Difference between revisions of "CSDKPlayer Offset List (Empires)"

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This comes from the symbol tables, so you'll have to look in the SDK for return types.
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
  
<b>Last Updated 09 Sept 2006</b>
+
<b>Last Updated 02 Dec 2007</b>
  
 
<pre>
 
<pre>
0       CSDKPlayer::~CSDKPlayer()
+
// Auto reconstructed from vtable block @ 0x0090C900
1       CBaseEntity::SetRefEHandle(CBaseHandle const&)
+
// from "server_i486.so", by ida_vtables.idc
2       CBaseEntity::GetRefEHandle() const
+
0 CSDKPlayer::~CSDKPlayer()
3       CBaseEntity::GetCollideable()
+
1 CBaseEntity::SetRefEHandle(CBaseHandle const&)
4       CBaseEntity::GetNetworkable()
+
2 CBaseEntity::GetRefEHandle(void)const
5       CBaseEntity::GetBaseEntity()
+
3 CBaseEntity::GetCollideable(void)
6       CBaseEntity::GetModelIndex() const
+
4 CBaseEntity::GetNetworkable(void)
7       CBaseEntity::GetModelName() const
+
5 CBaseEntity::GetBaseEntity(void)
8       CBaseEntity::SetModelIndex(int)
+
6 CBaseEntity::GetModelIndex(void)const
9       CSDKPlayer::GetPredDescMap()
+
7 CBaseEntity::GetModelName(void)const
10     CSDKPlayer::GetServerClass()
+
8 CBaseEntity::SetModelIndex(int)
11     CSDKPlayer::GetClassName()
+
9 CSDKPlayer::_GetClassName(void)
12     CSDKPlayer::YouForgotToImplementOrDeclareServerClass()
+
10 CSDKPlayer::GetServerClass(void)
13     CBasePlayer::GetDataDescMap()
+
11 CSDKPlayer::GetClassName(void)
14     CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
+
12 CSDKPlayer::YouForgotToImplementOrDeclareServerClass(void)
15     CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)
+
13 CBasePlayer::GetDataDescMap(void)
16     CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)
+
14 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &)
17     CBaseEntity::ShouldCollide(int, int) const
+
15 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &)
18     CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
16 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
19     CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
+
17 CBaseEntity::ShouldCollide(int,int)const
20     CBasePlayer::UpdateTransmitState()
+
18 CBaseEntity::SetOwnerEntity(CBaseEntity*)
21     CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool)
+
19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
22     CBasePlayer::GetTracerType()
+
20 CBasePlayer::UpdateTransmitState(void)
23     CSDKPlayer::Spawn()
+
21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
24     CSDKPlayer::Precache()
+
22 CBasePlayer::GetTracerType(void)
25     CBaseFlex::SetModel(char const*)
+
23 CSDKPlayer::Spawn(void)
26     CBaseEntity::PostConstructor(char const*)
+
24 CSDKPlayer::Precache(void)
27     CBaseEntity::ParseMapData(CEntityMapData*)
+
25 CBaseFlex::SetModel(char const*)
28      CBaseEntity::KeyValue(char const*, char const*)
+
26 CBaseEntity::PostConstructor(char const*)
29      CBaseEntity::KeyValue(char const*, float)
+
27 CBaseEntity::PostClientActive(void)
30      CBaseEntity::KeyValue(char const*, Vector)
+
28 CBaseEntity::ParseMapData(CEntityMapData *)
31      CBaseEntity::ValidateEntityConnections()
+
29 CBaseEntity::KeyValue(char const*,char const*)
32     CBasePlayer::Activate()
+
30 CBaseEntity::KeyValue(char const*,float)
33     CBasePlayer::ObjectCaps()
+
31 CBaseEntity::KeyValue(char const*,Vector)
34      CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
+
32 CBasePlayer::Activate(void)
35      CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)
+
33 CBaseEntity::SetParent(CBaseEntity*,int)
36      CBasePlayer::DrawDebugGeometryOverlays()
+
34 CBaseEntity::SetParentTemporary(CBaseEntity*,int)
37      CBaseAnimating::DrawDebugTextOverlays()
+
35 CBasePlayer::ObjectCaps(void)
38      CBasePlayer::Save(ISave&)
+
36 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int)
39      CBasePlayer::Restore(IRestore&)
+
37 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &)
40      CBasePlayer::ShouldSavePhysics()
+
38 CBasePlayer::DrawDebugGeometryOverlays(void)
41      CBaseEntity::OnSave(IEntitySaveUtils*)
+
39 CBaseAnimating::DrawDebugTextOverlays(void)
42      CBasePlayer::OnRestore()
+
40 CBasePlayer::Save(ISave &)
43      CBasePlayer::RequiredEdictIndex()
+
41 CBasePlayer::Restore(IRestore &)
44      CBaseEntity::MoveDone()
+
42 CBasePlayer::ShouldSavePhysics(void)
45      CBaseEntity::Think()
+
43 CBaseEntity::OnSave(IEntitySaveUtils *)
46      CBaseEntity::NetworkStateChanged_m_nNextThinkTick()
+
44 CBasePlayer::OnRestore(void)
47      CBaseAnimating::GetBaseAnimating()
+
45 CBasePlayer::RequiredEdictIndex(void)
48      CBaseEntity::GetResponseSystem()
+
46 CBaseEntity::MoveDone(void)
49      CBaseEntity::DispatchResponse(char const*)
+
47 CBaseEntity::Think(void)
50      CBasePlayer::Classify()
+
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
51      CBaseEntity::DeathNotice(CBaseEntity*)
+
49 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
52      CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
+
50 CBaseAnimating::GetBaseAnimating(void)
53      CSDKPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
+
51 CBaseEntity::GetResponseSystem(void)
54      CSDKPlayer::OnTakeDamage(CTakeDamageInfo const&)
+
52 CBaseEntity::DispatchResponse(char const*)
55      CBasePlayer::TakeHealth(float, int)
+
53 CBasePlayer::Classify(void)
56      CSDKPlayer::Event_Killed(CTakeDamageInfo const&)
+
54 CBaseEntity::DeathNotice(CBaseEntity*)
57      CBaseCombatCharacter::BloodColor()
+
55 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
58      CBaseEntity::IsTriggered(CBaseEntity*)
+
56 CBaseEntity::GetAutoAimRadius(void)
59      CBaseEntity::IsNPC() const
+
57 CBaseEntity::GetAutoAimCenter(void)
60      CBaseCombatCharacter::MyCombatCharacterPointer()
+
58 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
61      CBaseEntity::GetDelay()
+
59 CSDKPlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *)
62      CBaseEntity::IsMoving()
+
60 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
63      CBaseEntity::DamageDecal(int, int)
+
61 CSDKPlayer::OnTakeDamage(CTakeDamageInfo const&)
