CGEPlayer Offset List (GoldenEye: Source)
Also for use when using virtual offsets.
These are the Windows offsets. Linux offsets are 1 greater.
The List
This comes from the symbol tables, so you'll have to look in the SDK for return types.
Last Updated 10 Feb 2009
// Auto reconstructed from vtable block @ 0x0105A4C0 // from "server_i486.so", by ida_vtables.idc 0 CGEPlayer::~CGEPlayer() 1 CBaseEntity::SetRefEHandle(CBaseHandle const&) 2 CBaseEntity::GetRefEHandle(void)const 3 CBaseEntity::GetCollideable(void) 4 CBaseEntity::GetNetworkable(void) 5 CBaseEntity::GetBaseEntity(void) 6 CBaseEntity::GetModelIndex(void)const 7 CBaseEntity::GetModelName(void)const 8 CBaseEntity::SetModelIndex(int) 9 CGEPlayer::GetServerClass(void) 10 CGEPlayer::YouForgotToImplementOrDeclareServerClass(void) 11 CGEPlayer::GetDataDescMap(void) 12 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &) 13 CHL2_Player::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &) 14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *) 15 CBaseEntity::ShouldCollide(int,int)const 16 CBaseEntity::SetOwnerEntity(CBaseEntity*) 17 CGEPlayer::ShouldTransmit(CCheckTransmitInfo const*) 18 CBasePlayer::UpdateTransmitState(void) 19 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool) 20 CBasePlayer::GetTracerType(void) 21 CGEPlayer::Spawn(void) 22 CGEPlayer::Precache(void) 23 CBasePlayer::SetModel(char const*) 24 CBaseEntity::PostConstructor(char const*) 25 CBaseEntity::PostClientActive(void) 26 CBaseEntity::ParseMapData(CEntityMapData *) 27 CBaseEntity::KeyValue(char const*,char const*) 28 CBaseEntity::KeyValue(char const*,float) 29 CBaseEntity::KeyValue(char const*,Vector const&) 30 CBaseEntity::GetKeyValue(char const*,char *,int) 31 CHL2_Player::Activate(void) 32 CBaseEntity::SetParent(CBaseEntity*,int) 33 CBasePlayer::ObjectCaps(void) 34 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int) 35 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &) 36 CHL2_Player::DrawDebugGeometryOverlays(void) 37 CBaseAnimating::DrawDebugTextOverlays(void) 38 CBasePlayer::Save(ISave &) 39 CBasePlayer::Restore(IRestore &) 40 CBasePlayer::ShouldSavePhysics(void) 41 CBaseEntity::OnSave(IEntitySaveUtils *) 42 CHL2_Player::OnRestore(void) 43 CBasePlayer::RequiredEdictIndex(void) 44 CBaseEntity::MoveDone(void) 45 CBaseEntity::Think(void) 46 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void) 47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *) 48 CBaseAnimating::GetBaseAnimating(void) 49 CBaseEntity::GetResponseSystem(void) 50 CBaseEntity::DispatchResponse(char const*) 51 CHL2_Player::Classify(void) 52 CBaseEntity::DeathNotice(CBaseEntity*) 53 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 54 CBaseEntity::GetAutoAimRadius(void) 55 CBaseEntity::GetAutoAimCenter(void) 56 CBaseEntity::GetBeamTraceFilter(void) 57 CHL2_Player::PassesDamageFilter(CTakeDamageInfo const&) 58 CGEPlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 60 CGEPlayer::OnTakeDamage(CTakeDamageInfo const&) 61 CBasePlayer::TakeHealth(float,int) 62 CBaseEntity::IsAlive(void) 63 CGEPlayer::Event_Killed(CTakeDamageInfo const&) 64 CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo const&) 65 CBaseCombatCharacter::BloodColor(void) 66 CBaseEntity::IsTriggered(CBaseEntity*) 67 CBaseEntity::IsNPC(void)const 68 CBaseCombatCharacter::MyCombatCharacterPointer(void) 69 CBaseEntity::GetDelay(void) 70 CBaseEntity::IsMoving(void) 71 CBaseEntity::DamageDecal(int,int) 72 CBaseEntity::DecalTrace(CGameTrace *,char const*) 73 CBaseEntity::ImpactTrace(CGameTrace *,int,char *) 74 CBaseEntity::OnControls(CBaseEntity*) 75 CBaseEntity::HasTarget(string_t) 76 CBasePlayer::IsPlayer(void)const 77 CBasePlayer::IsNetClient(void)const 78 CBaseEntity::IsTemplate(void) 79 CBaseEntity::IsBaseObject(void)const 80 CBaseEntity::IsBaseTrain(void)const 81 CBaseEntity::GetServerVehicle(void) 82 CBaseEntity::IsViewable(void) 83 CHL2MP_Player::ChangeTeam(int) 84 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 85 CBaseEntity::CanStandOn(CBaseEntity*)const 86 CBaseEntity::CanStandOn(edict_t *)const 87 CBaseEntity::GetEnemy(void) 88 CBaseEntity::GetEnemy(void)const 89 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float) 