CHL2MP Player Offset List (SynergyOB)

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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 12 April 2010

// Auto reconstructed from vtable block @ 0x011AC680
// from "server_i486.so", by ida_vtables.idc
0	CHL2MP_Player::~CHL2MP_Player()
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	CHL2MP_Player::GetServerClass(void)
10	CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)
11	CHL2MP_Player::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	CHL2MP_Player::ShouldCollide(int,int)const
16	CBaseEntity::SetOwnerEntity(CBaseEntity*)
17	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
18	CBasePlayer::UpdateTransmitState(void)
19	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
20	CBasePlayer::GetTracerType(void)
21	CHL2MP_Player::Spawn(void)
22	CHL2MP_Player::Precache(void)
23	CBasePlayer::SetModel(char  const*)
24	CBaseMultiplayerPlayer::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	CHL2MP_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	CBaseMultiplayerPlayer::GetResponseSystem(void)
50	CAI_ExpresserHost<CBasePlayer>::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	CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60	CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&)
61	CBasePlayer::TakeHealth(float,int)
62	CBaseEntity::IsAlive(void)
63	CHL2MP_Player::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	CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
105	CBasePlayer::DoImpactEffect(CGameTrace &,int)
106	CBaseEntity::Respawn(void)
107	CBaseEntity::IsLockedByMaster(void)
108	CBaseEntity::GetMaxHealth(void)const
109	CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
110	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
111	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
112	CBasePlayer::NetworkStateChanged_m_iHealth(void)
113	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
114	CBasePlayer::NetworkStateChanged_m_lifeState(void)
115	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
116	CBaseEntity::NetworkStateChanged_m_takedamage(void)
117	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
118	CBaseEntity::GetDamageType(void)const
119	CBaseEntity::GetDamage(void)
120	CBaseEntity::SetDamage(float)
121	CBasePlayer::EyePosition(void)
122	CBasePlayer::EyeAngles(void)
123	CBasePlayer::LocalEyeAngles(void)
124	CBaseEntity::EarPosition(void)
125	CBasePlayer::BodyTarget(Vector  const&,bool)
126	CBaseEntity::HeadTarget(Vector  const&)
127	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
128	CBaseEntity::GetViewOffset(void)
129	CBasePlayer::GetSmoothedVelocity(void)
130	CBaseAnimating::GetVelocity(Vector *,Vector *)
131	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
132	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
133	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
134	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
135	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
136	CBaseEntity::GetGroundVelocityToApply(Vector &)
137	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
138	CHL2_Player::Splash(void)
139	CBaseEntity::WorldSpaceCenter(void)const
140	CBaseEntity::GetSoundEmissionOrigin(void)const
141	CBaseEntity::CreateVPhysics(void)
142	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
143	CBasePlayer::VPhysicsDestroyObject(void)
144	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
145	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
146	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
147	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
148	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
149	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
150	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
151	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
152	CBaseEntity::VPhysicsIsFlesh(void)
153	CBaseEntity::HasPhysicsAttacker(float)
154	CBasePlayer::PhysicsSolidMaskForEntity(void)const
155	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
156	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
157	CBaseAnimating::GetStepOrigin(void)const
158	CBaseAnimating::GetStepAngles(void)const
159	CBaseEntity::ShouldDrawWaterImpacts(void)
160	CBasePlayer::NetworkStateChanged_m_fFlags(void)
161	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
162	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
163	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
164	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
165	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
166	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
167	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
168	CBasePlayer::NetworkStateChanged_m_flFriction(void)
169	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
170	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
171	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
172	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
173	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
174	CBaseAnimating::GetIdealSpeed(void)const
175	CBaseAnimating::GetIdealAccel(void)const
176	CBaseAnimatingOverlay::StudioFrameAdvance(void)
177	CBaseAnimating::IsActivityFinished(void)
178	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
179	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
180	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
181	CBaseAnimating::IsRagdoll(void)
182	CBaseAnimating::CanBecomeRagdoll(void)
183	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
184	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
185	CHL2MP_Player::SetupBones(matrix3x4_t *,int)
186	CBaseAnimating::CalculateIKLocks(float)
187	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
188	CBasePlayer::HandleAnimEvent(animevent_t *)
189	CBaseAnimating::PopulatePoseParameters(void)