64      CBaseEntity::DecalTrace(CGameTrace*, char const*)
+
62 CBasePlayer::TakeHealth(float,int)
65      CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
+
63 CSDKPlayer::Event_Killed(CTakeDamageInfo const&)
66      CBaseEntity::OnControls(CBaseEntity*)
+
64 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
67      CBaseEntity::HasTarget(string_t)
+
65 CBaseCombatCharacter::BloodColor(void)
68      CBasePlayer::IsPlayer() const
+
66 CBaseEntity::IsTriggered(CBaseEntity*)
69      CBaseEntity::IsVehicle() const
+
67 CBaseEntity::IsNPC(void)const
70      CBaseEntity::IsAircraft() const
+
68 CBaseCombatCharacter::MyCombatCharacterPointer(void)
71      CBaseEntity::IsBuilding() const
+
69 CBaseEntity::GetDelay(void)
72      CBasePlayer::IsNetClient()
+
70 CBaseEntity::IsMoving(void)
73      CBaseEntity::IsTemplate()
+
71 CBaseEntity::DamageDecal(int,int)
74      CBaseEntity::IsBaseObject() const
+
72 CBaseEntity::DecalTrace(CGameTrace *,char const*)
75      CBaseEntity::GetServerVehicle()
+
73 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
76      CBaseEntity::IsViewable()
+
74 CBaseEntity::OnControls(CBaseEntity*)
77      CSDKPlayer::ChangeTeam(int)
+
75 CBaseEntity::HasTarget(string_t)
78      CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
+
76 CBasePlayer::IsPlayer(void)const
79      CBaseEntity::CanStandOn(CBaseEntity*) const
+
77 CBaseEntity::IsVehicle(void)const
80      CBaseEntity::CanStandOn(edict_t*) const
+
78 CBaseEntity::IsAircraft(void)const
81      CBaseEntity::GetEnemy()
+
79 CBaseEntity::IsBuilding(void)const
82      CBaseEntity::GetEnemy() const
+
80 CBasePlayer::IsNetClient(void)
83      CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
+
81 CBaseEntity::IsTemplate(void)
84      CBaseEntity::StartTouch(CBaseEntity*)
+
82 CBaseEntity::IsBaseObject(void)const
85      CBasePlayer::Touch(CBaseEntity*)
+
83 CBaseEntity::GetServerVehicle(void)
86      CBaseEntity::EndTouch(CBaseEntity*)
+
84 CBaseEntity::IsViewable(void)
87      CBaseEntity::StartBlocked(CBaseEntity*)
+
85 CSDKPlayer::ChangeTeam(int)
88      CBaseEntity::Blocked(CBaseEntity*)
+
86 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
89      CBaseEntity::EndBlocked()
+
87 CBaseEntity::CanStandOn(CBaseEntity*)const
90      CBasePlayer::PhysicsSimulate()
+
88 CBaseEntity::CanStandOn(edict_t *)const
91      CBasePlayer::UpdateOnRemove()
+
89 CBaseEntity::GetEnemy(void)
92      CBaseEntity::StopLoopingSounds()
+
90 CBaseEntity::GetEnemy(void)const
93      CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
+
91 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
94      CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
+
92 CBaseEntity::StartTouch(CBaseEntity*)
95      CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
+
93 CBasePlayer::Touch(CBaseEntity *)
96      CBaseEntity::FireBullets(FireBulletsInfo_t const&)
+
94 CBaseEntity::EndTouch(CBaseEntity*)
97      CBasePlayer::DoImpactEffect(CGameTrace&, int)
+
95 CBaseEntity::StartBlocked(CBaseEntity*)
98      CBaseEntity::Respawn()
+
96 CBaseEntity::Blocked(CBaseEntity*)
99      CBaseEntity::IsLockedByMaster()
+
97 CBaseEntity::EndBlocked(void)
100    CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
+
98 CBasePlayer::PhysicsSimulate(void)
101    CBasePlayer::NetworkStateChanged_m_lifeState()
+
99 CBasePlayer::UpdateOnRemove(void)
102    CBaseEntity::NetworkStateChanged_m_takedamage()
+
100 CBaseEntity::StopLoopingSounds(void)
103    CBaseEntity::NetworkStateChanged_m_iMaxHealth()
+
101 CBaseEntity::SUB_AllowedToFade(void)
104    CBaseEntity::NetworkStateChanged_m_iHealth()
+
102 CBaseAnimating::Teleport(Vector const*,QAngle const*,Vector const*)
105    CBaseEntity::GetDamageType() const
+
103 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&)
106    CBaseEntity::GetDamage()
+
104 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int)
107    CBaseEntity::SetDamage(float)
+
105 CBaseEntity::FireBullets(FireBulletsInfo_t const&)
108    CBasePlayer::EyePosition()
+
106 CBasePlayer::DoImpactEffect(CGameTrace &,int)
109    CBasePlayer::EyeAngles()
+
107 CBaseEntity::Respawn(void)
110    CBasePlayer::LocalEyeAngles()
+
108 CBaseEntity::IsLockedByMaster(void)
111    CBaseEntity::EarPosition()
+
109 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
112    CBasePlayer::BodyTarget(Vector const&, bool)
+
110 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
113    CBaseEntity::HeadTarget(Vector const&)
+
111 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
114    CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
+
112 CBasePlayer::NetworkStateChanged_m_iHealth(void)
115    CBaseEntity::GetViewOffset()
+
113 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
116    CBasePlayer::GetSmoothedVelocity()
+
114 CBasePlayer::NetworkStateChanged_m_lifeState(void)
117    CBaseAnimating::GetVelocity(Vector*, Vector*)
+
115 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
118    CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**)
+
116 CBaseEntity::NetworkStateChanged_m_takedamage(void)
119    CBaseEntity::FVisible(Vector const&, int, CBaseEntity**)
+
117 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
120    CBaseEntity::CanBeSeen()
+
118 CBaseEntity::GetDamageType(void)const
121    CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
119 CBaseEntity::GetDamage(void)
122    CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
120 CBaseEntity::SetDamage(float)
123    CBaseEntity::CanBePoweredUp()
+
121 CBasePlayer::EyePosition(void)
124    CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
+
122 CBasePlayer::EyeAngles(void)
125    CBaseEntity::GetGroundVelocityToApply(Vector&)
+
123 CBasePlayer::LocalEyeAngles(void)
126    CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
+
124 CBaseEntity::EarPosition(void)
127    CBaseEntity::Splash()
+
125 CBasePlayer::BodyTarget(Vector  const&,bool)
128    CBaseEntity::WorldSpaceCenter() const
+
126 CBaseEntity::HeadTarget(Vector const&)
129    CBaseEntity::GetSoundEmissionOrigin() const
+
127 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
130    CBaseEntity::CreateVPhysics()
+
128 CBaseEntity::GetViewOffset(void)
