CHL2MP Player Offset List (Zombie Panic: Source)
Revision as of 13:51, 4 October 2008 by Noob cannon lol (talk | contribs)
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 04 Oct 2008
// Auto reconstructed from vtable block @ 0x010DA080 // 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::GetServerClass(void) 10 CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void) 11 CHL2MP_Player::GetDataDescMap(void) 12 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &) 13 CHL2_Player::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &) 14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *) 15 CHL2MP_Player::ShouldCollide(int,int)const 16 CBaseEntity::SetOwnerEntity(CBaseEntity*) 17 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*) 18 CBasePlayer::UpdateTransmitState(void) 19 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool) 20 CBasePlayer::GetTracerType(void) 21 CHL2MP_Player::Spawn(void) 22 CHL2MP_Player::Precache(void) 23 CBasePlayer::SetModel(char const*) 24 CBaseEntity::PostConstructor(char const*) 25 CBaseEntity::PostClientActive(void) 26 CBaseEntity::ParseMapData(CEntityMapData *) 27 CBaseEntity::KeyValue(char const*,char const*) 28 CBaseEntity::KeyValue(char const*,float) 29 CBaseEntity::KeyValue(char const*,Vector const&) 30 CBaseEntity::GetKeyValue(char const*,char *,int) 31 CHL2_Player::Activate(void) 32 CBaseEntity::SetParent(CBaseEntity*,int) 33 CBasePlayer::ObjectCaps(void) 34 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int) 35 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &) 36 CHL2_Player::DrawDebugGeometryOverlays(void) 37 CBaseAnimating::DrawDebugTextOverlays(void) 38 CBasePlayer::Save(ISave &) 39 CBasePlayer::Restore(IRestore &) 40 CBasePlayer::ShouldSavePhysics(void) 41 CBaseEntity::OnSave(IEntitySaveUtils *) 42 CHL2_Player::OnRestore(void) 43 CBasePlayer::RequiredEdictIndex(void) 44 CBaseEntity::MoveDone(void) 45 CBaseEntity::Think(void) 46 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void) 47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *) 48 CBaseAnimating::GetBaseAnimating(void) 49 CBaseEntity::GetResponseSystem(void) 50 CBaseEntity::DispatchResponse(char const*) 51 CHL2_Player::Classify(void) 52 CBaseEntity::DeathNotice(CBaseEntity*) 53 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 54 CBaseEntity::GetAutoAimRadius(void) 55 CBaseEntity::GetAutoAimCenter(void) 56 CBaseEntity::GetBeamTraceFilter(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 CBaseEntity::IsAlive(void) 63 CHL2MP_Player::Event_Killed(CTakeDamageInfo const&) 64 CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo const&) 65 CBaseCombatCharacter::BloodColor(void) 66 CBaseEntity::IsTriggered(CBaseEntity*) 67 CBaseEntity::IsNPC(void)const 68 CBaseCombatCharacter::MyCombatCharacterPointer(void) 69 CBaseEntity::GetDelay(void) 70 CBaseEntity::IsMoving(void) 71 CBaseEntity::DamageDecal(int,int) 72 CBaseEntity::DecalTrace(CGameTrace *,char const*) 73 CBaseEntity::ImpactTrace(CGameTrace *,int,char *) 74 CBaseEntity::OnControls(CBaseEntity*) 75 CBaseEntity::HasTarget(string_t) 76 CBasePlayer::IsPlayer(void)const 77 CBasePlayer::IsNetClient(void)const 78 CBaseEntity::IsTemplate(void) 79 CBaseEntity::IsBaseObject(void)const 80 CBaseEntity::IsBaseTrain(void)const 81 CBaseEntity::IsPlayerUsableItem(void) 82 CBaseEntity::GetItemTypeID(void) 83 CBaseEntity::GetServerVehicle(void) 84 CBaseEntity::IsViewable(void) 85 CHL2MP_Player::ChangeTeam(int) 86 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 87 CBaseEntity::CanStandOn(CBaseEntity*)const 88 CBaseEntity::CanStandOn(edict_t *)const 89 CBaseEntity::GetEnemy(void) 90 CBaseEntity::GetEnemy(void)const 91 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float) 92 CBaseEntity::StartTouch(CBaseEntity*) 93 CBasePlayer::Touch(CBaseEntity *) 94 CBaseEntity::EndTouch(CBaseEntity*) 95 CBaseEntity::StartBlocked(CBaseEntity*) 96 CBaseEntity::Blocked(CBaseEntity*) 97 CBaseEntity::EndBlocked(void) 98 CBasePlayer::PhysicsSimulate(void) 99 CHL2MP_Player::UpdateOnRemove(void) 100 CHL2_Player::StopLoopingSounds(void) 101 CBaseEntity::SUB_AllowedToFade(void) 102 CBaseFlex::Teleport(Vector const*,QAngle const*,Vector const*) 103 