Difference between revisions of "CBasePlayer Offset List (Counter-Strike: Source)"

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(New page: For use when using virtual offsets. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b> == The List == This comes from the symbol ...)
 
m (Eh I fail.)
 
(One intermediate revision by the same user not shown)
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For use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
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#REDIRECT [[CCSPlayer_Offset_List_(Counter-Strike:_Source)]]
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These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
 
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== The List ==
 
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This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for any CSS specific functions.
 
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<b>Last Updated 30 Sept 2008</b>
 
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<pre>
 
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// Auto reconstructed from vtable block @ 0x00B117C0
 
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// from "server_i486.so", by ida_vtables.idc
 
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0 CBasePlayer::~CBasePlayer()
 
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1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
 
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2 CBaseEntity::GetRefEHandle(void)const
 
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3 CBaseEntity::GetCollideable(void)
 
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4 CBaseEntity::GetNetworkable(void)
 
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5 CBaseEntity::GetBaseEntity(void)
 
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6 CBaseEntity::GetModelIndex(void)const
 
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7 CBaseEntity::GetModelName(void)const
 
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8 CBaseEntity::SetModelIndex(int)
 
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9 CBasePlayer::_GetClassName(void)
 
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10 CBasePlayer::GetServerClass(void)
 
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11 CBasePlayer::GetClassName(void)
 
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12 CBasePlayer::YouForgotToImplementOrDeclareServerClass(void)
 
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13 CBasePlayer::GetDataDescMap(void)
 
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14 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
 
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15 CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
 
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16 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
 
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17 CBaseEntity::ShouldCollide(int,int)const
 
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18 CBaseEntity::SetOwnerEntity(CBaseEntity*)
 
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19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
 
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20 CBasePlayer::UpdateTransmitState(void)
 
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21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
 
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22 CBasePlayer::GetTracerType(void)
 
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23 CBasePlayer::Spawn(void)
 
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24 CBasePlayer::Precache(void)
 
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25 CBaseFlex::SetModel(char  const*)
 
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26 CBaseEntity::PostConstructor(char  const*)
 
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27 CBaseEntity::PostClientActive(void)
 
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28 CBaseEntity::ParseMapData(CEntityMapData *)
 
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29 CBaseEntity::KeyValue(char  const*,char  const*)
 
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30 CBaseEntity::KeyValue(char  const*,float)
 
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31 CBaseEntity::KeyValue(char  const*,Vector)
 
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32 CBasePlayer::Activate(void)
 
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33 CBaseEntity::SetParent(CBaseEntity*,int)
 
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34 CBasePlayer::ObjectCaps(void)
 
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35 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
 
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36 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
 
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37 CBasePlayer::DrawDebugGeometryOverlays(void)
 
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38 CBaseAnimating::DrawDebugTextOverlays(void)
 
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39 CBasePlayer::Save(ISave &)
 
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40 CBasePlayer::Restore(IRestore &)
 
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41 CBasePlayer::ShouldSavePhysics(void)
 
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42 CBaseEntity::OnSave(IEntitySaveUtils *)
 
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43 CBasePlayer::OnRestore(void)
 
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44 CBasePlayer::RequiredEdictIndex(void)
 
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45 CBaseEntity::MoveDone(void)
 
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46 CBaseEntity::Think(void)
 
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47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
 
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48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
 
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49 CBaseAnimating::GetBaseAnimating(void)
 
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50 CBaseEntity::GetResponseSystem(void)
 
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51 CBaseEntity::DispatchResponse(char  const*)
 
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52 CBasePlayer::Classify(void)
 
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53 CBaseEntity::DeathNotice(CBaseEntity*)
 
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54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
 
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55 CBaseEntity::GetAutoAimRadius(void)
 
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56 CBaseEntity::GetAutoAimCenter(void)
 
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57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
 
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58 CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
 
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59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
 
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60 CBasePlayer::OnTakeDamage(CTakeDamageInfo  const&)
 
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61 CBasePlayer::TakeHealth(float,int)
 
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62 CBasePlayer::Event_Killed(CTakeDamageInfo  const&)
 
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63 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
 
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64 CBaseCombatCharacter::BloodColor(void)
 
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65 CBaseEntity::IsTriggered(CBaseEntity*)
 
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66 CBaseEntity::IsNPC(void)const
 
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67 CBaseCombatCharacter::MyCombatCharacterPointer(void)
 
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68 CBaseEntity::GetDelay(void)
 
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69 CBaseEntity::IsMoving(void)
 
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70 CBaseEntity::DamageDecal(int,int)
 
