Difference between revisions of "CHL2MP Player Offset List (SynergyOB)"

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These are the Windows offsets for Synergy v12. Linux offsets are 1 greater.
 
These are the Windows offsets for Synergy v12. Linux offsets are 1 greater.
<p><b>Last Updated 11 February 2009</b>
+
<p><b>Last Updated 1 September 2009</b>
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x011BFDA0
+
// Auto reconstructed from vtable block @ 0x0106CBC0
 
// from "server_i486.so", by ida_vtables.idc
 
// from "server_i486.so", by ida_vtables.idc
0 CHL2MP_Player::~CHL2MP_Player()
+
0 CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
+
1 CBaseEntity::SetRefEHandle
2 CBaseEntity::GetRefEHandle(void)const
+
2 CBaseEntity::GetRefEHandle
3 CBaseEntity::GetCollideable(void)
+
3 CBaseEntity::GetCollideable
4 CBaseEntity::GetNetworkable(void)
+
4 CBaseEntity::GetNetworkable
5 CBaseEntity::GetBaseEntity(void)
+
5 CBaseEntity::GetBaseEntity
6 CBaseEntity::GetModelIndex(void)const
+
6 CBaseEntity::GetModelIndex
7 CBaseEntity::GetModelName(void)const
+
7 CBaseEntity::GetModelName
8 CBaseEntity::SetModelIndex(int)
+
8 CBaseEntity::SetModelIndex
9 CHL2MP_Player::GetServerClass(void)
+
9 CBasePlayer::GetServerClass
10 CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)
+
10 CBasePlayer::YouForgotToImplementOrDeclareServerClass
11 CHL2MP_Player::GetDataDescMap(void)
+
11 CBasePlayer::GetDataDescMap
12 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
+
12 CBaseAnimating::TestCollision
13 CHL2_Player::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
+
13 CBaseAnimating::TestHitboxes
14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
+
14 CBaseEntity::ComputeWorldSpaceSurroundingBox
15 CBaseEntity::ShouldCollide(int,int)const
+
15 CBaseEntity::ShouldCollide
16 CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
16 CBaseEntity::SetOwnerEntity
17 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
+
17 CBasePlayer::ShouldTransmit
18 CBasePlayer::UpdateTransmitState(void)
+
18 CBasePlayer::UpdateTransmitState
19 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
+
19 CBaseCombatCharacter::SetTransmit
20 CBasePlayer::GetTracerType(void)
+
20 CBasePlayer::GetTracerType
21 CHL2MP_Player::Spawn(void)
+
21 CBaseMultiplayerPlayer::Spawn
22 CHL2MP_Player::Precache(void)
+
22 CBaseMultiplayerPlayer::Precache
23 CBasePlayer::SetModel(char  const*)
+
23 CBasePlayer::SetModel
24 CBaseMultiplayerPlayer::PostConstructor(char  const*)
+
24 CBaseMultiplayerPlayer::PostConstructor
25 CBaseEntity::PostClientActive(void)
+
25 CBaseEntity::PostClientActive
26 CBaseEntity::ParseMapData(CEntityMapData *)
+
26 CBaseEntity::ParseMapData
27 CBaseEntity::KeyValue(char  const*,char  const*)
+
27 CBaseEntity::KeyValue
28 CBaseEntity::KeyValue(char  const*,float)
+
28 CBaseEntity::KeyValue
29 CBaseEntity::KeyValue(char  const*,Vector  const&)
+
29 CBaseEntity::KeyValue
30 CBaseEntity::GetKeyValue(char  const*,char *,int)
+
30 CBaseEntity::GetKeyValue
31 CHL2_Player::Activate(void)
+
31 CBasePlayer::Activate
32 CBaseEntity::SetParent(CBaseEntity*,int)
+
32 CBaseEntity::SetParent
33 CBasePlayer::ObjectCaps(void)
+
33 CBasePlayer::ObjectCaps
34 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
+
34 CBaseEntity::AcceptInput
35 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
+
35 CBaseAnimating::GetInputDispatchEffectPosition
36 CHL2_Player::DrawDebugGeometryOverlays(void)
+
36 CBasePlayer::DrawDebugGeometryOverlays
37 CBaseAnimating::DrawDebugTextOverlays(void)
+
37 CBaseAnimating::DrawDebugTextOverlays
38 CBasePlayer::Save(ISave &)
+
38 CBasePlayer::Save
39 CBasePlayer::Restore(IRestore &)
+
39 CBasePlayer::Restore
40 CBasePlayer::ShouldSavePhysics(void)
+
40 CBasePlayer::ShouldSavePhysics
41 CBaseEntity::OnSave(IEntitySaveUtils *)
+
41 CBaseEntity::OnSave
42 CHL2MP_Player::OnRestore(void)
+
42 CBasePlayer::OnRestore
43 CBasePlayer::RequiredEdictIndex(void)
+
43 CBasePlayer::RequiredEdictIndex
44 CBaseEntity::MoveDone(void)
+
44 CBaseEntity::MoveDone
45 CBaseEntity::Think(void)
+
45 CBaseEntity::Think
46 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
+
46 CBasePlayer::NetworkStateChanged_m_nNextThinkTick
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
+
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick
48 CBaseAnimating::GetBaseAnimating(void)
+
48 CBaseAnimating::GetBaseAnimating
49 CBaseMultiplayerPlayer::GetResponseSystem(void)
+
49 CBaseMultiplayerPlayer::GetResponseSystem
50 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char  const*)
+
50 CAI_ExpresserHost<CBasePlayer>::DispatchResponse
51 CHL2_Player::Classify(void)
+
51 CBasePlayer::Classify
52 CBaseEntity::DeathNotice(CBaseEntity*)
+
52 CBaseEntity::DeathNotice
53 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
+
53 CBaseEntity::ShouldAttractAutoAim
54 CBaseEntity::GetAutoAimRadius(void)
+
54 CBaseEntity::GetAutoAimRadius
55 CBaseEntity::GetAutoAimCenter(void)
+
55 CBaseEntity::GetAutoAimCenter
56 CBaseEntity::GetBeamTraceFilter(void)
+
56 CBaseEntity::GetBeamTraceFilter
57 CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&)
+
57 CBaseEntity::PassesDamageFilter
58 CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
+
58 CBasePlayer::TraceAttack
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
+
59 CBaseEntity::CanBeHitByMeleeAttack
60 CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&)
+
60 CBasePlayer::OnTakeDamage
61 CBasePlayer::TakeHealth(float,int)
+
61 CBasePlayer::TakeHealth
62 CBaseEntity::IsAlive(void)
+
62 CBaseEntity::IsAlive
63 CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&)
+
63 CBasePlayer::Event_Killed
64 CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
64 CBasePlayer::Event_KilledOther
65 CBaseCombatCharacter::BloodColor(void)
+
65 CBaseCombatCharacter::BloodColor
66 CBaseEntity::IsTriggered(CBaseEntity*)
+
66 CBaseEntity::IsTriggered
67 CBaseEntity::IsNPC(void)const
+
67 CBaseEntity::IsNPC
68 CBaseCombatCharacter::MyCombatCharacterPointer(void)
+
68 CBaseCombatCharacter::MyCombatCharacterPointer
69 CBaseEntity::GetDelay(void)
+
69 CBaseEntity::GetDelay
70 CBaseEntity::IsMoving(void)
+
70 CBaseEntity::IsMoving
71 CBaseEntity::DamageDecal(int,int)
+
71 CBaseEntity::DamageDecal
72 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
+
72 CBaseEntity::DecalTrace
73 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
+
73 CBaseEntity::ImpactTrace
74 CBaseEntity::OnControls(CBaseEntity*)
+
74 CBaseEntity::OnControls
75 CBaseEntity::HasTarget(string_t)
+
75 CBaseEntity::HasTarget
76 CBasePlayer::IsPlayer(void)const
+
76 CBasePlayer::IsPlayer
77 CBasePlayer::IsNetClient(void)const
+
77 CBasePlayer::IsNetClient
78 CBaseEntity::IsTemplate(void)
+
78 CBaseEntity::IsTemplate
79 CBaseEntity::IsBaseObject(void)const
+
79 CBaseEntity::IsBaseObject
80 CBaseEntity::IsBaseTrain(void)const
+
80 CBaseEntity::IsBaseTrain
81 CBaseEntity::GetServerVehicle(void)
+
81 CBaseEntity::GetServerVehicle
82 CBaseEntity::IsViewable(void)
+
82 CBaseEntity::IsViewable
83 CHL2MP_Player::ChangeTeam(int)
+
83 CBasePlayer::ChangeTeam
84 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
+
84 CBaseEntity::OnEntityEvent
85 CBaseEntity::CanStandOn(CBaseEntity*)const
+
85 CBaseEntity::CanStandOn