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 104 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int) 105 CBaseEntity::GetTracerAttachment(void) 106 CHL2MP_Player::FireBullets(FireBulletsInfo_t const&) 107 CBasePlayer::DoImpactEffect(CGameTrace &,int) 108 CBaseEntity::Respawn(void) 109 CBaseEntity::IsLockedByMaster(void) 110 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &) 111 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 112 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 113 CBasePlayer::NetworkStateChanged_m_iHealth(void) 114 CBasePlayer::NetworkStateChanged_m_iHealth(void *) 115 CBasePlayer::NetworkStateChanged_m_lifeState(void) 116 CBasePlayer::NetworkStateChanged_m_lifeState(void *) 117 CBaseEntity::NetworkStateChanged_m_takedamage(void) 118 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 119 CBaseEntity::GetDamageType(void)const 120 CBaseEntity::GetDamage(void) 121 CBaseEntity::SetDamage(float) 122 CBasePlayer::EyePosition(void) 123 CBasePlayer::EyeAngles(void) 124 CBasePlayer::LocalEyeAngles(void) 125 CBaseEntity::EarPosition(void) 126 CBasePlayer::BodyTarget(Vector const&,bool) 127 CBaseEntity::HeadTarget(Vector const&) 128 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const 129 CBaseEntity::GetViewOffset(void) 130 CBasePlayer::GetSmoothedVelocity(void) 131 CBaseAnimating::GetVelocity(Vector *,Vector *) 132 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **) 133 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **) 134 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 135 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 136 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 137 CBaseEntity::GetGroundVelocityToApply(Vector &) 138 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float) 139 CHL2_Player::Splash(void) 140 CBaseEntity::WorldSpaceCenter(void)const 141 CBaseEntity::GetSoundEmissionOrigin(void)const 142 CBaseEntity::CreateVPhysics(void) 143 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 144 CBasePlayer::VPhysicsDestroyObject(void) 145 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 146 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 147 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *) 148 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *) 149 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *) 150 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int) 151 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 152 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int) 153 CBaseEntity::VPhysicsIsFlesh(void) 154 CBaseEntity::HasPhysicsAttacker(float) 155 CBasePlayer::PhysicsSolidMaskForEntity(void)const 156 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 157 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 158 CBaseAnimating::GetStepOrigin(void)const 159 CBaseAnimating::GetStepAngles(void)const 160 CBaseEntity::ShouldDrawWaterImpacts(void) 161 CBasePlayer::NetworkStateChanged_m_fFlags(void) 162 CBasePlayer::NetworkStateChanged_m_fFlags(void *) 163 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void) 164 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 165 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 166 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 167 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 168 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 169 CBasePlayer::NetworkStateChanged_m_flFriction(void) 170 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 171 CBasePlayer::NetworkStateChanged_m_vecVelocity(void) 172 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 173 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 174 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 175 CBaseAnimating::GetIdealSpeed(void)const 176 CBaseAnimating::GetIdealAccel(void)const 177 CBaseAnimatingOverlay::StudioFrameAdvance(void) 178 CBaseAnimating::IsActivityFinished(void) 179 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int) 180 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 181 CHL2MP_Player::BecomeRagdollOnClient(Vector const&) 182 CBaseAnimating::IsRagdoll(void) 183 CBaseAnimating::CanBecomeRagdoll(void) 184 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int) 