131    CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
129 CBasePlayer::GetSmoothedVelocity(void)
132    CBasePlayer::VPhysicsDestroyObject()
+
130 CBaseAnimating::GetVelocity(Vector *,Vector *)
133    CBasePlayer::VPhysicsUpdate(IPhysicsObject*)
+
131 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
134    CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
+
132 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
135    CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
+
133 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
136    CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject*)
+
134 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
137    CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)
+
135 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
138    CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
+
136 CBaseEntity::CanBePoweredUp(void)
139    CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
137 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
140    CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
+
138 CBaseEntity::GetGroundVelocityToApply(Vector &)
141    CBaseEntity::HasPhysicsAttacker(float)
+
139 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
142    CBasePlayer::PhysicsSolidMaskForEntity() const
+
140 CBaseEntity::Splash(void)
143    CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
+
141 CBaseEntity::WorldSpaceCenter(void)const
144    CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
+
142 CBaseEntity::GetSoundEmissionOrigin(void)const
145    CBaseAnimating::GetStepOrigin() const
+
143 CBaseEntity::CreateVPhysics(void)
146    CBaseAnimating::GetStepAngles() const
+
144 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
147    CBaseEntity::ShouldDrawWaterImpacts()
+
145 CBasePlayer::VPhysicsDestroyObject(void)
148    CBaseEntity::NetworkStateChanged_m_fFlags()
+
146 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
149    CBasePlayer::NetworkStateChanged_m_hGroundEntity()
+
147 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
150    CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
+
148 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
151    CBaseEntity::NetworkStateChanged_m_nWaterLevel()
+
149 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
152    CBasePlayer::NetworkStateChanged_m_flFriction()
+
150 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
153    CBaseEntity::NetworkStateChanged_m_vecVelocity()
+
151 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
154    CBasePlayer::NetworkStateChanged_m_vecViewOffset()
+
152 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
155    CBaseAnimating::GetIdealSpeed() const
+
153 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
156    CBaseAnimating::GetIdealAccel() const
+
154 CBaseEntity::HasPhysicsAttacker(float)
157    CBaseAnimatingOverlay::StudioFrameAdvance()
+
155 CBasePlayer::PhysicsSolidMaskForEntity(void)const
158    CBaseAnimating::IsActivityFinished()
+
156 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
159    CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
+
157 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
160    CBaseAnimating::BecomeRagdollOnClient(Vector const&)
+
158 CBaseAnimating::GetStepOrigin(void)const
161    CBaseAnimating::IsRagdoll()
+
159 CBaseAnimating::GetStepAngles(void)const
162    CBaseAnimating::CanBecomeRagdoll()
+
160 CBaseEntity::ShouldDrawWaterImpacts(void)
163    CBaseAnimatingOverlay::GetSkeleton(Vector*, Quaternion*, int)
+
161 CBaseEntity::NetworkStateChanged_m_fFlags(void)
164    CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
+
162 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
165    CBaseAnimating::SetupBones(matrix3x4_t*, int)
+
163 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
166    CBaseAnimating::CalculateIKLocks(float)
+
164 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
167    CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)
+
165 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
168    CBaseAnimating::HandleAnimEvent(animevent_t*)
+
166 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
169    CBaseAnimating::GetAttachment(int, matrix3x4_t&)
+
167 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
170    CBaseAnimating::InitBoneControllers()
+
168 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
171    CBaseAnimating::GetGroundSpeedVelocity()
+
169 CBasePlayer::NetworkStateChanged_m_flFriction(void)
172    CBaseAnimating::DrawServerHitboxes(float, bool)
+
170 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
173    CBaseAnimating::Ignite(float, bool, float, bool)
+
171 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
174    CBaseAnimating::Extinguish()
+
172 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
175    CBaseCombatCharacter::SetLightingOrigin(CBaseEntity*)
+
173 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
176    CBaseFlex::SetViewtarget(Vector const&)
+
174 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
177    CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)
+
175 CBaseAnimating::GetIdealSpeed(void)const
178    CBaseFlex::ProcessSceneEvents()
+
176 CBaseAnimating::GetIdealAccel(void)const
179    CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)
+
177 CBaseAnimatingOverlay::StudioFrameAdvance(void)
180    CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)
+
178 CBaseAnimating::IsActivityFinished(void)
181    CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)
+
179 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
182    CBaseCombatCharacter::GetPhysicsImpactDamageTable()
+
180 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
183    CBaseCombatCharacter::FInViewCone(CBaseEntity*)
+
181 CBaseAnimating::IsRagdoll(void)
184    CBaseCombatCharacter::FInViewCone(Vector const&)
+
182 CBaseAnimating::CanBecomeRagdoll(void)
185    CBaseCombatCharacter::FInAimCone(CBaseEntity*)
+
183 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
186    CBaseCombatCharacter::FInAimCone(Vector const&)
+
184 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
187    CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