86 CBaseEntity::CanStandOn(edict_t *)const
+
86 CBaseEntity::CanStandOn
87 CBaseEntity::GetEnemy(void)
+
87 CBaseEntity::GetEnemy
88 CBaseEntity::GetEnemy(void)const
+
88 CBaseEntity::GetEnemy
89 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
+
89 CBaseEntity::Use
90 CBaseEntity::StartTouch(CBaseEntity*)
+
90 CBaseEntity::StartTouch
91 CBasePlayer::Touch(CBaseEntity *)
+
91 CBasePlayer::Touch
92 CBaseEntity::EndTouch(CBaseEntity*)
+
92 CBaseEntity::EndTouch
93 CBaseEntity::StartBlocked(CBaseEntity*)
+
93 CBaseEntity::StartBlocked
94 CBaseEntity::Blocked(CBaseEntity*)
+
94 CBaseEntity::Blocked
95 CBaseEntity::EndBlocked(void)
+
95 CBaseEntity::EndBlocked
96 CBasePlayer::PhysicsSimulate(void)
+
96 CBasePlayer::PhysicsSimulate
97 CHL2MP_Player::UpdateOnRemove(void)
+
97 CBasePlayer::UpdateOnRemove
98 CHL2_Player::StopLoopingSounds(void)
+
98 CBaseEntity::StopLoopingSounds
99 CBaseEntity::SUB_AllowedToFade(void)
+
99 CBaseEntity::SUB_AllowedToFade
100 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
+
100 CBaseFlex::Teleport
101 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
+
101 CBaseEntity::NotifySystemEvent
102 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
+
102 CBasePlayer::MakeTracer
103 CBaseEntity::GetTracerAttachment(void)
+
103 CBaseEntity::GetTracerAttachment
104 CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
+
104 CBaseEntity::FireBullets
105 CBasePlayer::DoImpactEffect(CGameTrace &,int)
+
105 CBasePlayer::DoImpactEffect
106 CBaseEntity::Respawn(void)
+
106 CBaseEntity::Respawn
107 CBaseEntity::IsLockedByMaster(void)
+
107 CBaseEntity::IsLockedByMaster
108 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
108 CBaseEntity::GetMaxHealth
109 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
+
109 CBaseMultiplayerPlayer::ModifyOrAppendCriteria
110 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
110 CBaseEntity::NetworkStateChanged_m_iMaxHealth
111 CBasePlayer::NetworkStateChanged_m_iHealth(void)
+
111 CBaseEntity::NetworkStateChanged_m_iMaxHealth
112 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
+
112 CBasePlayer::NetworkStateChanged_m_iHealth
113 CBasePlayer::NetworkStateChanged_m_lifeState(void)
+
113 CBasePlayer::NetworkStateChanged_m_iHealth
114 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
+
114 CBasePlayer::NetworkStateChanged_m_lifeState
115 CBaseEntity::NetworkStateChanged_m_takedamage(void)
+
115 CBasePlayer::NetworkStateChanged_m_lifeState
116 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
116 CBaseEntity::NetworkStateChanged_m_takedamage
117 CBaseEntity::GetDamageType(void)const
+
117 CBaseEntity::NetworkStateChanged_m_takedamage
118 CBaseEntity::GetDamage(void)
+
118 CBaseEntity::GetDamageType
119 CBaseEntity::SetDamage(float)
+
119 CBaseEntity::GetDamage
120 CBasePlayer::EyePosition(void)
+
120 CBaseEntity::SetDamage
121 CBasePlayer::EyeAngles(void)
+
121 CBasePlayer::EyePosition
122 CBasePlayer::LocalEyeAngles(void)
+
122 CBasePlayer::EyeAngles
123 CBaseEntity::EarPosition(void)
+
123 CBasePlayer::LocalEyeAngles
124 CBasePlayer::BodyTarget(Vector  const&,bool)
+
124 CBaseEntity::EarPosition
125 CBaseEntity::HeadTarget(Vector  const&)
+
125 CBasePlayer::BodyTarget
126 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
+
126 CBaseEntity::HeadTarget
127 CBaseEntity::GetViewOffset(void)
+
127 CBaseEntity::GetVectors
128 CBasePlayer::GetSmoothedVelocity(void)
+
128 CBaseEntity::GetViewOffset
129 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
129 CBasePlayer::GetSmoothedVelocity
130 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
+
130 CBaseAnimating::GetVelocity
131 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
+
131 CBaseCombatCharacter::FVisible
132 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
+
132 CBaseCombatCharacter::FVisible
133 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
133 CBaseEntity::CanBeSeenBy
134 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
134 CBaseEntity::GetAttackDamageScale
135 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
135 CBaseEntity::GetReceivedDamageScale
136 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
+
136 CBaseEntity::GetGroundVelocityToApply
137 CHL2_Player::Splash(void)
+
137 CBaseEntity::PhysicsSplash
138 CBaseEntity::WorldSpaceCenter(void)const
+
138 CBaseEntity::Splash
139 CBaseEntity::GetSoundEmissionOrigin(void)const
+
139 CBaseEntity::WorldSpaceCenter
140 CBaseEntity::CreateVPhysics(void)
+
140 CBaseEntity::GetSoundEmissionOrigin
141 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
141 CBaseEntity::CreateVPhysics
142 CBasePlayer::VPhysicsDestroyObject(void)
+
142 CBaseEntity::ForceVPhysicsCollide
143 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
143 CBasePlayer::VPhysicsDestroyObject
144 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
144 CBasePlayer::VPhysicsUpdate
145 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
145 CBaseEntity::VPhysicsTakeDamage
146 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
146 CBaseCombatCharacter::VPhysicsShadowCollision
147 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
147 CBasePlayer::VPhysicsShadowUpdate
148 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
148 CBasePlayer::VPhysicsCollision
149 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
149 CBaseEntity::VPhysicsFriction
150 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
150 CBaseEntity::UpdatePhysicsShadowToCurrentPosition
151 CBaseEntity::VPhysicsIsFlesh(void)
+
151 CBaseEntity::VPhysicsGetObjectList
152 CBaseEntity::HasPhysicsAttacker(float)
+
152 CBaseEntity::VPhysicsIsFlesh
153 CBasePlayer::PhysicsSolidMaskForEntity(void)const
+
153 CBaseEntity::HasPhysicsAttacker
154 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
154 CBasePlayer::PhysicsSolidMaskForEntity
155 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
155 CBaseEntity::ResolveFlyCollisionCustom
156 CBaseAnimating::GetStepOrigin(void)const
+
156 CBaseEntity::PerformCustomPhysics
157 CBaseAnimating::GetStepAngles(void)const
+
157 CBaseAnimating::GetStepOrigin
158 CBaseEntity::ShouldDrawWaterImpacts(void)
+
158 CBaseAnimating::GetStepAngles
159 CBasePlayer::NetworkStateChanged_m_fFlags(void)
+
159 CBaseEntity::ShouldDrawWaterImpacts
160 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
+
160 CBasePlayer::NetworkStateChanged_m_fFlags
161 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
+
161 CBasePlayer::NetworkStateChanged_m_fFlags
162 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
162 CBasePlayer::NetworkStateChanged_m_nWaterLevel
163 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
+
163 CBasePlayer::NetworkStateChanged_m_nWaterLevel
164 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
164 CBasePlayer::NetworkStateChanged_m_hGroundEntity
165 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
+
165 CBasePlayer::NetworkStateChanged_m_hGroundEntity
166 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
166 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity
167 CBasePlayer::NetworkStateChanged_m_flFriction(void)
+
167 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity
168 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
168 CBasePlayer::NetworkStateChanged_m_flFriction
