CHL2MP Player Offset List (Zombie Panic: Source)
Also for use when using virtual offsets.
These are the Linux offsets. Windows offsets are 1 smaller.
The List
This comes from the symbol tables, so you'll have to look in the SDK for return types.
Last Updated Mar 25th 2016
// Auto reconstructed from vtable block @ 0x012B7420 // from "server_i486.so", by ida_vtables.idc 0 CHL2MP_Player::~CHL2MP_Player() 1 CHL2MP_Player::~CHL2MP_Player() 2 CBaseEntity::SetRefEHandle(CBaseHandle const&) 3 CBaseEntity::GetRefEHandle(void)const 4 CBaseEntity::GetCollideable(void) 5 CBaseEntity::GetNetworkable(void) 6 CBaseEntity::GetBaseEntity(void) 7 CBaseEntity::GetModelIndex(void)const 8 CBaseEntity::GetModelName(void)const 9 CBaseEntity::SetModelIndex(int) 10 CHL2MP_Player::GetServerClass(void) 11 CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void) 12 CHL2MP_Player::GetDataDescMap(void) 13 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &) 14 CHL2_Player::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &) 15 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *) 16 CHL2MP_Player::ShouldCollide(int,int)const 17 CBaseEntity::SetOwnerEntity(CBaseEntity*) 18 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*) 19 CBasePlayer::UpdateTransmitState(void) 20 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool) 21 CBasePlayer::GetTracerType(void) 22 CHL2MP_Player::Spawn(void) 23 CBaseEntity::ZPASpawn(void) 24 CHL2MP_Player::Precache(void) 25 CBasePlayer::SetModel(char const*) 26 CBaseEntity::PostConstructor(char const*) 27 CBaseEntity::PostClientActive(void) 28 CBaseEntity::ParseMapData(CEntityMapData *) 29 CBaseEntity::KeyValue(char const*,char const*) 30 CBaseEntity::KeyValue(char const*,float) 31 CBaseEntity::KeyValue(char const*,Vector const&) 32 CBaseEntity::GetKeyValue(char const*,char *,int) 33 CHL2_Player::Activate(void) 34 CBaseEntity::SetParent(CBaseEntity*,int) 35 CBasePlayer::ObjectCaps(void) 36 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int) 37 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &) 38 CHL2_Player::DrawDebugGeometryOverlays(void) 39 CBaseAnimating::DrawDebugTextOverlays(void) 40 CBasePlayer::Save(ISave &) 41 CBasePlayer::Restore(IRestore &) 42 CBasePlayer::ShouldSavePhysics(void) 43 CBaseEntity::OnSave(IEntitySaveUtils *) 44 CHL2_Player::OnRestore(void) 45 CBasePlayer::RequiredEdictIndex(void) 46 CBaseEntity::MoveDone(void) 47 CBaseEntity::Think(void) 48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void) 49 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *) 50 CBaseAnimating::GetBaseAnimating(void) 51 CBaseEntity::GetResponseSystem(void) 52 CBaseEntity::DispatchResponse(char const*) 53 CHL2_Player::Classify(void) 54 CBaseEntity::DeathNotice(CBaseEntity*) 55 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 56 CBaseEntity::GetAutoAimRadius(void) 57 CBaseEntity::GetAutoAimCenter(void) 58 CBaseEntity::GetBeamTraceFilter(void) 59 CHL2_Player::PassesDamageFilter(CTakeDamageInfo const&) 60 CBasePlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 61 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 62 CHL2MP_Player::OnTakeDamage(CTakeDamageInfo const&) 63 CHL2MP_Player::TakeHealth(float,int) 64 CBaseEntity::IsAlive(void) 65 CHL2MP_Player::Event_Killed(CTakeDamageInfo const&) 66 CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo const&) 67 CBaseCombatCharacter::BloodColor(void) 68 CBaseEntity::IsTriggered(CBaseEntity*) 69 CBaseEntity::IsNPC(void)const 70 CBaseCombatCharacter::MyCombatCharacterPointer(void) 71 CBaseEntity::GetDelay(void) 72 CBaseEntity::IsMoving(void) 73 CBaseEntity::DamageDecal(int,int) 74 CBaseEntity::DecalTrace(CGameTrace *,char const*) 75 CBaseEntity::ImpactTrace(CGameTrace *,int,char *) 76 CBaseEntity::OnControls(CBaseEntity*) 77 CBaseEntity::HasTarget(string_t) 