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71 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
 
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72 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
 
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73 CBaseEntity::OnControls(CBaseEntity*)
 
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74 CBaseEntity::HasTarget(string_t)
 
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75 CBasePlayer::IsPlayer(void)const
 
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76 CBasePlayer::IsNetClient(void)const
 
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77 CBaseEntity::IsTemplate(void)
 
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78 CBaseEntity::IsBaseObject(void)const
 
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79 CBaseEntity::GetServerVehicle(void)
 
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80 CBaseEntity::IsViewable(void)
 
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81 CBasePlayer::ChangeTeam(int)
 
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82 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
 
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83 CBaseEntity::CanStandOn(CBaseEntity*)const
 
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84 CBaseEntity::CanStandOn(edict_t *)const
 
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85 CBaseEntity::GetEnemy(void)
 
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86 CBaseEntity::GetEnemy(void)const
 
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87 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
 
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88 CBaseEntity::StartTouch(CBaseEntity*)
 
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89 CBasePlayer::Touch(CBaseEntity *)
 
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90 CBaseEntity::EndTouch(CBaseEntity*)
 
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91 CBaseEntity::StartBlocked(CBaseEntity*)
 
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92 CBaseEntity::Blocked(CBaseEntity*)
 
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93 CBaseEntity::EndBlocked(void)
 
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94 CBasePlayer::PhysicsSimulate(void)
 
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95 CBasePlayer::UpdateOnRemove(void)
 
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96 CBaseEntity::StopLoopingSounds(void)
 
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97 CBaseEntity::SUB_AllowedToFade(void)
 
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98 CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
 
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99 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
 
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100 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
 
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101 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
 
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102 CBasePlayer::DoImpactEffect(CGameTrace &,int)
 
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103 CBaseEntity::Respawn(void)
 
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104 CBaseEntity::IsLockedByMaster(void)
 
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105 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
 
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106 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
 
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107 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
 
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108 CBasePlayer::NetworkStateChanged_m_iHealth(void)
 
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109 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
 
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110 CBasePlayer::NetworkStateChanged_m_lifeState(void)
 
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111 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
 
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112 CBaseEntity::NetworkStateChanged_m_takedamage(void)
 
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113 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
 
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114 CBaseEntity::GetDamageType(void)const
 
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115 CBaseEntity::GetDamage(void)
 
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116 CBaseEntity::SetDamage(float)
 
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117 CBasePlayer::EyePosition(void)
 
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118 CBasePlayer::EyeAngles(void)
 
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119 CBasePlayer::LocalEyeAngles(void)
 
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120 CBaseEntity::EarPosition(void)
 
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121 CBasePlayer::BodyTarget(Vector  const&,bool)
 
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122 CBaseEntity::HeadTarget(Vector  const&)
 
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123 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
 
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124 CBaseEntity::GetViewOffset(void)
 
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125 CBasePlayer::GetSmoothedVelocity(void)
 
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126 CBaseAnimating::GetVelocity(Vector *,Vector *)
 
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127 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
 
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128 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
 
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129 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
 
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130 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
 
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131 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
 
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132 CBaseEntity::CanBePoweredUp(void)
 
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133 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
 
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134 CBaseEntity::GetGroundVelocityToApply(Vector &)
 
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135 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
 
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136 CBaseEntity::Splash(void)
 
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137 CBaseEntity::WorldSpaceCenter(void)const
 
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138 CBaseEntity::GetSoundEmissionOrigin(void)const
 
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139 CBaseEntity::CreateVPhysics(void)
 
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140 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
 
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141 CBasePlayer::VPhysicsDestroyObject(void)
 
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142 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
 
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143 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
 
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144 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
 
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145 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
 
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146 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
 
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147 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
 
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148 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
 
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149 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
 
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150 CBaseEntity::HasPhysicsAttacker(float)
 
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151 CBasePlayer::PhysicsSolidMaskForEntity(void)const
 
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152 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
 
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153 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
 
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154 CBaseAnimating::GetStepOrigin(void)const
 
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155 CBaseAnimating::GetStepAngles(void)const
 
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156 CBaseEntity::ShouldDrawWaterImpacts(void)
 
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157 CBaseEntity::NetworkStateChanged_m_fFlags(void)
 
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158 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
 
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159 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
 
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160 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
 
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161 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
 
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162 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
 
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163 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
 
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164 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
 
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165 CBasePlayer::NetworkStateChanged_m_flFriction(void)
 
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166 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
 
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167 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
 
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168 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
 
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169 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
 
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170 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
 
