CShipPlayer Offset List (The Ship)

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Revision as of 08:43, 23 April 2008 by DS (talk | contribs) (The Ship CShipPlayer offset list (SourceMM) moved to CShipPlayer Offset List (The Ship): Removing SourceMM suffix once and for all)
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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 08 July 2007

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