185 CBaseAnimating::SetupBones(matrix3x4_t *,int)
188    CBaseCombatCharacter::FindMissTarget()
+
186 CBaseAnimating::CalculateIKLocks(float)
189    CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*)
+
187 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
190    CBasePlayer::BodyAngles()
+
188 CBaseAnimating::HandleAnimEvent(animevent_t *)
191    CBaseCombatCharacter::BodyDirection2D()
+
189 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
192    CBaseCombatCharacter::BodyDirection3D()
+
190 CBaseAnimating::InitBoneControllers(void)
193    CBaseCombatCharacter::HeadDirection2D()
+
191 CBaseAnimating::GetGroundSpeedVelocity(void)
194    CBaseCombatCharacter::HeadDirection3D()
+
192 CBaseAnimating::Ignite(float,bool,float,bool)
195    CBaseCombatCharacter::EyeDirection2D()
+
193 CBaseAnimating::Extinguish(void)
196    CBaseCombatCharacter::EyeDirection3D()
+
194 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
197    CBaseCombatCharacter::GiveAmmo(int, int, bool)
+
195 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
198    CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
196 CBaseFlex::SetViewtarget(Vector  const&)
199    CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)
+
197 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
200    CBasePlayer::Weapon_CanUse(CBaseCombatWeapon*)
+
198 CBaseFlex::ProcessSceneEvents(void)
201    CBasePlayer::Weapon_Equip(CBaseCombatWeapon*)
+
199 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
202    CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)
+
200 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
203    CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)
+
201 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
204    CBasePlayer::Weapon_Switch(CBaseCombatWeapon*, int)
+
202 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
205    CBasePlayer::Weapon_ShootPosition()
+
203 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
206    CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*)
+
204 CBaseCombatCharacter::FInViewCone(Vector  const&)
207    CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
+
205 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
208    CBaseCombatCharacter::Weapon_GetSlot(int) const
+
206 CBaseCombatCharacter::FInAimCone(Vector  const&)
209    CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)
+
207 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
210    CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)
+
208 CBaseCombatCharacter::FindMissTarget(void)
211    CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
+
209 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
212    CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
+
210 CBasePlayer::BodyAngles(void)
213    CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
+
211 CBaseCombatCharacter::BodyDirection2D(void)
214    CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)
+
212 CBaseCombatCharacter::BodyDirection3D(void)
215    CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*)
+
213 CBaseCombatCharacter::HeadDirection2D(void)
216    CBaseCombatCharacter::GetDeathActivity()
+
214 CBaseCombatCharacter::HeadDirection3D(void)
217    CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
+
215 CBaseCombatCharacter::EyeDirection2D(void)
218    CBaseCombatCharacter::CorpseFade()
+
216 CBaseCombatCharacter::EyeDirection3D(void)
219    CBaseCombatCharacter::HasHumanGibs()
+
217 CBaseCombatCharacter::GiveAmmo(int,int,bool)
220    CBaseCombatCharacter::HasAlienGibs()
+
218 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
221    CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
+
219 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
222    CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
220 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
223    CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
+
221 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
224    CBasePlayer::Event_Dying()
+
222 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
225    CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
+
223 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
226    CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
+
224 CSDKPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
227    CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
+
225 CBasePlayer::Weapon_ShootPosition(void)
228    CBaseCombatCharacter::IRelationType(CBaseEntity*)
+
226 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
229    CBaseCombatCharacter::IRelationPriority(CBaseEntity*)
+
227 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
230    CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*)
+
228 CBaseCombatCharacter::Weapon_GetSlot(int)const
231    CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)
+
229 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
232    CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)
+
230 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
233    CBasePlayer::DoMuzzleFlash()
+
231 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
234    CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)
+
232 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
235    CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
+
233 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
236    CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
234 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
237    CBasePlayer::NetworkStateChanged_m_iAmmo()
+
235 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
238    CSDKPlayer::CreateViewModel(int)
+
236 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
239    CBasePlayer::SetupVisibility(CBaseEntity*, unsigned char*, int)
+
237 CBaseCombatCharacter::GetDeathActivity(void)
240    CSDKPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const
+
238 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
241    CBasePlayer::SharedSpawn()
+
239 CBaseCombatCharacter::CorpseFade(void)
242    CSDKPlayer::InitialSpawn()
+
240 CBaseCombatCharacter::HasHumanGibs(void)
243    CBasePlayer::InitHUD()
+
