CPVK2Player Offset List (Pirates, Vikings, and Knights II)
Also for use when using virtual offsets.
The List
This comes from the symbol tables, so you'll have to look in the SDK for return types.
Last Updated December 5, 2014 PVKII Version 3.0
VTable for CBaseMultiplayerPlayer: (0, 0) Lin Win Function 0 0 CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer() 1 0 CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer() 2 1 CBaseEntity::SetRefEHandle(CBaseHandle const&) 3 2 CBaseEntity::GetRefEHandle(void)const 4 3 CBaseEntity::GetCollideable(void) 5 4 CBaseEntity::GetNetworkable(void) 6 5 CBaseEntity::GetBaseEntity(void) 7 6 CBaseEntity::GetModelIndex(void)const 8 7 CBaseEntity::GetModelName(void)const 9 8 CBaseEntity::SetModelIndex(int) 10 9 CBasePlayer::GetServerClass(void) 11 10 CBasePlayer::YouForgotToImplementOrDeclareServerClass(void) 12 11 CBasePlayer::GetDataDescMap(void) 13 12 CBaseEntity::SetModelIndexOverride(int, int) 14 13 CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace &) 15 14 CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace &) 16 15 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *, Vector *) 17 16 CBaseEntity::ShouldCollide(int, int)const 18 17 CBaseEntity::ShouldTraceToOwner(void)const 19 18 CBaseEntity::SetOwnerEntity(CBaseEntity*) 20 19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*) 21 20 CBasePlayer::UpdateTransmitState(void) 22 21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *, bool) 23 22 CBasePlayer::GetTracerType(void) 24 23 CBaseMultiplayerPlayer::Spawn(void) 25 24 CBaseMultiplayerPlayer::Precache(void) 26 25 CBasePlayer::SetModel(char const*) 27 26 CBaseAnimating::OnNewModel(void) 28 27 CBaseMultiplayerPlayer::PostConstructor(char const*) 29 28 CBaseEntity::PostClientActive(void) 30 29 CBaseEntity::ParseMapData(CEntityMapData *) 31 32 CBaseEntity::KeyValue(char const*, char const*) 32 31 CBaseEntity::KeyValue(char const*, float) 33 30 CBaseEntity::KeyValue(char const*, Vector const&) 34 33 CBaseEntity::GetKeyValue(char const*, char *, int) 35 34 CBasePlayer::Activate(void) 36 35 CBaseEntity::SetParent(CBaseEntity*, int) 37 36 CBasePlayer::ObjectCaps(void) 38 37 CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) 39 38 CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector &, QAngle &) 40 39 CBasePlayer::DrawDebugGeometryOverlays(void) 41 40 CBaseAnimating::DrawDebugTextOverlays(void) 42 41 CBasePlayer::Save(ISave &) 43 42 CBasePlayer::Restore(IRestore &) 44 43 CBasePlayer::ShouldSavePhysics(void) 45 44 CBaseEntity::OnSave(IEntitySaveUtils *) 46 45 CBasePlayer::OnRestore(void) 47 46 CBasePlayer::RequiredEdictIndex(void) 48 47 CBaseEntity::MoveDone(void) 49 48 CBaseEntity::Think(void) 50 50 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void) 51 49 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *) 52 51 CBaseAnimating::GetBaseAnimating(void) 53 52 CBaseMultiplayerPlayer::GetResponseSystem(void) 54 53 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char const*) 55 54 CBasePlayer::Classify(void) 56 55 CBaseEntity::DeathNotice(CBaseEntity*) 57 56 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 58 57 CBaseEntity::GetAutoAimRadius(void) 59 58 CBaseEntity::GetAutoAimCenter(void) 60 59 CBaseEntity::GetBeamTraceFilter(void) 61 60 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 62 61 CBasePlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace *, CDmgAccumulator *) 63 62 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 64 63 CBasePlayer::OnTakeDamage(CTakeDamageInfo const&) 65 64 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector &, CBaseEntity*) 66 65 CBasePlayer::TakeHealth(float, int) 67 66 CBaseEntity::IsAlive(void) 68 67 