78 CBasePlayer::IsPlayer(void)const 79 CBasePlayer::IsNetClient(void)const 80 CBaseEntity::IsTemplate(void) 81 CBaseEntity::IsBaseObject(void)const 82 CBaseEntity::IsBaseTrain(void)const 83 CBaseEntity::IsPlayerUsableItem(void) 84 CBaseEntity::GetItemTypeID(void) 85 CBaseEntity::GetServerVehicle(void) 86 CBaseEntity::IsViewable(void) 87 CBasePlayer::GetZPMTeam(void)const 88 CHL2MP_Player::ChangeTeam(int) 89 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 90 CBaseEntity::CanStandOn(CBaseEntity*)const 91 CBaseEntity::CanStandOn(edict_t *)const 92 CBaseEntity::GetEnemy(void) 93 CBaseEntity::GetEnemy(void)const 94 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float) 95 CBaseEntity::StartTouch(CBaseEntity*) 96 CBasePlayer::Touch(CBaseEntity *) 97 CBaseEntity::EndTouch(CBaseEntity*) 98 CBaseEntity::StartBlocked(CBaseEntity*) 99 CBaseEntity::Blocked(CBaseEntity*) 100 CBaseEntity::EndBlocked(void) 101 CBasePlayer::PhysicsSimulate(void) 102 CHL2MP_Player::UpdateOnRemove(void) 103 CHL2_Player::StopLoopingSounds(void) 104 CBaseEntity::SUB_AllowedToFade(void) 105 CBaseFlex::Teleport(Vector const*,QAngle const*,Vector const*) 106 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 107 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int) 108 CBaseEntity::GetTracerAttachment(void) 109 CHL2MP_Player::FireBullets(FireBulletsInfo_t const&) 110 CBasePlayer::DoImpactEffect(CGameTrace &,int) 111 CBaseEntity::Respawn(void) 112 CBaseEntity::IsLockedByMaster(void) 113 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &) 114 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 115 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 116 CBasePlayer::NetworkStateChanged_m_iHealth(void) 117 CBasePlayer::NetworkStateChanged_m_iHealth(void *) 118 CBasePlayer::NetworkStateChanged_m_lifeState(void) 119 CBasePlayer::NetworkStateChanged_m_lifeState(void *) 120 CBaseEntity::NetworkStateChanged_m_takedamage(void) 121 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 122 CBaseEntity::GetDamageType(void)const 123 CBaseEntity::GetDamage(void) 124 CBaseEntity::SetDamage(float) 125 CBasePlayer::EyePosition(void) 126 CBasePlayer::EyeAngles(void) 127 CBasePlayer::LocalEyeAngles(void) 128 CBaseEntity::EarPosition(void) 129 CBasePlayer::BodyTarget(Vector const&,bool) 130 CBaseEntity::HeadTarget(Vector const&) 131 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const 132 CBaseEntity::GetViewOffset(void) 133 CBasePlayer::GetSmoothedVelocity(void) 134 CBaseAnimating::GetVelocity(Vector *,Vector *) 135 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **) 136 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **) 137 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 138 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 139 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 140 CBasePlayer::SetGroundEntity(CBaseEntity *) 141 CBaseEntity::GetGroundEntity(void) 142 CBaseEntity::GetGroundVelocityToApply(Vector &) 143 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float) 144 CHL2_Player::Splash(void) 145 CBaseEntity::WorldSpaceCenter(void)const 146 CBaseEntity::GetSoundEmissionOrigin(void)const 147 CBaseEntity::CreateVPhysics(void) 148 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 149 CBasePlayer::VPhysicsDestroyObject(void) 150 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 151 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 152 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *) 153 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *) 154 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *) 155 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int) 156 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 157 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int) 158 CBaseEntity::VPhysicsIsFlesh(void) 