CHL2MP Player Offset List (Half-Life 2: Deathmatch)

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Revision as of 14:59, 6 September 2006 by L. Duke (talk | contribs)
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Also for use when using VFunc offsets.

hese 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 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)