Difference between revisions of "CDYSPlayer Offset List (Dystopia)"

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m (Dystopia CDYSPlayer offset list (SourceMM) moved to CDYSPlayer Offset List (Dystopia): Removing SourceMM suffix once and for all)
 
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Also for use when using [[Vfunc_offsets_%28SourceMM%29|VFunc offsets]].
+
Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
  
 
These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
 
These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
Line 6: Line 6:
 
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 07 July 2007</b>
  
 
<pre>
 
<pre>
0       CDYSPlayer::~CDYSPlayer()
+
// Auto reconstructed from vtable block @ 0x00A3FA40
1       CBaseEntity::SetRefEHandle(CBaseHandle const&)
+
// from "server_i486.so", by ida_vtables.idc
2       CBaseEntity::GetRefEHandle() const
+
0 CDYSPlayer::~CDYSPlayer()
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       CDYSPlayer::GetPredDescMap()
+
7 CBaseEntity::GetModelName(void)const
10     CDYSPlayer::GetServerClass()
+
8 CBaseEntity::SetModelIndex(int)
11     CDYSPlayer::GetClassName()
+
9 CDYSPlayer::_GetClassName(void)
12     CDYSPlayer::YouForgotToImplementOrDeclareServerClass()
+
10 CDYSPlayer::GetServerClass(void)
13     CBasePlayer::GetDataDescMap()
+
11 CDYSPlayer::GetClassName(void)
14     CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
+
12 CDYSPlayer::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     CDYSPlayer::SetTransmit(CCheckTransmitInfo*, bool)
+
19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
22     CBasePlayer::GetTracerType()
+
20 CBasePlayer::UpdateTransmitState(void)
23     CDYSPlayer::Spawn()
+
21 CDYSPlayer::SetTransmit(CCheckTransmitInfo *,bool)
24     CDYSPlayer::Precache()
+
22 CBasePlayer::GetTracerType(void)
25     CBaseFlex::SetModel(char const*)
+
23 CDYSPlayer::Spawn(void)
26     CBaseEntity::PostConstructor(char const*)
+
24 CDYSPlayer::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 CBasePlayer::ObjectCaps(void)
37      CBaseAnimating::DrawDebugTextOverlays()
+
35 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int)
38      CBasePlayer::Save(ISave&)
+
36 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &)
39      CBasePlayer::Restore(IRestore&)
+
37 CBasePlayer::DrawDebugGeometryOverlays(void)
40      CBasePlayer::ShouldSavePhysics()
+
38 CBaseAnimating::DrawDebugTextOverlays(void)
41      CBaseEntity::OnSave(IEntitySaveUtils*)
+
39 CBasePlayer::Save(ISave &)
42      CBasePlayer::OnRestore()
+
40 CBasePlayer::Restore(IRestore &)
43      CBasePlayer::RequiredEdictIndex()
+
41 CBasePlayer::ShouldSavePhysics(void)
44      CBaseEntity::MoveDone()
+
42 CBaseEntity::OnSave(IEntitySaveUtils *)
45      CBaseEntity::Think()
+
43 CBasePlayer::OnRestore(void)
46      CBaseEntity::NetworkStateChanged_m_nNextThinkTick()
+
44 CBasePlayer::RequiredEdictIndex(void)
47      CBaseAnimating::GetBaseAnimating()
+
45 CBaseEntity::MoveDone(void)
48      CBaseEntity::GetResponseSystem()
+
46 CBaseEntity::Think(void)
49      CBaseEntity::DispatchResponse(char const*)
+
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
50      CDYSPlayer::Classify()
+
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
51      CBaseEntity::DeathNotice(CBaseEntity*)
+
49 CBaseAnimating::GetBaseAnimating(void)
52      CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
+
50 CBaseEntity::GetResponseSystem(void)
53      CDYSPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
+
51 CBaseEntity::DispatchResponse(char const*)
54      CBasePlayer::OnTakeDamage(CTakeDamageInfo const&)
+
52 CDYSPlayer::Classify(void)
55      CDYSPlayer::TakeHealth(float, int)
+
53 CBaseEntity::DeathNotice(CBaseEntity*)
56      CDYSPlayer::Event_Killed(CTakeDamageInfo const&)
+
54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
57      CBaseCombatCharacter::BloodColor()
+
55 CBaseEntity::GetAutoAimRadius(void)
58      CBaseEntity::IsTriggered(CBaseEntity*)
+
56 CBaseEntity::GetAutoAimCenter(void)
59      CBaseEntity::IsNPC() const
+
57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
60      CBaseCombatCharacter::MyCombatCharacterPointer()
+
58 CDYSPlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *)
61      CBaseEntity::GetDelay()
+
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
62      CBaseEntity::IsMoving()
+
60 CBasePlayer::OnTakeDamage(CTakeDamageInfo const&)
63      CBaseEntity::DamageDecal(int, int)
+
61 CDYSPlayer::TakeHealth(float,int)
64      CBaseEntity::DecalTrace(CGameTrace*, char const*)
+
62 CDYSPlayer::Event_Killed(CTakeDamageInfo const&)
65      CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
+
63 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
66      CBaseEntity::OnControls(CBaseEntity*)
+
64 CBaseCombatCharacter::BloodColor(void)
67      CBaseEntity::HasTarget(string_t)
+
65 CBaseEntity::IsTriggered(CBaseEntity*)
68      CBasePlayer::IsPlayer() const
+
66 CBaseEntity::IsNPC(void)const
69      CBasePlayer::IsNetClient()
+
67 CBaseCombatCharacter::MyCombatCharacterPointer(void)
70      CBaseEntity::IsTemplate()
+
68 CBaseEntity::GetDelay(void)
71      CBaseEntity::IsBaseObject() const
+
69 CBaseEntity::IsMoving(void)
72      CBaseEntity::GetServerVehicle()
+
70 CBaseEntity::DamageDecal(int,int)
73      CBaseEntity::GetServerVehicleTwo()
+
71 CBaseEntity::DecalTrace(CGameTrace *,char const*)
74      CBaseEntity::IsViewable()
+
72 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
75      CBasePlayer::ChangeTeam(int)
+
73 CBaseEntity::OnControls(CBaseEntity*)
76      CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
+
74 CBaseEntity::HasTarget(string_t)
77      CBaseEntity::CanStandOn(CBaseEntity*) const
+
75 CBasePlayer::IsPlayer(void)const
78      CBaseEntity::CanStandOn(edict_t*) const
+
76 CBasePlayer::IsNetClient(void)const
79      CBaseEntity::GetEnemy()
+
77 CBaseEntity::IsTemplate(void)
80      CBaseEntity::GetEnemy() const
+
78 CBaseEntity::IsBaseObject(void)const
81      CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
+
79 CBaseEntity::GetServerVehicle(void)
82      CBaseEntity::StartTouch(CBaseEntity*)
+