90 CBaseEntity::StartTouch(CBaseEntity*) 91 CBasePlayer::Touch(CBaseEntity *) 92 CBaseEntity::EndTouch(CBaseEntity*) 93 CBaseEntity::StartBlocked(CBaseEntity*) 94 CBaseEntity::Blocked(CBaseEntity*) 95 CBaseEntity::EndBlocked(void) 96 CBasePlayer::PhysicsSimulate(void) 97 CHL2MP_Player::UpdateOnRemove(void) 98 CHL2_Player::StopLoopingSounds(void) 99 CBaseEntity::SUB_AllowedToFade(void) 100 CBaseFlex::Teleport(Vector const*,QAngle const*,Vector const*) 101 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 102 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int) 103 CBaseEntity::GetTracerAttachment(void) 104 CGEPlayer::FireBullets(FireBulletsInfo_t const&) 105 CBasePlayer::DoImpactEffect(CGameTrace &,int) 106 CBaseEntity::Respawn(void) 107 CBaseEntity::IsLockedByMaster(void) 108 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &) 109 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 110 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 111 CBasePlayer::NetworkStateChanged_m_iHealth(void) 112 CBasePlayer::NetworkStateChanged_m_iHealth(void *) 113 CBasePlayer::NetworkStateChanged_m_lifeState(void) 114 CBasePlayer::NetworkStateChanged_m_lifeState(void *) 115 CBaseEntity::NetworkStateChanged_m_takedamage(void) 116 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 117 CBaseEntity::GetDamageType(void)const 118 CBaseEntity::GetDamage(void) 119 CBaseEntity::SetDamage(float) 120 CBasePlayer::EyePosition(void) 121 CBasePlayer::EyeAngles(void) 122 CBasePlayer::LocalEyeAngles(void) 123 CBaseEntity::EarPosition(void) 124 CBasePlayer::BodyTarget(Vector const&,bool) 125 CBaseEntity::HeadTarget(Vector const&) 126 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const 127 CBaseEntity::GetViewOffset(void) 128 CBasePlayer::GetSmoothedVelocity(void) 129 CBaseAnimating::GetVelocity(Vector *,Vector *) 130 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **) 131 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **) 132 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 133 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 134 CGEPlayer::GetReceivedDamageScale(CBaseEntity *) 135 CBaseEntity::GetGroundVelocityToApply(Vector &) 136 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float) 137 CHL2_Player::Splash(void) 138 CBaseEntity::WorldSpaceCenter(void)const 139 CBaseEntity::GetSoundEmissionOrigin(void)const 140 CBaseEntity::CreateVPhysics(void) 141 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 142 CBasePlayer::VPhysicsDestroyObject(void) 143 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 144 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 145 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *) 146 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *) 147 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *) 148 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int) 149 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 150 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int) 151 CBaseEntity::VPhysicsIsFlesh(void) 152 CBaseEntity::HasPhysicsAttacker(float) 153 CBasePlayer::PhysicsSolidMaskForEntity(void)const 154 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 155 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 156 CBaseAnimating::GetStepOrigin(void)const 157 CBaseAnimating::GetStepAngles(void)const 158 CBaseEntity::ShouldDrawWaterImpacts(void) 159 CBasePlayer::NetworkStateChanged_m_fFlags(void) 160 CBasePlayer::NetworkStateChanged_m_fFlags(void *) 161 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void) 162 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 163 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 164 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 165 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 166 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 167 CBasePlayer::NetworkStateChanged_m_flFriction(void) 168 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 169 CBasePlayer::NetworkStateChanged_m_vecVelocity(void) 170 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 171 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 172 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 