CBasePlayer::Event_Killed(CTakeDamageInfo const&) 69 68 CBasePlayer::Event_KilledOther(CBaseEntity *, CTakeDamageInfo const&) 70 69 CBaseCombatCharacter::BloodColor(void) 71 70 CBaseEntity::IsTriggered(CBaseEntity*) 72 71 CBaseEntity::IsNPC(void)const 73 72 CBaseCombatCharacter::MyCombatCharacterPointer(void) 74 73 CBaseEntity::MyNextBotPointer(void) 75 74 CBaseEntity::GetDelay(void) 76 75 CBaseEntity::IsMoving(void) 77 76 CBaseEntity::DamageDecal(int, int) 78 77 CBaseEntity::DecalTrace(CGameTrace *, char const*) 79 78 CBaseEntity::ImpactTrace(CGameTrace *, int, char const*) 80 79 CBaseEntity::OnControls(CBaseEntity*) 81 80 CBaseEntity::HasTarget(string_t) 82 81 CBasePlayer::IsPlayer(void)const 83 82 CBasePlayer::IsNetClient(void)const 84 83 CBaseEntity::IsTemplate(void) 85 84 CBaseEntity::IsBaseObject(void)const 86 85 CBaseEntity::IsBaseTrain(void)const 87 86 CBaseEntity::IsCombatItem(void)const 88 87 CBaseEntity::IsBaseCombatWeapon(void)const 89 88 CBaseEntity::IsWearable(void)const 90 89 CBaseEntity::MyCombatWeaponPointer(void) 91 90 CBaseEntity::GetServerVehicle(void) 92 91 CBaseEntity::IsViewable(void) 93 92 CBasePlayer::ChangeTeam(int) 94 93 CBaseEntity::OnEntityEvent(EntityEvent_t, void *) 95 95 CBaseEntity::CanStandOn(CBaseEntity*)const 96 94 CBaseEntity::CanStandOn(edict_t *)const 97 97 CBaseEntity::GetEnemy(void) 98 96 CBaseEntity::GetEnemy(void)const 99 98 CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) 100 99 CBaseEntity::StartTouch(CBaseEntity*) 101 100 CBasePlayer::Touch(CBaseEntity *) 102 101 CBaseEntity::EndTouch(CBaseEntity*) 103 102 CBaseEntity::StartBlocked(CBaseEntity*) 104 103 CBaseEntity::Blocked(CBaseEntity*) 105 104 CBaseEntity::EndBlocked(void) 106 105 CBasePlayer::PhysicsSimulate(void) 107 106 CBasePlayer::UpdateOnRemove(void) 108 107 CBaseEntity::StopLoopingSounds(void) 109 108 CBaseEntity::SUB_AllowedToFade(void) 110 109 CBaseFlex::Teleport(Vector const*, QAngle const*, Vector const*) 111 110 CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) 112 111 CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int) 113 112 CBaseEntity::GetTracerAttachment(void) 114 113 CBaseEntity::FireBullets(FireBulletsInfo_t const&, char const*) 115 114 CBasePlayer::DoImpactEffect(CGameTrace &, int) 116 115 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *) 117 116 CBaseEntity::Respawn(void) 118 117 CBaseEntity::IsLockedByMaster(void) 119 118 CBaseEntity::GetMaxHealth(void)const 120 119 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &) 121 121 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 122 120 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 123 123 CBasePlayer::NetworkStateChanged_m_iHealth(void) 124 122 CBasePlayer::NetworkStateChanged_m_iHealth(void *) 125 125 CBasePlayer::NetworkStateChanged_m_lifeState(void) 126 124 CBasePlayer::NetworkStateChanged_m_lifeState(void *) 127 127 CBaseEntity::NetworkStateChanged_m_takedamage(void) 128 126 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 129 128 CBaseEntity::GetDamageType(void)const 130 129 CBaseEntity::GetDamage(void) 131 130 CBaseEntity::SetDamage(float) 132 131 CBasePlayer::EyePosition(void) 133 132 CBasePlayer::EyeAngles(void) 134 133 CBasePlayer::LocalEyeAngles(void) 135 134 CBaseEntity::EarPosition(void) 136 135 CBasePlayer::BodyTarget(Vector const&, bool) 137 136 CBaseEntity::HeadTarget(Vector const&) 138 137 CBaseEntity::GetVectors(Vector *, Vector *, Vector *)const 139 138 CBaseEntity::GetViewOffset(void)const 140 139 CBaseEntity::SetViewOffset(Vector const&) 141 140 CBasePlayer::GetSmoothedVelocity(void) 142 141 CBaseAnimating::GetVelocity(Vector *, Vector *) 143 143 CBaseCombatCharacter::FVisible(CBaseEntity *, int, CBaseEntity **) 144 142 CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity **) 145 144 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 146 145 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 147 146 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 148 147 CBaseEntity::GetGroundVelocityToApply(Vector &) 149 148 CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) 150 149 CBaseEntity::Splash(void) 151 150 CBaseEntity::WorldSpaceCenter(void)const 152 151 CBaseEntity::GetSoundEmissionOrigin(void)const 153 152 CBaseEntity::ModifyEmitSoundParams(EmitSound_t &) 154 153 CBaseEntity::IsDeflectable(void) 155 154 CBaseEntity::Deflected(CBaseEntity*, Vector &) 156 155 CBaseEntity::CreateVPhysics(void) 157 156 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 158 157 CBasePlayer::VPhysicsDestroyObject(void) 159 158 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 160 159 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 161 160 CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t *) 162 161 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *) 163 162 CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t *) 164 163 CBaseEntity::VPhysicsFriction(IPhysicsObject *, float, int, int) 165 164 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 166 165 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **, int) 167 166 CBaseEntity::VPhysicsIsFlesh(void) 168 167 CBaseEntity::HasPhysicsAttacker(float) 169 168 CBasePlayer::PhysicsSolidMaskForEntity(void)const 170 169 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &, Vector &) 171 170 CBaseEntity::PerformCustomPhysics(Vector *, Vector *, QAngle *, QAngle *) 172 171 CBaseAnimating::GetStepOrigin(void)const 173 172 CBaseAnimating::GetStepAngles(void)const 174 173 CBaseEntity::ShouldDrawWaterImpacts(void) 175 175 CBasePlayer::NetworkStateChanged_m_fFlags(void) 176 174 CBasePlayer::NetworkStateChanged_m_fFlags(void *) 177 177 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void) 178 176 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 179 179 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 180 178 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 181 181 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 182 180 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 183 183 CBasePlayer::NetworkStateChanged_m_flFriction(void) 184 182 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 185 185 CBasePlayer::NetworkStateChanged_m_vecVelocity(void) 186 184 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 187 187 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 188 186 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 189 188 CBaseAnimating::GetTintColor(void) 190 189 CBaseAnimating::SetTintColor(Vector const&) 191 190 CBaseAnimating::GetIdealSpeed(void)const 192 191 CBaseAnimating::GetIdealAccel(void)const 193 192 CBaseAnimatingOverlay::StudioFrameAdvance(void) 194 193 CBaseAnimating::SetSequence(int) 195 194 CBaseAnimating::IsActivityFinished(void) 196 195 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *, int) 197 196 CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) 198 197 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 199 198 CBaseAnimating::IsRagdoll(void) 200 199 CBaseAnimating::CanBecomeRagdoll(void) 201 200 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *, Vector *, Quaternion *, int) 202 201 CBaseAnimating::GetBoneTransform(int, matrix3x4_t &) 203 202 CBaseAnimating::SetupBones(matrix3x4_t *, int) 204 203 CBaseAnimating::CalculateIKLocks(float) 205 204 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 206 205 CBasePlayer::HandleAnimEvent(animevent_t *) 207 206 CBaseAnimating::PopulatePoseParameters(void) 208 207 CBaseAnimating::GetAttachment(int, matrix3x4_t &) 209 208 CBaseAnimating::InitBoneControllers(void) 210 209 CBaseAnimating::GetGroundSpeedVelocity(void) 211 210 CBasePlayer::RefreshCollisionBounds(void) 212 211 CBaseAnimating::Ignite(float, bool, float, bool) 213 212 CBaseAnimating::IgniteLifetime(float) 214 213 CBaseAnimating::IgniteNumHitboxFires(int) 215 214 CBaseAnimating::IgniteHitboxFireScale(float) 216 215 CBaseAnimating::Extinguish(void) 217 216 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *) 218 217 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 219 218 CBaseFlex::SetViewtarget(Vector const&) 220 219 CBaseFlex::StartSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *, CChoreoActor *, CBaseEntity *) 221 220 CBaseFlex::ProcessSceneEvents(void) 222 221 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *) 223 222 CBaseFlex::ClearSceneEvent(CSceneEventInfo *, bool, bool) 224 223 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *, float, CChoreoScene *, CChoreoEvent *) 225 224 CBaseFlex::PlayScene(char const*, float, AI_Response *, IRecipientFilter *) 226 225 CBaseFlex::PlayAutoGeneratedSoundScene(char const*) 227 226 CBaseFlex::GetSpecialDSP(void) 228 227 CBasePlayer::GetPhysicsImpactDamageTable(void) 229 229 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 230 228 CBaseCombatCharacter::FInViewCone(Vector const&) 231 231 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 232 230 CBaseCombatCharacter::FInAimCone(Vector const&) 233 232 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 234 233 CBaseCombatCharacter::FindMissTarget(void) 235 234 CBaseCombatCharacter::HandleInteraction(int, void *, CBaseCombatCharacter*) 236 235 CBasePlayer::BodyAngles(void) 237 236 CBaseCombatCharacter::BodyDirection2D(void) 238 237 CBaseCombatCharacter::BodyDirection3D(void) 239 238 CBaseCombatCharacter::HeadDirection2D(void) 240 239 CBaseCombatCharacter::HeadDirection3D(void) 241 240 CBaseCombatCharacter::EyeDirection2D(void) 242 241 CBaseCombatCharacter::EyeDirection3D(void) 243 244 CBaseCombatCharacter::IsHiddenByFog(Vector const&)const 244 243 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const 245 242 CBaseCombatCharacter::IsHiddenByFog(float)const 246 247 CBaseCombatCharacter::GetFogObscuredRatio(Vector const&)const 247 246 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const 248 245 CBaseCombatCharacter::GetFogObscuredRatio(float)const 249 249 CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float)const 250 248 CBaseCombatCharacter::IsLookingTowards(Vector const&, float)const 251 251 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const 252 250 CBaseCombatCharacter::IsInFieldOfView(Vector const&)const 253 253 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *, CBaseCombatCharacter::LineOfSightCheckType)const 254 252 CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity *)const 255 254 CBaseCombatCharacter::GiveAmmo(int, int, bool) 256 256 CBaseCombatCharacter::RemoveAmmo(int, int) 257 255 CBaseCombatCharacter::RemoveAmmo(int, char const*) 258 257 CBaseCombatCharacter::GetAmmoCount(int)const 259 258 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 260 259 CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool *) 261 260 CBaseCombatCharacter::Weapon_FrameUpdate(void) 262 261 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *) 263 262 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *) 264 263 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *) 265 264 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 266 265 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *, Vector const*, Vector const*) 267 266 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *, int) 268 267 CBasePlayer::Weapon_ShootPosition(void) 269 