241 CBaseCombatCharacter::HasAlienGibs(void)
244    CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*)
+
242 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
245    CBasePlayer::PlayerDeathThink()
+
243 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
246    CBasePlayer::Jump()
+
244 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
247    CBasePlayer::Duck()
+
245 CBasePlayer::Event_Dying(void)
248    CSDKPlayer::PreThink()
+
246 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
249    CSDKPlayer::PostThink()
+
247 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
250    CBasePlayer::DamageEffect(float, int)
+
248 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
251    CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
+
249 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
252    CBasePlayer::ShouldFadeOnDeath()
+
250 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
253    CBasePlayer::IsFakeClient()
+
251 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
254    CBasePlayer::GetPlayerMins() const
+
252 CBaseCombatCharacter::IRelationType(CBaseEntity *)
255    CBasePlayer::GetPlayerMaxs() const
+
253 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
256    CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
+
254 CBaseCombatCharacter::IsInAVehicle(void)
257    CBasePlayer::PackDeadPlayerItems()
+
255 CBasePlayer::GetVehicle(void)
258    CBasePlayer::RemoveAllItems(bool)
+
256 CBasePlayer::GetVehicleEntity(void)
259    CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)
+
257 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
260    CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
258 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
261    CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)
+
259 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
262    CBasePlayer::UpdateClientData()
+
260 CBasePlayer::DoMuzzleFlash(void)
263    CBasePlayer::ExitLadder()
+
261 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
264    CSDKPlayer::FlashlightIsOn()
+
262 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
265    CSDKPlayer::FlashlightTurnOn()
+
263 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
266    CSDKPlayer::FlashlightTurnOff()
+
264 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
267    CBasePlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)
+
265 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
268    CBasePlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool)
+
266 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
269    CBasePlayer::DeathSound()
+
267 CSDKPlayer::CreateViewModel(int)
270    CBasePlayer::SetAnimation(PLAYER_ANIM)
+
268 CSDKPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
271    CBasePlayer::ImpulseCommands()
+
269 CSDKPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
272    CSDKPlayer::CheatImpulseCommands(int)
+
270 CBasePlayer::SharedSpawn(void)
273    CSDKPlayer::ClientCommand(char const*)
+
271 CSDKPlayer::InitialSpawn(void)
274    CBasePlayer::StartObserverMode(int)
+
272 CBasePlayer::InitHUD(void)
275    CBasePlayer::StopObserverMode()
+
273 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
276    CBasePlayer::SetObserverMode(int, bool)
+
274 CBasePlayer::PlayerDeathThink(void)
277    CBasePlayer::GetObserverMode()
+
275 CBasePlayer::Jump(void)
278    CBasePlayer::SetObserverTarget(CBaseEntity*)
+
276 CBasePlayer::Duck(void)
279    CBasePlayer::ObserverUse(bool)
+
277 CSDKPlayer::PreThink(void)
280    CBasePlayer::GetObserverTarget()
+
278 CSDKPlayer::PostThink(void)
281    CBasePlayer::FindNextObserverTarget(bool)
+
279 CBasePlayer::DamageEffect(float,int)
282    CBasePlayer::IsValidObserverTarget(CBaseEntity*)
+
280 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
283    CBasePlayer::CheckObserverSettings()
+
281 CBasePlayer::ShouldFadeOnDeath(void)
284    CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
+
282 CBasePlayer::IsFakeClient(void)const
285    CBasePlayer::ForceObserverMode(int, bool)
+
283 CBasePlayer::GetPlayerMins(void)const
286    CBasePlayer::ResetObserverMode()
+
284 CBasePlayer::GetPlayerMaxs(void)const
287    CBasePlayer::CreateCorpse()
+
285 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
288    CBasePlayer::EntSelectSpawnPoint()
+
286 CBasePlayer::PackDeadPlayerItems(void)
289    CBasePlayer::GetInVehicle(IServerVehicle*, int)
+
287 CBasePlayer::RemoveAllItems(bool)
290    CSDKPlayer::LeaveVehicle(Vector const&, QAngle const&)
+
288 CBasePlayer::Weapon_TracerPosition(void)
291    CBasePlayer::OnVehicleStart()
+
289 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
292    CBasePlayer::OnVehicleEnd(Vector&)
+
290 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
293    CBasePlayer::BumpWeapon(CBaseCombatWeapon*, bool)
+
291 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
294    CBasePlayer::SelectLastItem()
+
292 CBasePlayer::UpdateClientData(void)
295    CBasePlayer::SelectItem(char const*, int)
+
293 CBasePlayer::ExitLadder(void)
296    CBasePlayer::ItemPostFrame()
+
294 CSDKPlayer::FlashlightIsOn(void)
297    CBasePlayer::GiveNamedItem(char const*, int)
+
295 CSDKPlayer::FlashlightTurnOn(void)
298    CBasePlayer::CheckTrainUpdate()
+
296 CSDKPlayer::FlashlightTurnOff(void)
299    CBasePlayer::SetPlayerUnderwater(bool)
+
297 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
300    CBasePlayer::CanBreatheUnderwater() const
+
298 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
301    CBasePlayer::PlayerUse()
+
299 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
302    CBasePlayer::PlayUseDenySound()
+
300 CBasePlayer::DeathSound(CTakeDamageInfo  const&)
303    CBasePlayer::FindUseEntity()
+
301 CSDKPlayer::SetAnimation(PLAYER_ANIM)
304    CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int)
+
302 CBasePlayer::ImpulseCommands(void)
305    CBasePlayer::PickupObject(CBaseEntity*, bool)
+
303 CSDKPlayer::CheatImpulseCommands(int)
306    CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*)
+
304 CSDKPlayer::ClientCommand(char  const*)
307    CBasePlayer::GetHeldObjectMass(IPhysicsObject*)
+
305 CBasePlayer::StartObserverMode(int)