80 CBaseEntity::GetServerVehicleTwo(void)
83      CBasePlayer::Touch(CBaseEntity*)
+
81 CBaseEntity::IsViewable(void)
84      CBaseEntity::EndTouch(CBaseEntity*)
+
82 CBasePlayer::ChangeTeam(int)
85      CBaseEntity::StartBlocked(CBaseEntity*)
+
83 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
86      CBaseEntity::Blocked(CBaseEntity*)
+
84 CBaseEntity::CanStandOn(CBaseEntity*)const
87      CBaseEntity::EndBlocked()
+
85 CBaseEntity::CanStandOn(edict_t *)const
88      CBasePlayer::PhysicsSimulate()
+
86 CBaseEntity::GetEnemy(void)
89      CBasePlayer::UpdateOnRemove()
+
87 CBaseEntity::GetEnemy(void)const
90      CBaseEntity::StopLoopingSounds()
+
88 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
91      CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
+
89 CBaseEntity::StartTouch(CBaseEntity*)
92      CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
+
90 CBasePlayer::Touch(CBaseEntity *)
93      CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
+
91 CBaseEntity::EndTouch(CBaseEntity*)
94      CBaseEntity::FireBullets(FireBulletsInfo_t const&)
+
92 CBaseEntity::StartBlocked(CBaseEntity*)
95      CBasePlayer::DoImpactEffect(CGameTrace&, int)
+
93 CBaseEntity::Blocked(CBaseEntity*)
96      CBaseEntity::Respawn()
+
94 CBaseEntity::EndBlocked(void)
97      CBaseEntity::IsLockedByMaster()
+
95 CBasePlayer::PhysicsSimulate(void)
98      CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
+
96 CDYSPlayer::PhysicsTouchTriggers(Vector  const*)
99      CBasePlayer::NetworkStateChanged_m_lifeState()
+
97 CBasePlayer::UpdateOnRemove(void)
100    CBaseEntity::NetworkStateChanged_m_takedamage()
+
98 CBaseEntity::StopLoopingSounds(void)
101    CBaseEntity::NetworkStateChanged_m_iMaxHealth()
+
99 CBaseEntity::SUB_AllowedToFade(void)
102    CBaseEntity::NetworkStateChanged_m_iHealth()
+
100 CBaseAnimating::Teleport(Vector const*,QAngle const*,Vector const*)
103    CBaseEntity::GetDamageType() const
+
101 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&)
104    CBaseEntity::GetDamage()
+
102 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int)
105    CBaseEntity::SetDamage(float)
+
103 CBaseEntity::FireBullets(FireBulletsInfo_t const&)
106    CBasePlayer::EyePosition()
+
104 CBasePlayer::DoImpactEffect(CGameTrace &,int)
107    CBasePlayer::EyeAngles()
+
105 CBaseEntity::Respawn(void)
108    CBasePlayer::LocalEyeAngles()
+
106 CBaseEntity::IsLockedByMaster(void)
109    CBaseEntity::EarPosition()
+
107 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
110    CBasePlayer::BodyTarget(Vector const&, bool)
+
108 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
111    CBaseEntity::HeadTarget(Vector const&)
+
109 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
112    CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
+
110 CBasePlayer::NetworkStateChanged_m_iHealth(void)
113    CBaseEntity::GetViewOffset()
+
111 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
114    CBasePlayer::GetSmoothedVelocity()
+
112 CBasePlayer::NetworkStateChanged_m_lifeState(void)
115    CBaseAnimating::GetVelocity(Vector*, Vector*)
+
113 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
116    CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**)
+
114 CBaseEntity::NetworkStateChanged_m_takedamage(void)
117    CBaseEntity::FVisible(Vector const&, int, CBaseEntity**)
+
115 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
118    CBaseEntity::CanBeSeen()
+
116 CBaseEntity::GetDamageType(void)const
119    CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
117 CBaseEntity::GetDamage(void)
120    CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
118 CBaseEntity::SetDamage(float)
121    CBaseEntity::CanBePoweredUp()
+
119 CBasePlayer::EyePosition(void)
122    CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
+
120 CBasePlayer::EyeAngles(void)
123    CBaseEntity::GetGroundVelocityToApply(Vector&)
+
121 CBasePlayer::LocalEyeAngles(void)
124    CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
+
122 CBaseEntity::EarPosition(void)
125    CBaseEntity::Splash()
+
123 CBasePlayer::BodyTarget(Vector  const&,bool)
126    CBaseEntity::WorldSpaceCenter() const
+
124 CBaseEntity::HeadTarget(Vector const&)
127    CBaseEntity::GetSoundEmissionOrigin() const
+
125 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
128    CBaseEntity::CreateVPhysics()
+
126 CBaseEntity::GetViewOffset(void)
129    CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
127 CBasePlayer::GetSmoothedVelocity(void)
130    CBasePlayer::VPhysicsDestroyObject()
+
128 CBaseAnimating::GetVelocity(Vector *,Vector *)
131    CBasePlayer::VPhysicsUpdate(IPhysicsObject*)
+
129 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
132    CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
+
130 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
133    CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
+
131 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
134    CDYSPlayer::VPhysicsShadowUpdate(IPhysicsObject*)
+
132 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
135    CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)
+
133 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
136    CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
+
134 CBaseEntity::CanBePoweredUp(void)
137    CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
135 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
138    CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
+
136 CBaseEntity::GetGroundVelocityToApply(Vector &)
139    CBaseEntity::HasPhysicsAttacker(float)
+
137 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
140    CBasePlayer::PhysicsSolidMaskForEntity() const
+
138 CBaseEntity::Splash(void)
141    CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
+
139 CBaseEntity::WorldSpaceCenter(void)const
142    CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
+
140 CBaseEntity::GetSoundEmissionOrigin(void)const
143    CBaseAnimating::GetStepOrigin() const
+
141 CBaseEntity::CreateVPhysics(void)
144    CBaseAnimating::GetStepAngles() const
+
142 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
145    CBaseEntity::ShouldDrawWaterImpacts()
+
