Difference between revisions of "CHL2MP Player Offset List (Synergy)"
(New page: Also 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 sy...) |
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Revision as of 00:41, 6 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 06 April 2008
// Auto reconstructed from vtable block @ 0x0100EA00 // from "server_i486.so", by ida_vtables.idc 0 CHL2MP_Player::~CHL2MP_Player() 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 CHL2MP_Player::_GetClassName(void) 10 CHL2MP_Player::GetServerClass(void) 11 CHL2MP_Player::GetClassName(void) 12 CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void) 13 CHL2MP_Player::GetDataDescMap(void) 14 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &) 15 CHL2_Player::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 CHL2MP_Player::Spawn(void) 24 CHL2MP_Player::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 CHL2_Player::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 CHL2_Player::DrawDebugGeometryOverlays(void) 38 CBaseAnimating::DrawDebugTextOverlays(void) 39 CBasePlayer::Save(ISave &) 40 CBasePlayer::Restore(IRestore &) 41 CBasePlayer::ShouldSavePhysics(void) 42 CBaseEntity::OnSave(IEntitySaveUtils *) 43 CHL2_Player::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 CHL2_Player::Classify(void) 53 CBaseEntity::DeathNotice(CBaseEntity*) 54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 55 CBaseEntity::GetAutoAimRadius(void) 56 CBaseEntity::GetAutoAimCenter(void) 57 CHL2_Player::PassesDamageFilter(CTakeDamageInfo const&) 58 CBasePlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 60 CHL2MP_Player::OnTakeDamage(CTakeDamageInfo const&) 61 CBasePlayer::TakeHealth(float,int) 62 CHL2MP_Player::Event_Killed(CTakeDamageInfo const&) 63 CHL2_Player::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::IsViewable(void) 81 CHL2MP_Player::ChangeTeam(int) 82 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 83 CBaseEntity::CanStandOn(CBaseEntity*)const 84 CBaseEntity::CanStandOn(edict_t *)const 85 CBaseEntity::GetEnemy(void) 86 CBaseEntity::GetEnemy(void)const 87 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float) 88 CBaseEntity::StartTouch(CBaseEntity*) 89 CBasePlayer::Touch(CBaseEntity *) 90 CBaseEntity::EndTouch(CBaseEntity*) 91 CBaseEntity::StartBlocked(CBaseEntity*) 92 CBaseEntity::Blocked(CBaseEntity*) 93 CBaseEntity::EndBlocked(void) 94 CBasePlayer::PhysicsSimulate(void) 95 CHL2MP_Player::UpdateOnRemove(void) 96 CHL2_Player::StopLoopingSounds(void) 97 CBaseEntity::SUB_AllowedToFade(void) 98 CBaseAnimating::Teleport(Vector const*,QAngle const*,Vector const*) 99 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 100 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int) 101 CHL2MP_Player::FireBullets(FireBulletsInfo_t const&) 102 CBasePlayer::DoImpactEffect(CGameTrace &,int) 103 CBaseEntity::Respawn(void) 104 CBaseEntity::IsLockedByMaster(void) 105 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &) 106 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 107 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 108 CBasePlayer::NetworkStateChanged_m_iHealth(void) 109 CBasePlayer::NetworkStateChanged_m_iHealth(void *) 110 CBasePlayer::NetworkStateChanged_m_lifeState(void) 111 CBasePlayer::NetworkStateChanged_m_lifeState(void *) 112 CBaseEntity::NetworkStateChanged_m_takedamage(void) 113 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 114 CBaseEntity::GetDamageType(void)const 115 CBaseEntity::GetDamage(void) 116 CBaseEntity::SetDamage(float) 117 CBasePlayer::EyePosition(void) 118 CBasePlayer::EyeAngles(void) 119 CBasePlayer::LocalEyeAngles(void) 120 CBaseEntity::EarPosition(void) 121 CBasePlayer::BodyTarget(Vector const&,bool) 122 CBaseEntity::HeadTarget(Vector const&) 123 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const 124 CBaseEntity::GetViewOffset(void) 125 CBasePlayer::GetSmoothedVelocity(void) 126 CBaseAnimating::GetVelocity(Vector *,Vector *) 127 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **) 128 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **) 129 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 130 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 131 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 132 CBaseEntity::CanBePoweredUp(void) 133 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *) 134 CBaseEntity::GetGroundVelocityToApply(Vector &) 135 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float) 136 CBaseEntity::Splash(void) 137 CBaseEntity::WorldSpaceCenter(void)const 138 CBaseEntity::GetSoundEmissionOrigin(void)const 139 CBaseEntity::CreateVPhysics(void) 140 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 141 CBasePlayer::VPhysicsDestroyObject(void) 142 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 143 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 144 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *) 145 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *) 146 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *) 147 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int) 148 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 149 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int) 150 CBaseEntity::HasPhysicsAttacker(float) 151 CBasePlayer::PhysicsSolidMaskForEntity(void)const 152 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 153 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 154 CBaseAnimating::GetStepOrigin(void)const 