185 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 186 CBaseAnimating::SetupBones(matrix3x4_t *,int) 187 CBaseAnimating::CalculateIKLocks(float) 188 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 189 CBasePlayer::HandleAnimEvent(animevent_t *) 190 CBaseAnimating::PopulatePoseParameters(void) 191 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 192 CBaseAnimating::InitBoneControllers(void) 193 CBaseAnimating::GetGroundSpeedVelocity(void) 194 CBaseAnimating::Ignite(float,bool,float,bool) 195 CBaseAnimating::IgniteLifetime(float) 196 CBaseAnimating::IgniteNumHitboxFires(int) 197 CBaseAnimating::IgniteHitboxFireScale(float) 198 CBaseAnimating::Extinguish(void) 199 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *) 200 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 201 CBaseFlex::SetViewtarget(Vector const&) 202 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *) 203 CBaseFlex::ProcessSceneEvents(void) 204 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *) 205 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool) 206 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *) 207 CBaseFlex::PlayScene(char const*,float,AI_Response *,IRecipientFilter *) 208 CBaseFlex::PlayAutoGeneratedSoundScene(char const*) 209 CHL2_Player::GetPhysicsImpactDamageTable(void) 210 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 211 CBaseCombatCharacter::FInViewCone(Vector const&) 212 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 213 CBaseCombatCharacter::FInAimCone(Vector const&) 214 CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *) 215 CBaseCombatCharacter::FindMissTarget(void) 216 CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *) 217 CBasePlayer::BodyAngles(void) 218 CBaseCombatCharacter::BodyDirection2D(void) 219 CBaseCombatCharacter::BodyDirection3D(void) 220 CBaseCombatCharacter::HeadDirection2D(void) 221 CBaseCombatCharacter::HeadDirection3D(void) 222 CHL2_Player::EyeDirection2D(void) 223 CHL2_Player::EyeDirection3D(void) 224 CHL2_Player::GiveAmmo(int,int,bool) 225 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 226 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *) 227 CBaseCombatCharacter::Weapon_FrameUpdate(void) 228 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *) 229 CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *) 230 CHL2_Player::Weapon_Equip(CBaseCombatWeapon *) 231 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 232 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*) 233 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int,bool) 234 CBasePlayer::Weapon_ShootPosition(void) 235 CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *) 236 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 237 CBaseCombatCharacter::Weapon_GetSlot(int)const 238 CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *) 239 CBaseCombatCharacter::Weapon_CleanupSlot(int) 240 CBaseCombatCharacter::Weapon_DeleteSlot(int) 241 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 242 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *) 243 CBaseCombatCharacter::CanBecomeServerRagdoll(void) 244 CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo const&) 245 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 246 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 247 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *) 248 CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *) 249 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo const&) 250 CBaseCombatCharacter::GetDeathActivity(void) 251 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 252 CBaseCombatCharacter::CorpseFade(void) 253 CBaseCombatCharacter::HasHumanGibs(void) 254 CBaseCombatCharacter::HasAlienGibs(void) 255 CHL2MP_Player::ShouldGib(CTakeDamageInfo const&) 256 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 257 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 258 CBasePlayer::Event_Dying(void) 259 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&) 260 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 261 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int) 262 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool) 263 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool) 