CSDKPlayer Offset List (Hidden: Source)

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Revision as of 08:40, 23 April 2008 by DS (talk | contribs) (CSDKPlayer offset list (Hidden:Source) moved to CSDKPlayer Offset List (Hidden: Source): Consistency with other changed titles)
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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 April 2008

// Auto reconstructed from vtable block @ 0x007FF480
// from "server_i486.so", by ida_vtables.idc
0	CSDKPlayer::~CSDKPlayer()
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	CSDKPlayer::GetPredDescMap(void)
10	CSDKPlayer::GetServerClass(void)
11	CSDKPlayer::GetClassName(void)
12	CSDKPlayer::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	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
22	CBasePlayer::GetTracerType(void)
23	CSDKPlayer::Spawn(void)
24	CSDKPlayer::Precache(void)
25	CBaseFlex::SetModel(char  const*)
26	CBaseEntity::PostConstructor(char  const*)
27	CBaseEntity::ParseMapData(CEntityMapData *)
28	CBaseEntity::KeyValue(char  const*,char  const*)
29	CBaseEntity::KeyValue(char  const*,float)
30	CBaseEntity::KeyValue(char  const*,Vector)
31	CBaseEntity::ValidateEntityConnections(void)
32	CBasePlayer::Activate(void)
33	CBasePlayer::ObjectCaps(void)
34	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
35	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
36	CBasePlayer::DrawDebugGeometryOverlays(void)
37	CBaseAnimating::DrawDebugTextOverlays(void)
38	CBasePlayer::Save(ISave &)
39	CBasePlayer::Restore(IRestore &)
40	CBasePlayer::ShouldSavePhysics(void)
41	CBaseEntity::OnSave(IEntitySaveUtils *)
42	CBasePlayer::OnRestore(void)
43	CBasePlayer::RequiredEdictIndex(void)
44	CBaseEntity::MoveDone(void)
45	CBaseEntity::Think(void)
46	CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void)
47	CBaseAnimating::GetBaseAnimating(void)
48	CBaseEntity::GetResponseSystem(void)
49	CBaseEntity::DispatchResponse(char  const*)
50	CBasePlayer::Classify(void)
51	CBaseEntity::DeathNotice(CBaseEntity*)
52	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
53	CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
54	CBasePlayer::OnTakeDamage(CTakeDamageInfo  const&)
55	CBasePlayer::TakeHealth(float,int)
56	CSDKPlayer::Event_Killed(CTakeDamageInfo  const&)
57	CBaseCombatCharacter::BloodColor(void)
58	CBaseEntity::IsTriggered(CBaseEntity*)
59	CBaseEntity::IsNPC(void)const
60	CBaseCombatCharacter::MyCombatCharacterPointer(void)
61	CBaseEntity::GetDelay(void)
62	CBaseEntity::IsMoving(void)
63	CBaseEntity::DamageDecal(int,int)
64	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
65	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
66	CBaseEntity::OnControls(CBaseEntity*)
67	CBaseEntity::HasTarget(string_t)
68	CBasePlayer::IsPlayer(void)const
69	CBasePlayer::IsNetClient(void)
70	CBaseEntity::IsTemplate(void)
71	CBaseEntity::IsBaseObject(void)const
72	CBaseEntity::GetServerVehicle(void)
73	CBaseEntity::IsViewable(void)
74	CBasePlayer::ChangeTeam(int)
75	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
76	CBaseEntity::CanStandOn(CBaseEntity*)const
77	CBaseEntity::CanStandOn(edict_t *)const
78	CBaseEntity::GetEnemy(void)
79	CBaseEntity::GetEnemy(void)const
80	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
81	CBaseEntity::StartTouch(CBaseEntity*)
82	CBasePlayer::Touch(CBaseEntity *)
83	CBaseEntity::EndTouch(CBaseEntity*)
84	CBaseEntity::StartBlocked(CBaseEntity*)
85	CBaseEntity::Blocked(CBaseEntity*)
86	CBaseEntity::EndBlocked(void)
87	CBasePlayer::PhysicsSimulate(void)
88	CBasePlayer::UpdateOnRemove(void)
89	CBaseEntity::StopLoopingSounds(void)
90	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
91	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
92	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
93	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
94	CBasePlayer::DoImpactEffect(CGameTrace &,int)
95	CBaseEntity::Respawn(void)
96	CBaseEntity::IsLockedByMaster(void)
97	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
98	CBasePlayer::NetworkStateChanged_m_lifeState(void)
99	CBaseEntity::NetworkStateChanged_m_takedamage(void)
100	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
101	CBaseEntity::NetworkStateChanged_m_iHealth(void)
