObserver() const--bool IsOnTarget() const--float MuzzleFlashTime() const--float PlayerDrownTime() const--bool IsReadyToPlay()--bool IsReadyToSpawn()--bool ShouldGainInstantSpawn()--void ResetPerRoundStats()--void AllowInstantSpawn()--void ResetScores()--void ResetFragCount()--void IncrementFragCount(int nCount)--void ResetDeathCount()--void IncrementDeathCount(int nCount)--void SetArmorValue(int value)--void IncrementArmorValue(int nCount, int nMaxValue = -1)--void EquipSuit(bool bPlayEffects = true)--void RemoveSuit()--void SetMaxSpeed(float flMaxSpeed)--CBaseEntity@ GetUseEntity()--void CommitSuicide(bool bExplode = false, bool bForce = false)--void CommitSuicide(const Vector&in vecForce, bool bExplode = false, bool bForce = false)--bool IsBot()--int GetFOV()--int GetDefaultFOV() const--int GetFOVForNetworking()--bool SetFOV(CBaseEntity@ pRequester, int FOV, float zoomRate = 0.0f, int iZoomStart = 0)--void SetDefaultFOV(int FOV)--CBaseEntity@ GetFOVOwner()--float GetFOVDistanceAdjustFactor()--float GetFOVDistanceAdjustFactorForNetworking()--int GetImpulse() const--void ActivateMovementConstraint(CBaseEntity@ pEntity, const Vector&in vecCenter, float flRadius, float flConstraintWidth, float flSpeedFactor)--void DeactivateMovementConstraint()--float LastTimePlayerTalked()--void DisableButtons(int nButtons)--void EnableButtons(int nButtons)--void ForceButtons(int nButtons)--void UnforceButtons(int nButtons)--bool IsSprinting()--bool IsSlowmoEnabled() const--float GetSlowmoMultiplier() const--void EnableSlowmo()--void DisableSlowmo()--float GetDeathTime()--bool GetToggledDuckState()--void ToggleDuck()--float GetStickDist()--CBaseEntity@ opCast()-- CBasePlayer to CBaseEntity.CBaseEntity@ opImplCast()-- CBasePlayer to CBaseEntity.CP3Player@ opCast()-- CBasePlayer to CP3Player.CP3Player@ opImplCast()-- CBasePlayer to CP3Player.
Properties
bool m_bPreventWeaponHint--