264 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 265 CBaseCombatCharacter::IRelationType(CBaseEntity *) 266 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 267 CBasePlayer::IsInAVehicle(void)const 268 CBasePlayer::GetVehicle(void) 269 CBasePlayer::GetVehicleEntity(void) 270 CBaseCombatCharacter::ExitVehicle(void) 271 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *) 272 CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 273 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 274 CBasePlayer::DoMuzzleFlash(void) 275 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int) 276 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 277 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int) 278 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *) 279 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 280 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 281 CHL2MP_Player::CreateViewModel(int) 282 CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int) 283 CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const 284 CHL2MP_Player::SharedSpawn(void) 285 CBasePlayer::ForceRespawn(void) 286 CBasePlayer::InitialSpawn(void) 287 CBasePlayer::InitHUD(void) 288 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 289 CHL2MP_Player::PlayerDeathThink(void) 290 CHL2MP_Player::Jump(void) 291 CBasePlayer::Duck(void) 292 CHL2MP_Player::PreThink(void) 293 CHL2MP_Player::PostThink(void) 294 CHL2MP_Player::DamageEffect(float,int) 295 CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo const&) 296 CBasePlayer::ShouldFadeOnDeath(void) 297 CBasePlayer::IsFakeClient(void)const 298 CBasePlayer::GetPlayerMins(void)const 299 CBasePlayer::GetPlayerMaxs(void)const 300 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 301 CBasePlayer::PackDeadPlayerItems(void) 302 CBasePlayer::RemoveAllItems(bool) 303 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 304 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *) 305 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 306 CHL2_Player::UpdateClientData(void) 307 CHL2_Player::ExitLadder(void) 308 CHL2_Player::GetLadderSurface(Vector const&) 309 CHL2_Player::SetFlashlightEnabled(bool) 310 CHL2MP_Player::FlashlightIsOn(void) 311 CHL2MP_Player::FlashlightTurnOn(void) 312 CHL2MP_Player::FlashlightTurnOff(void) 313 CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *) 314 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 315 CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool) 316 CBasePlayer::GetStepSoundVelocities(float *,float *) 317 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool) 318 CHL2MP_Player::DeathSound(CTakeDamageInfo const&) 319 CHL2MP_Player::SetAnimation(PLAYER_ANIM) 320 CBasePlayer::ImpulseCommands(void) 321 CHL2_Player::CheatImpulseCommands(int) 322 CHL2MP_Player::ClientCommand(CCommand const&) 323 CHL2MP_Player::StartObserverMode(int) 324 CHL2MP_Player::StopObserverMode(void) 325 CBasePlayer::ModeWantsSpectatorGUI(int) 326 CBasePlayer::SetObserverMode(int) 327 CBasePlayer::GetObserverMode(void) 328 CBasePlayer::SetObserverTarget(CBaseEntity *) 329 CBasePlayer::ObserverUse(bool) 330 CBasePlayer::GetObserverTarget(void) 331 CBasePlayer::FindNextObserverTarget(bool) 332 CBasePlayer::GetNextObserverSearchStartPoint(bool) 333 CBasePlayer::IsValidObserverTarget(CBaseEntity *) 334 CBasePlayer::CheckObserverSettings(void) 335 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 336 CBasePlayer::ForceObserverMode(int) 337 CBasePlayer::ResetObserverMode(void) 338 CBasePlayer::ValidateCurrentObserverTarget(void) 339 CBasePlayer::AttemptToExitFreezeCam(void) 340 CBasePlayer::StartReplayMode(float,float,int) 341 CBasePlayer::StopReplayMode(void) 342 CBasePlayer::GetDelayTicks(void) 343 CBasePlayer::GetReplayEntity(void) 344 CHL2_Player::CreateCorpse(void) 345 CHL2MP_Player::EntSelectSpawnPoint(void) 346 CBasePlayer::GetInVehicle(IServerVehicle *,int) 347 CBasePlayer::LeaveVehicle(Vector const&,QAngle const&) 348 CBasePlayer::OnVehicleStart(void) 349 CBasePlayer::OnVehicleEnd(Vector &) 350 CBasePlayer::BumpWeapon(CBaseCombatWeapon *) 351 CBasePlayer::SelectLastItem(void) 352 CBasePlayer::SelectItem(char const*,int) 