190	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
191	CBaseAnimating::InitBoneControllers(void)
192	CBaseAnimating::GetGroundSpeedVelocity(void)
193	CBaseAnimating::Ignite(float,bool,float,bool)
194	CBaseAnimating::IgniteLifetime(float)
195	CBaseAnimating::IgniteNumHitboxFires(int)
196	CBaseAnimating::IgniteHitboxFireScale(float)
197	CBaseAnimating::Extinguish(void)
198	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
199	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
200	CBaseFlex::SetViewtarget(Vector  const&)
201	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
202	CBaseFlex::ProcessSceneEvents(void)
203	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
204	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
205	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
206	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
207	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
208	CHL2_Player::GetPhysicsImpactDamageTable(void)
209	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
210	CBaseCombatCharacter::FInViewCone(Vector  const&)
211	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
212	CBaseCombatCharacter::FInAimCone(Vector  const&)
213	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
214	CBaseCombatCharacter::FindMissTarget(void)
215	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
216	CBasePlayer::BodyAngles(void)
217	CBaseCombatCharacter::BodyDirection2D(void)
218	CBaseCombatCharacter::BodyDirection3D(void)
219	CBaseCombatCharacter::HeadDirection2D(void)
220	CBaseCombatCharacter::HeadDirection3D(void)
221	CHL2_Player::EyeDirection2D(void)
222	CHL2_Player::EyeDirection3D(void)
223	CHL2_Player::GiveAmmo(int,int,bool)
224	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
225	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
226	CBaseCombatCharacter::Weapon_FrameUpdate(void)
227	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
228	CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
229	CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
230	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
231	CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
232	CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int)
233	CBasePlayer::Weapon_ShootPosition(void)
234	CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
235	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
236	CBaseCombatCharacter::Weapon_GetSlot(int)const
237	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
238	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
239	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
240	CHL2MP_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&)
241	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
242	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
243	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
244	CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
245	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
246	CBaseCombatCharacter::GetDeathActivity(void)
247	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
248	CBaseCombatCharacter::CorpseFade(void)
249	CBaseCombatCharacter::HasHumanGibs(void)
250	CBaseCombatCharacter::HasAlienGibs(void)
251	CHL2MP_Player::ShouldGib(CTakeDamageInfo  const&)
252	CHL2MP_Player::OnKilledNPC(CBaseCombatCharacter *)
253	CHL2MP_Player::Event_Gibbed(CTakeDamageInfo  const&)
254	CBasePlayer::Event_Dying(void)
255	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
256	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
257	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
258	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
259	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
260	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
261	CBaseCombatCharacter::IRelationType(CBaseEntity *)
262	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
263	CBasePlayer::IsInAVehicle(void)const
264	CBasePlayer::GetVehicle(void)
265	CBasePlayer::GetVehicleEntity(void)
266	CBaseCombatCharacter::ExitVehicle(void)
267	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
268	CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
269	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
270	CBasePlayer::DoMuzzleFlash(void)
271	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
272	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
273	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
274	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
275	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
276	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
277	CBasePlayer::SetSpawnData(Vector  const&,QAngle  const&,bool)
278	CBasePlayer::ClearSpawnData(void)
279	CBasePlayer::AdjustMultiplayerWeaponDamage(float)
280	CBasePlayer::AdjustMultiplayerDamageTaken(CTakeDamageInfo  const&)
281	CHL2MP_Player::CreateViewModel(int)
282	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
283	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
284	CHL2MP_Player::ShouldLagCheckEntity(CBaseEntity  const*,CUserCmd  const*)
285	CBasePlayer::SharedSpawn(void)
286	CBasePlayer::ForceRespawn(void)
287	CHL2MP_Player::InitialSpawn(void)
288	CBasePlayer::InitHUD(void)
289	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
290	CHL2MP_Player::PlayerDeathThink(void)
291	CBasePlayer::Jump(void)
292	CBasePlayer::Duck(void)
293	CHL2MP_Player::PreThink(void)
294	CHL2MP_Player::PostThink(void)
295	CBasePlayer::DamageEffect(float,int)
296	CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
297	CBasePlayer::ShouldFadeOnDeath(void)
298	CBasePlayer::IsFakeClient(void)const
299	CBasePlayer::GetPlayerMins(void)const
300	CBasePlayer::GetPlayerMaxs(void)const
301	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
302	CBasePlayer::PackDeadPlayerItems(void)
303	CBasePlayer::RemoveAllItems(bool)
