CDYSPlayer Offset List (Dystopia)

From AlliedModders Wiki
Revision as of 19:27, 7 July 2007 by BAILOPAN (talk | contribs)
Jump to: navigation, search

Also for use when using VFunc offsets.

These are the Windows offsets. Linux offsets are 1 greater.

The List

This comes from the symbol tables, so you'll have to look in the SDK for return types.

Last Updated 07 July 2007

// Auto reconstructed from vtable block @ 0x00A3FA40
// from "server_i486.so", by ida_vtables.idc
0	CDYSPlayer::~CDYSPlayer()
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&)
2	CBaseEntity::GetRefEHandle(void)const
3	CBaseEntity::GetCollideable(void)
4	CBaseEntity::GetNetworkable(void)
5	CBaseEntity::GetBaseEntity(void)
6	CBaseEntity::GetModelIndex(void)const
7	CBaseEntity::GetModelName(void)const
8	CBaseEntity::SetModelIndex(int)
9	CDYSPlayer::_GetClassName(void)
10	CDYSPlayer::GetServerClass(void)
11	CDYSPlayer::GetClassName(void)
12	CDYSPlayer::YouForgotToImplementOrDeclareServerClass(void)
13	CBasePlayer::GetDataDescMap(void)
14	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
15	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
16	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
17	CBaseEntity::ShouldCollide(int,int)const
18	CBaseEntity::SetOwnerEntity(CBaseEntity*)
19	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
20	CBasePlayer::UpdateTransmitState(void)
21	CDYSPlayer::SetTransmit(CCheckTransmitInfo *,bool)
22	CBasePlayer::GetTracerType(void)
23	CDYSPlayer::Spawn(void)
24	CDYSPlayer::Precache(void)
25	CBaseFlex::SetModel(char  const*)
26	CBaseEntity::PostConstructor(char  const*)
27	CBaseEntity::PostClientActive(void)
28	CBaseEntity::ParseMapData(CEntityMapData *)
29	CBaseEntity::KeyValue(char  const*,char  const*)
30	CBaseEntity::KeyValue(char  const*,float)
31	CBaseEntity::KeyValue(char  const*,Vector)
32	CBasePlayer::Activate(void)
33	CBaseEntity::SetParent(CBaseEntity*,int)
34	CBasePlayer::ObjectCaps(void)
35	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
36	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
37	CBasePlayer::DrawDebugGeometryOverlays(void)
38	CBaseAnimating::DrawDebugTextOverlays(void)
39	CBasePlayer::Save(ISave &)
40	CBasePlayer::Restore(IRestore &)
41	CBasePlayer::ShouldSavePhysics(void)
42	CBaseEntity::OnSave(IEntitySaveUtils *)
43	CBasePlayer::OnRestore(void)
44	CBasePlayer::RequiredEdictIndex(void)
45	CBaseEntity::MoveDone(void)
46	CBaseEntity::Think(void)
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
49	CBaseAnimating::GetBaseAnimating(void)
50	CBaseEntity::GetResponseSystem(void)
51	CBaseEntity::DispatchResponse(char  const*)
52	CDYSPlayer::Classify(void)
53	CBaseEntity::DeathNotice(CBaseEntity*)
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55	CBaseEntity::GetAutoAimRadius(void)
56	CBaseEntity::GetAutoAimCenter(void)
57	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
58	CDYSPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60	CBasePlayer::OnTakeDamage(CTakeDamageInfo  const&)
61	CDYSPlayer::TakeHealth(float,int)
62	CDYSPlayer::Event_Killed(CTakeDamageInfo  const&)
63	CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
64	CBaseCombatCharacter::BloodColor(void)
65	CBaseEntity::IsTriggered(CBaseEntity*)
66	CBaseEntity::IsNPC(void)const
67	CBaseCombatCharacter::MyCombatCharacterPointer(void)
68	CBaseEntity::GetDelay(void)
69	CBaseEntity::IsMoving(void)
70	CBaseEntity::DamageDecal(int,int)
71	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
72	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
73	CBaseEntity::OnControls(CBaseEntity*)
74	CBaseEntity::HasTarget(string_t)
75	CBasePlayer::IsPlayer(void)const
76	CBasePlayer::IsNetClient(void)const
77	CBaseEntity::IsTemplate(void)
78	CBaseEntity::IsBaseObject(void)const
79	CBaseEntity::GetServerVehicle(void)
80	CBaseEntity::GetServerVehicleTwo(void)
81	CBaseEntity::IsViewable(void)
82	CBasePlayer::ChangeTeam(int)
83	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
84	CBaseEntity::CanStandOn(CBaseEntity*)const
85	CBaseEntity::CanStandOn(edict_t *)const
86	CBaseEntity::GetEnemy(void)
87	CBaseEntity::GetEnemy(void)const
88	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
89	CBaseEntity::StartTouch(CBaseEntity*)
90	CBasePlayer::Touch(CBaseEntity *)
91	CBaseEntity::EndTouch(CBaseEntity*)
92	CBaseEntity::StartBlocked(CBaseEntity*)
93	CBaseEntity::Blocked(CBaseEntity*)
94	CBaseEntity::EndBlocked(void)
95	CBasePlayer::PhysicsSimulate(void)