169 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
+
169 CBasePlayer::NetworkStateChanged_m_flFriction
170 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
170 CBasePlayer::NetworkStateChanged_m_vecVelocity
171 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
+
171 CBasePlayer::NetworkStateChanged_m_vecVelocity
172 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
172 CBasePlayer::NetworkStateChanged_m_vecViewOffset
173 CBaseAnimating::GetIdealSpeed(void)const
+
173 CBasePlayer::NetworkStateChanged_m_vecViewOffset
174 CBaseAnimating::GetIdealAccel(void)const
+
174 CBaseAnimating::GetIdealSpeed
175 CBaseAnimatingOverlay::StudioFrameAdvance(void)
+
175 CBaseAnimating::GetIdealAccel
176 CBaseAnimating::IsActivityFinished(void)
+
176 CBaseAnimatingOverlay::StudioFrameAdvance
177 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
+
177 CBaseAnimating::IsActivityFinished
178 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
178 CBaseAnimating::GetSequenceGroundSpeed
179 CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
+
179 CBaseAnimating::ClampRagdollForce
180 CBaseAnimating::IsRagdoll(void)
+
180 CBaseAnimating::BecomeRagdollOnClient
181 CBaseAnimating::CanBecomeRagdoll(void)
+
181 CBaseAnimating::IsRagdoll
182 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
182 CBaseAnimating::CanBecomeRagdoll
183 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
183 CBaseAnimatingOverlay::GetSkeleton
184 CBaseAnimating::SetupBones(matrix3x4_t *,int)
+
184 CBaseAnimating::GetBoneTransform
185 CBaseAnimating::CalculateIKLocks(float)
+
185 CBaseAnimating::SetupBones
186 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
186 CBaseAnimating::CalculateIKLocks
187 CBasePlayer::HandleAnimEvent(animevent_t *)
+
187 CBaseAnimatingOverlay::DispatchAnimEvents
188 CBaseAnimating::PopulatePoseParameters(void)
+
188 CBasePlayer::HandleAnimEvent
189 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
189 CBaseAnimating::PopulatePoseParameters
190 CBaseAnimating::InitBoneControllers(void)
+
190 CBaseAnimating::GetAttachment
191 CBaseAnimating::GetGroundSpeedVelocity(void)
+
191 CBaseAnimating::InitBoneControllers
192 CBaseAnimating::Ignite(float,bool,float,bool)
+
192 CBaseAnimating::GetGroundSpeedVelocity
193 CBaseAnimating::IgniteLifetime(float)
+
193 CBaseAnimating::Ignite
194 CBaseAnimating::IgniteNumHitboxFires(int)
+
194 CBaseAnimating::IgniteLifetime
195 CBaseAnimating::IgniteHitboxFireScale(float)
+
195 CBaseAnimating::IgniteNumHitboxFires
196 CBaseAnimating::Extinguish(void)
+
196 CBaseAnimating::IgniteHitboxFireScale
197 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
197 CBaseAnimating::Extinguish
198 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
198 CBaseCombatCharacter::SetLightingOriginRelative
199 CBaseFlex::SetViewtarget(Vector  const&)
+
199 CBaseAnimating::SetLightingOrigin
200 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
200 CBaseFlex::SetViewtarget
201 CBaseFlex::ProcessSceneEvents(void)
+
201 CBaseFlex::StartSceneEvent
202 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
202 CBaseFlex::ProcessSceneEvents
203 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
203 CBaseFlex::ProcessSceneEvent
204 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
204 CBaseFlex::ClearSceneEvent
205 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
+
205 CBaseFlex::CheckSceneEventCompletion
206 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
+
206 CBaseFlex::PlayScene
207 CHL2_Player::GetPhysicsImpactDamageTable(void)
+
207 CBaseFlex::PlayAutoGeneratedSoundScene
208 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
208 CBasePlayer::GetPhysicsImpactDamageTable
209 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
209 CBaseCombatCharacter::FInViewCone
210 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
210 CBaseCombatCharacter::FInViewCone
211 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
211 CBaseCombatCharacter::FInAimCone
212 CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
+
212 CBaseCombatCharacter::FInAimCone
213 CBaseCombatCharacter::FindMissTarget(void)
+
213 CBaseCombatCharacter::ShouldShootMissTarget
214 CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
+
214 CBaseCombatCharacter::FindMissTarget
215 CBasePlayer::BodyAngles(void)
+
215 CBaseCombatCharacter::HandleInteraction
216 CBaseCombatCharacter::BodyDirection2D(void)
+
216 CBasePlayer::BodyAngles
217 CBaseCombatCharacter::BodyDirection3D(void)
+
217 CBaseCombatCharacter::BodyDirection2D
218 CBaseCombatCharacter::HeadDirection2D(void)
+
218 CBaseCombatCharacter::BodyDirection3D
219 CBaseCombatCharacter::HeadDirection3D(void)
+
219 CBaseCombatCharacter::HeadDirection2D
220 CHL2_Player::EyeDirection2D(void)
+
220 CBaseCombatCharacter::HeadDirection3D
221 CHL2_Player::EyeDirection3D(void)
+
221 CBaseCombatCharacter::EyeDirection2D
222 CHL2_Player::GiveAmmo(int,int,bool)
+
222 CBaseCombatCharacter::EyeDirection3D
223 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
223 CBaseCombatCharacter::GiveAmmo
224 CBasePlayer::Weapon_TranslateActivity(Activity,bool *)
+
224 CBaseCombatCharacter::NPC_TranslateActivity
225 CBaseCombatCharacter::Weapon_FrameUpdate(void)
+
225 CBaseCombatCharacter::Weapon_TranslateActivity
226 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
+
226 CBaseCombatCharacter::Weapon_FrameUpdate
227 CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
+
227 CBaseCombatCharacter::Weapon_HandleAnimEvent
228 CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
+
228 CBasePlayer::Weapon_CanUse
229 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
229 CBasePlayer::Weapon_Equip
230 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
230 CBaseCombatCharacter::Weapon_EquipAmmoOnly
231 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int)
+
231 CBasePlayer::Weapon_Drop
232 CBasePlayer::Weapon_ShootPosition(void)
+
232 CBasePlayer::Weapon_Switch
233 CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
233 CBasePlayer::Weapon_ShootPosition
234 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
234 CBaseCombatCharacter::Weapon_CanSwitchTo
235 CBaseCombatCharacter::Weapon_GetSlot(int)const
+
235 CBaseCombatCharacter::Weapon_SlotOccupied
236 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
236 CBaseCombatCharacter::Weapon_GetSlot
237 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
237 CBaseCombatCharacter::AddPlayerItem
238 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
+
238 CBasePlayer::RemovePlayerItem
239 CHL2MP_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
239 CBaseCombatCharacter::CanBecomeServerRagdoll
240 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
240 CBasePlayer::OnTakeDamage_Alive
241 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
241 CBaseCombatCharacter::OnTakeDamage_Dying
242 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
242 CBaseCombatCharacter::OnTakeDamage_Dead
243 CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
+
243 CBaseCombatCharacter::OnFriendDamaged
244 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
244 CBaseCombatCharacter::NotifyFriendsOfDamage
245 CBaseCombatCharacter::GetDeathActivity(void)
+
245 CBaseCombatCharacter::OnPlayerKilledOther
246 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