143 CBasePlayer::VPhysicsDestroyObject(void)
146    CBaseEntity::NetworkStateChanged_m_fFlags()
+
144 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
147    CBasePlayer::NetworkStateChanged_m_hGroundEntity()
+
145 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
148    CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
+
146 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
149    CBaseEntity::NetworkStateChanged_m_nWaterLevel()
+
147 CDYSPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
150    CBasePlayer::NetworkStateChanged_m_flFriction()
+
148 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
151    CBaseEntity::NetworkStateChanged_m_vecVelocity()
+
149 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
152    CBasePlayer::NetworkStateChanged_m_vecViewOffset()
+
150 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
153    CBaseAnimating::GetIdealSpeed() const
+
151 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
154    CBaseAnimating::GetIdealAccel() const
+
152 CBaseEntity::HasPhysicsAttacker(float)
155    CBaseAnimatingOverlay::StudioFrameAdvance()
+
153 CBasePlayer::PhysicsSolidMaskForEntity(void)const
156    CBaseAnimating::IsActivityFinished()
+
154 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
157    CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
+
155 CBaseEntity::PhysicsNoclip(void)
158    CBaseAnimating::BecomeRagdollOnClient(Vector const&)
+
156 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
159    CBaseAnimating::IsRagdoll()
+
157 CBaseAnimating::GetStepOrigin(void)const
160    CBaseAnimating::CanBecomeRagdoll()
+
158 CBaseAnimating::GetStepAngles(void)const
161    CBaseAnimatingOverlay::GetSkeleton(Vector*, Quaternion*, int)
+
159 CBaseEntity::ShouldDrawWaterImpacts(void)
162    CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
+
160 CBaseEntity::NetworkStateChanged_m_fFlags(void)
163    CBaseAnimating::SetupBones(matrix3x4_t*, int)
+
161 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
164    CBaseAnimating::CalculateIKLocks(float)
+
162 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
165    CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)
+
163 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
166    CBaseAnimating::HandleAnimEvent(animevent_t*)
+
164 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
167    CBaseAnimating::GetAttachment(int, matrix3x4_t&)
+
165 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
168    CBaseAnimating::InitBoneControllers()
+
166 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
169    CBaseAnimating::GetGroundSpeedVelocity()
+
167 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
170    CBaseAnimating::DrawServerHitboxes(float, bool)
+
168 CBasePlayer::NetworkStateChanged_m_flFriction(void)
171    CBaseAnimating::Ignite(float, bool, float, bool)
+
169 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
172    CBaseAnimating::Extinguish()
+
170 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
173    CBaseCombatCharacter::SetLightingOrigin(CBaseEntity*)
+
171 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
174    CBaseFlex::SetViewtarget(Vector const&)
+
172 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
175    CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)
+
173 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
176    CBaseFlex::ProcessSceneEvents()
+
174 CBaseAnimating::GetIdealSpeed(void)const
177    CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)
+
175 CBaseAnimating::GetIdealAccel(void)const
178    CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)
+
176 CBaseAnimatingOverlay::StudioFrameAdvance(void)
179    CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)
+
177 CBaseAnimating::IsActivityFinished(void)
180    CBaseCombatCharacter::GetPhysicsImpactDamageTable()
+
178 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
181    CBaseCombatCharacter::FInViewCone(CBaseEntity*)
+
179 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
182    CBaseCombatCharacter::FInViewCone(Vector const&)
+
180 CBaseAnimating::IsRagdoll(void)
183    CBaseCombatCharacter::FInAimCone(CBaseEntity*)
+
181 CBaseAnimating::CanBecomeRagdoll(void)
184    CBaseCombatCharacter::FInAimCone(Vector const&)
+
182 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
185    CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
183 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
186    CBaseCombatCharacter::FindMissTarget()
+
184 CBaseAnimating::SetupBones(matrix3x4_t *,int)
187    CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*)
+
185 CBaseAnimating::CalculateIKLocks(float)
188    CBasePlayer::BodyAngles()
+
186 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
189    CBaseCombatCharacter::BodyDirection2D()
+
187 CBaseAnimating::HandleAnimEvent(animevent_t *)
190    CBaseCombatCharacter::BodyDirection3D()
+
188 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
191    CBaseCombatCharacter::HeadDirection2D()
+
189 CBaseAnimating::InitBoneControllers(void)
192    CBaseCombatCharacter::HeadDirection3D()
+
190 CBaseAnimating::GetGroundSpeedVelocity(void)
193    CBaseCombatCharacter::EyeDirection2D()
+
191 CBaseAnimating::Ignite(float,bool,float,bool)
194    CBaseCombatCharacter::EyeDirection3D()
+
192 CBaseAnimating::Extinguish(void)
195    CBaseCombatCharacter::GiveAmmo(int, int, bool)
+
193 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
196    CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
194 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
197    CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)
+
195 CBaseFlex::SetViewtarget(Vector const&)
198    CBasePlayer::Weapon_CanUse(CBaseCombatWeapon*)
+
196 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
199    CBasePlayer::Weapon_Equip(CBaseCombatWeapon*)
+
197 CBaseFlex::ProcessSceneEvents(void)
200    CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)
+
198 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
201    CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)
+
199 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
202    CBasePlayer::Weapon_Switch(CBaseCombatWeapon*, int)
+