96	CDYSPlayer::PhysicsTouchTriggers(Vector  const*)
97	CBasePlayer::UpdateOnRemove(void)
98	CBaseEntity::StopLoopingSounds(void)
99	CBaseEntity::SUB_AllowedToFade(void)
100	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
101	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
102	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
103	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
104	CBasePlayer::DoImpactEffect(CGameTrace &,int)
105	CBaseEntity::Respawn(void)
106	CBaseEntity::IsLockedByMaster(void)
107	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
108	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
109	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
110	CBasePlayer::NetworkStateChanged_m_iHealth(void)
111	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
112	CBasePlayer::NetworkStateChanged_m_lifeState(void)
113	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
114	CBaseEntity::NetworkStateChanged_m_takedamage(void)
115	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
116	CBaseEntity::GetDamageType(void)const
117	CBaseEntity::GetDamage(void)
118	CBaseEntity::SetDamage(float)
119	CBasePlayer::EyePosition(void)
120	CBasePlayer::EyeAngles(void)
121	CBasePlayer::LocalEyeAngles(void)
122	CBaseEntity::EarPosition(void)
123	CBasePlayer::BodyTarget(Vector  const&,bool)
124	CBaseEntity::HeadTarget(Vector  const&)
125	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
126	CBaseEntity::GetViewOffset(void)
127	CBasePlayer::GetSmoothedVelocity(void)
128	CBaseAnimating::GetVelocity(Vector *,Vector *)
129	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
130	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
131	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
132	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
133	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
134	CBaseEntity::CanBePoweredUp(void)
135	CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
136	CBaseEntity::GetGroundVelocityToApply(Vector &)
137	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
138	CBaseEntity::Splash(void)
139	CBaseEntity::WorldSpaceCenter(void)const
140	CBaseEntity::GetSoundEmissionOrigin(void)const
141	CBaseEntity::CreateVPhysics(void)
142	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
143	CBasePlayer::VPhysicsDestroyObject(void)
144	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
145	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
146	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
147	CDYSPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
148	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
149	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
150	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
151	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
152	CBaseEntity::HasPhysicsAttacker(float)
153	CBasePlayer::PhysicsSolidMaskForEntity(void)const
154	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
155	CBaseEntity::PhysicsNoclip(void)
156	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
157	CBaseAnimating::GetStepOrigin(void)const
158	CBaseAnimating::GetStepAngles(void)const
159	CBaseEntity::ShouldDrawWaterImpacts(void)
160	CBaseEntity::NetworkStateChanged_m_fFlags(void)
161	CBaseEntity::NetworkStateChanged_m_fFlags(void *)
162	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
163	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
164	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
165	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
166	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
167	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
168	CBasePlayer::NetworkStateChanged_m_flFriction(void)
169	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
170	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
171	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
172	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
173	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
174	CBaseAnimating::GetIdealSpeed(void)const
175	CBaseAnimating::GetIdealAccel(void)const
176	CBaseAnimatingOverlay::StudioFrameAdvance(void)
177	CBaseAnimating::IsActivityFinished(void)
178	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
179	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
180	CBaseAnimating::IsRagdoll(void)
181	CBaseAnimating::CanBecomeRagdoll(void)
182	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
183	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