159 CBaseEntity::HasPhysicsAttacker(float) 160 CBasePlayer::PhysicsSolidMaskForEntity(void)const 161 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 162 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 163 CBaseAnimating::GetStepOrigin(void)const 164 CBaseAnimating::GetStepAngles(void)const 165 CBaseEntity::ShouldDrawWaterImpacts(void) 166 CBasePlayer::NetworkStateChanged_m_fFlags(void) 167 CBasePlayer::NetworkStateChanged_m_fFlags(void *) 168 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void) 169 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 170 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 171 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 172 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 173 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 174 CBasePlayer::NetworkStateChanged_m_flFriction(void) 175 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 176 CBasePlayer::NetworkStateChanged_m_vecVelocity(void) 177 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 178 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 179 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 180 CBaseAnimating::Hide(void) 181 CBaseAnimating::GetIdealSpeed(void)const 182 CBaseAnimating::GetIdealAccel(void)const 183 CBaseAnimatingOverlay::StudioFrameAdvance(void) 184 CBaseAnimating::IsActivityFinished(void) 185 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int) 186 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 187 CHL2MP_Player::BecomeRagdollOnClient(Vector const&) 188 CBaseAnimating::IsRagdoll(void) 189 CBaseAnimating::CanBecomeRagdoll(void) 190 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int) 191 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 192 CBaseAnimating::SetupBones(matrix3x4_t *,int) 193 CBaseAnimating::CalculateIKLocks(float) 194 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 195 CBasePlayer::HandleAnimEvent(animevent_t *) 196 CBaseAnimating::PopulatePoseParameters(void) 197 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 198 CBaseAnimating::InitBoneControllers(void) 199 CBaseAnimating::GetGroundSpeedVelocity(void) 200 CBaseAnimating::Ignite(float,bool,float,bool) 201 CBaseAnimating::IgniteLifetime(float) 202 CBaseAnimating::IgniteNumHitboxFires(int) 203 CBaseAnimating::IgniteHitboxFireScale(float) 204 CBaseAnimating::Extinguish(void) 205 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *) 206 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 207 CBaseFlex::SetViewtarget(Vector const&) 208 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *) 209 CBaseFlex::ProcessSceneEvents(void) 210 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *) 211 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool) 212 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *) 213 CBaseFlex::PlayScene(char const*,float,AI_Response *,IRecipientFilter *) 214 CBaseFlex::PlayAutoGeneratedSoundScene(char const*) 215 CHL2_Player::GetPhysicsImpactDamageTable(void) 216 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 217 CBaseCombatCharacter::FInViewCone(Vector const&) 218 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 219 CBaseCombatCharacter::FInAimCone(Vector const&) 220 CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *) 221 CBaseCombatCharacter::FindMissTarget(void) 222 CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *) 223 CBasePlayer::BodyAngles(void) 224 CBaseCombatCharacter::BodyDirection2D(void) 225 CBaseCombatCharacter::BodyDirection3D(void) 226 CBaseCombatCharacter::HeadDirection2D(void) 227 CBaseCombatCharacter::HeadDirection3D(void) 228 CHL2_Player::EyeDirection2D(void) 229 CHL2_Player::EyeDirection3D(void) 230 CHL2MP_Player::GiveAmmo(int,int,bool) 231 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 232 