200 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
203    CBasePlayer::Weapon_ShootPosition()
+
201 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
204    CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*)
+
202 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
205    CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
+
203 CBaseCombatCharacter::FInViewCone(Vector  const&)
206    CBaseCombatCharacter::Weapon_GetSlot(int) const
+
204 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
207    CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)
+
205 CBaseCombatCharacter::FInAimCone(Vector  const&)
208    CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)
+
206 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
209    CDYSPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
+
207 CBaseCombatCharacter::FindMissTarget(void)
210    CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
+
208 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
211    CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
+
209 CBasePlayer::BodyAngles(void)
212    CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)
+
210 CBaseCombatCharacter::BodyDirection2D(void)
213    CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*)
+
211 CBaseCombatCharacter::BodyDirection3D(void)
214    CBaseCombatCharacter::GetDeathActivity()
+
212 CBaseCombatCharacter::HeadDirection2D(void)
215    CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
+
213 CBaseCombatCharacter::HeadDirection3D(void)
216    CBaseCombatCharacter::CorpseFade()
+
214 CBaseCombatCharacter::EyeDirection2D(void)
217    CBaseCombatCharacter::HasHumanGibs()
+
215 CBaseCombatCharacter::EyeDirection3D(void)
218    CBaseCombatCharacter::HasAlienGibs()
+
216 CBaseCombatCharacter::GiveAmmo(int,int,bool)
219    CDYSPlayer::ShouldGib(CTakeDamageInfo const&)
+
217 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
220    CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
218 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
221    CDYSPlayer::Event_Gibbed(CTakeDamageInfo const&)
+
219 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
222    CDYSPlayer::Event_Dying()
+
220 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
223    CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
+
221 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
224    CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
+
222 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
225    CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
+
223 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
226    CBaseCombatCharacter::IRelationType(CBaseEntity*)
+
224 CBasePlayer::Weapon_ShootPosition(void)
227    CBaseCombatCharacter::IRelationPriority(CBaseEntity*)
+
225 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
228    CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*)
+
226 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
229    CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)
+
227 CBaseCombatCharacter::Weapon_GetSlot(int)const
230    CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)
+
228 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
231    CBasePlayer::DoMuzzleFlash()
+
229 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
232    CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)
+
230 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
233    CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
+
231 CDYSPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
234    CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
232 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
235    CBasePlayer::NetworkStateChanged_m_iAmmo()
+
233 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
236    CDYSPlayer::CreateViewModel(int)
+
234 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
237    CDYSPlayer::SetupVisibility(CBaseEntity*, unsigned char*, int)
+
235 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
238    CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const
+
236 CBaseCombatCharacter::GetDeathActivity(void)
239    CBasePlayer::SharedSpawn()
+
237 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
240    CBasePlayer::InitialSpawn()
+
238 CBaseCombatCharacter::CorpseFade(void)
241    CBasePlayer::InitHUD()
+
239 CBaseCombatCharacter::HasHumanGibs(void)
242    CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*)
+
240 CBaseCombatCharacter::HasAlienGibs(void)
243    CDYSPlayer::PlayerDeathThink()
+
241 CDYSPlayer::ShouldGib(CTakeDamageInfo  const&)
244    CBasePlayer::Jump()
+
242 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
245    CBasePlayer::Duck()
+
243 CDYSPlayer::Event_Gibbed(CTakeDamageInfo  const&)
246    CDYSPlayer::PreThink()
+
244 CDYSPlayer::Event_Dying(void)
247    CDYSPlayer::PostThink()
+
245 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
248    CDYSPlayer::DamageEffect(float, int)
+
246 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
249    CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
+
247 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
250    CBasePlayer::ShouldFadeOnDeath()
+
248 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
251    CBasePlayer::IsFakeClient()
+
249 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
252    CBasePlayer::GetPlayerMins() const
+
250 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
253    CBasePlayer::GetPlayerMaxs() const
+
251 CBaseCombatCharacter::IRelationType(CBaseEntity *)
254    CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
+
252 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
255    CBasePlayer::PackDeadPlayerItems()
+
253 CBaseCombatCharacter::IsInAVehicle(void)
256    CBasePlayer::RemoveAllItems(bool)
+
254 CBasePlayer::GetVehicle(void)
257    CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)
+
255 CBasePlayer::GetVehicleEntity(void)
258    CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
256 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
259    CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)
+
257 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
260    CDYSPlayer::UpdateClientData()
+
