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