268 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *) 270 269 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 271 270 CBaseCombatCharacter::Weapon_GetSlot(int)const 272 271 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 273 272 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *) 274 273 CBaseCombatCharacter::CanBecomeServerRagdoll(void) 275 274 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 276 275 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 277 276 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 278 277 CBaseCombatCharacter::GetAliveDuration(void)const 279 278 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity *) 280 279 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *) 281 280 CBaseCombatCharacter::HasEverBeenInjured(int)const 282 281 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const 283 282 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *, CTakeDamageInfo const&) 284 283 CBaseCombatCharacter::GetDeathActivity(void) 285 284 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 286 285 CBaseCombatCharacter::CorpseFade(void) 287 286 CBaseCombatCharacter::HasHumanGibs(void) 288 287 CBaseCombatCharacter::HasAlienGibs(void) 289 288 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 290 289 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 291 290 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 292 291 CBasePlayer::Event_Dying(CTakeDamageInfo const&) 293 292 CBaseCombatCharacter::Event_Dying(void) 294 293 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) 295 294 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 296 295 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *, Vector const&, float, int) 297 297 CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) 298 296 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) 299 298 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 300 299 CBaseCombatCharacter::IRelationType(CBaseEntity *) 301 300 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 302 301 CBasePlayer::IsInAVehicle(void)const 303 302 CBasePlayer::GetVehicle(void) 304 303 CBasePlayer::GetVehicleEntity(void) 305 304 CBaseCombatCharacter::ExitVehicle(void) 306 305 CBaseCombatCharacter::RemoveAllWeapons(void) 307 306 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *) 308 307 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *, CBaseEntity *) 309 308 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *, CBaseEntity *) 310 309 CBasePlayer::DoMuzzleFlash(void) 311 310 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *, Disposition_t, int) 312 311 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 313 312 CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int) 314 313 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *, CBaseCombatWeapon *) 315 314 CBaseCombatCharacter::GetLastKnownArea(void)const 316 315 CBaseCombatCharacter::IsAreaTraversable(CNavArea const*)const 317 316 CBaseCombatCharacter::ClearLastKnownArea(void) 318 317 CBaseCombatCharacter::UpdateLastKnownArea(void) 319 318 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *, CNavArea *) 320 319 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *) 321 320 CBaseCombatCharacter::OnPursuedBy(INextBot *) 322 322 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 323 321 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 324 323 CBasePlayer::CreateViewModel(int) 325 324 CBasePlayer::SetupVisibility(CBaseEntity *, unsigned char *, int) 326 325 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*)const 327 326 CBasePlayer::WantsLagCompensationOnNPC(CBaseEntity const*, CUserCmd const*, CBitVec<2048> const*)const 328 327 CBasePlayer::SharedSpawn(void) 329 328 