258 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
261    CBasePlayer::ExitLadder()
+
259 CBasePlayer::DoMuzzleFlash(void)
262    CBasePlayer::FlashlightIsOn()
+
260 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
263    CBasePlayer::FlashlightTurnOn()
+
261 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
264    CBasePlayer::FlashlightTurnOff()
+
262 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
265    CBasePlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)
+
263 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
266    CDYSPlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool)
+
264 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
267    CBasePlayer::DeathSound()
+
265 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
268    CDYSPlayer::SetAnimation(PLAYER_ANIM)
+
266 CDYSPlayer::CreateViewModel(int)
269    CBasePlayer::ImpulseCommands()
+
267 CDYSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
270    CDYSPlayer::CheatImpulseCommands(int)
+
268 CBasePlayer::WantsLagCompensationOnEntity(CBaseEntity  const*,CUserCmd  const*,CBitVec<2048>  const*)const
271    CDYSPlayer::ClientCommand(char const*)
+
269 CBasePlayer::SharedSpawn(void)
272    CBasePlayer::StartObserverMode(int)
+
270 CBasePlayer::InitialSpawn(void)
273    CBasePlayer::StopObserverMode()
+
271 CBasePlayer::InitHUD(void)
274    CBasePlayer::SetObserverMode(int)
+
272 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
275    CBasePlayer::GetObserverMode()
+
273 CDYSPlayer::PlayerDeathThink(void)
276    CBasePlayer::SetObserverTarget(CBaseEntity*)
+
274 CBasePlayer::Jump(void)
277    CBasePlayer::ObserverUse(bool)
+
275 CBasePlayer::Duck(void)
278    CBasePlayer::GetObserverTarget()
+
276 CDYSPlayer::PreThink(void)
279    CBasePlayer::FindNextObserverTarget(bool)
+
277 CDYSPlayer::PostThink(void)
280    CBasePlayer::IsValidObserverTarget(CBaseEntity*)
+
278 CDYSPlayer::DamageEffect(float,int)
281    CBasePlayer::CheckObserverSettings()
+
279 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
282    CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
+
280 CBasePlayer::ShouldFadeOnDeath(void)
283    CBasePlayer::ForceObserverMode(int)
+
281 CBasePlayer::IsFakeClient(void)const
284    CBasePlayer::ResetObserverMode()
+
282 CBasePlayer::GetPlayerMins(void)const
285    CBasePlayer::CreateCorpse()
+
283 CBasePlayer::GetPlayerMaxs(void)const
286    CBasePlayer::EntSelectSpawnPoint()
+
284 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
287    CBasePlayer::GetInVehicle(IServerVehicle*, int)
+
285 CBasePlayer::PackDeadPlayerItems(void)
288    CDYSPlayer::LeaveVehicle(Vector const&, QAngle const&)
+
286 CBasePlayer::RemoveAllItems(bool)
289    CBasePlayer::OnVehicleStart()
+
287 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
290    CDYSPlayer::OnVehicleEnd()
+
288 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
291    CDYSPlayer::BumpWeapon(CBaseCombatWeapon*)
+
289 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
292    CBasePlayer::SelectLastItem()
+
290 CDYSPlayer::UpdateClientData(void)
293    CBasePlayer::SelectItem(char const*, int)
+
291 CBasePlayer::ExitLadder(void)
294    CBasePlayer::ItemPostFrame()
+
292 CBasePlayer::FlashlightIsOn(void)
295    CBasePlayer::GiveNamedItem(char const*, int)
+
293 CBasePlayer::FlashlightTurnOn(void)
296    CBasePlayer::CheckTrainUpdate()
+
294 CBasePlayer::FlashlightTurnOff(void)
297    CBasePlayer::SetPlayerUnderwater(bool)
+
295 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
298    CBasePlayer::CanBreatheUnderwater() const
+
296 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector  const&)
299    CDYSPlayer::PlayerUse()
+
297 CDYSPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
300    CBasePlayer::PlayUseDenySound()
+
298 CDYSPlayer::DeathSound(CTakeDamageInfo  const&)
301    CBasePlayer::FindUseEntity()
+
299 CDYSPlayer::SetAnimation(PLAYER_ANIM)
302    CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int)
+
300 CBasePlayer::ImpulseCommands(void)
303    CBasePlayer::PickupObject(CBaseEntity*, bool)
+
301 CDYSPlayer::CheatImpulseCommands(int)
304    CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*)
+
302 CDYSPlayer::ClientCommand(char  const*)
305    CBasePlayer::GetHeldObjectMass(IPhysicsObject*)
+
303 CBasePlayer::StartObserverMode(int)
306    CBasePlayer::UpdateGeigerCounter()
+
304 CBasePlayer::StopObserverMode(void)
307    CBasePlayer::GetAutoaimVector(float)
+
305 CBasePlayer::SetObserverMode(int)
308    CBasePlayer::ShouldAutoaim()
+
306 CBasePlayer::GetObserverMode(void)
309    CBasePlayer::ForceClientDllUpdate()
+
307 CBasePlayer::SetObserverTarget(CBaseEntity *)
310    CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)
+
308 CBasePlayer::ObserverUse(bool)
311    CDYSPlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*)
+
309 CBasePlayer::GetObserverTarget(void)
312    CBasePlayer::CanSpeak()
+
310 CBasePlayer::FindNextObserverTarget(bool)
313    CBasePlayer::CanHearChatFrom(CBasePlayer*)
+
311 CBasePlayer::GetNextObserverSearchStartPoint(bool)
314    CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
+
312 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
315    CBasePlayer::CheckChatText(char*, int)
+
313 CBasePlayer::CheckObserverSettings(void)
316    CBasePlayer::IsFollowingPhysics()
+
314 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
317    CBasePlayer::InitVCollision()
+
315 CBasePlayer::ForceObserverMode(int)
318    CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
+
316 CBasePlayer::ResetObserverMode(void)
319    CBasePlayer::EquipSuit()
+
317 CBasePlayer::StartReplayMode(float,float,int)
320    CBasePlayer::IsBot()
+
318 CBasePlayer::StopReplayMode(void)
321    CBasePlayer::NetworkStateChanged_m_ArmorValue()
+
319 CBasePlayer::GetDelayTicks(void)
322    CDYSPlayer::PlayerAutoBalanceThink()
+
320 CBasePlayer::GetReplayEntity(void)
323    CDYSPlayer::DYSAnim_GetActiveWeapon()
+
321 CBasePlayer::CreateCorpse(void)
 +
322 CBasePlayer::EntSelectSpawnPoint(void)
 +
323 CBasePlayer::GetInVehicle(IServerVehicle *,int)
 +
324 CDYSPlayer::LeaveVehicle(Vector  const&,QAngle  const&)
 +
325 CBasePlayer::OnVehicleStart(void)
 +