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *) 233 CBaseCombatCharacter::Weapon_FrameUpdate(void) 234 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *) 235 CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *) 236 CHL2_Player::Weapon_Equip(CBaseCombatWeapon *) 237 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 238 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*) 239 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int,bool) 240 CBasePlayer::Weapon_ShootPosition(void) 241 CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *) 242 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 243 CBaseCombatCharacter::Weapon_GetSlot(int)const 244 CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *) 245 CBaseCombatCharacter::Weapon_CleanupSlot(int) 246 CBaseCombatCharacter::Weapon_DeleteSlot(int) 247 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 248 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *) 249 CBaseCombatCharacter::CanBecomeServerRagdoll(void) 250 CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo const&) 251 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 252 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 253 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *) 254 CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *) 255 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo const&) 256 CBaseCombatCharacter::GetDeathActivity(void) 257 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 258 CBaseCombatCharacter::CorpseFade(void) 259 CBaseCombatCharacter::HasHumanGibs(void) 260 CBaseCombatCharacter::HasAlienGibs(void) 261 CHL2MP_Player::ShouldGib(CTakeDamageInfo const&) 262 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 263 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 264 CBasePlayer::Event_Dying(void) 265 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&) 266 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 267 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int) 268 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool) 269 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool) 270 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 271 CBaseCombatCharacter::IRelationType(CBaseEntity *) 272 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 273 CBasePlayer::IsInAVehicle(void)const 274 CBasePlayer::GetVehicle(void) 275 CBasePlayer::GetVehicleEntity(void) 276 CBaseCombatCharacter::ExitVehicle(void) 277 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *) 278 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 279 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 280 CBasePlayer::DoMuzzleFlash(void) 281 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int) 282 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 283 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int) 284 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *) 285 CHL2MP_Player::CreateViewModel(int) 286 CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int) 287 CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const 288 CHL2MP_Player::SharedSpawn(void) 289 CBasePlayer::ForceRespawn(void) 290 CHL2MP_Player::InitialSpawn(void) 291 CBasePlayer::InitHUD(void) 292 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 293 CHL2MP_Player::PlayerDeathThink(void) 294 CHL2MP_Player::Jump(void) 295 CBasePlayer::Duck(void) 296 CHL2MP_Player::PreThink(void) 297 CHL2MP_Player::PostThink(void) 298 CHL2MP_Player::DamageEffect(float,int) 299 CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo const&) 300 CBasePlayer::ShouldFadeOnDeath(void) 301 CBasePlayer::IsFakeClient(void)const 302 CBasePlayer::GetPlayerMins(void)const 303 CBasePlayer::GetPlayerMaxs(void)const 304 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 305 CBasePlayer::PackDeadPlayerItems(void) 