CHL2MP Player Offset List (Zombie Panic: Source)
Revision as of 15:04, 6 January 2008 by Mooman2 (talk | contribs) (New page: Also for use when using virtual offsets. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b> == The List == This comes from the sy...)
Also for use when using virtual 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 06 Jan 2008
// Auto reconstructed from vtable block @ 0x00EA0120 // from "server_i486.so", by ida_vtables.idc 0 CHL2MP_Player::~CHL2MP_Player() 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 CHL2MP_Player::_GetClassName(void) 10 CHL2MP_Player::GetServerClass(void) 11 CHL2MP_Player::GetClassName(void) 12 CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void) 13 CHL2MP_Player::GetDataDescMap(void) 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(void) 21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool) 22 CBasePlayer::GetTracerType(void) 23 CHL2MP_Player::Spawn(void) 24 CHL2MP_Player::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 CHL2_Player::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 CHL2_Player::DrawDebugGeometryOverlays(void) 38 CBaseAnimating::DrawDebugTextOverlays(void) 39 CBasePlayer::Save(ISave &) 40 CBasePlayer::Restore(IRestore &) 41 CBasePlayer::ShouldSavePhysics(void) 42 CBaseEntity::OnSave(IEntitySaveUtils *) 43 CHL2_Player::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 CHL2_Player::Classify(void) 53 CBaseEntity::DeathNotice(CBaseEntity*) 54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 55 CBaseEntity::GetAutoAimRadius(void) 56 CBaseEntity::GetAutoAimCenter(void) 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 CHL2MP_Player::TakeHealth(float,int) 62 CHL2MP_Player::Event_Killed(CTakeDamageInfo const&) 63 CHL2_Player::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::IsPlayerUsableItem(void) 80 CBaseEntity::GetItemTypeID(void) 81 CBaseEntity::GetServerVehicle(void) 82 CBaseEntity::IsViewable(void) 83 CHL2MP_Player::ChangeTeam(int) 84 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 85 CBaseEntity::CanStandOn(CBaseEntity*)const 86 CBaseEntity::CanStandOn(edict_t *)const 87 CBaseEntity::GetEnemy(void) 88 CBaseEntity::GetEnemy(void)const 89 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float) 90 CBaseEntity::StartTouch(CBaseEntity*) 91 CBasePlayer::Touch(CBaseEntity *) 92 CBaseEntity::EndTouch(CBaseEntity*) 93 CBaseEntity::StartBlocked(CBaseEntity*) 94 CBaseEntity::Blocked(CBaseEntity*) 95 CBaseEntity::EndBlocked(void) 96 CBasePlayer::PhysicsSimulate(void) 97 CHL2MP_Player::UpdateOnRemove(void) 98 CHL2_Player::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 CHL2MP_Player::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 CBasePlayer::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::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 156 CBaseAnimating::GetStepOrigin(void)const 157 CBaseAnimating::GetStepAngles(void)const 158 CBaseEntity::ShouldDrawWaterImpacts(void) 159 CBaseEntity::NetworkStateChanged_m_fFlags(void) 160 CBaseEntity::NetworkStateChanged_m_fFlags(void *) 161 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void) 162 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 163 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 164 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 165 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 166 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 167 CBasePlayer::NetworkStateChanged_m_flFriction(void) 168 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 169 CBasePlayer::NetworkStateChanged_m_vecVelocity(void) 170 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 171 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 172 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 173 CBaseAnimating::GetIdealSpeed(void)const 174 CBaseAnimating::GetIdealAccel(void)const 175 CBaseAnimatingOverlay::StudioFrameAdvance(void) 176 CBaseAnimating::IsActivityFinished(void) 177 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 178 CHL2MP_Player::BecomeRagdollOnClient(Vector const&) 179 CBaseAnimating::IsRagdoll(void) 180 CBaseAnimating::CanBecomeRagdoll(void) 181 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int) 182 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 183 CBaseAnimating::SetupBones(matrix3x4_t *,int) 184 CBaseAnimating::CalculateIKLocks(float) 185 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 186 CBaseAnimating::HandleAnimEvent(animevent_t *) 187 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 188 CBaseAnimating::InitBoneControllers(void) 189 CBaseAnimating::GetGroundSpeedVelocity(void) 190 CBaseAnimating::Ignite(float,bool,float,bool) 191 CBaseAnimating::Extinguish(void) 192 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *) 193 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 194 CBaseFlex::SetViewtarget(Vector const&) 195 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *) 196 CBaseFlex::ProcessSceneEvents(void) 197 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *) 