102	CBaseEntity::GetDamageType(void)const
103	CBaseEntity::GetDamage(void)
104	CBaseEntity::SetDamage(float)
105	CBasePlayer::EyePosition(void)
106	CBasePlayer::EyeAngles(void)
107	CBasePlayer::LocalEyeAngles(void)
108	CBaseEntity::EarPosition(void)
109	CBasePlayer::BodyTarget(Vector  const&,bool)
110	CBaseEntity::HeadTarget(Vector  const&)
111	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
112	CBaseEntity::GetViewOffset(void)
113	CBasePlayer::GetSmoothedVelocity(void)
114	CBaseAnimating::GetVelocity(Vector *,Vector *)
115	CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)
116	CBaseEntity::FVisible(Vector  const&,int,CBaseEntity**)
117	CBaseEntity::CanBeSeen(void)
118	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
119	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
120	CBaseEntity::CanBePoweredUp(void)
121	CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
122	CBaseEntity::GetGroundVelocityToApply(Vector &)
123	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
124	CBaseEntity::Splash(void)
125	CBaseEntity::WorldSpaceCenter(void)const
126	CBaseEntity::GetSoundEmissionOrigin(void)const
127	CBaseEntity::CreateVPhysics(void)
128	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
129	CBasePlayer::VPhysicsDestroyObject(void)
130	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
131	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
132	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
133	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
134	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
135	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
136	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
137	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
138	CBaseEntity::HasPhysicsAttacker(float)
139	CBasePlayer::PhysicsSolidMaskForEntity(void)const
140	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
141	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
142	CBaseAnimating::GetStepOrigin(void)const
143	CBaseAnimating::GetStepAngles(void)const
144	CBaseEntity::ShouldDrawWaterImpacts(void)
145	CBaseEntity::NetworkStateChanged_m_fFlags(void)
146	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
147	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
148	CBaseEntity::NetworkStateChanged_m_nWaterLevel(void)
149	CBasePlayer::NetworkStateChanged_m_flFriction(void)
150	CBaseEntity::NetworkStateChanged_m_vecVelocity(void)
151	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
152	CBaseAnimating::GetIdealSpeed(void)const
153	CBaseAnimating::GetIdealAccel(void)const
154	CBaseAnimatingOverlay::StudioFrameAdvance(void)
155	CBaseAnimating::IsActivityFinished(void)
156	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
157	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
158	CBaseAnimating::IsRagdoll(void)
159	CBaseAnimating::CanBecomeRagdoll(void)
160	CBaseAnimatingOverlay::GetSkeleton(Vector *,Quaternion *,int)
161	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
162	CBaseAnimating::SetupBones(matrix3x4_t *,int)
163	CBaseAnimating::CalculateIKLocks(float)
164	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
165	CBaseAnimating::HandleAnimEvent(animevent_t *)
166	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
167	CBaseAnimating::InitBoneControllers(void)
168	CBaseAnimating::GetGroundSpeedVelocity(void)
169	CBaseAnimating::DrawServerHitboxes(float,bool)
170	CBaseAnimating::Ignite(float,bool,float,bool)
171	CBaseAnimating::Extinguish(void)
172	CBaseCombatCharacter::SetLightingOrigin(CBaseEntity *)
173	CBaseFlex::SetViewtarget(Vector  const&)
174	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
175	CBaseFlex::ProcessSceneEvents(void)
176	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
177	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
178	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
179	CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
180	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
181	CBaseCombatCharacter::FInViewCone(Vector  const&)
182	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
183	CBaseCombatCharacter::FInAimCone(Vector  const&)
184	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
185	CBaseCombatCharacter::FindMissTarget(void)
186	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
