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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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)