155 CBaseAnimating::GetStepAngles(void)const 156 CBaseEntity::ShouldDrawWaterImpacts(void) 157 CBaseEntity::NetworkStateChanged_m_fFlags(void) 158 CBaseEntity::NetworkStateChanged_m_fFlags(void *) 159 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void) 160 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 161 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 162 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 163 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 164 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 165 CBasePlayer::NetworkStateChanged_m_flFriction(void) 166 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 167 CBasePlayer::NetworkStateChanged_m_vecVelocity(void) 168 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 169 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 170 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 171 CBaseAnimating::GetIdealSpeed(void)const 172 CBaseAnimating::GetIdealAccel(void)const 173 CBaseAnimatingOverlay::StudioFrameAdvance(void) 174 CBaseAnimating::IsActivityFinished(void) 175 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 176 CHL2MP_Player::BecomeRagdollOnClient(Vector const&) 177 CBaseAnimating::IsRagdoll(void) 178 CBaseAnimating::CanBecomeRagdoll(void) 179 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int) 180 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 181 CBaseAnimating::SetupBones(matrix3x4_t *,int) 182 CBaseAnimating::CalculateIKLocks(float) 183 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 184 CBaseAnimating::HandleAnimEvent(animevent_t *) 185 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 186 CBaseAnimating::InitBoneControllers(void) 187 CBaseAnimating::GetGroundSpeedVelocity(void) 188 CBaseAnimating::Ignite(float,bool,float,bool) 189 CBaseAnimating::Extinguish(void) 190 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *) 191 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 192 CBaseFlex::SetViewtarget(Vector const&) 193 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *) 194 CBaseFlex::ProcessSceneEvents(void) 195 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *) 196 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool) 197 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *) 198 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void) 199 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 200 CBaseCombatCharacter::FInViewCone(Vector const&) 201 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 202 CBaseCombatCharacter::FInAimCone(Vector const&) 203 CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *) 204 CBaseCombatCharacter::FindMissTarget(void) 205 CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *) 206 CBasePlayer::BodyAngles(void) 207 CBaseCombatCharacter::BodyDirection2D(void) 208 CBaseCombatCharacter::BodyDirection3D(void) 209 CBaseCombatCharacter::HeadDirection2D(void) 210 CBaseCombatCharacter::HeadDirection3D(void) 211 CHL2_Player::EyeDirection2D(void) 212 CHL2_Player::EyeDirection3D(void) 213 CHL2_Player::GiveAmmo(int,int,bool) 214 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 215 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *) 216 CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *) 217 CHL2_Player::Weapon_Equip(CBaseCombatWeapon *) 218 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 219 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*) 220 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int) 221 CBasePlayer::Weapon_ShootPosition(void) 222 CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *) 223 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 224 CBaseCombatCharacter::Weapon_GetSlot(int)const 225 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 226 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *) 227 CBaseCombatCharacter::CanBecomeServerRagdoll(void) 228 CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo const&) 229 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 230 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 231 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *) 232 CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *) 233 CBaseCombatCharacter::GetDeathActivity(void) 234 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 235 CBaseCombatCharacter::CorpseFade(void) 236 CBaseCombatCharacter::HasHumanGibs(void) 237 CBaseCombatCharacter::HasAlienGibs(void) 238 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 239 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 240 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 241 CHL2MP_Player::Event_Dying(void) 242 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&) 243 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 244 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int) 245 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool) 246 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool) 247 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 248 CBaseCombatCharacter::IRelationType(CBaseEntity *) 249 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 250 CBaseCombatCharacter::IsInAVehicle(void) 251 CBasePlayer::GetVehicle(void) 252 CBasePlayer::GetVehicleEntity(void) 253 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *) 254 CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 255 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 256 CBasePlayer::DoMuzzleFlash(void) 257 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int) 