326 CDYSPlayer::OnVehicleEnd(void)
 +
327 CDYSPlayer::BumpWeapon(CBaseCombatWeapon *)
 +
328 CBasePlayer::SelectLastItem(void)
 +
329 CBasePlayer::SelectItem(char  const*,int)
 +
330 CBasePlayer::ItemPostFrame(void)
 +
331 CBasePlayer::GiveNamedItem(char  const*,int)
 +
332 CBasePlayer::CheckTrainUpdate(void)
 +
333 CBasePlayer::SetPlayerUnderwater(bool)
 +
334 CBasePlayer::CanBreatheUnderwater(void)const
 +
335 CDYSPlayer::PlayerUse(void)
 +
336 CBasePlayer::PlayUseDenySound(void)
 +
337 CBasePlayer::FindUseEntity(void)
 +
338 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
 +
339 CBasePlayer::PickupObject(CBaseEntity *,bool)
 +
340 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
 +
341 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
 +
342 CBasePlayer::UpdateGeigerCounter(void)
 +
343 CBasePlayer::GetAutoaimVector(float)
 +
344 CBasePlayer::GetAutoaimVector(float,float)
 +
345 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
 +
346 CBasePlayer::ShouldAutoaim(void)
 +
347 CBasePlayer::ForceClientDllUpdate(void)
 +
348 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
 +
349 CDYSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
 +
350 CBasePlayer::CanSpeak(void)
 +
351 CBasePlayer::CanHearChatFrom(CBasePlayer*)
 +
352 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
 +
353 CBasePlayer::CheckChatText(char *,int)
 +
354 CBasePlayer::IsFollowingPhysics(void)
 +
355 CDYSPlayer::CollisionGroupPlayerMovement(void)
 +
356 CDYSPlayer::InitVCollision(void)
 +
357 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
 +
358 CBasePlayer::EquipSuit(bool)
 +
359 CBasePlayer::RemoveSuit(void)
 +
360 CBasePlayer::CommitSuicide(void)
 +
361 CBasePlayer::IsBot(void)const
 +
362 CBasePlayer::SpawnArmorValue(void)const
 +
363 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
 +
364 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
 +
365 CDYSPlayer::PlayerAutoBalanceThink(void)
 +
366 CDYSPlayer::DYSAnim_GetActiveWeapon(void)
 
</pre>
 
</pre>

Latest revision as of 08:28, 23 April 2008

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 07 July 2007

// Auto reconstructed from vtable block @ 0x00A3FA40
// from "server_i486.so", by ida_vtables.idc
0	CDYSPlayer::~CDYSPlayer()
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	CDYSPlayer::_GetClassName(void)
10	CDYSPlayer::GetServerClass(void)
11	CDYSPlayer::GetClassName(void)
12	CDYSPlayer::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	CDYSPlayer::SetTransmit(CCheckTransmitInfo *,bool)
22	CBasePlayer::GetTracerType(void)
23	CDYSPlayer::Spawn(void)
24	CDYSPlayer::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	CBasePlayer::ObjectCaps(void)
35	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
36	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
37	CBasePlayer::DrawDebugGeometryOverlays(void)
38	CBaseAnimating::DrawDebugTextOverlays(void)
39	CBasePlayer::Save(ISave &)
40	CBasePlayer::Restore(IRestore &)
41	CBasePlayer::ShouldSavePhysics(void)
42	CBaseEntity::OnSave(IEntitySaveUtils *)
43	CBasePlayer::OnRestore(void)
44	CBasePlayer::RequiredEdictIndex(void)
45	CBaseEntity::MoveDone(void)
46	CBaseEntity::Think(void)
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
49	CBaseAnimating::GetBaseAnimating(void)
50	CBaseEntity::GetResponseSystem(void)
51	CBaseEntity::DispatchResponse(char  const*)
52	CDYSPlayer::Classify(void)
53	CBaseEntity::DeathNotice(CBaseEntity*)
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55	CBaseEntity::GetAutoAimRadius(void)
56	CBaseEntity::GetAutoAimCenter(void)
57	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
58	CDYSPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60	CBasePlayer::OnTakeDamage(CTakeDamageInfo  const&)
61	CDYSPlayer::TakeHealth(float,int)
62	CDYSPlayer::Event_Killed(CTakeDamageInfo  const&)
63	CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
64	CBaseCombatCharacter::BloodColor(void)
65	CBaseEntity::IsTriggered(CBaseEntity*)
66	CBaseEntity::IsNPC(void)const
67	CBaseCombatCharacter::MyCombatCharacterPointer(void)
68	CBaseEntity::GetDelay(void)
69	CBaseEntity::IsMoving(void)
70	CBaseEntity::DamageDecal(int,int)
71	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
72	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
73	CBaseEntity::OnControls(CBaseEntity*)
74	CBaseEntity::HasTarget(string_t)
75	CBasePlayer::IsPlayer(void)const
76	CBasePlayer::IsNetClient(void)const
77	CBaseEntity::IsTemplate(void)
78	CBaseEntity::IsBaseObject(void)const
79	CBaseEntity::GetServerVehicle(void)
80	CBaseEntity::GetServerVehicleTwo(void)
81	CBaseEntity::IsViewable(void)
82	CBasePlayer::ChangeTeam(int)
83	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
84	CBaseEntity::CanStandOn(CBaseEntity*)const
85	CBaseEntity::CanStandOn(edict_t *)const
86	CBaseEntity::GetEnemy(void)
87	CBaseEntity::GetEnemy(void)const
88	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
89	CBaseEntity::StartTouch(CBaseEntity*)
90	CBasePlayer::Touch(CBaseEntity *)
91	CBaseEntity::EndTouch(CBaseEntity*)
92	CBaseEntity::StartBlocked(CBaseEntity*)
93	CBaseEntity::Blocked(CBaseEntity*)
94	CBaseEntity::EndBlocked(void)
95	CBasePlayer::PhysicsSimulate(void)
96	CDYSPlayer::PhysicsTouchTriggers(Vector  const*)
97	CBasePlayer::UpdateOnRemove(void)
98	CBaseEntity::StopLoopingSounds(void)
99	CBaseEntity::SUB_AllowedToFade(void)
100	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
101	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
102	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
103	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
104	CBasePlayer::DoImpactEffect(CGameTrace &,int)
105	CBaseEntity::Respawn(void)
106	CBaseEntity::IsLockedByMaster(void)
107	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
108	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
109	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
110	CBasePlayer::NetworkStateChanged_m_iHealth(void)
111	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
112	CBasePlayer::NetworkStateChanged_m_lifeState(void)
113	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
114	CBaseEntity::NetworkStateChanged_m_takedamage(void)
115	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