198 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool) 199 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *) 200 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void) 201 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 202 CBaseCombatCharacter::FInViewCone(Vector const&) 203 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 204 CBaseCombatCharacter::FInAimCone(Vector const&) 205 CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *) 206 CBaseCombatCharacter::FindMissTarget(void) 207 CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *) 208 CBasePlayer::BodyAngles(void) 209 CBaseCombatCharacter::BodyDirection2D(void) 210 CBaseCombatCharacter::BodyDirection3D(void) 211 CBaseCombatCharacter::HeadDirection2D(void) 212 CBaseCombatCharacter::HeadDirection3D(void) 213 CHL2_Player::EyeDirection2D(void) 214 CHL2_Player::EyeDirection3D(void) 215 CHL2_Player::GiveAmmo(int,int,bool) 216 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 217 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *) 218 CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *) 219 CHL2_Player::Weapon_Equip(CBaseCombatWeapon *) 220 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 221 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*) 222 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int) 223 CBasePlayer::Weapon_ShootPosition(void) 224 CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *) 225 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 226 CBaseCombatCharacter::Weapon_GetSlot(int)const 227 CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *) 228 CBaseCombatCharacter::Weapon_DeleteSlot(int) 229 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 230 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *) 231 CBaseCombatCharacter::CanBecomeServerRagdoll(void) 232 CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo const&) 233 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 234 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 235 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *) 236 CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *) 237 CBaseCombatCharacter::GetDeathActivity(void) 238 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 239 CBaseCombatCharacter::CorpseFade(void) 240 CBaseCombatCharacter::HasHumanGibs(void) 241 CBaseCombatCharacter::HasAlienGibs(void) 242 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 243 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 244 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 245 CBasePlayer::Event_Dying(void) 246 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&) 247 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 248 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int) 249 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool) 250 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool) 251 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 252 CBaseCombatCharacter::IRelationType(CBaseEntity *) 253 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 254 CBaseCombatCharacter::IsInAVehicle(void) 255 CBasePlayer::GetVehicle(void) 256 CBasePlayer::GetVehicleEntity(void) 257 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *) 258 CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 259 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 260 CBasePlayer::DoMuzzleFlash(void) 261 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int) 262 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 263 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int) 264 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *) 265 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 266 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 267 CHL2MP_Player::CreateViewModel(int) 268 CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int) 269 CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const 270 CHL2MP_Player::SharedSpawn(void) 271 CBasePlayer::InitialSpawn(void) 272 CBasePlayer::InitHUD(void) 273 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 274 CHL2MP_Player::PlayerDeathThink(void) 275 CHL2MP_Player::Jump(void) 276 CBasePlayer::Duck(void) 277 CHL2MP_Player::PreThink(void) 278 CHL2MP_Player::PostThink(void) 279 CHL2MP_Player::DamageEffect(float,int) 280 CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo const&) 281 CBasePlayer::ShouldFadeOnDeath(void) 282 CBasePlayer::IsFakeClient(void)const 283 CBasePlayer::GetPlayerMins(void)const 284 CBasePlayer::GetPlayerMaxs(void)const 285 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 286 CBasePlayer::PackDeadPlayerItems(void) 287 CBasePlayer::RemoveAllItems(bool) 288 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 289 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *) 290 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 291 CHL2_Player::UpdateClientData(void) 292 CHL2_Player::ExitLadder(void) 293 CHL2MP_Player::FlashlightIsOn(void) 294 CHL2MP_Player::FlashlightTurnOn(void) 295 