306 CBasePlayer::RemoveAllItems(bool) 307 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 308 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *) 309 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 310 CHL2_Player::UpdateClientData(void) 311 CHL2_Player::ExitLadder(void) 312 CHL2_Player::GetLadderSurface(Vector const&) 313 CHL2_Player::SetFlashlightEnabled(bool) 314 CHL2MP_Player::FlashlightIsOn(void) 315 CHL2MP_Player::FlashlightTurnOn(void) 316 CHL2MP_Player::FlashlightTurnOff(void) 317 CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *) 318 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 319 CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool) 320 CBasePlayer::GetStepSoundVelocities(float *,float *) 321 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool) 322 CHL2MP_Player::DeathSound(CTakeDamageInfo const&) 323 CHL2MP_Player::SetAnimation(PLAYER_ANIM) 324 CBasePlayer::ImpulseCommands(void) 325 CHL2_Player::CheatImpulseCommands(int) 326 CHL2MP_Player::ClientCommand(CCommand const&) 327 CHL2MP_Player::StartObserverMode(int) 328 CHL2MP_Player::StopObserverMode(void) 329 CBasePlayer::ModeWantsSpectatorGUI(int) 330 CBasePlayer::SetObserverMode(int) 331 CBasePlayer::GetObserverMode(void) 332 CBasePlayer::SetObserverTarget(CBaseEntity *) 333 CBasePlayer::ObserverUse(bool) 334 CBasePlayer::GetObserverTarget(void) 335 CBasePlayer::FindNextObserverTarget(bool) 336 CBasePlayer::GetNextObserverSearchStartPoint(bool) 337 CBasePlayer::IsValidObserverTarget(CBaseEntity *) 338 CBasePlayer::CheckObserverSettings(void) 339 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 340 CBasePlayer::ForceObserverMode(int) 341 CBasePlayer::ResetObserverMode(void) 342 CBasePlayer::ValidateCurrentObserverTarget(void) 343 CBasePlayer::AttemptToExitFreezeCam(void) 344 CBasePlayer::StartReplayMode(float,float,int) 345 CBasePlayer::StopReplayMode(void) 346 CBasePlayer::GetDelayTicks(void) 347 CBasePlayer::GetReplayEntity(void) 348 CHL2_Player::CreateCorpse(void) 349 CHL2MP_Player::EntSelectSpawnPoint(void) 350 CBasePlayer::GetInVehicle(IServerVehicle *,int) 351 CBasePlayer::LeaveVehicle(Vector const&,QAngle const&) 352 CBasePlayer::OnVehicleStart(void) 353 CBasePlayer::OnVehicleEnd(Vector &) 354 CBasePlayer::BumpWeapon(CBaseCombatWeapon *) 355 CBasePlayer::SelectLastItem(void) 356 CBasePlayer::SelectItem(char const*,int) 357 CBasePlayer::SelectItem(int,int) 358 CHL2MP_Player::ItemPostFrame(void) 359 CBasePlayer::GiveNamedItem(char const*,int) 360 CBasePlayer::CheckTrainUpdate(void) 361 CHL2_Player::SetPlayerUnderwater(bool) 362 CHL2MP_Player::CanBreatheUnderwater(void)const 363 CHL2MP_Player::PlayerUse(void) 364 CHL2_Player::PlayUseDenySound(void) 365 CBasePlayer::FindUseEntity(void) 366 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int) 367 CHL2MP_Player::PickupObject(CBaseEntity *,bool) 368 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *) 369 CHL2_Player::GetHeldObjectMass(IPhysicsObject *) 370 CHL2_Player::GetHeldObject(void) 371 CBasePlayer::UpdateGeigerCounter(void) 372 CBasePlayer::GetAutoaimVector(float) 373 CBasePlayer::GetAutoaimVector(float,float) 374 CHL2_Player::GetAutoaimVector(autoaim_params_t &) 375 CBasePlayer::ShouldAutoaim(void) 376 CBasePlayer::ForceClientDllUpdate(void) 377 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 378 CHL2MP_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *) 379 CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *) 380 CHL2MP_Player::CanSpeak(void) 381 CHL2MP_Player::PlayCharacterSound(char const*) 382 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 383 CHL2MP_Player::CheckChatText(char *,int) 384 CHL2MP_Player::CreateRagdollEntity(void) 385 CBasePlayer::ShouldAnnounceAchievement(void) 386 CHL2_Player::OnDoneDamage(void) 387 CHL2_Player::IsWalking(void) 