173 CBaseAnimating::GetIdealSpeed(void)const 174 CBaseAnimating::GetIdealAccel(void)const 175 CBaseAnimatingOverlay::StudioFrameAdvance(void) 176 CBaseAnimating::IsActivityFinished(void) 177 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int) 178 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 179 CHL2MP_Player::BecomeRagdollOnClient(Vector const&) 180 CBaseAnimating::IsRagdoll(void) 181 CBaseAnimating::CanBecomeRagdoll(void) 182 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int) 183 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 184 CBaseAnimating::SetupBones(matrix3x4_t *,int) 185 CBaseAnimating::CalculateIKLocks(float) 186 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 187 CBasePlayer::HandleAnimEvent(animevent_t *) 188 CBaseAnimating::PopulatePoseParameters(void) 189 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 190 CBaseAnimating::InitBoneControllers(void) 191 CBaseAnimating::GetGroundSpeedVelocity(void) 192 CBaseAnimating::Ignite(float,bool,float,bool) 193 CBaseAnimating::IgniteLifetime(float) 194 CBaseAnimating::IgniteNumHitboxFires(int) 195 CBaseAnimating::IgniteHitboxFireScale(float) 196 CBaseAnimating::Extinguish(void) 197 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *) 198 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 199 CBaseFlex::SetViewtarget(Vector const&) 200 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *) 201 CBaseFlex::ProcessSceneEvents(void) 202 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *) 203 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool) 204 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *) 205 CBaseFlex::PlayScene(char const*,float,AI_Response *,IRecipientFilter *) 206 CBaseFlex::PlayAutoGeneratedSoundScene(char const*) 207 CHL2_Player::GetPhysicsImpactDamageTable(void) 208 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 209 CBaseCombatCharacter::FInViewCone(Vector const&) 210 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 211 CBaseCombatCharacter::FInAimCone(Vector const&) 212 CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *) 213 CBaseCombatCharacter::FindMissTarget(void) 214 CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *) 215 CBasePlayer::BodyAngles(void) 216 CBaseCombatCharacter::BodyDirection2D(void) 217 CBaseCombatCharacter::BodyDirection3D(void) 218 CBaseCombatCharacter::HeadDirection2D(void) 219 CBaseCombatCharacter::HeadDirection3D(void) 220 CHL2_Player::EyeDirection2D(void) 221 CHL2_Player::EyeDirection3D(void) 222 CGEPlayer::GiveAmmo(int,int,bool) 223 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 224 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *) 225 CBaseCombatCharacter::Weapon_FrameUpdate(void) 226 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *) 227 CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *) 228 CHL2_Player::Weapon_Equip(CBaseCombatWeapon *) 229 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 230 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*) 231 CGEPlayer::Weapon_Switch(CBaseCombatWeapon *,int) 232 CBasePlayer::Weapon_ShootPosition(void) 233 CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *) 234 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 235 CBaseCombatCharacter::Weapon_GetSlot(int)const 236 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 237 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *) 238 CBaseCombatCharacter::CanBecomeServerRagdoll(void) 239 CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo const&) 240 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 241 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 242 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *) 243 CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *) 244 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo const&) 245 CBaseCombatCharacter::GetDeathActivity(void) 246 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 247 CBaseCombatCharacter::CorpseFade(void) 248 CBaseCombatCharacter::HasHumanGibs(void) 249 CBaseCombatCharacter::HasAlienGibs(void) 250 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 251 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 252 