CBasePlayer::ForceRespawn(void) 330 329 CBasePlayer::InitialSpawn(void) 331 330 CBasePlayer::InitHUD(void) 332 331 CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues *) 333 332 CBasePlayer::PlayerDeathThink(void) 334 333 CBasePlayer::Jump(void) 335 334 CBasePlayer::Duck(void) 336 335 CBasePlayer::PreThink(void) 337 336 CBasePlayer::PostThink(void) 338 337 CBasePlayer::DamageEffect(float, int) 339 338 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 340 339 CBasePlayer::ShouldFadeOnDeath(void) 341 340 CBasePlayer::IsFakeClient(void)const 342 341 CBasePlayer::GetPlayerMins(void)const 343 342 CBasePlayer::GetPlayerMaxs(void)const 344 343 CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float) 345 344 CBasePlayer::PackDeadPlayerItems(void) 346 345 CBasePlayer::RemoveAllItems(bool) 347 346 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 348 347 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *, CBaseCombatWeapon *) 349 348 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 350 349 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *) 351 350 CBasePlayer::GetTimeSinceWeaponFired(void)const 352 351 CBasePlayer::IsFiringWeapon(void)const 353 352 CBasePlayer::UpdateClientData(void) 354 353 CBasePlayer::ExitLadder(void) 355 354 CBasePlayer::GetLadderSurface(Vector const&) 356 355 CBasePlayer::SetFlashlightEnabled(bool) 357 356 CBasePlayer::FlashlightIsOn(void) 358 357 CBasePlayer::FlashlightTurnOn(void) 359 358 CBasePlayer::FlashlightTurnOff(void) 360 359 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *, float *) 361 360 CBasePlayer::UpdateStepSound(surfacedata_t *, Vector const&, Vector const&) 362 361 CBasePlayer::PlayStepSound(Vector &, surfacedata_t *, float, bool) 363 362 CBasePlayer::GetOverrideStepSound(char const*) 364 363 CBasePlayer::GetStepSoundVelocities(float *, float *) 365 364 CBasePlayer::SetStepSoundTime(stepsoundtimes_t, bool) 366 365 CBasePlayer::DeathSound(CTakeDamageInfo const&) 367 366 CBasePlayer::GetSceneSoundToken(void) 368 367 CBasePlayer::OnEmitFootstepSound(CSoundParameters const&, Vector const&, float) 369 368 CBasePlayer::SetAnimation(PLAYER_ANIM) 370 369 CBasePlayer::ImpulseCommands(void) 371 370 CBasePlayer::CheatImpulseCommands(int) 372 371 CBaseMultiplayerPlayer::ClientCommand(CCommand const&) 373 372 CBasePlayer::StartObserverMode(int) 374 373 CBasePlayer::StopObserverMode(void) 375 374 CBasePlayer::ModeWantsSpectatorGUI(int) 376 375 CBasePlayer::SetObserverMode(int) 377 376 CBasePlayer::GetObserverMode(void) 378 377 CBasePlayer::SetObserverTarget(CBaseEntity *) 379 378 CBasePlayer::ObserverUse(bool) 380 379 CBasePlayer::GetObserverTarget(void) 381 380 CBasePlayer::FindNextObserverTarget(bool) 382 381 CBasePlayer::GetNextObserverSearchStartPoint(bool) 383 382 CBasePlayer::IsValidObserverTarget(CBaseEntity *) 384 383 CBasePlayer::CheckObserverSettings(void) 385 384 CBasePlayer::JumptoPosition(Vector const&, QAngle const&) 386 385 CBasePlayer::ForceObserverMode(int) 387 386 CBasePlayer::ResetObserverMode(void) 388 387 CBasePlayer::ValidateCurrentObserverTarget(void) 389 388 CBasePlayer::AttemptToExitFreezeCam(void) 390 389 CBasePlayer::StartReplayMode(float, float, int) 391 390 CBasePlayer::StopReplayMode(void) 392 391 CBasePlayer::GetDelayTicks(void) 393 392 CBasePlayer::GetReplayEntity(void) 394 393 CBasePlayer::CreateCorpse(void) 395 394 CBasePlayer::EntSelectSpawnPoint(void) 396 395 CBasePlayer::GetInVehicle(IServerVehicle *, int) 397 396 CBasePlayer::LeaveVehicle(Vector const&, QAngle const&) 398 397 CBasePlayer::OnVehicleStart(void) 399 398 CBasePlayer::OnVehicleEnd(Vector &) 400 399 CBasePlayer::BumpWeapon(CBaseCombatWeapon *) 401 400 CBasePlayer::SelectLastItem(void) 402 401 CBasePlayer::SelectItem(char