CHL2MP Player Offset List (Half-Life 2: Deathmatch)
Also for use when using VFunc offsets.
These are Linux offsets. Windows offsets are one less. These should be good as of 2006/05/18.
The List
This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions near the end.
Last Updated 09 Sept 2006
0 CHL2MP_Player::~CHL2MP_Player() 1 CBaseEntity::SetRefEHandle(CBaseHandle const&) 2 CBaseEntity::GetRefEHandle() const 3 CBaseEntity::GetCollideable() 4 CBaseEntity::GetNetworkable() 5 CBaseEntity::GetBaseEntity() 6 CBaseEntity::GetModelIndex() const 7 CBaseEntity::GetModelName() const 8 CBaseEntity::SetModelIndex(int) 9 CHL2MP_Player::_GetClassName() 10 CHL2MP_Player::GetServerClass() 11 CHL2MP_Player::GetClassName() 12 CHL2MP_Player::YouForgotToImplementOrDeclareServerClass() 13 CHL2MP_Player::GetDataDescMap() 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() 21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool) 22 CBasePlayer::GetTracerType() 23 CHL2MP_Player::Spawn() 24 CHL2MP_Player::Precache() 25 CBaseFlex::SetModel(char const*) 26 CBaseEntity::PostConstructor(char const*) 27 CBaseEntity::PostClientActive() 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() 33 CBaseEntity::SetParent(CBaseEntity*, int) 34 CBasePlayer::ObjectCaps() 35 CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) 36 CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) 37 CHL2_Player::DrawDebugGeometryOverlays() 38 CBaseAnimating::DrawDebugTextOverlays() 39 CBasePlayer::Save(ISave&) 40 CBasePlayer::Restore(IRestore&) 41 CBasePlayer::ShouldSavePhysics() 42 CBaseEntity::OnSave(IEntitySaveUtils*) 43 CHL2_Player::OnRestore() 44 CBasePlayer::RequiredEdictIndex() 45 CBaseEntity::MoveDone() 46 CBaseEntity::Think() 47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick() 48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void*) 49 CBaseAnimating::GetBaseAnimating() 50 CBaseEntity::GetResponseSystem() 51 CBaseEntity::DispatchResponse(char const*) 52 CHL2_Player::Classify() 53 CBaseEntity::DeathNotice(CBaseEntity*) 54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 55 CBaseEntity::GetAutoAimRadius() 56 CBaseEntity::GetAutoAimCenter() 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() 65 CBaseEntity::IsTriggered(CBaseEntity*) 66 CBaseEntity::IsNPC() const 67 CBaseCombatCharacter::MyCombatCharacterPointer() 68 CBaseEntity::GetDelay() 69 CBaseEntity::IsMoving() 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() const 76 CBasePlayer::IsNetClient() const 77 CBaseEntity::IsTemplate() 78 CBaseEntity::IsBaseObject() const 79 CBaseEntity::GetServerVehicle() 80 CBaseEntity::IsViewable() 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() 86 CBaseEntity::GetEnemy() 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() 94 CBasePlayer::PhysicsSimulate() 95 CHL2MP_Player::UpdateOnRemove() 96 CHL2_Player::StopLoopingSounds() 97 CBaseEntity::SUB_AllowedToFade() 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() 104 CBaseEntity::IsLockedByMaster() 105 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&) 106 CBaseEntity::NetworkStateChanged_m_iMaxHealth() 107 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) 108 CBasePlayer::NetworkStateChanged_m_iHealth() 109 CBasePlayer::NetworkStateChanged_m_iHealth(void*) 110 CBasePlayer::NetworkStateChanged_m_lifeState() 111 CBasePlayer::NetworkStateChanged_m_lifeState(void*) 112 CBaseEntity::NetworkStateChanged_m_takedamage() 113 CBaseEntity::NetworkStateChanged_m_takedamage(void*) 114 CBaseEntity::GetDamageType() const 115 CBaseEntity::GetDamage() 116 CBaseEntity::SetDamage(float) 117 CBasePlayer::EyePosition() 118 CBasePlayer::EyeAngles() 119 CBasePlayer::LocalEyeAngles() 120 CBaseEntity::EarPosition() 121 CBasePlayer::BodyTarget(Vector const&, bool) 122 CBaseEntity::HeadTarget(Vector const&) 123 CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const 124 CBaseEntity::GetViewOffset() 125 CBasePlayer::GetSmoothedVelocity() 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() 133 CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*) 134 CBaseEntity::GetGroundVelocityToApply(Vector&) 135 CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) 136 CBaseEntity::Splash() 137 