+
246 CBaseCombatCharacter::GetDeathActivity
247 CBaseCombatCharacter::CorpseFade(void)
+
247 CBaseCombatCharacter::CorpseGib
248 CBaseCombatCharacter::HasHumanGibs(void)
+
248 CBaseCombatCharacter::CorpseFade
249 CBaseCombatCharacter::HasAlienGibs(void)
+
249 CBaseCombatCharacter::HasHumanGibs
250 CHL2MP_Player::ShouldGib(CTakeDamageInfo  const&)
+
250 CBaseCombatCharacter::HasAlienGibs
251 CHL2MP_Player::OnKilledNPC(CBaseCombatCharacter *)
+
251 CBaseCombatCharacter::ShouldGib
252 CHL2MP_Player::Event_Gibbed(CTakeDamageInfo  const&)
+
252 CBaseCombatCharacter::OnKilledNPC
253 CBasePlayer::Event_Dying(void)
+
253 CBaseCombatCharacter::Event_Gibbed
254 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
+
254 CBasePlayer::Event_Dying
255 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
255 CBaseCombatCharacter::BecomeRagdoll
256 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
+
256 CBaseCombatCharacter::FixupBurningServerRagdoll
257 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
+
257 CBaseCombatCharacter::BecomeRagdollBoogie
258 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
+
258 CBaseCombatCharacter::CheckTraceHullAttack
259 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
259 CBaseCombatCharacter::CheckTraceHullAttack
260 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
260 CBaseCombatCharacter::PushawayTouch
261 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
261 CBaseCombatCharacter::IRelationType
262 CBasePlayer::IsInAVehicle(void)const
+
262 CBaseCombatCharacter::IRelationPriority
263 CBasePlayer::GetVehicle(void)
+
263 CBasePlayer::IsInAVehicle
264 CBasePlayer::GetVehicleEntity(void)
+
264 CBasePlayer::GetVehicle
265 CBaseCombatCharacter::ExitVehicle(void)
+
265 CBasePlayer::GetVehicleEntity
266 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
+
266 CBaseCombatCharacter::ExitVehicle
267 CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
267 CBaseCombatCharacter::CalcWeaponProficiency
268 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
268 CBaseCombatCharacter::GetAttackSpread
269 CBasePlayer::DoMuzzleFlash(void)
+
269 CBaseCombatCharacter::GetSpreadBias
270 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
270 CBasePlayer::DoMuzzleFlash
271 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
271 CBaseCombatCharacter::AddEntityRelationship
272 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
272 CBaseCombatCharacter::RemoveEntityRelationship
273 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
273 CBaseCombatCharacter::AddClassRelationship
274 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
+
274 CBaseCombatCharacter::OnChangeActiveWeapon
275 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
275 CBasePlayer::NetworkStateChanged_m_iAmmo
276 CBasePlayer::SetSpawnData(Vector  const&,QAngle  const&,bool)
+
276 CBasePlayer::NetworkStateChanged_m_iAmmo
277 CBasePlayer::ClearSpawnData(void)
+
277 CBasePlayer::SetSpawnData
278 CBasePlayer::AdjustMultiplayerWeaponDamage(float)
+
278 CBasePlayer::ClearSpawnData
279 CBasePlayer::AdjustMultiplayerDamageTaken(CTakeDamageInfo  const&)
+
279 CBasePlayer::AdjustMultiplayerWeaponDamage
280 CHL2MP_Player::CreateViewModel(int)
+
280 CBasePlayer::AdjustMultiplayerDamageTaken
281 CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
281 CBasePlayer::CreateViewModel
282 CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
+
282 CBasePlayer::SetupVisibility
283 CHL2MP_Player::ShouldLagCheckEntity(CBaseEntity  const*,CUserCmd  const*)
+
283 CBasePlayer::WantsLagCompensationOnEntity
284 CBasePlayer::SharedSpawn(void)
+
284 CBasePlayer::ShouldLagCheckEntity
285 CBasePlayer::ForceRespawn(void)
+
285 CBasePlayer::SharedSpawn
286 CHL2MP_Player::InitialSpawn(void)
+
286 CBasePlayer::ForceRespawn
287 CBasePlayer::InitHUD(void)
+
287 CBasePlayer::InitialSpawn
288 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
288 CBasePlayer::InitHUD
289 CHL2MP_Player::PlayerDeathThink(void)
+
289 CBasePlayer::ShowViewPortPanel
290 CBasePlayer::Jump(void)
+
290 CBasePlayer::PlayerDeathThink
291 CBasePlayer::Duck(void)
+
291 CBasePlayer::Jump
292 CHL2MP_Player::PreThink(void)
+
292 CBasePlayer::Duck
293 CHL2MP_Player::PostThink(void)
+
293 CBasePlayer::PreThink
294 CBasePlayer::DamageEffect(float,int)
+
294 CBasePlayer::PostThink
295 CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
+
295 CBasePlayer::DamageEffect
296 CBasePlayer::ShouldFadeOnDeath(void)
+
296 CBasePlayer::OnDamagedByExplosion
297 CBasePlayer::IsFakeClient(void)const
+
297 CBasePlayer::ShouldFadeOnDeath
298 CBasePlayer::GetPlayerMins(void)const
+
298 CBasePlayer::IsFakeClient
299 CBasePlayer::GetPlayerMaxs(void)const
+
299 CBasePlayer::GetPlayerMins
300 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
+
300 CBasePlayer::GetPlayerMaxs
301 CBasePlayer::PackDeadPlayerItems(void)
+
301 CBasePlayer::CalcRoll
302 CBasePlayer::RemoveAllItems(bool)
+
302 CBasePlayer::PackDeadPlayerItems
303 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
303 CBasePlayer::RemoveAllItems
304 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
304 CBasePlayer::Weapon_SetLast
305 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
305 CBasePlayer::Weapon_ShouldSetLast
306 CHL2_Player::UpdateClientData(void)
+
306 CBasePlayer::Weapon_ShouldSelectItem
307 CHL2_Player::ExitLadder(void)
+
307 CBasePlayer::UpdateClientData
308 CHL2_Player::GetLadderSurface(Vector  const&)
+
308 CBasePlayer::ExitLadder
309 CHL2_Player::SetFlashlightEnabled(bool)
+
309 CBasePlayer::GetLadderSurface
310 CHL2MP_Player::FlashlightIsOn(void)
+
310 CBasePlayer::SetFlashlightEnabled
311 CHL2MP_Player::FlashlightTurnOn(void)
+
311 CBasePlayer::FlashlightIsOn
312 CHL2MP_Player::FlashlightTurnOff(void)
+
312 CBasePlayer::FlashlightTurnOn
313 CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
313 CBasePlayer::FlashlightTurnOff
314 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
+
314 CBasePlayer::IsIlluminatedByFlashlight
315 CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
315 CBasePlayer::UpdateStepSound
316 CBasePlayer::GetStepSoundVelocities(float *,float *)
+
316 CBasePlayer::PlayStepSound
317 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
+
317 CBasePlayer::GetStepSoundVelocities
318 CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
+
318 CBasePlayer::SetStepSoundTime
319 CHL2MP_Player::SetAnimation(PLAYER_ANIM)
+
319 CBasePlayer::DeathSound
320 CBasePlayer::ImpulseCommands(void)
+
320 CBasePlayer::SetAnimation
321 CHL2MP_Player::CheatImpulseCommands(int)
+
321 CBasePlayer::ImpulseCommands
322 CHL2MP_Player::ClientCommand(CCommand  const&)
+
322 CBasePlayer::CheatImpulseCommands
323 CHL2MP_Player::StartObserverMode(int)
+
323 CBaseMultiplayerPlayer::ClientCommand
324 CHL2MP_Player::StopObserverMode(void)
+
324 CBasePlayer::StartObserverMode
325 CBasePlayer::ModeWantsSpectatorGUI(int)
+
325 CBasePlayer::StopObserverMode
326 CBasePlayer::SetObserverMode(int)
+
326 CBasePlayer::ModeWantsSpectatorGUI
327 CBasePlayer::GetObserverMode(void)
+
327 CBasePlayer::SetObserverMode
328 CBasePlayer::SetObserverTarget(CBaseEntity *)
+
328 CBasePlayer::GetObserverMode
329 CBasePlayer::ObserverUse(bool)
+
329 CBasePlayer::SetObserverTarget
330 CBasePlayer::GetObserverTarget(void)