388 CHL2MP_Player::IsPracticallyZombie(void)const 389 CHL2MP_Player::IsInfectionKnown(void)const 390 CHL2MP_Player::DidZombieJustTurn(void)const 391 CHL2MP_Player::InfectPlayer(float) 392 CHL2MP_Player::DisinfectPlayer(void) 393 CHL2_Player::IsFollowingPhysics(void) 394 CHL2_Player::InitVCollision(Vector const&,Vector const&) 395 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 396 CBasePlayer::Hints(void) 397 CBasePlayer::IsReadyToPlay(void) 398 CBasePlayer::IsReadyToSpawn(void) 399 CBasePlayer::ShouldGainInstantSpawn(void) 400 CBasePlayer::ResetPerRoundStats(void) 401 CBasePlayer::ResetScores(void) 402 CBasePlayer::SpawnArmorValue(void) 403 CHL2_Player::EquipSuit(bool) 404 CHL2_Player::RemoveSuit(void) 405 CHL2MP_Player::CommitSuicide(bool,bool) 406 CHL2MP_Player::CommitSuicide(Vector const&,bool,bool) 407 CBasePlayer::IsBot(void)const 408 CHL2MP_Player::NotePlayerTalked(void) 409 CBasePlayer::GetExpresser(void) 410 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 411 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 412 CHL2_Player::SuspendUse(float) 413 CHL2_Player::CommanderMode(void) 414 CHL2MP_Player::StartSprinting(void) 415 CHL2_Player::GetIdleTime(void)const 416 CHL2_Player::GetMoveTime(void)const 417 CHL2_Player::GetLastDamageTime(void)const 418 CHL2_Player::IsDucking(void)const 419 CHL2_Player::Weapon_Lower(void) 420 CHL2_Player::Weapon_Ready(void) 421 CHL2_Player::IsHoldingEntity(CBaseEntity *) 422 CHL2_Player::UpdateWeaponPosture(void) 423 CHL2_Player::NetworkStateChanged_m_fIsWalking(void) 424 CHL2_Player::NetworkStateChanged_m_fIsWalking(void *) 425 CHL2MP_Player::GhostSpawn(void) 426 CHL2MP_Player::WaitSpawn(void) 427 CHL2MP_Player::ObserverSpawn(void) 428 CHL2MP_Player::HandleCommand_JoinTeam(int) 429 CHL2MP_Player::CanHearChatFrom(CBasePlayer *) 430 CHL2MP_Player::RemoveWeight(float) 431 CHL2MP_Player::RemoveAllItems(void) 432 CHL2MP_Player::ItemReticleSearch(void) 433 CHL2MP_Player::EnterPhoneTrigger(CPhoneTrigger *) 434 CHL2MP_Player::LeavePhoneTrigger(CPhoneTrigger *) 435 CHL2MP_Player::ActivatePhoneTriggers(void) 436 CHL2MP_Player::InPhoneTrigger(void) 437 CHL2MP_Player::InventoryStatus(void) 438 CHL2MP_Player::GiveNamedItem(char const*) 439 CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *) 440 CHL2MP_Player::GiveEmptyHands(void) 441 CHL2MP_Player::GivePhone(void) 442 CHL2MP_Player::SetPlayerTeamModel(int) 443 CHL2MP_Player::GiveDefaultGear(void) 444 CHL2MP_Player::GetPlayerModelSoundPrefix(void) 445 CHL2MP_Player::GetPlayerModelType(void) 446 CHL2MP_Player::DefuseIEDs(CTakeDamageInfo const&) 447 CHL2MP_Player::ShowBriefingMenu(void) 448 CHL2MP_Player::HideBriefingMenu(void) 449 CHL2MP_Player::CreateAmmo(char const*) 450 CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *) 451 CHL2MP_Player::ScootInventory(void) 452 CHL2MP_Player::PlayerDropWeapon(void) 453 CHL2MP_Player::PlayerUnloadWeapon(void) 454 CHL2MP_Player::PlayerCycleAmmoType(void) 455 CHL2MP_Player::PlayerCycleDropAmount(void) 456 CHL2MP_Player::PrepAmmoForDrop(CItem *) 457 CHL2MP_Player::PlayerDropAmmo(void) 458 CHL2MP_Player::PlayerDropUnusedAmmo(void) 459 CHL2MP_Player::GiveAmmoToPlayer(void) 460 CHL2MP_Player::ResetTeamSwitch(void) 461 CHL2MP_Player::Panic(bool) 462 CHL2MP_Player::Melee(bool) 463 CHL2MP_Player::VoiceMenu(char const*,char const*) 464 CHL2MP_Player::VoiceMenuText(char const*) 465 CHL2MP_Player::Taunt(bool) 466 CHL2MP_Player::KillTaunt(bool) 467 CHL2MP_Player::Berzerk(void) 468 CHL2MP_Player::Go(void) 469 CHL2MP_Player::Roar(void) 470 CHL2MP_Player::Camp(void) 471 CHL2MP_Player::PickedAsCarrier(void) 472 CHL2MP_Player::ResetCarrier(void) 473 CHL2MP_Player::IsCarrier(void) 474 CHL2MP_Player::HolsterWeapon(void) 475 CHL2MP_Player::SwitchToPhone(void) 476 CHL2MP_Player::Trace(void) 477 CHL2MP_Player::IsOnATeam(void)