308    CBasePlayer::UpdateGeigerCounter()
+
306 CBasePlayer::StopObserverMode(void)
309    CBasePlayer::GetAutoaimVector(float)
+
307 CBasePlayer::SetObserverMode(int)
310    CBasePlayer::ShouldAutoaim()
+
308 CBasePlayer::GetObserverMode(void)
311    CBasePlayer::ForceClientDllUpdate()
+
309 CBasePlayer::SetObserverTarget(CBaseEntity *)
312    CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)
+
310 CBasePlayer::ObserverUse(bool)
313    CBasePlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*)
+
311 CBasePlayer::GetObserverTarget(void)
314    CBasePlayer::CanSpeak()
+
312 CBasePlayer::FindNextObserverTarget(bool)
315    CBasePlayer::CanHearChatFrom(CBasePlayer*)
+
313 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
316    CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
+
314 CBasePlayer::CheckObserverSettings(void)
317    CBasePlayer::CheckChatText(char*, int)
+
315 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
318    CBasePlayer::IsFollowingPhysics()
+
316 CBasePlayer::ForceObserverMode(int)
319    CBasePlayer::InitVCollision()
+
317 CBasePlayer::ResetObserverMode(void)
320    CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
+
318 CBasePlayer::StartReplayMode(float,float,int)
321    CBasePlayer::EquipSuit()
+
319 CBasePlayer::StopReplayMode(void)
322    CSDKPlayer::CommitSuicide()
+
320 CBasePlayer::GetDelayTicks(void)
323    CBasePlayer::IsBot()
+
321 CBasePlayer::GetReplayEntity(void)
324    CBasePlayer::NetworkStateChanged_m_ArmorValue()
+
322 CBasePlayer::CreateCorpse(void)
325    CSDKPlayer::SDKAnim_GetActiveWeapon()
+
323 CBasePlayer::EntSelectSpawnPoint(void)
326    CSDKPlayer::SDKAnim_CanMove()</pre>
+
324 CBasePlayer::GetInVehicle(IServerVehicle *,int)
 +
325 CSDKPlayer::LeaveVehicle(Vector  const&,QAngle  const&)
 +
326 CBasePlayer::OnVehicleStart(void)
 +
327 CBasePlayer::OnVehicleEnd(Vector &)
 +
328 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
 +
329 CBasePlayer::SelectLastItem(void)
 +
330 CBasePlayer::SelectItem(char  const*,int)
 +
331 CBasePlayer::ItemPostFrame(void)
 +
332 CBasePlayer::GiveNamedItem(char  const*,int)
 +
333 CBasePlayer::CheckTrainUpdate(void)
 +
334 CBasePlayer::SetPlayerUnderwater(bool)
 +
335 CBasePlayer::CanBreatheUnderwater(void)const
 +
336 CBasePlayer::PlayerUse(void)
 +
337 CBasePlayer::PlayUseDenySound(void)
 +
338 CBasePlayer::FindUseEntity(void)
 +
339 CSDKPlayer::IsUseableEntity(CBaseEntity *,unsigned int)
 +
340 CBasePlayer::PickupObject(CBaseEntity *,bool)
 +
341 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
 +
342 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
 +
343 CBasePlayer::UpdateGeigerCounter(void)
 +
344 CBasePlayer::GetAutoaimVector(float)
 +
345 CBasePlayer::GetAutoaimVector(float,float)
 +
346 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
 +
347 CBasePlayer::ShouldAutoaim(void)
 +
348 CBasePlayer::ForceClientDllUpdate(void)
 +
349 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
 +
350 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
 +
351 CBasePlayer::CanSpeak(void)
 +
352 CBasePlayer::CanHearChatFrom(CBasePlayer*)
 +
353 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
 +
354 CBasePlayer::CheckChatText(char *,int)
 +
355 CBasePlayer::IsFollowingPhysics(void)
 +
356 CBasePlayer::InitVCollision(void)
 +
357 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
 +
358 CBasePlayer::EquipSuit(bool)
 +
359 CBasePlayer::RemoveSuit(void)
 +
360 CSDKPlayer::CommitSuicide(void)
 +
361 CBasePlayer::IsBot(void)const
 +
362 CSDKPlayer::IsCommander(void)
 +
363 CBasePlayer::SpawnArmorValue(void)const
 +
364 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
 +
365 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
 +
</pre>

Revision as of 21:29, 2 December 2007

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 02 Dec 2007

// Auto reconstructed from vtable block @ 0x0090C900
// from "server_i486.so", by ida_vtables.idc
0	CSDKPlayer::~CSDKPlayer()
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	CSDKPlayer::_GetClassName(void)
10	CSDKPlayer::GetServerClass(void)
11	CSDKPlayer::GetClassName(void)
12	CSDKPlayer::YouForgotToImplementOrDeclareServerClass(void)
13	CBasePlayer::GetDataDescMap(void)
14	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
15	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
16	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
17	CBaseEntity::ShouldCollide(int,int)const
18	CBaseEntity::SetOwnerEntity(CBaseEntity*)
19	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
20	CBasePlayer::UpdateTransmitState(void)
21	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
22	CBasePlayer::GetTracerType(void)
23	CSDKPlayer::Spawn(void)
24	CSDKPlayer::Precache(void)
25	CBaseFlex::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)
32	CBasePlayer::Activate(void)
33	CBaseEntity::SetParent(CBaseEntity*,int)
34	CBaseEntity::SetParentTemporary(CBaseEntity*,int)
35	CBasePlayer::ObjectCaps(void)
36	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
37	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
38	CBasePlayer::DrawDebugGeometryOverlays(void)
39	CBaseAnimating::DrawDebugTextOverlays(void)
40	CBasePlayer::Save(ISave &)
41	CBasePlayer::Restore(IRestore &)
42	CBasePlayer::ShouldSavePhysics(void)
43	CBaseEntity::OnSave(IEntitySaveUtils *)
44	CBasePlayer::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	CBasePlayer::Classify(void)
54	CBaseEntity::DeathNotice(CBaseEntity*)
55	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
56	CBaseEntity::GetAutoAimRadius(void)
57	CBaseEntity::GetAutoAimCenter(void)
58	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
59	CSDKPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
60	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
61	CSDKPlayer::OnTakeDamage(CTakeDamageInfo  const&)
62	CBasePlayer::TakeHealth(float,int)
63	CSDKPlayer::Event_Killed(CTakeDamageInfo  const&)
64	CBaseEntity::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	CBaseEntity::IsVehicle(void)const
78	CBaseEntity::IsAircraft(void)const
79	CBaseEntity::IsBuilding(void)const
80	CBasePlayer::IsNetClient(void)
81	CBaseEntity::IsTemplate(void)
82	CBaseEntity::IsBaseObject(void)const