+
330 CBasePlayer::ObserverUse
331 CBasePlayer::FindNextObserverTarget(bool)
+
331 CBasePlayer::GetObserverTarget
332 CBasePlayer::GetNextObserverSearchStartPoint(bool)
+
332 CBasePlayer::FindNextObserverTarget
333 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
+
333 CBasePlayer::GetNextObserverSearchStartPoint
334 CBasePlayer::CheckObserverSettings(void)
+
334 CBasePlayer::IsValidObserverTarget
335 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
+
335 CBasePlayer::CheckObserverSettings
336 CBasePlayer::ForceObserverMode(int)
+
336 CBasePlayer::JumptoPosition
337 CBasePlayer::ResetObserverMode(void)
+
337 CBasePlayer::ForceObserverMode
338 CBasePlayer::ValidateCurrentObserverTarget(void)
+
338 CBasePlayer::ResetObserverMode
339 CBasePlayer::AttemptToExitFreezeCam(void)
+
339 CBasePlayer::ValidateCurrentObserverTarget
340 CBasePlayer::StartReplayMode(float,float,int)
+
340 CBasePlayer::AttemptToExitFreezeCam
341 CBasePlayer::StopReplayMode(void)
+
341 CBasePlayer::StartReplayMode
342 CBasePlayer::GetDelayTicks(void)
+
342 CBasePlayer::StopReplayMode
343 CBasePlayer::GetReplayEntity(void)
+
343 CBasePlayer::GetDelayTicks
344 CHL2_Player::CreateCorpse(void)
+
344 CBasePlayer::GetReplayEntity
345 CHL2MP_Player::EntSelectSpawnPoint(void)
+
345 CBasePlayer::CreateCorpse
346 CBasePlayer::GetInVehicle(IServerVehicle *,int)
+
346 CBasePlayer::EntSelectSpawnPoint
347 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
+
347 CBasePlayer::GetInVehicle
348 CBasePlayer::OnVehicleStart(void)
+
348 CBasePlayer::LeaveVehicle
349 CBasePlayer::OnVehicleEnd(Vector &)
+
349 CBasePlayer::OnVehicleStart
350 CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *)
+
350 CBasePlayer::OnVehicleEnd
351 CBasePlayer::SelectLastItem(void)
+
351 CBasePlayer::BumpWeapon
352 CBasePlayer::SelectItem(char  const*,int)
+
352 CBasePlayer::SelectLastItem
353 CHL2_Player::ItemPostFrame(void)
+
353 CBasePlayer::SelectItem
354 CBasePlayer::GiveNamedItem(char  const*,int)
+
354 CBasePlayer::ItemPostFrame
355 CBasePlayer::CheckTrainUpdate(void)
+
355 CBasePlayer::GiveNamedItem
356 CHL2_Player::SetPlayerUnderwater(bool)
+
356 CBasePlayer::CheckTrainUpdate
357 CHL2_Player::CanBreatheUnderwater(void)const
+
357 CBasePlayer::SetPlayerUnderwater
358 CHL2_Player::PlayerUse(void)
+
358 CBasePlayer::CanBreatheUnderwater
359 CHL2_Player::PlayUseDenySound(void)
+
359 CBasePlayer::PlayerUse
360 CBasePlayer::FindUseEntity(void)
+
360 CBasePlayer::PlayUseDenySound
361 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
361 CBasePlayer::FindUseEntity
362 CHL2MP_Player::PickupObject(CBaseEntity *,bool)
+
362 CBasePlayer::IsUseableEntity
363 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
363 CBasePlayer::PickupObject
364 CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
+
364 CBasePlayer::ForceDropOfCarriedPhysObjects
365 CHL2_Player::GetHeldObject(void)
+
365 CBasePlayer::GetHeldObjectMass
366 CBasePlayer::UpdateGeigerCounter(void)
+
366 CBasePlayer::GetHeldObject
367 CBasePlayer::GetAutoaimVector(float)
+
367 CBasePlayer::CheckSuitUpdate
368 CBasePlayer::GetAutoaimVector(float,float)
+
368 CBasePlayer::UpdateGeigerCounter
369 CHL2_Player::GetAutoaimVector(autoaim_params_t &)
+
369 CBasePlayer::GetAutoaimVector
370 CBasePlayer::ShouldAutoaim(void)
+
370 CBasePlayer::GetAutoaimVector
371 CBasePlayer::ForceClientDllUpdate(void)
+
371 CBasePlayer::GetAutoaimVector
372 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
372 CBasePlayer::ShouldAutoaim
373 CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
373 CBasePlayer::ForceClientDllUpdate
374 CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)
+
374 CBasePlayer::ProcessUsercmds
375 CBaseMultiplayerPlayer::CanSpeak(void)
+
375 CBasePlayer::PlayerRunCommand
376 CHL2MP_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
376 CBasePlayer::ChangeTeam
377 CHL2MP_Player::CheckChatText(char *,int)
+
377 CBaseMultiplayerPlayer::CanHearAndReadChatFrom
378 CHL2MP_Player::CreateRagdollEntity(void)
+
378 CBaseMultiplayerPlayer::CanSpeak
379 CBasePlayer::ShouldAnnounceAchievement(void)
+
379 CBasePlayer::ModifyOrAppendPlayerCriteria
380 CHL2_Player::IsFollowingPhysics(void)
+
380 CBasePlayer::CheckChatText
381 CHL2_Player::InitVCollision(Vector  const&,Vector  const&)
+
381 CBasePlayer::CreateRagdollEntity
382 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
+
382 CBasePlayer::ShouldAnnounceAchievement
383 CBasePlayer::Hints(void)
+
383 CBasePlayer::IsFollowingPhysics
384 CBasePlayer::IsReadyToPlay(void)
+
384 CBasePlayer::InitVCollision
385 CBasePlayer::IsReadyToSpawn(void)
+
385 CBasePlayer::UpdatePhysicsShadowToCurrentPosition
386 CBasePlayer::ShouldGainInstantSpawn(void)
+
386 CBasePlayer::Hints
387 CBasePlayer::ResetPerRoundStats(void)
+
387 CBasePlayer::ArmorValue
388 CBasePlayer::ResetScores(void)
+
388 CBasePlayer::IsReadyToPlay
389 CHL2MP_Player::EquipSuit(bool)
+
389 CBasePlayer::IsReadyToSpawn
390 CHL2MP_Player::RemoveSuit(void)
+
390 CBasePlayer::ShouldGainInstantSpawn
391 CBasePlayer::CommitSuicide(bool,bool)
+
391 CBasePlayer::ResetPerRoundStats
392 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
+
392 CBasePlayer::ResetScores
393 CBasePlayer::IsBot(void)const
+
393 CBasePlayer::EquipSuit
394 CBaseMultiplayerPlayer::GetExpresser(void)
+
394 CBasePlayer::RemoveSuit
395 CBasePlayer::SpawnArmorValue(void)const
+
395 CBasePlayer::CommitSuicide
396 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
396 CBasePlayer::CommitSuicide
397 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
397 CBasePlayer::IsBot
398 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
+
398 CBaseMultiplayerPlayer::GetExpresser
399 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
+
399 CBasePlayer::SpawnArmorValue
400 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
+
400 CBasePlayer::NetworkStateChanged_m_ArmorValue
401 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
+
401 CBasePlayer::NetworkStateChanged_m_ArmorValue
402 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
+
402 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking
403 CHL2MP_Player::CanSpeakVoiceCommand(void)
+
403 CAI_ExpresserHost<CBasePlayer>::Speak
404 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
+
404 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse
405 CHL2MP_Player::NoteSpokeVoiceCommand(char  const*)
+
405 CBaseMultiplayerPlayer::SpeakIfAllowed
406 CBaseMultiplayerPlayer::OnAchievementEarned(int)
+
406 CBaseMultiplayerPlayer::SpeakConceptIfAllowed
407 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
+
407 CBaseMultiplayerPlayer::CanSpeakVoiceCommand
408 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
+
408 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy
409 CBaseMultiplayerPlayer::CreateExpresser(void)
+
409 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand
410 CHL2_Player::SuspendUse(float)
+
410 CBaseMultiplayerPlayer::OnAchievementEarned
411 CHL2_Player::CommanderMode(void)
+
411 CBaseMultiplayerPlayer::GetMultiplayerExpresser
412 CHL2_Player::GetIdleTime(void)const
+
412 CBaseMultiplayerPlayer::CalculateTeamBalanceScore
413 CHL2_Player::GetMoveTime(void)const
+
413 CBaseMultiplayerPlayer::CreateExpresser
414 CHL2_Player::GetLastDamageTime(void)const
 