116	CBaseEntity::GetDamageType(void)const
117	CBaseEntity::GetDamage(void)
118	CBaseEntity::SetDamage(float)
119	CBasePlayer::EyePosition(void)
120	CBasePlayer::EyeAngles(void)
121	CBasePlayer::LocalEyeAngles(void)
122	CBaseEntity::EarPosition(void)
123	CBasePlayer::BodyTarget(Vector  const&,bool)
124	CBaseEntity::HeadTarget(Vector  const&)
125	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
126	CBaseEntity::GetViewOffset(void)
127	CBasePlayer::GetSmoothedVelocity(void)
128	CBaseAnimating::GetVelocity(Vector *,Vector *)
129	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
130	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
131	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
132	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
133	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
134	CBaseEntity::CanBePoweredUp(void)
135	CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
136	CBaseEntity::GetGroundVelocityToApply(Vector &)
137	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
138	CBaseEntity::Splash(void)
139	CBaseEntity::WorldSpaceCenter(void)const
140	CBaseEntity::GetSoundEmissionOrigin(void)const
141	CBaseEntity::CreateVPhysics(void)
142	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
143	CBasePlayer::VPhysicsDestroyObject(void)
144	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
145	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
146	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
147	CDYSPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
148	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
149	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
150	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
151	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
152	CBaseEntity::HasPhysicsAttacker(float)
153	CBasePlayer::PhysicsSolidMaskForEntity(void)const
154	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
155	CBaseEntity::PhysicsNoclip(void)
156	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
157	CBaseAnimating::GetStepOrigin(void)const
158	CBaseAnimating::GetStepAngles(void)const
159	CBaseEntity::ShouldDrawWaterImpacts(void)
160	CBaseEntity::NetworkStateChanged_m_fFlags(void)
161	CBaseEntity::NetworkStateChanged_m_fFlags(void *)
162	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
163	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
164	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
165	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
166	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
167	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
168	CBasePlayer::NetworkStateChanged_m_flFriction(void)
169	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
170	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
171	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
172	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
173	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
174	CBaseAnimating::GetIdealSpeed(void)const
175	CBaseAnimating::GetIdealAccel(void)const
176	CBaseAnimatingOverlay::StudioFrameAdvance(void)
177	CBaseAnimating::IsActivityFinished(void)
178	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
179	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
180	CBaseAnimating::IsRagdoll(void)
181	CBaseAnimating::CanBecomeRagdoll(void)
182	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
183	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
184	CBaseAnimating::SetupBones(matrix3x4_t *,int)
185	CBaseAnimating::CalculateIKLocks(float)
186	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
187	CBaseAnimating::HandleAnimEvent(animevent_t *)
188	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
189	CBaseAnimating::InitBoneControllers(void)
190	CBaseAnimating::GetGroundSpeedVelocity(void)
191	CBaseAnimating::Ignite(float,bool,float,bool)
192	CBaseAnimating::Extinguish(void)
193	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
194	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
195	CBaseFlex::SetViewtarget(Vector  const&)
196	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
197	CBaseFlex::ProcessSceneEvents(void)
198	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
199	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
200	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
201	CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
202	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
203	CBaseCombatCharacter::FInViewCone(Vector  const&)
204	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
205	CBaseCombatCharacter::FInAimCone(Vector  const&)
206	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
207	CBaseCombatCharacter::FindMissTarget(void)
208	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
209	CBasePlayer::BodyAngles(void)
210	CBaseCombatCharacter::BodyDirection2D(void)
211	CBaseCombatCharacter::BodyDirection3D(void)
212	CBaseCombatCharacter::HeadDirection2D(void)
213	CBaseCombatCharacter::HeadDirection3D(void)
214	CBaseCombatCharacter::EyeDirection2D(void)
215	CBaseCombatCharacter::EyeDirection3D(void)
216	CBaseCombatCharacter::GiveAmmo(int,int,bool)
217	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
218	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
219	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
220	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
221	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
222	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
223	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
224	CBasePlayer::Weapon_ShootPosition(void)
225	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
226	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
227	CBaseCombatCharacter::Weapon_GetSlot(int)const
228	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
229	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
230	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
231	CDYSPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
232	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
233	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
234	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