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171 CBaseAnimating::GetIdealSpeed(void)const
 
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172 CBaseAnimating::GetIdealAccel(void)const
 
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173 CBaseAnimatingOverlay::StudioFrameAdvance(void)
 
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174 CBaseAnimating::IsActivityFinished(void)
 
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175 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
 
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176 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
 
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177 CBaseAnimating::IsRagdoll(void)
 
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178 CBaseAnimating::CanBecomeRagdoll(void)
 
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179 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
 
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180 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
 
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181 CBaseAnimating::SetupBones(matrix3x4_t *,int)
 
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182 CBaseAnimating::CalculateIKLocks(float)
 
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183 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
 
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184 CBaseAnimating::HandleAnimEvent(animevent_t *)
 
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185 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
 
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186 CBaseAnimating::InitBoneControllers(void)
 
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187 CBaseAnimating::GetGroundSpeedVelocity(void)
 
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188 CBaseAnimating::Ignite(float,bool,float,bool)
 
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189 CBaseAnimating::Extinguish(void)
 
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190 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
 
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191 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
 
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192 CBaseFlex::SetViewtarget(Vector  const&)
 
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193 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
 
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194 CBaseFlex::ProcessSceneEvents(void)
 
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195 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
 
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196 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
 
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197 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
 
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198 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
 
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199 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
 
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200 CBaseCombatCharacter::FInViewCone(Vector  const&)
 
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201 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
 
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202 CBaseCombatCharacter::FInAimCone(Vector  const&)
 
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203 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
 
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204 CBaseCombatCharacter::FindMissTarget(void)
 
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205 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
 
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206 CBasePlayer::BodyAngles(void)
 
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207 CBaseCombatCharacter::BodyDirection2D(void)
 
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208 CBaseCombatCharacter::BodyDirection3D(void)
 
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209 CBaseCombatCharacter::HeadDirection2D(void)
 
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210 CBaseCombatCharacter::HeadDirection3D(void)
 
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211 CBaseCombatCharacter::EyeDirection2D(void)
 
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212 CBaseCombatCharacter::EyeDirection3D(void)
 
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213 CBaseCombatCharacter::GiveAmmo(int,int,bool)
 
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214 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
 
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215 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
 
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216 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
 
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217 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
 
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218 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
 
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219 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
 
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220 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
 
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221 CBasePlayer::Weapon_ShootPosition(void)
 
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222 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
 
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223 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
 
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224 CBaseCombatCharacter::Weapon_GetSlot(int)const
 
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225 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
 
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226 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
 
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227 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
 
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228 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
 
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229 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
 
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230 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
 
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231 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
 
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232 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
 
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233 CBaseCombatCharacter::GetDeathActivity(void)
 
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234 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
 
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235 CBaseCombatCharacter::CorpseFade(void)
 
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236 CBaseCombatCharacter::HasHumanGibs(void)
 
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237 CBaseCombatCharacter::HasAlienGibs(void)
 
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238 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
 
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239 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
 
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240 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
 
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241 CBasePlayer::Event_Dying(void)
 
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242 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
 
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243 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
 
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244 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
 
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245 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
 
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246 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
 
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247 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
 
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248 CBaseCombatCharacter::IRelationType(CBaseEntity *)
 
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249 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
 
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250 CBaseCombatCharacter::IsInAVehicle(void)
 
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251 CBasePlayer::GetVehicle(void)
 
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252 CBasePlayer::GetVehicleEntity(void)
 
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253 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
 
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254 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
 
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255 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
 
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256 CBasePlayer::DoMuzzleFlash(void)
 
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257 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
 
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258 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
 
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259 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
 
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260 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
 
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261 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
 
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262 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
 
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263 CBasePlayer::CreateViewModel(int)
 
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264 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
 
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265 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
 
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266 CBasePlayer::SharedSpawn(void)
 
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267 CBasePlayer::InitialSpawn(void)
 
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268 CBasePlayer::InitHUD(void)
 
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269 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
 
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270 CBasePlayer::PlayerDeathThink(void)
 
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271 CBasePlayer::Jump(void)
 
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272 CBasePlayer::Duck(void)
 
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273 CBasePlayer::PreThink(void)
 
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274 CBasePlayer::PostThink(void)
 
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275 CBasePlayer::DamageEffect(float,int)
 
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276 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
 
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277 CBasePlayer::ShouldFadeOnDeath(void)
 
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278 CBasePlayer::IsFakeClient(void)const
 
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279 CBasePlayer::GetPlayerMins(void)const
 