187	CBasePlayer::BodyAngles(void)
188	CBaseCombatCharacter::BodyDirection2D(void)
189	CBaseCombatCharacter::BodyDirection3D(void)
190	CBaseCombatCharacter::HeadDirection2D(void)
191	CBaseCombatCharacter::HeadDirection3D(void)
192	CBaseCombatCharacter::EyeDirection2D(void)
193	CBaseCombatCharacter::EyeDirection3D(void)
194	CBaseCombatCharacter::GiveAmmo(int,int,bool)
195	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
196	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
197	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
198	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
199	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
200	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
201	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
202	CBasePlayer::Weapon_ShootPosition(void)
203	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
204	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
205	CBaseCombatCharacter::Weapon_GetSlot(int)const
206	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
207	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
208	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
209	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
210	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
211	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
212	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
213	CBaseCombatCharacter::GetDeathActivity(void)
214	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
215	CBaseCombatCharacter::CorpseFade(void)
216	CBaseCombatCharacter::HasHumanGibs(void)
217	CBaseCombatCharacter::HasAlienGibs(void)
218	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
219	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
220	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
221	CBasePlayer::Event_Dying(CTakeDamageInfo  const&)
222	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
223	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
224	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
225	CBaseCombatCharacter::IRelationType(CBaseEntity *)
226	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
227	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
228	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
229	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
230	CBasePlayer::DoMuzzleFlash(void)
231	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
232	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
233	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
234	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
235	CSDKPlayer::CreateViewModel(int)
236	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
237	CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
238	CBasePlayer::SharedSpawn(void)
239	CBasePlayer::EntSelectSpawnPoint(void)
240	CSDKPlayer::InitialSpawn(void)
241	CBasePlayer::InitHUD(void)
242	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
243	CBasePlayer::PlayerDeathThink(void)
244	CBasePlayer::Jump(void)
245	CBasePlayer::Duck(void)
246	CSDKPlayer::PreThink(void)
247	CSDKPlayer::PostThink(void)
248	CBasePlayer::DamageEffect(float,int)
249	CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
250	CBasePlayer::ShouldFadeOnDeath(void)
251	CBasePlayer::IsFakeClient(void)
252	CBasePlayer::GetPlayerMins(void)const
253	CBasePlayer::GetPlayerMaxs(void)const
254	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
255	CBasePlayer::PackDeadPlayerItems(void)
256	CBasePlayer::RemoveAllItems(bool)
257	CBasePlayer::SetZoom(bool)
258	CBasePlayer::SetEquipment(int)
259	CBasePlayer::GetEquipment(void)
260	CBasePlayer::GetNewEquipment(void)
261	CBasePlayer::SetPrimary(int)
262	CBasePlayer::GetPrimary(void)
263	CBasePlayer::GetNewPrimary(void)
264	CBasePlayer::SetSecondary(int)
265	CBasePlayer::GetSecondary(void)
266	CBasePlayer::GetNewSecondary(void)
267	CBasePlayer::SetReady(bool)
268	CBasePlayer::IsReady(void)
269	CBasePlayer::SetPrimaryBool(bool)
270	CBasePlayer::HasPrimary(void)
271	CBasePlayer::SetSecondaryBool(bool)
272	CBasePlayer::HasSecondary(void)
273	CBasePlayer::SetEquipmentBool(bool)
274	CBasePlayer::HasEquipment(void)
275	CBasePlayer::SetNoHidden(bool)
276	CBasePlayer::GetNoHidden(void)
277	CBasePlayer::SetHadHidden(bool)
