CHL2MP Player Offset List (Zombie Panic: Source)

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Revision as of 13:51, 4 October 2008 by Noob cannon lol (talk | contribs)
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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 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