415 CHL2_Player::IsDucking(void)const
 
416 CHL2_Player::Weapon_Lower(void)
 
417 CHL2_Player::Weapon_Ready(void)
 
418 CHL2_Player::IsHoldingEntity(CBaseEntity *)
 
419 CHL2_Player::UpdateWeaponPosture(void)
 
420 CHL2_Player::NetworkStateChanged_m_fIsWalking(void)
 
421 CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)
 
422 CHL2MP_Player::HandleCommand_JoinTeam(int)
 
 
</pre>
 
</pre>

Revision as of 16:58, 1 September 2009

These are the Windows offsets for Synergy v12. Linux offsets are 1 greater.

Last Updated 1 September 2009

// Auto reconstructed from vtable block @ 0x0106CBC0
// from "server_i486.so", by ida_vtables.idc
0	CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer
1	CBaseEntity::SetRefEHandle
2	CBaseEntity::GetRefEHandle
3	CBaseEntity::GetCollideable
4	CBaseEntity::GetNetworkable
5	CBaseEntity::GetBaseEntity
6	CBaseEntity::GetModelIndex
7	CBaseEntity::GetModelName
8	CBaseEntity::SetModelIndex
9	CBasePlayer::GetServerClass
10	CBasePlayer::YouForgotToImplementOrDeclareServerClass
11	CBasePlayer::GetDataDescMap
12	CBaseAnimating::TestCollision
13	CBaseAnimating::TestHitboxes
14	CBaseEntity::ComputeWorldSpaceSurroundingBox
15	CBaseEntity::ShouldCollide
16	CBaseEntity::SetOwnerEntity
17	CBasePlayer::ShouldTransmit
18	CBasePlayer::UpdateTransmitState
19	CBaseCombatCharacter::SetTransmit
20	CBasePlayer::GetTracerType
21	CBaseMultiplayerPlayer::Spawn
22	CBaseMultiplayerPlayer::Precache
23	CBasePlayer::SetModel
24	CBaseMultiplayerPlayer::PostConstructor
25	CBaseEntity::PostClientActive
26	CBaseEntity::ParseMapData
27	CBaseEntity::KeyValue
28	CBaseEntity::KeyValue
29	CBaseEntity::KeyValue
30	CBaseEntity::GetKeyValue
31	CBasePlayer::Activate
32	CBaseEntity::SetParent
33	CBasePlayer::ObjectCaps
34	CBaseEntity::AcceptInput
35	CBaseAnimating::GetInputDispatchEffectPosition
36	CBasePlayer::DrawDebugGeometryOverlays
37	CBaseAnimating::DrawDebugTextOverlays
38	CBasePlayer::Save
39	CBasePlayer::Restore
40	CBasePlayer::ShouldSavePhysics
41	CBaseEntity::OnSave
42	CBasePlayer::OnRestore
43	CBasePlayer::RequiredEdictIndex
44	CBaseEntity::MoveDone
45	CBaseEntity::Think
46	CBasePlayer::NetworkStateChanged_m_nNextThinkTick
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick
48	CBaseAnimating::GetBaseAnimating
49	CBaseMultiplayerPlayer::GetResponseSystem
50	CAI_ExpresserHost<CBasePlayer>::DispatchResponse
51	CBasePlayer::Classify
52	CBaseEntity::DeathNotice
53	CBaseEntity::ShouldAttractAutoAim
54	CBaseEntity::GetAutoAimRadius
55	CBaseEntity::GetAutoAimCenter
56	CBaseEntity::GetBeamTraceFilter
57	CBaseEntity::PassesDamageFilter
58	CBasePlayer::TraceAttack
59	CBaseEntity::CanBeHitByMeleeAttack
60	CBasePlayer::OnTakeDamage
61	CBasePlayer::TakeHealth
62	CBaseEntity::IsAlive
63	CBasePlayer::Event_Killed
64	CBasePlayer::Event_KilledOther
65	CBaseCombatCharacter::BloodColor
66	CBaseEntity::IsTriggered
67	CBaseEntity::IsNPC
68	CBaseCombatCharacter::MyCombatCharacterPointer
69	CBaseEntity::GetDelay
70	CBaseEntity::IsMoving
71	CBaseEntity::DamageDecal
72	CBaseEntity::DecalTrace
73	CBaseEntity::ImpactTrace
74	CBaseEntity::OnControls
75	CBaseEntity::HasTarget
76	CBasePlayer::IsPlayer
77	CBasePlayer::IsNetClient
78	CBaseEntity::IsTemplate
79	CBaseEntity::IsBaseObject
80	CBaseEntity::IsBaseTrain
81	CBaseEntity::GetServerVehicle
82	CBaseEntity::IsViewable
83	CBasePlayer::ChangeTeam
84	CBaseEntity::OnEntityEvent
85	CBaseEntity::CanStandOn
86	CBaseEntity::CanStandOn
87	CBaseEntity::GetEnemy
88	CBaseEntity::GetEnemy
89	CBaseEntity::Use
90	CBaseEntity::StartTouch
91	CBasePlayer::Touch
92	CBaseEntity::EndTouch
93	CBaseEntity::StartBlocked
94	CBaseEntity::Blocked
95	CBaseEntity::EndBlocked
96	CBasePlayer::PhysicsSimulate
97	CBasePlayer::UpdateOnRemove
98	CBaseEntity::StopLoopingSounds
99	CBaseEntity::SUB_AllowedToFade
100	CBaseFlex::Teleport
101	CBaseEntity::NotifySystemEvent
102	CBasePlayer::MakeTracer
103	CBaseEntity::GetTracerAttachment
104	CBaseEntity::FireBullets
105	CBasePlayer::DoImpactEffect
106	CBaseEntity::Respawn
107	CBaseEntity::IsLockedByMaster
108	CBaseEntity::GetMaxHealth
109	CBaseMultiplayerPlayer::ModifyOrAppendCriteria
110	CBaseEntity::NetworkStateChanged_m_iMaxHealth
111	CBaseEntity::NetworkStateChanged_m_iMaxHealth
112	CBasePlayer::NetworkStateChanged_m_iHealth
113	CBasePlayer::NetworkStateChanged_m_iHealth
114	CBasePlayer::NetworkStateChanged_m_lifeState
115	CBasePlayer::NetworkStateChanged_m_lifeState
116	CBaseEntity::NetworkStateChanged_m_takedamage
117	CBaseEntity::NetworkStateChanged_m_takedamage
118	CBaseEntity::GetDamageType
119	CBaseEntity::GetDamage
120	CBaseEntity::SetDamage
121	CBasePlayer::EyePosition
122	CBasePlayer::EyeAngles
123	CBasePlayer::LocalEyeAngles
124	CBaseEntity::EarPosition
125	CBasePlayer::BodyTarget
126	CBaseEntity::HeadTarget
127	CBaseEntity::GetVectors
128	CBaseEntity::GetViewOffset
129	CBasePlayer::GetSmoothedVelocity
130	CBaseAnimating::GetVelocity
131	CBaseCombatCharacter::FVisible
132	CBaseCombatCharacter::FVisible
133	CBaseEntity::CanBeSeenBy
134	CBaseEntity::GetAttackDamageScale
135	CBaseEntity::GetReceivedDamageScale
136	CBaseEntity::GetGroundVelocityToApply
137	CBaseEntity::PhysicsSplash
138	CBaseEntity::Splash
139	CBaseEntity::WorldSpaceCenter
140	CBaseEntity::GetSoundEmissionOrigin