278	CBasePlayer::GetHadHidden(void)
279	CBasePlayer::ChangeClass(int)
280	CBasePlayer::GetClass(void)
281	CBasePlayer::GetNewClass(void)
282	CBasePlayer::UpdatePlayerInfo(void)
283	CBasePlayer::SetSafe(bool)
284	CBasePlayer::GetSafe(void)
285	CBasePlayer::GetStamina(void)
286	CBasePlayer::SetStamina(float)
287	CBasePlayer::SetRadio(float)
288	CBasePlayer::GetRadio(void)
289	CBasePlayer::RequestedAmmo(void)
290	CBasePlayer::SetAmmoRequest(bool)
291	CBasePlayer::SetAmmoRecieved(void)
292	CBasePlayer::GetAmmoRecieved(void)
293	CBasePlayer::LAMIsOn(void)
294	CBasePlayer::LaserTurnOn(void)
295	CBasePlayer::LaserTurnOff(void)
296	CBasePlayer::NightVisionEnabled(void)
297	CBasePlayer::SetNightVision(bool)
298	CBasePlayer::IsBoosted(void)
299	CBasePlayer::SetBoosted(bool)
300	CBasePlayer::SetBoost(int)
301	CBasePlayer::GetBoost(void)
302	CBasePlayer::GetBoostTimer(void)
303	CBasePlayer::Boost(void)
304	CBasePlayer::IsViewing(void)
305	CBasePlayer::SetAura(bool)
306	CBasePlayer::IsStunned(void)
307	CBasePlayer::CancelStun(void)
308	CBasePlayer::Stun(CBasePlayer*)
309	CBasePlayer::UpdateStun(void)
310	CBasePlayer::Shockwave(float,float)
311	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
312	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
313	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
314	CBasePlayer::UpdateClientData(void)
315	CBasePlayer::ExitLadder(void)
316	CSDKPlayer::FlashlightIsOn(void)
317	CSDKPlayer::FlashlightTurnOn(void)
318	CSDKPlayer::FlashlightTurnOff(void)
319	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
320	CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
321	CBasePlayer::DeathSound(CTakeDamageInfo  const&)
322	CBasePlayer::SetAnimation(PLAYER_ANIM)
323	CBasePlayer::ImpulseCommands(void)
324	CSDKPlayer::CheatImpulseCommands(int)
325	CBasePlayer::ClientCommand(char  const*)
326	CBasePlayer::StartObserverMode(int)
327	CBasePlayer::StopObserverMode(void)
328	CBasePlayer::SetObserverMode(int,bool)
329	CBasePlayer::GetObserverMode(void)
330	CBasePlayer::SetObserverTarget(CBaseEntity *)
331	CBasePlayer::ObserverUse(bool)
332	CBasePlayer::GetObserverTarget(void)
333	CBasePlayer::FindNextObserverTarget(bool)
334	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
335	CBasePlayer::CheckObserverSettings(void)
336	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
337	CBasePlayer::ForceObserverMode(int,bool)
338	CBasePlayer::ResetObserverMode(void)
339	CBasePlayer::CreateCorpse(void)
340	CBasePlayer::GetInVehicle(IServerVehicle *,int)
341	CSDKPlayer::LeaveVehicle(Vector  const&,QAngle  const&)
342	CBasePlayer::OnVehicleStart(void)
343	CBasePlayer::OnVehicleEnd(Vector &)
344	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
345	CBasePlayer::SelectLastItem(void)
346	CBasePlayer::SelectItem(char  const*,int)
347	CBasePlayer::ItemPostFrame(void)
348	CBasePlayer::GiveNamedItem(char  const*,int)
349	CBasePlayer::CheckTrainUpdate(void)
350	CBasePlayer::SetPlayerUnderwater(bool)
351	CBasePlayer::CanBreatheUnderwater(void)const
352	CSDKPlayer::PlayerUse(void)
353	CBasePlayer::PlayUseDenySound(void)
354	CBasePlayer::FindUseEntity(void)
355	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
356	CSDKPlayer::PickupObject(CBaseEntity *,bool)
357	CSDKPlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
358	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
359	CBasePlayer::UpdateGeigerCounter(void)
360	CBasePlayer::GetAutoaimVector(float)
361	CBasePlayer::ShouldAutoaim(void)
362	CBasePlayer::ForceClientDllUpdate(void)
363	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
364	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
365	CBasePlayer::CanSpeak(void)
366	CBasePlayer::CanHearChatFrom(CBasePlayer*)
367	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
368	CBasePlayer::CheckChatText(char *,int)
369	CBasePlayer::IsFollowingPhysics(void)
370	CBasePlayer::InitVCollision(void)
371	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
372	CBasePlayer::EquipSuit(void)
373	CBasePlayer::IsBot(void)
374	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
375	CSDKPlayer::IsHoldingEntity(CBaseEntity *)
376	CSDKPlayer::StopWalking(void)
377	CSDKPlayer::StartWalking(void)
378	CSDKPlayer::SDKAnim_GetActiveWeapon(void)
379	CSDKPlayer::SDKAnim_CanMove(void)