83	CBaseEntity::GetServerVehicle(void)
84	CBaseEntity::IsViewable(void)
85	CSDKPlayer::ChangeTeam(int)
86	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
87	CBaseEntity::CanStandOn(CBaseEntity*)const
88	CBaseEntity::CanStandOn(edict_t *)const
89	CBaseEntity::GetEnemy(void)
90	CBaseEntity::GetEnemy(void)const
91	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
92	CBaseEntity::StartTouch(CBaseEntity*)
93	CBasePlayer::Touch(CBaseEntity *)
94	CBaseEntity::EndTouch(CBaseEntity*)
95	CBaseEntity::StartBlocked(CBaseEntity*)
96	CBaseEntity::Blocked(CBaseEntity*)
97	CBaseEntity::EndBlocked(void)
98	CBasePlayer::PhysicsSimulate(void)
99	CBasePlayer::UpdateOnRemove(void)
100	CBaseEntity::StopLoopingSounds(void)
101	CBaseEntity::SUB_AllowedToFade(void)
102	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
103	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
104	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
105	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
106	CBasePlayer::DoImpactEffect(CGameTrace &,int)
107	CBaseEntity::Respawn(void)
108	CBaseEntity::IsLockedByMaster(void)
109	CBaseAnimating::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::CanBePoweredUp(void)
137	CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
138	CBaseEntity::GetGroundVelocityToApply(Vector &)
139	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
140	CBaseEntity::Splash(void)
141	CBaseEntity::WorldSpaceCenter(void)const
142	CBaseEntity::GetSoundEmissionOrigin(void)const
143	CBaseEntity::CreateVPhysics(void)
144	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
145	CBasePlayer::VPhysicsDestroyObject(void)
146	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
147	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
148	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
149	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
150	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
151	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
152	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
153	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
154	CBaseEntity::HasPhysicsAttacker(float)
155	CBasePlayer::PhysicsSolidMaskForEntity(void)const
156	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
157	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
158	CBaseAnimating::GetStepOrigin(void)const
159	CBaseAnimating::GetStepAngles(void)const
160	CBaseEntity::ShouldDrawWaterImpacts(void)
161	CBaseEntity::NetworkStateChanged_m_fFlags(void)
162	CBaseEntity::NetworkStateChanged_m_fFlags(void *)
163	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
164	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
165	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
166	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
167	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
168	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
169	CBasePlayer::NetworkStateChanged_m_flFriction(void)
170	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
171	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
172	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
173	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
174	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
175	CBaseAnimating::GetIdealSpeed(void)const
176	CBaseAnimating::GetIdealAccel(void)const
177	CBaseAnimatingOverlay::StudioFrameAdvance(void)
178	CBaseAnimating::IsActivityFinished(void)
179	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
180	CBaseAnimating::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	CBaseAnimating::SetupBones(matrix3x4_t *,int)
186	CBaseAnimating::CalculateIKLocks(float)
187	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
188	CBaseAnimating::HandleAnimEvent(animevent_t *)
189	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
190	CBaseAnimating::InitBoneControllers(void)
191	CBaseAnimating::GetGroundSpeedVelocity(void)
192	CBaseAnimating::Ignite(float,bool,float,bool)
193	CBaseAnimating::Extinguish(void)
194	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
195	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
196	CBaseFlex::SetViewtarget(Vector  const&)
197	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
198	CBaseFlex::ProcessSceneEvents(void)
199	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
200	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
201	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
202	CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
203	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
204	CBaseCombatCharacter::FInViewCone(Vector  const&)
205	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
206	CBaseCombatCharacter::FInAimCone(Vector  const&)
207	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
208	CBaseCombatCharacter::FindMissTarget(void)
209	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
210	CBasePlayer::BodyAngles(void)
211	CBaseCombatCharacter::BodyDirection2D(void)
212	CBaseCombatCharacter::BodyDirection3D(void)
213	CBaseCombatCharacter::HeadDirection2D(void)
214	CBaseCombatCharacter::HeadDirection3D(void)
215	CBaseCombatCharacter::EyeDirection2D(void)
216	CBaseCombatCharacter::EyeDirection3D(void)
217	CBaseCombatCharacter::GiveAmmo(int,int,bool)
218	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
219	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
220	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
221	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
222	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
223	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
224	CSDKPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
225	CBasePlayer::Weapon_ShootPosition(void)
226	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
227	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
228	CBaseCombatCharacter::Weapon_GetSlot(int)const
229	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
230	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
231	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
232	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
233	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