CBaseEntity::WorldSpaceCenter() const 138 CBaseEntity::GetSoundEmissionOrigin() const 139 CBaseEntity::CreateVPhysics() 140 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 141 CBasePlayer::VPhysicsDestroyObject() 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() const 152 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) 153 CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) 154 CBaseAnimating::GetStepOrigin() const 155 CBaseAnimating::GetStepAngles() const 156 CBaseEntity::ShouldDrawWaterImpacts() 157 CBaseEntity::NetworkStateChanged_m_fFlags() 158 CBaseEntity::NetworkStateChanged_m_fFlags(void*) 159 CBasePlayer::NetworkStateChanged_m_nWaterLevel() 160 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void*) 161 CBasePlayer::NetworkStateChanged_m_hGroundEntity() 162 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void*) 163 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity() 164 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void*) 165 CBasePlayer::NetworkStateChanged_m_flFriction() 166 CBasePlayer::NetworkStateChanged_m_flFriction(void*) 167 CBasePlayer::NetworkStateChanged_m_vecVelocity() 168 CBasePlayer::NetworkStateChanged_m_vecVelocity(void*) 169 CBasePlayer::NetworkStateChanged_m_vecViewOffset() 170 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void*) 171 CBaseAnimating::GetIdealSpeed() const 172 CBaseAnimating::GetIdealAccel() const 173 CBaseAnimatingOverlay::StudioFrameAdvance() 174 CBaseAnimating::IsActivityFinished() 175 CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) 176 CHL2MP_Player::BecomeRagdollOnClient(Vector const&) 177 CBaseAnimating::IsRagdoll() 178 CBaseAnimating::CanBecomeRagdoll() 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() 187 CBaseAnimating::GetGroundSpeedVelocity() 188 CBaseAnimating::Ignite(float, bool, float, bool) 189 CBaseAnimating::Extinguish() 190 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*) 191 CBaseAnimating::SetLightingOrigin(CBaseEntity*) 192 CBaseFlex::SetViewtarget(Vector const&) 193 CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) 194 CBaseFlex::ProcessSceneEvents() 195 CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) 196 CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) 197 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) 198 CBaseCombatCharacter::GetPhysicsImpactDamageTable() 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() 205 CHL2_Player::HandleInteraction(int, void*, CBaseCombatCharacter*) 206 CBasePlayer::BodyAngles() 207 CBaseCombatCharacter::BodyDirection2D() 208 CBaseCombatCharacter::BodyDirection3D() 209 CBaseCombatCharacter::HeadDirection2D() 210 CBaseCombatCharacter::HeadDirection3D() 211 CHL2_Player::EyeDirection2D() 212 CHL2_Player::EyeDirection3D() 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() 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() 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() 234 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 235 CBaseCombatCharacter::CorpseFade() 236 CBaseCombatCharacter::HasHumanGibs() 237 CBaseCombatCharacter::HasAlienGibs() 238 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 239 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 240 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 241 CBasePlayer::Event_Dying() 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() 251 CBasePlayer::GetVehicle() 252 CBasePlayer::GetVehicleEntity() 253 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon*) 254 CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) 255 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) 256 CBasePlayer::DoMuzzleFlash() 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() 262 CBasePlayer::NetworkStateChanged_m_iAmmo(void*) 263 CHL2MP_Player::CreateViewModel(int) 264 CHL2_Player::SetupVisibility(CBaseEntity*, unsigned char*, int) 265 CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const 266 CBasePlayer::SharedSpawn() 267 CBasePlayer::InitialSpawn() 268 CBasePlayer::InitHUD() 269 CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*) 270 CHL2MP_Player::PlayerDeathThink() 271 CBasePlayer::Jump() 272 CBasePlayer::Duck() 273 CHL2MP_Player::PreThink() 274 CHL2MP_Player::PostThink() 