235	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
236	CBaseCombatCharacter::GetDeathActivity(void)
237	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
238	CBaseCombatCharacter::CorpseFade(void)
239	CBaseCombatCharacter::HasHumanGibs(void)
240	CBaseCombatCharacter::HasAlienGibs(void)
241	CDYSPlayer::ShouldGib(CTakeDamageInfo  const&)
242	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
243	CDYSPlayer::Event_Gibbed(CTakeDamageInfo  const&)
244	CDYSPlayer::Event_Dying(void)
245	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
246	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
247	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
248	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
249	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
250	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
251	CBaseCombatCharacter::IRelationType(CBaseEntity *)
252	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
253	CBaseCombatCharacter::IsInAVehicle(void)
254	CBasePlayer::GetVehicle(void)
255	CBasePlayer::GetVehicleEntity(void)
256	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
257	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
258	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
259	CBasePlayer::DoMuzzleFlash(void)
260	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
261	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
262	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
263	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
264	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
265	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
266	CDYSPlayer::CreateViewModel(int)
267	CDYSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
268	CBasePlayer::WantsLagCompensationOnEntity(CBaseEntity  const*,CUserCmd  const*,CBitVec<2048>  const*)const
269	CBasePlayer::SharedSpawn(void)
270	CBasePlayer::InitialSpawn(void)
271	CBasePlayer::InitHUD(void)
272	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
273	CDYSPlayer::PlayerDeathThink(void)
274	CBasePlayer::Jump(void)
275	CBasePlayer::Duck(void)
276	CDYSPlayer::PreThink(void)
277	CDYSPlayer::PostThink(void)
278	CDYSPlayer::DamageEffect(float,int)
279	CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
280	CBasePlayer::ShouldFadeOnDeath(void)
281	CBasePlayer::IsFakeClient(void)const
282	CBasePlayer::GetPlayerMins(void)const
283	CBasePlayer::GetPlayerMaxs(void)const
284	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
285	CBasePlayer::PackDeadPlayerItems(void)
286	CBasePlayer::RemoveAllItems(bool)
287	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
288	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
289	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
290	CDYSPlayer::UpdateClientData(void)
291	CBasePlayer::ExitLadder(void)
292	CBasePlayer::FlashlightIsOn(void)
293	CBasePlayer::FlashlightTurnOn(void)
294	CBasePlayer::FlashlightTurnOff(void)
295	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
296	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
297	CDYSPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
298	CDYSPlayer::DeathSound(CTakeDamageInfo  const&)
299	CDYSPlayer::SetAnimation(PLAYER_ANIM)
300	CBasePlayer::ImpulseCommands(void)
301	CDYSPlayer::CheatImpulseCommands(int)
302	CDYSPlayer::ClientCommand(char  const*)
303	CBasePlayer::StartObserverMode(int)
304	CBasePlayer::StopObserverMode(void)
305	CBasePlayer::SetObserverMode(int)
306	CBasePlayer::GetObserverMode(void)
307	CBasePlayer::SetObserverTarget(CBaseEntity *)
308	CBasePlayer::ObserverUse(bool)
309	CBasePlayer::GetObserverTarget(void)
310	CBasePlayer::FindNextObserverTarget(bool)
311	CBasePlayer::GetNextObserverSearchStartPoint(bool)
312	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
313	CBasePlayer::CheckObserverSettings(void)
314	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
315	CBasePlayer::ForceObserverMode(int)
316	CBasePlayer::ResetObserverMode(void)
317	CBasePlayer::StartReplayMode(float,float,int)
318	CBasePlayer::StopReplayMode(void)
319	CBasePlayer::GetDelayTicks(void)
320	CBasePlayer::GetReplayEntity(void)
321	CBasePlayer::CreateCorpse(void)
322	CBasePlayer::EntSelectSpawnPoint(void)
323	CBasePlayer::GetInVehicle(IServerVehicle *,int)
324	CDYSPlayer::LeaveVehicle(Vector  const&,QAngle  const&)
325	CBasePlayer::OnVehicleStart(void)
326	CDYSPlayer::OnVehicleEnd(void)
327	CDYSPlayer::BumpWeapon(CBaseCombatWeapon *)
328	CBasePlayer::SelectLastItem(void)
329	CBasePlayer::SelectItem(char  const*,int)
330	CBasePlayer::ItemPostFrame(void)
331	CBasePlayer::GiveNamedItem(char  const*,int)
332	CBasePlayer::CheckTrainUpdate(void)
333	CBasePlayer::SetPlayerUnderwater(bool)
334	CBasePlayer::CanBreatheUnderwater(void)const
335	CDYSPlayer::PlayerUse(void)
336	CBasePlayer::PlayUseDenySound(void)
337	CBasePlayer::FindUseEntity(void)
338	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
339	CBasePlayer::PickupObject(CBaseEntity *,bool)
340	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
341	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
342	CBasePlayer::UpdateGeigerCounter(void)
343	CBasePlayer::GetAutoaimVector(float)
344	CBasePlayer::GetAutoaimVector(float,float)
345	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
346	CBasePlayer::ShouldAutoaim(void)
347	CBasePlayer::ForceClientDllUpdate(void)
348	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
349	CDYSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
350	CBasePlayer::CanSpeak(void)
351	CBasePlayer::CanHearChatFrom(CBasePlayer*)
352	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
353	CBasePlayer::CheckChatText(char *,int)
354	CBasePlayer::IsFollowingPhysics(void)
355	CDYSPlayer::CollisionGroupPlayerMovement(void)
356	CDYSPlayer::InitVCollision(void)
357	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
358	CBasePlayer::EquipSuit(bool)
359	CBasePlayer::RemoveSuit(void)
360	CBasePlayer::CommitSuicide(void)
361	CBasePlayer::IsBot(void)const
362	CBasePlayer::SpawnArmorValue(void)const
363	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
364	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
365	CDYSPlayer::PlayerAutoBalanceThink(void)
366	CDYSPlayer::DYSAnim_GetActiveWeapon(void)