CHL2MP Player Offset List (Zombie Panic: Source)

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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)