275 CBasePlayer::DamageEffect(float, int) 276 CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo const&) 277 CBasePlayer::ShouldFadeOnDeath() 278 CBasePlayer::IsFakeClient() const 279 CBasePlayer::GetPlayerMins() const 280 CBasePlayer::GetPlayerMaxs() const 281 CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float) 282 CBasePlayer::PackDeadPlayerItems() 283 CBasePlayer::RemoveAllItems(bool) 284 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*) 285 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*) 286 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*) 287 CHL2_Player::UpdateClientData() 288 CHL2_Player::ExitLadder() 289 CHL2MP_Player::FlashlightIsOn() 290 CHL2MP_Player::FlashlightTurnOn() 291 CHL2MP_Player::FlashlightTurnOff() 292 CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity*, float*) 293 CBasePlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&) 294 CHL2MP_Player::PlayStepSound(Vector&, surfacedata_t*, float, bool) 295 CHL2MP_Player::DeathSound(CTakeDamageInfo const&) 296 CHL2MP_Player::SetAnimation(PLAYER_ANIM) 297 CBasePlayer::ImpulseCommands() 298 CHL2MP_Player::CheatImpulseCommands(int) 299 CHL2MP_Player::ClientCommand(char const*) 300 CHL2MP_Player::StartObserverMode(int) 301 CHL2MP_Player::StopObserverMode() 302 CBasePlayer::SetObserverMode(int) 303 CBasePlayer::GetObserverMode() 304 CBasePlayer::SetObserverTarget(CBaseEntity*) 305 CBasePlayer::ObserverUse(bool) 306 CBasePlayer::GetObserverTarget() 307 CBasePlayer::FindNextObserverTarget(bool) 308 CBasePlayer::IsValidObserverTarget(CBaseEntity*) 309 CBasePlayer::CheckObserverSettings() 310 CBasePlayer::JumptoPosition(Vector const&, QAngle const&) 311 CBasePlayer::ForceObserverMode(int) 312 CBasePlayer::ResetObserverMode() 313 CBasePlayer::StartReplayMode(float, float, int) 314 CBasePlayer::StopReplayMode() 315 CBasePlayer::GetDelayTicks() 316 CBasePlayer::GetReplayEntity() 317 CHL2_Player::CreateCorpse() 318 CHL2MP_Player::EntSelectSpawnPoint() 319 CBasePlayer::GetInVehicle(IServerVehicle*, int) 320 CBasePlayer::LeaveVehicle(Vector const&, QAngle const&) 321 CBasePlayer::OnVehicleStart() 322 CBasePlayer::OnVehicleEnd(Vector&) 323 CHL2MP_Player::BumpWeapon(CBaseCombatWeapon*) 324 CBasePlayer::SelectLastItem() 325 CBasePlayer::SelectItem(char const*, int) 326 CHL2_Player::ItemPostFrame() 327 CBasePlayer::GiveNamedItem(char const*, int) 328 CBasePlayer::CheckTrainUpdate() 329 CHL2_Player::SetPlayerUnderwater(bool) 330 CHL2_Player::CanBreatheUnderwater() const 331 CHL2_Player::PlayerUse() 332 CHL2_Player::PlayUseDenySound() 333 CBasePlayer::FindUseEntity() 334 CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int) 335 CHL2MP_Player::PickupObject(CBaseEntity*, bool) 336 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity*) 337 CHL2_Player::GetHeldObjectMass(IPhysicsObject*) 338 CBasePlayer::UpdateGeigerCounter() 339 CBasePlayer::GetAutoaimVector(float) 340 CBasePlayer::GetAutoaimVector(float, float) 341 CHL2_Player::GetAutoaimVector(autoaim_params_t&) 342 CBasePlayer::ShouldAutoaim() 343 CBasePlayer::ForceClientDllUpdate() 344 CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool) 345 CHL2_Player::PlayerRunCommand(CUserCmd*, IMoveHelper*) 346 CBasePlayer::CanSpeak() 347 CBasePlayer::CanHearChatFrom(CBasePlayer*) 348 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&) 349 CHL2MP_Player::CheckChatText(char*, int) 350 CHL2_Player::IsFollowingPhysics() 351 CHL2_Player::InitVCollision() 352 CBasePlayer::UpdatePhysicsShadowToCurrentPosition() 353 CHL2_Player::EquipSuit(bool) 354 CHL2_Player::RemoveSuit() 355 CBasePlayer::CommitSuicide() 356 CBasePlayer::IsBot() const 357 CBasePlayer::SpawnArmorValue() const 358 CBasePlayer::NetworkStateChanged_m_ArmorValue() 359 CBasePlayer::NetworkStateChanged_m_ArmorValue(void*) 360 CHL2_Player::SuspendUse(float) 361 CHL2_Player::CommanderMode() 362 CHL2_Player::GetIdleTime() const 363 CHL2_Player::GetMoveTime() const 364 CHL2_Player::GetLastDamageTime() const 365 CHL2_Player::IsDucking() const 366 CHL2_Player::Weapon_Lower() 367 CHL2_Player::Weapon_Ready() 368 CHL2_Player::IsHoldingEntity(CBaseEntity*) 369 CHL2_Player::UpdateWeaponPosture() 370 CHL2MP_Player::HandleCommand_JoinTeam(int)