258 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 259 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int) 260 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *) 261 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 262 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 263 CBasePlayer::SendClassDataToClient(void) 264 CBasePlayer::PlayerCanSwitchToClass(int) 265 CBasePlayer::PickRandomClass(void) 266 CBasePlayer::PickPlayerClass(void) 267 CHL2MP_Player::PlayerChangeClass(int) 268 CHL2MP_Player::RunPositionCode(void) 269 CHL2MP_Player::CreateViewModel(int) 270 CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int) 271 CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const 272 CHL2MP_Player::WantsLagCompensationOnNPC(CBaseCombatCharacter const*,CUserCmd const*)const 273 CHL2MP_Player::SharedSpawn(void) 274 CHL2MP_Player::InitialSpawn(void) 275 CBasePlayer::InitHUD(void) 276 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 277 CHL2MP_Player::PlayerDeathThink(void) 278 CBasePlayer::Jump(void) 279 CBasePlayer::Duck(void) 280 CHL2MP_Player::PreThink(void) 281 CHL2MP_Player::PostThink(void) 282 CBasePlayer::DamageEffect(float,int) 283 CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo const&) 284 CBasePlayer::ShouldFadeOnDeath(void) 285 CBasePlayer::IsFakeClient(void)const 286 CBasePlayer::GetPlayerMins(void)const 287 CBasePlayer::GetPlayerMaxs(void)const 288 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 289 CBasePlayer::PackDeadPlayerItems(void) 290 CBasePlayer::RemoveAllItems(bool) 291 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 292 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *) 293 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 294 CHL2_Player::UpdateClientData(void) 295 CHL2_Player::ExitLadder(void) 296 CHL2MP_Player::FlashlightIsOn(void) 297 CHL2MP_Player::FlashlightTurnOn(void) 298 CHL2MP_Player::FlashlightTurnOff(void) 299 CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *) 300 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 301 CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool) 302 CHL2MP_Player::DeathSound(CTakeDamageInfo const&) 303 CHL2MP_Player::SetAnimation(PLAYER_ANIM) 304 CBasePlayer::ImpulseCommands(void) 305 CHL2MP_Player::CheatImpulseCommands(int) 306 CHL2MP_Player::ClientCommand(char const*) 307 CHL2MP_Player::StartObserverMode(int) 308 CBasePlayer::StopObserverMode(void) 309 CBasePlayer::SetObserverMode(int) 310 CBasePlayer::GetObserverMode(void) 311 CBasePlayer::SetObserverTarget(CBaseEntity *) 312 CBasePlayer::ObserverUse(bool) 313 CBasePlayer::GetObserverTarget(void) 314 CBasePlayer::FindNextObserverTarget(bool) 315 CBasePlayer::IsValidObserverTarget(CBaseEntity *) 316 CBasePlayer::CheckObserverSettings(void) 317 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 318 CBasePlayer::ForceObserverMode(int) 319 CBasePlayer::ResetObserverMode(void) 320 CBasePlayer::StartReplayMode(float,float,int) 321 CBasePlayer::StopReplayMode(void) 322 CBasePlayer::GetDelayTicks(void) 323 CBasePlayer::GetReplayEntity(void) 324 CHL2_Player::CreateCorpse(void) 325 CHL2MP_Player::EntSelectSpawnPoint(void) 326 CBasePlayer::GetInVehicle(IServerVehicle *,int) 327 CBasePlayer::LeaveVehicle(Vector const&,QAngle const&) 328 CBasePlayer::OnVehicleStart(void) 329 CBasePlayer::OnVehicleEnd(Vector &) 330 CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *) 331 CBasePlayer::SelectLastItem(void) 332 CBasePlayer::SelectItem(char const*,int) 333 CHL2_Player::ItemPostFrame(void) 334 CBasePlayer::GiveNamedItem(char const*,int) 335 CBasePlayer::CheckTrainUpdate(void) 336 CHL2_Player::SetPlayerUnderwater(bool) 337 CHL2_Player::CanBreatheUnderwater(void)const 338 CHL2_Player::PlayerUse(void) 339 CHL2_Player::PlayUseDenySound(void) 340 CBasePlayer::FindUseEntity(void) 341 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int) 342 CHL2MP_Player::PickupObject(CBaseEntity *,bool) 343 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *) 344 CHL2_Player::GetHeldObjectMass(IPhysicsObject *) 345 CBasePlayer::UpdateGeigerCounter(void) 346 CBasePlayer::GetAutoaimVector(float) 347 CBasePlayer::GetAutoaimVector(float,float) 348 CHL2_Player::GetAutoaimVector(autoaim_params_t &) 349 CBasePlayer::ShouldAutoaim(void) 350 CBasePlayer::ForceClientDllUpdate(void) 351 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 352 CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *) 353 CBasePlayer::CanSpeak(void) 354 CBasePlayer::CanHearChatFrom(CBasePlayer*) 355 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 356 CHL2MP_Player::CheckChatText(char *,int) 357 CHL2_Player::IsFollowingPhysics(void) 358 CHL2_Player::InitVCollision(void) 359 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 360 CHL2_Player::EquipSuit(bool) 361 CHL2_Player::RemoveSuit(void) 362 CBasePlayer::CommitSuicide(void) 363 CBasePlayer::IsBot(void)const 364 CBasePlayer::SpawnArmorValue(void)const 365 CBasePlayer::NetworkStateChanged_m_ArmorValue(void) 366 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *) 367 CHL2_Player::SuspendUse(float) 368 CHL2MP_Player::CommanderMode(void) 369 CHL2_Player::GetIdleTime(void)const 370 CHL2_Player::GetMoveTime(void)const 371 CHL2_Player::GetLastDamageTime(void)const 372 CHL2_Player::IsDucking(void)const 373 CHL2_Player::Weapon_Lower(void) 374 CHL2_Player::Weapon_Ready(void) 375 CHL2_Player::IsHoldingEntity(CBaseEntity *) 376 CHL2_Player::UpdateWeaponPosture(void) 377 std::bad_cast::~bad_cast()