184	CBaseAnimating::SetupBones(matrix3x4_t *,int)
185	CBaseAnimating::CalculateIKLocks(float)
186	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
187	CBaseAnimating::HandleAnimEvent(animevent_t *)
188	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
189	CBaseAnimating::InitBoneControllers(void)
190	CBaseAnimating::GetGroundSpeedVelocity(void)
191	CBaseAnimating::Ignite(float,bool,float,bool)
192	CBaseAnimating::Extinguish(void)
193	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
194	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
195	CBaseFlex::SetViewtarget(Vector  const&)
196	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
197	CBaseFlex::ProcessSceneEvents(void)
198	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
199	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
200	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
201	CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
202	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
203	CBaseCombatCharacter::FInViewCone(Vector  const&)
204	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
205	CBaseCombatCharacter::FInAimCone(Vector  const&)
206	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
207	CBaseCombatCharacter::FindMissTarget(void)
208	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
209	CBasePlayer::BodyAngles(void)
210	CBaseCombatCharacter::BodyDirection2D(void)
211	CBaseCombatCharacter::BodyDirection3D(void)
212	CBaseCombatCharacter::HeadDirection2D(void)
213	CBaseCombatCharacter::HeadDirection3D(void)
214	CBaseCombatCharacter::EyeDirection2D(void)
215	CBaseCombatCharacter::EyeDirection3D(void)
216	CBaseCombatCharacter::GiveAmmo(int,int,bool)
217	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
218	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
219	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
220	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
221	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
222	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
223	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
224	CBasePlayer::Weapon_ShootPosition(void)
225	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
226	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
227	CBaseCombatCharacter::Weapon_GetSlot(int)const
228	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
229	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
230	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
231	CDYSPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
232	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
233	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
234	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
235	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
236	CBaseCombatCharacter::GetDeathActivity(void)
237	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
238	CBaseCombatCharacter::CorpseFade(void)
239	CBaseCombatCharacter::HasHumanGibs(void)
240	CBaseCombatCharacter::HasAlienGibs(void)
241	CDYSPlayer::ShouldGib(CTakeDamageInfo  const&)
242	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
243	CDYSPlayer::Event_Gibbed(CTakeDamageInfo  const&)
244	CDYSPlayer::Event_Dying(void)
245	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
246	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
247	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
248	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
249	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
250	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
251	CBaseCombatCharacter::IRelationType(CBaseEntity *)
252	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
253	CBaseCombatCharacter::IsInAVehicle(void)
254	CBasePlayer::GetVehicle(void)
255	CBasePlayer::GetVehicleEntity(void)
256	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
257	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
258	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
259	CBasePlayer::DoMuzzleFlash(void)
260	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
261	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
262	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
263	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
264	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
265	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
266	CDYSPlayer::CreateViewModel(int)
267	CDYSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