const*, int) 403 402 CBasePlayer::ItemPostFrame(void) 404 403 CBasePlayer::GiveNamedItem(char const*, int) 405 404 CBasePlayer::CheckTrainUpdate(void) 406 405 CBasePlayer::SetPlayerUnderwater(bool) 407 406 CBasePlayer::CanBreatheUnderwater(void)const 408 407 CBasePlayer::PlayerUse(void) 409 408 CBasePlayer::PlayUseDenySound(void) 410 409 CBasePlayer::FindUseEntity(void) 411 410 CBasePlayer::IsUseableEntity(CBaseEntity *, unsigned int) 412 411 CBasePlayer::PickupObject(CBaseEntity *, bool) 413 412 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *) 414 413 CBasePlayer::GetHeldObjectMass(IPhysicsObject *) 415 414 CBasePlayer::UpdateGeigerCounter(void) 416 417 CBasePlayer::GetAutoaimVector(float) 417 416 CBasePlayer::GetAutoaimVector(float, float) 418 415 CBasePlayer::GetAutoaimVector(autoaim_params_t &) 419 418 CBasePlayer::ShouldAutoaim(void) 420 419 CBasePlayer::ForceClientDllUpdate(void) 421 420 CBasePlayer::ProcessUsercmds(CUserCmd *, int, int, int, bool) 422 421 CBasePlayer::PlayerRunCommand(CUserCmd *, IMoveHelper *) 423 422 CBasePlayer::ChangeTeam(int, bool, bool) 424 423 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *) 425 424 CBaseMultiplayerPlayer::CanSpeak(void) 426 425 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 427 426 CBasePlayer::CheckChatText(char *, int) 428 427 CBasePlayer::CreateRagdollEntity(void) 429 428 CBasePlayer::ShouldAnnounceAchievement(void) 430 429 CBasePlayer::IsFollowingPhysics(void) 431 430 CBasePlayer::InitVCollision(Vector const&, Vector const&) 432 431 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 433 432 CBasePlayer::Hints(void) 434 433 CBasePlayer::IsReadyToPlay(void) 435 434 CBasePlayer::IsReadyToSpawn(void) 436 435 CBasePlayer::ShouldGainInstantSpawn(void) 437 436 CBasePlayer::ResetPerRoundStats(void) 438 437 CBasePlayer::ResetScores(void) 439 438 CBasePlayer::EquipSuit(bool) 440 439 CBasePlayer::RemoveSuit(void) 441 440 CBasePlayer::GetPlayerMaxSpeed(void) 442 442 CBasePlayer::CommitSuicide(bool, bool) 443 441 CBasePlayer::CommitSuicide(Vector const&, bool, bool) 444 443 CBasePlayer::CommitSuicide_Kill(Vector const&, bool, bool) 445 444 CBasePlayer::IsBot(void)const 446 445 CBasePlayer::IsBotOfType(int)const 447 446 CBasePlayer::GetBotType(void)const 448 447 CBaseMultiplayerPlayer::GetExpresser(void) 449 448 CBasePlayer::Internal_HandleMapEvent(inputdata_t &) 450 449 CBasePlayer::SpawnArmorValue(void)const 451 451 CBasePlayer::NetworkStateChanged_m_ArmorValue(void) 452 450 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *) 453 452 CBasePlayer::HasHaptics(void) 454 453 CBasePlayer::SetHaptics(bool) 455 454 CBasePlayer::PlayerSolidMask(bool)const 456 455 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float, float) 457 456 CAI_ExpresserHost<CBasePlayer>::Speak(char const*, char const*, char *, unsigned long, IRecipientFilter *) 458 457 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char const*, AI_Response &) 459 458 CBaseMultiplayerPlayer::SpeakIfAllowed(char const*, char const*, bool, bool, char *, unsigned long, IRecipientFilter *) 460 459 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int, char const*, bool, bool, char *, unsigned long, IRecipientFilter *) 461 460 CBaseMultiplayerPlayer::CanBeAutobalanced(void) 462 461 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void) 463 462 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void) 464 463 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char const*) 465 464 CBaseMultiplayerPlayer::OnAchievementEarned(int) 466 465 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void) 467 466 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void) 468 467 CBaseMultiplayerPlayer::CreateExpresser(void)