353 CBasePlayer::SelectItem(int,int) 354 CHL2MP_Player::ItemPostFrame(void) 355 CBasePlayer::GiveNamedItem(char const*,int) 356 CBasePlayer::CheckTrainUpdate(void) 357 CHL2_Player::SetPlayerUnderwater(bool) 358 CHL2MP_Player::CanBreatheUnderwater(void)const 359 CHL2MP_Player::PlayerUse(void) 360 CHL2_Player::PlayUseDenySound(void) 361 CBasePlayer::FindUseEntity(void) 362 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int) 363 CHL2MP_Player::PickupObject(CBaseEntity *,bool) 364 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *) 365 CHL2_Player::GetHeldObjectMass(IPhysicsObject *) 366 CHL2_Player::GetHeldObject(void) 367 CBasePlayer::UpdateGeigerCounter(void) 368 CBasePlayer::GetAutoaimVector(float) 369 CBasePlayer::GetAutoaimVector(float,float) 370 CHL2_Player::GetAutoaimVector(autoaim_params_t &) 371 CBasePlayer::ShouldAutoaim(void) 372 CBasePlayer::ForceClientDllUpdate(void) 373 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 374 CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *) 375 CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *) 376 CBasePlayer::CanSpeak(void) 377 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 378 CHL2MP_Player::CheckChatText(char *,int) 379 CHL2MP_Player::CreateRagdollEntity(void) 380 CBasePlayer::ShouldAnnounceAchievement(void) 381 CHL2_Player::OnDoneDamage(void) 382 CHL2_Player::IsWalking(void) 383 CHL2MP_Player::IsPracticallyZombie(void)const 384 CHL2_Player::IsFollowingPhysics(void) 385 CHL2_Player::InitVCollision(Vector const&,Vector const&) 386 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 387 CBasePlayer::Hints(void) 388 CBasePlayer::IsReadyToPlay(void) 389 CBasePlayer::IsReadyToSpawn(void) 390 CBasePlayer::ShouldGainInstantSpawn(void) 391 CBasePlayer::ResetPerRoundStats(void) 392 CBasePlayer::ResetScores(void) 393 CHL2_Player::EquipSuit(bool) 394 CHL2_Player::RemoveSuit(void) 395 CHL2MP_Player::CommitSuicide(bool,bool) 396 CHL2MP_Player::CommitSuicide(Vector const&,bool,bool) 397 CBasePlayer::IsBot(void)const 398 CHL2MP_Player::NotePlayerTalked(void) 399 CBasePlayer::GetExpresser(void) 400 CBasePlayer::SpawnArmorValue(void)const 401 CBasePlayer::NetworkStateChanged_m_ArmorValue(void) 402 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *) 403 CHL2_Player::SuspendUse(float) 404 CHL2_Player::CommanderMode(void) 405 CHL2MP_Player::StartSprinting(void) 406 CHL2_Player::GetIdleTime(void)const 407 CHL2_Player::GetMoveTime(void)const 408 CHL2_Player::GetLastDamageTime(void)const 409 CHL2_Player::IsDucking(void)const 410 CHL2_Player::Weapon_Lower(void) 411 CHL2_Player::Weapon_Ready(void) 412 CHL2_Player::IsHoldingEntity(CBaseEntity *) 413 CHL2_Player::UpdateWeaponPosture(void) 414 CHL2_Player::NetworkStateChanged_m_fIsWalking(void) 415 CHL2_Player::NetworkStateChanged_m_fIsWalking(void *) 416 CHL2MP_Player::GhostSpawn(void) 417 CHL2MP_Player::WaitSpawn(void) 418 CHL2MP_Player::ObserverSpawn(void) 419 CHL2MP_Player::HandleCommand_JoinTeam(int) 420 CHL2MP_Player::CanHearChatFrom(CBasePlayer *) 421 CHL2MP_Player::RemoveWeight(float) 422 CHL2MP_Player::RemoveAllItems(void) 423 CHL2MP_Player::ItemReticleSearch(void) 424 CHL2MP_Player::InventoryStatus(void) 425 CHL2MP_Player::GiveNamedItem(char const*) 426 CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *) 427 CHL2MP_Player::GiveEmptyHands(void) 428 CHL2MP_Player::SetPlayerTeamModel(int) 429 CHL2MP_Player::ShowBriefingMenu(void) 430 CHL2MP_Player::HideBriefingMenu(void) 431 CHL2MP_Player::CreateAmmo(char const*) 432 CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *) 433 CHL2MP_Player::ScootInventory(void) 434 CHL2MP_Player::PlayerDropWeapon(void) 435 CHL2MP_Player::PlayerUnloadWeapon(void) 436 CHL2MP_Player::PlayerCycleAmmoType(void) 437 CHL2MP_Player::PlayerCycleDropAmount(void) 438 CHL2MP_Player::PrepAmmoForDrop(CItem *) 439 CHL2MP_Player::PlayerDropAmmo(void) 440 CHL2MP_Player::GiveAmmoToPlayer(void) 441 CHL2MP_Player::Panic(bool) 442 CHL2MP_Player::Melee(bool) 443 CHL2MP_Player::VoiceMenu(char const*) 444 CHL2MP_Player::Taunt(bool) 445 CHL2MP_Player::Go(void) 446 CHL2MP_Player::Camp(void) 447 CHL2MP_Player::HolsterWeapon(void) 448 CHL2MP_Player::Trace(void) 449 CHL2MP_Player::IsOnATeam(void) 450 RandomSeed