268	CBasePlayer::WantsLagCompensationOnEntity(CBaseEntity  const*,CUserCmd  const*,CBitVec<2048>  const*)const
269	CBasePlayer::SharedSpawn(void)
270	CBasePlayer::InitialSpawn(void)
271	CBasePlayer::InitHUD(void)
272	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
273	CDYSPlayer::PlayerDeathThink(void)
274	CBasePlayer::Jump(void)
275	CBasePlayer::Duck(void)
276	CDYSPlayer::PreThink(void)
277	CDYSPlayer::PostThink(void)
278	CDYSPlayer::DamageEffect(float,int)
279	CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
280	CBasePlayer::ShouldFadeOnDeath(void)
281	CBasePlayer::IsFakeClient(void)const
282	CBasePlayer::GetPlayerMins(void)const
283	CBasePlayer::GetPlayerMaxs(void)const
284	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
285	CBasePlayer::PackDeadPlayerItems(void)
286	CBasePlayer::RemoveAllItems(bool)
287	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
288	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
289	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
290	CDYSPlayer::UpdateClientData(void)
291	CBasePlayer::ExitLadder(void)
292	CBasePlayer::FlashlightIsOn(void)
293	CBasePlayer::FlashlightTurnOn(void)
294	CBasePlayer::FlashlightTurnOff(void)
295	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
296	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
297	CDYSPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
298	CDYSPlayer::DeathSound(CTakeDamageInfo  const&)
299	CDYSPlayer::SetAnimation(PLAYER_ANIM)
300	CBasePlayer::ImpulseCommands(void)
301	CDYSPlayer::CheatImpulseCommands(int)
302	CDYSPlayer::ClientCommand(char  const*)
303	CBasePlayer::StartObserverMode(int)
304	CBasePlayer::StopObserverMode(void)
305	CBasePlayer::SetObserverMode(int)
306	CBasePlayer::GetObserverMode(void)
307	CBasePlayer::SetObserverTarget(CBaseEntity *)
308	CBasePlayer::ObserverUse(bool)
309	CBasePlayer::GetObserverTarget(void)
310	CBasePlayer::FindNextObserverTarget(bool)
311	CBasePlayer::GetNextObserverSearchStartPoint(bool)
312	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
313	CBasePlayer::CheckObserverSettings(void)
314	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
315	CBasePlayer::ForceObserverMode(int)
316	CBasePlayer::ResetObserverMode(void)
317	CBasePlayer::StartReplayMode(float,float,int)
318	CBasePlayer::StopReplayMode(void)
319	CBasePlayer::GetDelayTicks(void)
320	CBasePlayer::GetReplayEntity(void)
321	CBasePlayer::CreateCorpse(void)
322	CBasePlayer::EntSelectSpawnPoint(void)
323	CBasePlayer::GetInVehicle(IServerVehicle *,int)
324	CDYSPlayer::LeaveVehicle(Vector  const&,QAngle  const&)
325	CBasePlayer::OnVehicleStart(void)
326	CDYSPlayer::OnVehicleEnd(void)
327	CDYSPlayer::BumpWeapon(CBaseCombatWeapon *)
328	CBasePlayer::SelectLastItem(void)
329	CBasePlayer::SelectItem(char  const*,int)
330	CBasePlayer::ItemPostFrame(void)
331	CBasePlayer::GiveNamedItem(char  const*,int)
332	CBasePlayer::CheckTrainUpdate(void)
333	CBasePlayer::SetPlayerUnderwater(bool)
334	CBasePlayer::CanBreatheUnderwater(void)const
335	CDYSPlayer::PlayerUse(void)
336	CBasePlayer::PlayUseDenySound(void)
337	CBasePlayer::FindUseEntity(void)
338	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
339	CBasePlayer::PickupObject(CBaseEntity *,bool)
340	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
341	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
342	CBasePlayer::UpdateGeigerCounter(void)
343	CBasePlayer::GetAutoaimVector(float)
344	CBasePlayer::GetAutoaimVector(float,float)
345	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
346	CBasePlayer::ShouldAutoaim(void)
347	CBasePlayer::ForceClientDllUpdate(void)
348	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
349	CDYSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
350	CBasePlayer::CanSpeak(void)
351	CBasePlayer::CanHearChatFrom(CBasePlayer*)
352	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
353	CBasePlayer::CheckChatText(char *,int)
354	CBasePlayer::IsFollowingPhysics(void)
355	CDYSPlayer::CollisionGroupPlayerMovement(void)
356	CDYSPlayer::InitVCollision(void)
357	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
358	CBasePlayer::EquipSuit(bool)
359	CBasePlayer::RemoveSuit(void)
360	CBasePlayer::CommitSuicide(void)
361	CBasePlayer::IsBot(void)const
362	CBasePlayer::SpawnArmorValue(void)const
363	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
364	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
365	CDYSPlayer::PlayerAutoBalanceThink(void)
366	CDYSPlayer::DYSAnim_GetActiveWeapon(void)