304	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
305	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
306	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
307	CHL2_Player::UpdateClientData(void)
308	CHL2_Player::ExitLadder(void)
309	CHL2_Player::GetLadderSurface(Vector  const&)
310	CHL2_Player::SetFlashlightEnabled(bool)
311	CHL2MP_Player::FlashlightIsOn(void)
312	CHL2MP_Player::FlashlightTurnOn(void)
313	CHL2MP_Player::FlashlightTurnOff(void)
314	CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
315	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
316	CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
317	CBasePlayer::GetStepSoundVelocities(float *,float *)
318	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
319	CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
320	CHL2MP_Player::SetAnimation(PLAYER_ANIM)
321	CBasePlayer::ImpulseCommands(void)
322	CHL2MP_Player::CheatImpulseCommands(int)
323	CHL2MP_Player::ClientCommand(CCommand  const&)
324	CHL2MP_Player::StartObserverMode(int)
325	CHL2MP_Player::StopObserverMode(void)
326	CBasePlayer::ModeWantsSpectatorGUI(int)
327	CBasePlayer::SetObserverMode(int)
328	CBasePlayer::GetObserverMode(void)
329	CBasePlayer::SetObserverTarget(CBaseEntity *)
330	CBasePlayer::ObserverUse(bool)
331	CBasePlayer::GetObserverTarget(void)
332	CBasePlayer::FindNextObserverTarget(bool)
333	CBasePlayer::GetNextObserverSearchStartPoint(bool)
334	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
335	CBasePlayer::CheckObserverSettings(void)
336	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
337	CBasePlayer::ForceObserverMode(int)
338	CBasePlayer::ResetObserverMode(void)
339	CBasePlayer::ValidateCurrentObserverTarget(void)
340	CBasePlayer::AttemptToExitFreezeCam(void)
341	CBasePlayer::StartReplayMode(float,float,int)
342	CBasePlayer::StopReplayMode(void)
343	CBasePlayer::GetDelayTicks(void)
344	CBasePlayer::GetReplayEntity(void)
345	CHL2_Player::CreateCorpse(void)
346	CHL2MP_Player::EntSelectSpawnPoint(void)
347	CBasePlayer::GetInVehicle(IServerVehicle *,int)
348	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
349	CBasePlayer::OnVehicleStart(void)
350	CBasePlayer::OnVehicleEnd(Vector &)
351	CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *)
352	CBasePlayer::SelectLastItem(void)
353	CBasePlayer::SelectItem(char  const*,int)
354	CHL2_Player::ItemPostFrame(void)
355	CBasePlayer::GiveNamedItem(char  const*,int)
356	CBasePlayer::CheckTrainUpdate(void)
357	CHL2_Player::SetPlayerUnderwater(bool)
358	CHL2_Player::CanBreatheUnderwater(void)const
359	CHL2_Player::PlayerUse(void)
360	CHL2_Player::PlayUseDenySound(void)
361	CBasePlayer::FindUseEntity(void)
362	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
363	CHL2MP_Player::PickupObject(CBaseEntity *,bool)
364	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
365	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
366	CHL2_Player::GetHeldObject(void)
367	CBasePlayer::CheckSuitUpdate(void)
368	CBasePlayer::UpdateGeigerCounter(void)
369	CBasePlayer::GetAutoaimVector(float)
370	CBasePlayer::GetAutoaimVector(float,float)
371	CHL2_Player::GetAutoaimVector(autoaim_params_t &)
372	CBasePlayer::ShouldAutoaim(void)
373	CBasePlayer::ForceClientDllUpdate(void)
374	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
375	CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
376	CBasePlayer::ChangeTeam(int,bool,bool)
377	CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)
378	CBaseMultiplayerPlayer::CanSpeak(void)
379	CHL2MP_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
380	CHL2MP_Player::CheckChatText(char *,int)
381	CHL2MP_Player::CreateRagdollEntity(void)
382	CBasePlayer::ShouldAnnounceAchievement(void)
383	CHL2_Player::IsFollowingPhysics(void)
384	CHL2_Player::InitVCollision(Vector  const&,Vector  const&)
385	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
386	CBasePlayer::Hints(void)
387	CBasePlayer::ArmorValue(void)const
388	CBasePlayer::IsReadyToPlay(void)
389	CBasePlayer::IsReadyToSpawn(void)
390	CBasePlayer::ShouldGainInstantSpawn(void)
391	CBasePlayer::ResetPerRoundStats(void)
392	CBasePlayer::ResetScores(void)
393	CHL2MP_Player::EquipSuit(bool)
394	CHL2MP_Player::RemoveSuit(void)
395	CBasePlayer::CommitSuicide(bool,bool)
396	CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
397	CBasePlayer::IsBot(void)const
398	CBaseMultiplayerPlayer::GetExpresser(void)
399	CBasePlayer::SpawnArmorValue(void)const
400	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
401	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
402	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
403	CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
404	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
405	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
406	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
407	CHL2MP_Player::CanSpeakVoiceCommand(void)
408	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
409	CHL2MP_Player::NoteSpokeVoiceCommand(char  const*)
410	CBaseMultiplayerPlayer::OnAchievementEarned(int)
411	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
412	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
413	CBaseMultiplayerPlayer::CreateExpresser(void)
414	CHL2_Player::SuspendUse(float)
415	CHL2_Player::CommanderMode(void)
416	CHL2_Player::GetIdleTime(void)const
417	CHL2_Player::GetMoveTime(void)const
418	CHL2_Player::GetLastDamageTime(void)const
419	CHL2_Player::IsDucking(void)const
420	CHL2_Player::Weapon_Lower(void)
421	CHL2_Player::Weapon_Ready(void)
422	CHL2_Player::IsHoldingEntity(CBaseEntity *)
423	CHL2_Player::UpdateWeaponPosture(void)
424	CHL2_Player::NetworkStateChanged_m_fIsWalking(void)
425	CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)
426	CHL2MP_Player::InputSpeak(inputdata_t &)
427	CHL2MP_Player::HandleCommand_JoinTeam(int)