141	CBaseEntity::CreateVPhysics
142	CBaseEntity::ForceVPhysicsCollide
143	CBasePlayer::VPhysicsDestroyObject
144	CBasePlayer::VPhysicsUpdate
145	CBaseEntity::VPhysicsTakeDamage
146	CBaseCombatCharacter::VPhysicsShadowCollision
147	CBasePlayer::VPhysicsShadowUpdate
148	CBasePlayer::VPhysicsCollision
149	CBaseEntity::VPhysicsFriction
150	CBaseEntity::UpdatePhysicsShadowToCurrentPosition
151	CBaseEntity::VPhysicsGetObjectList
152	CBaseEntity::VPhysicsIsFlesh
153	CBaseEntity::HasPhysicsAttacker
154	CBasePlayer::PhysicsSolidMaskForEntity
155	CBaseEntity::ResolveFlyCollisionCustom
156	CBaseEntity::PerformCustomPhysics
157	CBaseAnimating::GetStepOrigin
158	CBaseAnimating::GetStepAngles
159	CBaseEntity::ShouldDrawWaterImpacts
160	CBasePlayer::NetworkStateChanged_m_fFlags
161	CBasePlayer::NetworkStateChanged_m_fFlags
162	CBasePlayer::NetworkStateChanged_m_nWaterLevel
163	CBasePlayer::NetworkStateChanged_m_nWaterLevel
164	CBasePlayer::NetworkStateChanged_m_hGroundEntity
165	CBasePlayer::NetworkStateChanged_m_hGroundEntity
166	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity
167	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity
168	CBasePlayer::NetworkStateChanged_m_flFriction
169	CBasePlayer::NetworkStateChanged_m_flFriction
170	CBasePlayer::NetworkStateChanged_m_vecVelocity
171	CBasePlayer::NetworkStateChanged_m_vecVelocity
172	CBasePlayer::NetworkStateChanged_m_vecViewOffset
173	CBasePlayer::NetworkStateChanged_m_vecViewOffset
174	CBaseAnimating::GetIdealSpeed
175	CBaseAnimating::GetIdealAccel
176	CBaseAnimatingOverlay::StudioFrameAdvance
177	CBaseAnimating::IsActivityFinished
178	CBaseAnimating::GetSequenceGroundSpeed
179	CBaseAnimating::ClampRagdollForce
180	CBaseAnimating::BecomeRagdollOnClient
181	CBaseAnimating::IsRagdoll
182	CBaseAnimating::CanBecomeRagdoll
183	CBaseAnimatingOverlay::GetSkeleton
184	CBaseAnimating::GetBoneTransform
185	CBaseAnimating::SetupBones
186	CBaseAnimating::CalculateIKLocks
187	CBaseAnimatingOverlay::DispatchAnimEvents
188	CBasePlayer::HandleAnimEvent
189	CBaseAnimating::PopulatePoseParameters
190	CBaseAnimating::GetAttachment
191	CBaseAnimating::InitBoneControllers
192	CBaseAnimating::GetGroundSpeedVelocity
193	CBaseAnimating::Ignite
194	CBaseAnimating::IgniteLifetime
195	CBaseAnimating::IgniteNumHitboxFires
196	CBaseAnimating::IgniteHitboxFireScale
197	CBaseAnimating::Extinguish
198	CBaseCombatCharacter::SetLightingOriginRelative
199	CBaseAnimating::SetLightingOrigin
200	CBaseFlex::SetViewtarget
201	CBaseFlex::StartSceneEvent
202	CBaseFlex::ProcessSceneEvents
203	CBaseFlex::ProcessSceneEvent
204	CBaseFlex::ClearSceneEvent
205	CBaseFlex::CheckSceneEventCompletion
206	CBaseFlex::PlayScene
207	CBaseFlex::PlayAutoGeneratedSoundScene
208	CBasePlayer::GetPhysicsImpactDamageTable
209	CBaseCombatCharacter::FInViewCone
210	CBaseCombatCharacter::FInViewCone
211	CBaseCombatCharacter::FInAimCone
212	CBaseCombatCharacter::FInAimCone
213	CBaseCombatCharacter::ShouldShootMissTarget
214	CBaseCombatCharacter::FindMissTarget
215	CBaseCombatCharacter::HandleInteraction
216	CBasePlayer::BodyAngles
217	CBaseCombatCharacter::BodyDirection2D
218	CBaseCombatCharacter::BodyDirection3D
219	CBaseCombatCharacter::HeadDirection2D
220	CBaseCombatCharacter::HeadDirection3D
221	CBaseCombatCharacter::EyeDirection2D
222	CBaseCombatCharacter::EyeDirection3D
223	CBaseCombatCharacter::GiveAmmo
224	CBaseCombatCharacter::NPC_TranslateActivity
225	CBaseCombatCharacter::Weapon_TranslateActivity
226	CBaseCombatCharacter::Weapon_FrameUpdate
227	CBaseCombatCharacter::Weapon_HandleAnimEvent
228	CBasePlayer::Weapon_CanUse
229	CBasePlayer::Weapon_Equip
230	CBaseCombatCharacter::Weapon_EquipAmmoOnly
231	CBasePlayer::Weapon_Drop
232	CBasePlayer::Weapon_Switch
233	CBasePlayer::Weapon_ShootPosition
234	CBaseCombatCharacter::Weapon_CanSwitchTo
235	CBaseCombatCharacter::Weapon_SlotOccupied
236	CBaseCombatCharacter::Weapon_GetSlot
237	CBaseCombatCharacter::AddPlayerItem
238	CBasePlayer::RemovePlayerItem
239	CBaseCombatCharacter::CanBecomeServerRagdoll
240	CBasePlayer::OnTakeDamage_Alive
241	CBaseCombatCharacter::OnTakeDamage_Dying
242	CBaseCombatCharacter::OnTakeDamage_Dead
243	CBaseCombatCharacter::OnFriendDamaged
244	CBaseCombatCharacter::NotifyFriendsOfDamage
245	CBaseCombatCharacter::OnPlayerKilledOther
246	CBaseCombatCharacter::GetDeathActivity
247	CBaseCombatCharacter::CorpseGib
248	CBaseCombatCharacter::CorpseFade
249	CBaseCombatCharacter::HasHumanGibs
250	CBaseCombatCharacter::HasAlienGibs
251	CBaseCombatCharacter::ShouldGib
252	CBaseCombatCharacter::OnKilledNPC
253	CBaseCombatCharacter::Event_Gibbed
254	CBasePlayer::Event_Dying
255	CBaseCombatCharacter::BecomeRagdoll
256	CBaseCombatCharacter::FixupBurningServerRagdoll
257	CBaseCombatCharacter::BecomeRagdollBoogie
258	CBaseCombatCharacter::CheckTraceHullAttack
259	CBaseCombatCharacter::CheckTraceHullAttack
260	CBaseCombatCharacter::PushawayTouch
261	CBaseCombatCharacter::IRelationType
262	CBaseCombatCharacter::IRelationPriority
263	CBasePlayer::IsInAVehicle
264	CBasePlayer::GetVehicle
265	CBasePlayer::GetVehicleEntity
266	CBaseCombatCharacter::ExitVehicle
267	CBaseCombatCharacter::CalcWeaponProficiency
268	CBaseCombatCharacter::GetAttackSpread
269	CBaseCombatCharacter::GetSpreadBias