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 253 CBasePlayer::Event_Dying(void) 254 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&) 255 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 256 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int) 257 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool) 258 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool) 259 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 260 CBaseCombatCharacter::IRelationType(CBaseEntity *) 261 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 262 CBasePlayer::IsInAVehicle(void)const 263 CBasePlayer::GetVehicle(void) 264 CBasePlayer::GetVehicleEntity(void) 265 CBaseCombatCharacter::ExitVehicle(void) 266 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *) 267 CGEPlayer::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 268 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 269 CGEPlayer::DoMuzzleFlash(void) 270 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int) 271 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 272 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int) 273 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *) 274 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 275 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 276 CHL2MP_Player::CreateViewModel(int) 277 CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int) 278 CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const 279 CBasePlayer::SharedSpawn(void) 280 CGEPlayer::ForceRespawn(void) 281 CGEPlayer::InitialSpawn(void) 282 CBasePlayer::InitHUD(void) 283 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 284 CHL2MP_Player::PlayerDeathThink(void) 285 CBasePlayer::Jump(void) 286 CBasePlayer::Duck(void) 287 CGEPlayer::PreThink(void) 288 CGEPlayer::PostThink(void) 289 CGEPlayer::DamageEffect(float,int) 290 CGEPlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 291 CBasePlayer::ShouldFadeOnDeath(void) 292 CBasePlayer::IsFakeClient(void)const 293 CBasePlayer::GetPlayerMins(void)const 294 CBasePlayer::GetPlayerMaxs(void)const 295 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 296 CBasePlayer::PackDeadPlayerItems(void) 297 CBasePlayer::RemoveAllItems(bool) 298 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 299 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *) 300 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 301 CHL2_Player::UpdateClientData(void) 302 CHL2_Player::ExitLadder(void) 303 CHL2_Player::GetLadderSurface(Vector const&) 304 CHL2_Player::SetFlashlightEnabled(bool) 305 CHL2MP_Player::FlashlightIsOn(void) 306 CHL2MP_Player::FlashlightTurnOn(void) 307 CHL2MP_Player::FlashlightTurnOff(void) 308 CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *) 309 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 310 CGEPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool) 311 CBasePlayer::GetStepSoundVelocities(float *,float *) 312 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool) 313 CGEPlayer::DeathSound(CTakeDamageInfo const&) 314 CHL2MP_Player::SetAnimation(PLAYER_ANIM) 315 CBasePlayer::ImpulseCommands(void) 316 CGEPlayer::CheatImpulseCommands(int) 317 CGEPlayer::ClientCommand(CCommand const&) 318 CHL2MP_Player::StartObserverMode(int) 319 CHL2MP_Player::StopObserverMode(void) 320 CBasePlayer::ModeWantsSpectatorGUI(int) 321 CBasePlayer::SetObserverMode(int) 322 CBasePlayer::GetObserverMode(void) 323 CBasePlayer::SetObserverTarget(CBaseEntity *) 324 CBasePlayer::ObserverUse(bool) 325 CBasePlayer::GetObserverTarget(void) 326 CBasePlayer::FindNextObserverTarget(bool) 327 CBasePlayer::GetNextObserverSearchStartPoint(bool) 328 CBasePlayer::IsValidObserverTarget(CBaseEntity *) 329 CBasePlayer::CheckObserverSettings(void) 330 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 331 CBasePlayer::ForceObserverMode(int) 332 CBasePlayer::ResetObserverMode(void) 333 CBasePlayer::ValidateCurrentObserverTarget(void) 334 CBasePlayer::AttemptToExitFreezeCam(void) 335 CBasePlayer::StartReplayMode(float,float,int) 336 CBasePlayer::StopReplayMode(void) 337 CBasePlayer::GetDelayTicks(void) 338 CBasePlayer::GetReplayEntity(void) 339 CHL2_Player::CreateCorpse(void) 