234	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
235	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
236	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
237	CBaseCombatCharacter::GetDeathActivity(void)
238	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
239	CBaseCombatCharacter::CorpseFade(void)
240	CBaseCombatCharacter::HasHumanGibs(void)
241	CBaseCombatCharacter::HasAlienGibs(void)
242	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
243	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
244	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
245	CBasePlayer::Event_Dying(void)
246	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
247	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
248	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
249	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
250	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
251	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
252	CBaseCombatCharacter::IRelationType(CBaseEntity *)
253	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
254	CBaseCombatCharacter::IsInAVehicle(void)
255	CBasePlayer::GetVehicle(void)
256	CBasePlayer::GetVehicleEntity(void)
257	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
258	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
259	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
260	CBasePlayer::DoMuzzleFlash(void)
261	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
262	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
263	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
264	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
265	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
266	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
267	CSDKPlayer::CreateViewModel(int)
268	CSDKPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
269	CSDKPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
270	CBasePlayer::SharedSpawn(void)
271	CSDKPlayer::InitialSpawn(void)
272	CBasePlayer::InitHUD(void)
273	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
274	CBasePlayer::PlayerDeathThink(void)
275	CBasePlayer::Jump(void)
276	CBasePlayer::Duck(void)
277	CSDKPlayer::PreThink(void)
278	CSDKPlayer::PostThink(void)
279	CBasePlayer::DamageEffect(float,int)
280	CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
281	CBasePlayer::ShouldFadeOnDeath(void)
282	CBasePlayer::IsFakeClient(void)const
283	CBasePlayer::GetPlayerMins(void)const
284	CBasePlayer::GetPlayerMaxs(void)const
285	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
286	CBasePlayer::PackDeadPlayerItems(void)
287	CBasePlayer::RemoveAllItems(bool)
288	CBasePlayer::Weapon_TracerPosition(void)
289	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
290	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
291	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
292	CBasePlayer::UpdateClientData(void)
293	CBasePlayer::ExitLadder(void)
294	CSDKPlayer::FlashlightIsOn(void)
295	CSDKPlayer::FlashlightTurnOn(void)
296	CSDKPlayer::FlashlightTurnOff(void)
297	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
298	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
299	CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
300	CBasePlayer::DeathSound(CTakeDamageInfo  const&)
301	CSDKPlayer::SetAnimation(PLAYER_ANIM)
302	CBasePlayer::ImpulseCommands(void)
303	CSDKPlayer::CheatImpulseCommands(int)
304	CSDKPlayer::ClientCommand(char  const*)
305	CBasePlayer::StartObserverMode(int)
306	CBasePlayer::StopObserverMode(void)
307	CBasePlayer::SetObserverMode(int)
308	CBasePlayer::GetObserverMode(void)
309	CBasePlayer::SetObserverTarget(CBaseEntity *)
310	CBasePlayer::ObserverUse(bool)
311	CBasePlayer::GetObserverTarget(void)
312	CBasePlayer::FindNextObserverTarget(bool)
313	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
314	CBasePlayer::CheckObserverSettings(void)
315	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
316	CBasePlayer::ForceObserverMode(int)
317	CBasePlayer::ResetObserverMode(void)
318	CBasePlayer::StartReplayMode(float,float,int)
319	CBasePlayer::StopReplayMode(void)
320	CBasePlayer::GetDelayTicks(void)
321	CBasePlayer::GetReplayEntity(void)
322	CBasePlayer::CreateCorpse(void)
323	CBasePlayer::EntSelectSpawnPoint(void)
324	CBasePlayer::GetInVehicle(IServerVehicle *,int)
325	CSDKPlayer::LeaveVehicle(Vector  const&,QAngle  const&)
326	CBasePlayer::OnVehicleStart(void)
327	CBasePlayer::OnVehicleEnd(Vector &)
328	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
329	CBasePlayer::SelectLastItem(void)
330	CBasePlayer::SelectItem(char  const*,int)
331	CBasePlayer::ItemPostFrame(void)
332	CBasePlayer::GiveNamedItem(char  const*,int)
333	CBasePlayer::CheckTrainUpdate(void)
334	CBasePlayer::SetPlayerUnderwater(bool)
335	CBasePlayer::CanBreatheUnderwater(void)const
336	CBasePlayer::PlayerUse(void)
337	CBasePlayer::PlayUseDenySound(void)
338	CBasePlayer::FindUseEntity(void)
339	CSDKPlayer::IsUseableEntity(CBaseEntity *,unsigned int)
340	CBasePlayer::PickupObject(CBaseEntity *,bool)
341	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
342	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
343	CBasePlayer::UpdateGeigerCounter(void)
344	CBasePlayer::GetAutoaimVector(float)
345	CBasePlayer::GetAutoaimVector(float,float)
346	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
347	CBasePlayer::ShouldAutoaim(void)
348	CBasePlayer::ForceClientDllUpdate(void)
349	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
350	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
351	CBasePlayer::CanSpeak(void)
352	CBasePlayer::CanHearChatFrom(CBasePlayer*)
353	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
354	CBasePlayer::CheckChatText(char *,int)
355	CBasePlayer::IsFollowingPhysics(void)
356	CBasePlayer::InitVCollision(void)
357	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
358	CBasePlayer::EquipSuit(bool)
359	CBasePlayer::RemoveSuit(void)
360	CSDKPlayer::CommitSuicide(void)
361	CBasePlayer::IsBot(void)const
362	CSDKPlayer::IsCommander(void)
363	CBasePlayer::SpawnArmorValue(void)const
364	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
365	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)