270	CBasePlayer::DoMuzzleFlash
271	CBaseCombatCharacter::AddEntityRelationship
272	CBaseCombatCharacter::RemoveEntityRelationship
273	CBaseCombatCharacter::AddClassRelationship
274	CBaseCombatCharacter::OnChangeActiveWeapon
275	CBasePlayer::NetworkStateChanged_m_iAmmo
276	CBasePlayer::NetworkStateChanged_m_iAmmo
277	CBasePlayer::SetSpawnData
278	CBasePlayer::ClearSpawnData
279	CBasePlayer::AdjustMultiplayerWeaponDamage
280	CBasePlayer::AdjustMultiplayerDamageTaken
281	CBasePlayer::CreateViewModel
282	CBasePlayer::SetupVisibility
283	CBasePlayer::WantsLagCompensationOnEntity
284	CBasePlayer::ShouldLagCheckEntity
285	CBasePlayer::SharedSpawn
286	CBasePlayer::ForceRespawn
287	CBasePlayer::InitialSpawn
288	CBasePlayer::InitHUD
289	CBasePlayer::ShowViewPortPanel
290	CBasePlayer::PlayerDeathThink
291	CBasePlayer::Jump
292	CBasePlayer::Duck
293	CBasePlayer::PreThink
294	CBasePlayer::PostThink
295	CBasePlayer::DamageEffect
296	CBasePlayer::OnDamagedByExplosion
297	CBasePlayer::ShouldFadeOnDeath
298	CBasePlayer::IsFakeClient
299	CBasePlayer::GetPlayerMins
300	CBasePlayer::GetPlayerMaxs
301	CBasePlayer::CalcRoll
302	CBasePlayer::PackDeadPlayerItems
303	CBasePlayer::RemoveAllItems
304	CBasePlayer::Weapon_SetLast
305	CBasePlayer::Weapon_ShouldSetLast
306	CBasePlayer::Weapon_ShouldSelectItem
307	CBasePlayer::UpdateClientData
308	CBasePlayer::ExitLadder
309	CBasePlayer::GetLadderSurface
310	CBasePlayer::SetFlashlightEnabled
311	CBasePlayer::FlashlightIsOn
312	CBasePlayer::FlashlightTurnOn
313	CBasePlayer::FlashlightTurnOff
314	CBasePlayer::IsIlluminatedByFlashlight
315	CBasePlayer::UpdateStepSound
316	CBasePlayer::PlayStepSound
317	CBasePlayer::GetStepSoundVelocities
318	CBasePlayer::SetStepSoundTime
319	CBasePlayer::DeathSound
320	CBasePlayer::SetAnimation
321	CBasePlayer::ImpulseCommands
322	CBasePlayer::CheatImpulseCommands
323	CBaseMultiplayerPlayer::ClientCommand
324	CBasePlayer::StartObserverMode
325	CBasePlayer::StopObserverMode
326	CBasePlayer::ModeWantsSpectatorGUI
327	CBasePlayer::SetObserverMode
328	CBasePlayer::GetObserverMode
329	CBasePlayer::SetObserverTarget
330	CBasePlayer::ObserverUse
331	CBasePlayer::GetObserverTarget
332	CBasePlayer::FindNextObserverTarget
333	CBasePlayer::GetNextObserverSearchStartPoint
334	CBasePlayer::IsValidObserverTarget
335	CBasePlayer::CheckObserverSettings
336	CBasePlayer::JumptoPosition
337	CBasePlayer::ForceObserverMode
338	CBasePlayer::ResetObserverMode
339	CBasePlayer::ValidateCurrentObserverTarget
340	CBasePlayer::AttemptToExitFreezeCam
341	CBasePlayer::StartReplayMode
342	CBasePlayer::StopReplayMode
343	CBasePlayer::GetDelayTicks
344	CBasePlayer::GetReplayEntity
345	CBasePlayer::CreateCorpse
346	CBasePlayer::EntSelectSpawnPoint
347	CBasePlayer::GetInVehicle
348	CBasePlayer::LeaveVehicle
349	CBasePlayer::OnVehicleStart
350	CBasePlayer::OnVehicleEnd
351	CBasePlayer::BumpWeapon
352	CBasePlayer::SelectLastItem
353	CBasePlayer::SelectItem
354	CBasePlayer::ItemPostFrame
355	CBasePlayer::GiveNamedItem
356	CBasePlayer::CheckTrainUpdate
357	CBasePlayer::SetPlayerUnderwater
358	CBasePlayer::CanBreatheUnderwater
359	CBasePlayer::PlayerUse
360	CBasePlayer::PlayUseDenySound
361	CBasePlayer::FindUseEntity
362	CBasePlayer::IsUseableEntity
363	CBasePlayer::PickupObject
364	CBasePlayer::ForceDropOfCarriedPhysObjects
365	CBasePlayer::GetHeldObjectMass
366	CBasePlayer::GetHeldObject
367	CBasePlayer::CheckSuitUpdate
368	CBasePlayer::UpdateGeigerCounter
369	CBasePlayer::GetAutoaimVector
370	CBasePlayer::GetAutoaimVector
371	CBasePlayer::GetAutoaimVector
372	CBasePlayer::ShouldAutoaim
373	CBasePlayer::ForceClientDllUpdate
374	CBasePlayer::ProcessUsercmds
375	CBasePlayer::PlayerRunCommand
376	CBasePlayer::ChangeTeam
377	CBaseMultiplayerPlayer::CanHearAndReadChatFrom
378	CBaseMultiplayerPlayer::CanSpeak
379	CBasePlayer::ModifyOrAppendPlayerCriteria
380	CBasePlayer::CheckChatText
381	CBasePlayer::CreateRagdollEntity
382	CBasePlayer::ShouldAnnounceAchievement
383	CBasePlayer::IsFollowingPhysics
384	CBasePlayer::InitVCollision
385	CBasePlayer::UpdatePhysicsShadowToCurrentPosition
386	CBasePlayer::Hints
387	CBasePlayer::ArmorValue
388	CBasePlayer::IsReadyToPlay
389	CBasePlayer::IsReadyToSpawn
390	CBasePlayer::ShouldGainInstantSpawn
391	CBasePlayer::ResetPerRoundStats
392	CBasePlayer::ResetScores
393	CBasePlayer::EquipSuit
394	CBasePlayer::RemoveSuit
395	CBasePlayer::CommitSuicide
396	CBasePlayer::CommitSuicide
397	CBasePlayer::IsBot
398	CBaseMultiplayerPlayer::GetExpresser
399	CBasePlayer::SpawnArmorValue
400	CBasePlayer::NetworkStateChanged_m_ArmorValue
401	CBasePlayer::NetworkStateChanged_m_ArmorValue
402	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking
403	CAI_ExpresserHost<CBasePlayer>::Speak
404	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse
405	CBaseMultiplayerPlayer::SpeakIfAllowed
406	CBaseMultiplayerPlayer::SpeakConceptIfAllowed
407	CBaseMultiplayerPlayer::CanSpeakVoiceCommand
408	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy
409	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand
410	CBaseMultiplayerPlayer::OnAchievementEarned
411	CBaseMultiplayerPlayer::GetMultiplayerExpresser
412	CBaseMultiplayerPlayer::CalculateTeamBalanceScore
413	CBaseMultiplayerPlayer::CreateExpresser