340 CGEPlayer::EntSelectSpawnPoint(void) 341 CBasePlayer::GetInVehicle(IServerVehicle *,int) 342 CBasePlayer::LeaveVehicle(Vector const&,QAngle const&) 343 CBasePlayer::OnVehicleStart(void) 344 CBasePlayer::OnVehicleEnd(Vector &) 345 CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *) 346 CBasePlayer::SelectLastItem(void) 347 CBasePlayer::SelectItem(char const*,int) 348 CHL2_Player::ItemPostFrame(void) 349 CBasePlayer::GiveNamedItem(char const*,int) 350 CBasePlayer::CheckTrainUpdate(void) 351 CHL2_Player::SetPlayerUnderwater(bool) 352 CHL2_Player::CanBreatheUnderwater(void)const 353 CHL2_Player::PlayerUse(void) 354 CHL2_Player::PlayUseDenySound(void) 355 CBasePlayer::FindUseEntity(void) 356 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int) 357 CHL2MP_Player::PickupObject(CBaseEntity *,bool) 358 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *) 359 CHL2_Player::GetHeldObjectMass(IPhysicsObject *) 360 CHL2_Player::GetHeldObject(void) 361 CBasePlayer::UpdateGeigerCounter(void) 362 CBasePlayer::GetAutoaimVector(float) 363 CBasePlayer::GetAutoaimVector(float,float) 364 CHL2_Player::GetAutoaimVector(autoaim_params_t &) 365 CBasePlayer::ShouldAutoaim(void) 366 CBasePlayer::ForceClientDllUpdate(void) 367 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 368 CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *) 369 CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *) 370 CBasePlayer::CanSpeak(void) 371 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 372 CHL2MP_Player::CheckChatText(char *,int) 373 CHL2MP_Player::CreateRagdollEntity(void) 374 CBasePlayer::ShouldAnnounceAchievement(void) 375 CHL2_Player::IsFollowingPhysics(void) 376 CHL2_Player::InitVCollision(Vector const&,Vector const&) 377 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 378 CBasePlayer::Hints(void) 379 CBasePlayer::IsReadyToPlay(void) 380 CBasePlayer::IsReadyToSpawn(void) 381 CBasePlayer::ShouldGainInstantSpawn(void) 382 CBasePlayer::ResetPerRoundStats(void) 383 CGEPlayer::ResetScores(void) 384 CHL2_Player::EquipSuit(bool) 385 CHL2_Player::RemoveSuit(void) 386 CBasePlayer::CommitSuicide(bool,bool) 387 CBasePlayer::CommitSuicide(Vector const&,bool,bool) 388 CBasePlayer::IsBot(void)const 389 CBasePlayer::GetExpresser(void) 390 CGEPlayer::SpawnArmorValue(void)const 391 CBasePlayer::NetworkStateChanged_m_ArmorValue(void) 392 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *) 393 CHL2_Player::SuspendUse(float) 394 CHL2_Player::CommanderMode(void) 395 CHL2_Player::GetIdleTime(void)const 396 CHL2_Player::GetMoveTime(void)const 397 CHL2_Player::GetLastDamageTime(void)const 398 CHL2_Player::IsDucking(void)const 399 CHL2_Player::Weapon_Lower(void) 400 CHL2_Player::Weapon_Ready(void) 401 CHL2_Player::IsHoldingEntity(CBaseEntity *) 402 CHL2_Player::UpdateWeaponPosture(void) 403 CHL2_Player::NetworkStateChanged_m_fIsWalking(void) 404 CHL2_Player::NetworkStateChanged_m_fIsWalking(void *) 405 CGEPlayer::HandleCommand_JoinTeam(int) 406 CGEPlayer::Weapon_Switch_Left(CBaseCombatWeapon *,int) 407 CGEPlayer::SetDamageMultiplier(float) 408 CGEPlayer::SetMaxArmor(int) 409 CGEPlayer::GetMaxArmor(void) 410 CGEPlayer::AddThrownObject(CBaseEntity *) 411 CGEPlayer::RemoveLeftObjects(void) 412 CGEPlayer::UpdateCampingTime(void) 413 CGEPlayer::PickDefaultSpawnTeam(void) 414 CGEPlayer::SetPlayerModel(void) 415 CGEPlayer::SetPlayerModel(char const*,bool) 416 CGEPlayer::SetPlayerTeamModel(void) 417 CGEPlayer::ChangeTeam(int,bool) 418 CGEPlayer::EntFindValidSpawnPoint(CBaseEntity *,char const*,bool) 419 CGEPlayer::GetCharIndex(void) 420 CGEPlayer::GetCharIdent(void) 421 CGEPlayer::IncrementScore(int) 422 CGEPlayer::ResetScore(void) 423 CGEPlayer::GetScore(void) 424 CGEPlayer::IncrementMatchScore(int) 425 CGEPlayer::GetMatchScore(void) 426 CGEPlayer::IncrementMatchDeaths(int) 427 CGEPlayer::GetMatchDeaths(void) 428 CGEPlayer::ResetMatchScores(void) 429 CGEPlayer::GetFavoriteWeapon(void) 430 CGEPlayer::SetFavoriteWeapon(int) 431 CGEPlayer::GiveAllItems(void) 432 CGEPlayer::GiveDefaultItems(void) 433 CGEPlayer::PrecacheFootStepSounds(void) 434 ConVar::GetDefault(void)const 435 `typeinfo name for'CGEPlayer 436 `typeinfo for'CHL2MP_Player