Difference between revisions of "CSDKPlayer Offset List (Empires)"
m (Empires CSDKPlayer offset list (SourceMM) moved to CSDKPlayer Offset List (Empires): Removing SourceMM suffix once and for all) |
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(No difference)
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Latest revision as of 08:29, 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 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 *)