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280 CBasePlayer::GetPlayerMaxs(void)const
 
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281 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
 
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282 CBasePlayer::PackDeadPlayerItems(void)
 
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283 CBasePlayer::RemoveAllItems(bool)
 
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284 CBasePlayer::IsRunning(void)const
 
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285 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
 
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286 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
 
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287 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
 
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288 CBasePlayer::UpdateClientData(void)
 
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289 CBasePlayer::ExitLadder(void)
 
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290 CBasePlayer::FlashlightIsOn(void)
 
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291 CBasePlayer::FlashlightTurnOn(void)
 
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292 CBasePlayer::FlashlightTurnOff(void)
 
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293 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
 
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294 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
 
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295 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
 
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296 CBasePlayer::DeathSound(CTakeDamageInfo  const&)
 
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297 CBasePlayer::SetAnimation(PLAYER_ANIM)
 
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298 CBasePlayer::ImpulseCommands(void)
 
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299 CBasePlayer::CheatImpulseCommands(int)
 
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300 CBasePlayer::ClientCommand(char  const*)
 
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301 CBasePlayer::StartObserverMode(int)
 
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302 CBasePlayer::StopObserverMode(void)
 
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303 CBasePlayer::SetObserverMode(int)
 
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304 CBasePlayer::GetObserverMode(void)
 
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305 CBasePlayer::SetObserverTarget(CBaseEntity *)
 
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306 CBasePlayer::ObserverUse(bool)
 
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307 CBasePlayer::GetObserverTarget(void)
 
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308 CBasePlayer::FindNextObserverTarget(bool)
 
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309 CBasePlayer::GetNextObserverSearchStartPoint(bool)
 
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310 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
 
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311 CBasePlayer::CheckObserverSettings(void)
 
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312 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
 
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313 CBasePlayer::ForceObserverMode(int)
 
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314 CBasePlayer::ResetObserverMode(void)
 
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315 CBasePlayer::StartReplayMode(float,float,int)
 
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316 CBasePlayer::StopReplayMode(void)
 
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317 CBasePlayer::GetDelayTicks(void)
 
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318 CBasePlayer::GetReplayEntity(void)
 
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319 CBasePlayer::CreateCorpse(void)
 
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320 CBasePlayer::EntSelectSpawnPoint(void)
 
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321 CBasePlayer::GetInVehicle(IServerVehicle *,int)
 
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322 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
 
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323 CBasePlayer::OnVehicleStart(void)
 
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324 CBasePlayer::OnVehicleEnd(Vector &)
 
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325 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
 
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326 CBasePlayer::SelectLastItem(void)
 
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327 CBasePlayer::SelectItem(char  const*,int)
 
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328 CBasePlayer::ItemPostFrame(void)
 
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329 CBasePlayer::GiveNamedItem(char  const*,int)
 
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330 CBasePlayer::CheckTrainUpdate(void)
 
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331 CBasePlayer::SetPlayerUnderwater(bool)
 
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332 CBasePlayer::CanBreatheUnderwater(void)const
 
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333 CBasePlayer::PlayerUse(void)
 
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334 CBasePlayer::PlayUseDenySound(void)
 
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335 CBasePlayer::FindUseEntity(void)
 
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336 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
 
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337 CBasePlayer::PickupObject(CBaseEntity *,bool)
 
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338 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
 
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339 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
 
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340 CBasePlayer::UpdateGeigerCounter(void)
 
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341 CBasePlayer::GetAutoaimVector(float)
 
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342 CBasePlayer::GetAutoaimVector(float,float)
 
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343 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
 
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344 CBasePlayer::ShouldAutoaim(void)
 
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345 CBasePlayer::ForceClientDllUpdate(void)
 
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346 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
 
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347 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
 
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348 CBasePlayer::CanSpeak(void)
 
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349 CBasePlayer::CanHearChatFrom(CBasePlayer*)
 
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350 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
 
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351 CBasePlayer::CheckChatText(char *,int)
 
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352 CBasePlayer::IsFollowingPhysics(void)
 
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353 CBasePlayer::InitVCollision(void)
 
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354 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
 
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355 CBasePlayer::EquipSuit(bool)
 
−
356 CBasePlayer::RemoveSuit(void)
 
−
357 CBasePlayer::CommitSuicide(void)
 
−
358 CBasePlayer::IsBot(void)const
 
−
359 CBasePlayer::SpawnArmorValue(void)const
 
−
360 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
 
−
361 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
 
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362 std::bad_cast::~bad_cast()
 
−
</pre>
 

Latest revision as of 18:26, 24 June 2010