CHL2MP_Player::FlashlightTurnOff(void) 296 CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *) 297 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 298 CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool) 299 CHL2MP_Player::DeathSound(CTakeDamageInfo const&) 300 CHL2MP_Player::SetAnimation(PLAYER_ANIM) 301 CBasePlayer::ImpulseCommands(void) 302 CHL2_Player::CheatImpulseCommands(int) 303 CHL2MP_Player::ClientCommand(char const*) 304 CHL2MP_Player::StartObserverMode(int) 305 CHL2MP_Player::StopObserverMode(void) 306 CBasePlayer::SetObserverMode(int) 307 CBasePlayer::GetObserverMode(void) 308 CBasePlayer::SetObserverTarget(CBaseEntity *) 309 CBasePlayer::ObserverUse(bool) 310 CBasePlayer::GetObserverTarget(void) 311 CBasePlayer::FindNextObserverTarget(bool) 312 CBasePlayer::GetNextObserverSearchStartPoint(bool) 313 CBasePlayer::IsValidObserverTarget(CBaseEntity *) 314 CBasePlayer::CheckObserverSettings(void) 315 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 316 CBasePlayer::ForceObserverMode(int) 317 CBasePlayer::ResetObserverMode(void) 318 CBasePlayer::StartReplayMode(float,float,int) 319 CBasePlayer::StopReplayMode(void) 320 CBasePlayer::GetDelayTicks(void) 321 CBasePlayer::GetReplayEntity(void) 322 CHL2_Player::CreateCorpse(void) 323 CHL2MP_Player::EntSelectSpawnPoint(void) 324 CBasePlayer::GetInVehicle(IServerVehicle *,int) 325 CBasePlayer::LeaveVehicle(Vector const&,QAngle const&) 326 CBasePlayer::OnVehicleStart(void) 327 CBasePlayer::OnVehicleEnd(Vector &) 328 CBasePlayer::BumpWeapon(CBaseCombatWeapon *) 329 CBasePlayer::SelectLastItem(void) 330 CBasePlayer::SelectItem(char const*,int) 331 CBasePlayer::SelectItem(int,int) 332 CHL2MP_Player::ItemPostFrame(void) 333 CBasePlayer::GiveNamedItem(char const*,int) 334 CBasePlayer::CheckTrainUpdate(void) 335 CHL2_Player::SetPlayerUnderwater(bool) 336 CHL2MP_Player::CanBreatheUnderwater(void)const 337 CHL2MP_Player::PlayerUse(void) 338 CHL2_Player::PlayUseDenySound(void) 339 CBasePlayer::FindUseEntity(void) 340 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int) 341 CHL2MP_Player::PickupObject(CBaseEntity *,bool) 342 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *) 343 CHL2_Player::GetHeldObjectMass(IPhysicsObject *) 344 CBasePlayer::UpdateGeigerCounter(void) 345 CBasePlayer::GetAutoaimVector(float) 346 CBasePlayer::GetAutoaimVector(float,float) 347 CHL2_Player::GetAutoaimVector(autoaim_params_t &) 348 CBasePlayer::ShouldAutoaim(void) 349 CBasePlayer::ForceClientDllUpdate(void) 350 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 351 CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *) 352 CBasePlayer::CanSpeak(void) 353 CHL2MP_Player::CanHearChatFrom(CBasePlayer *) 354 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 355 CHL2MP_Player::CheckChatText(char *,int) 356 CHL2_Player::IsFollowingPhysics(void) 357 CHL2_Player::InitVCollision(void) 358 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 359 CHL2_Player::EquipSuit(bool) 360 CHL2_Player::RemoveSuit(void) 361 CHL2MP_Player::CommitSuicide(void) 362 CBasePlayer::IsBot(void)const 363 CBasePlayer::SpawnArmorValue(void)const 364 CBasePlayer::NetworkStateChanged_m_ArmorValue(void) 365 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *) 366 CHL2_Player::SuspendUse(float) 367 CHL2_Player::CommanderMode(void) 368 CHL2MP_Player::StartSprinting(void) 369 CHL2_Player::GetIdleTime(void)const 370 CHL2_Player::GetMoveTime(void)const 371 CHL2_Player::GetLastDamageTime(void)const 372 CHL2_Player::IsDucking(void)const 373 CHL2_Player::OnDoneDamage(void) 374 CHL2_Player::Weapon_Lower(void) 375 CHL2_Player::Weapon_Ready(void) 376 CHL2_Player::IsHoldingEntity(CBaseEntity *) 377 CHL2_Player::UpdateWeaponPosture(void) 378 CHL2MP_Player::GhostSpawn(void) 379 CHL2MP_Player::WaitSpawn(void) 380 CHL2MP_Player::ObserverSpawn(void) 381 CHL2MP_Player::HandleCommand_JoinTeam(int) 382 CHL2MP_Player::RemoveWeight(float) 383 CHL2MP_Player::RemoveAllItems(void) 384 CHL2MP_Player::ItemReticleSearch(void) 385 CHL2MP_Player::InventoryStatus(void) 386 CHL2MP_Player::GiveNamedItem(char const*) 387 CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *) 388 CHL2MP_Player::GiveEmptyHands(void) 389 CHL2MP_Player::SetPlayerTeamModel(int) 390 CHL2MP_Player::ShowBriefingMenu(void) 391 CHL2MP_Player::HideBriefingMenu(void) 392 CHL2MP_Player::CreateAmmo(char const*) 393 CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *) 394 CHL2MP_Player::PlayerDropWeapon(void) 395 CHL2MP_Player::PlayerUnloadWeapon(void) 396 CHL2MP_Player::PlayerCycleAmmoType(void) 397 CHL2MP_Player::PlayerCycleDropAmount(void) 398 CHL2MP_Player::PrepAmmoForDrop(CItem *) 399 CHL2MP_Player::PlayerDropAmmo(void) 400 CHL2MP_Player::GiveAmmoToPlayer(void) 401 CHL2MP_Player::Panic(void) 402 CHL2MP_Player::Melee(void) 403 CHL2MP_Player::VoiceMenu(char const*) 404 CHL2MP_Player::Taunt(void) 405 CHL2MP_Player::Go(void) 406 CHL2MP_Player::HolsterWeapon(void) 407 CHL2MP_Player::Trace(void) 408 CHL2MP_Player::IsOnATeam(void) 409 std::bad_cast::~bad_cast()