CBasePlayer Offset List (Zombie Panic: Source)
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 30 Nov 2009
// Auto reconstructed from vtable block @ 0x01081640 // from "server_i486.so", by ida_vtables.idc 0 CBasePlayer::~CBasePlayer() 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 CBasePlayer::GetServerClass(void) 10 CBasePlayer::YouForgotToImplementOrDeclareServerClass(void) 11 CBasePlayer::GetDataDescMap(void) 12 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &) 13 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &) 14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *) 15 CBaseEntity::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 CBasePlayer::Spawn(void) 22 CBaseEntity::ZPASpawn(void) 23 CBasePlayer::Precache(void) 24 CBasePlayer::SetModel(char const*) 25 CBaseEntity::PostConstructor(char const*) 26 CBaseEntity::PostClientActive(void) 27 CBaseEntity::ParseMapData(CEntityMapData *) 28 CBaseEntity::KeyValue(char const*,char const*) 29 CBaseEntity::KeyValue(char const*,float) 30 CBaseEntity::KeyValue(char const*,Vector const&) 31 CBaseEntity::GetKeyValue(char const*,char *,int) 32 CBasePlayer::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 CBasePlayer::DrawDebugGeometryOverlays(void) 38 CBaseAnimating::DrawDebugTextOverlays(void) 39 CBasePlayer::Save(ISave &) 40 CBasePlayer::Restore(IRestore &) 41 CBasePlayer::ShouldSavePhysics(void) 42 CBaseEntity::OnSave(IEntitySaveUtils *) 43 CBasePlayer::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 CBasePlayer::Classify(void) 53 CBaseEntity::DeathNotice(CBaseEntity*) 54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 55 CBaseEntity::GetAutoAimRadius(void) 56 CBaseEntity::GetAutoAimCenter(void) 57 CBaseEntity::GetBeamTraceFilter(void) 58 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 59 CBasePlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 60 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 61 CBasePlayer::OnTakeDamage(CTakeDamageInfo const&) 62 CBasePlayer::TakeHealth(float,int) 63 CBaseEntity::IsAlive(void) 64 CBasePlayer::Event_Killed(CTakeDamageInfo const&) 65 CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo const&) 66 CBaseCombatCharacter::BloodColor(void) 67 CBaseEntity::IsTriggered(CBaseEntity*) 68 CBaseEntity::IsNPC(void)const 69 CBaseCombatCharacter::MyCombatCharacterPointer(void) 70 CBaseEntity::GetDelay(void) 71 CBaseEntity::IsMoving(void) 72 CBaseEntity::DamageDecal(int,int) 73 CBaseEntity::DecalTrace(CGameTrace *,char const*) 74 CBaseEntity::ImpactTrace(CGameTrace *,int,char *) 75 CBaseEntity::OnControls(CBaseEntity*) 76 CBaseEntity::HasTarget(string_t) 77 CBasePlayer::IsPlayer(void)const 78 CBasePlayer::IsNetClient(void)const 79 CBaseEntity::IsTemplate(void) 80 CBaseEntity::IsBaseObject(void)const 81 CBaseEntity::IsBaseTrain(void)const 82 CBaseEntity::IsPlayerUsableItem(void) 83 CBaseEntity::GetItemTypeID(void) 84 CBaseEntity::GetServerVehicle(void) 85 CBaseEntity::IsViewable(void) 86 CBasePlayer::ChangeTeam(int) 87 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 88 CBaseEntity::CanStandOn(CBaseEntity*)const 89 CBaseEntity::CanStandOn(edict_t *)const 90 CBaseEntity::GetEnemy(void) 91 CBaseEntity::GetEnemy(void)const 92 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float) 93 CBaseEntity::StartTouch(CBaseEntity*) 94 CBasePlayer::Touch(CBaseEntity *) 95 CBaseEntity::EndTouch(CBaseEntity*) 96 CBaseEntity::StartBlocked(CBaseEntity*) 97 CBaseEntity::Blocked(CBaseEntity*) 98 CBaseEntity::EndBlocked(void) 99 CBasePlayer::PhysicsSimulate(void) 100 CBasePlayer::UpdateOnRemove(void) 101 CBaseEntity::StopLoopingSounds(void) 102 CBaseEntity::SUB_AllowedToFade(void) 103 CBaseFlex::Teleport(Vector const*,QAngle const*,Vector const*) 104 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 105 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int) 106 CBaseEntity::GetTracerAttachment(void) 107 CBaseEntity::FireBullets(FireBulletsInfo_t const&) 108 CBasePlayer::DoImpactEffect(CGameTrace &,int) 109 CBaseEntity::Respawn(void) 110 CBaseEntity::IsLockedByMaster(void) 111 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &) 112 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 113 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 114 CBasePlayer::NetworkStateChanged_m_iHealth(void) 115 CBasePlayer::NetworkStateChanged_m_iHealth(void *) 116 CBasePlayer::NetworkStateChanged_m_lifeState(void) 117 CBasePlayer::NetworkStateChanged_m_lifeState(void *) 118 CBaseEntity::NetworkStateChanged_m_takedamage(void) 119 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 120 CBaseEntity::GetDamageType(void)const 121 CBaseEntity::GetDamage(void) 122 CBaseEntity::SetDamage(float) 123 CBasePlayer::EyePosition(void) 124 CBasePlayer::EyeAngles(void) 125 CBasePlayer::LocalEyeAngles(void) 126 CBaseEntity::EarPosition(void) 127 CBasePlayer::BodyTarget(Vector const&,bool) 128 CBaseEntity::HeadTarget(Vector const&) 129 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const 130 CBaseEntity::GetViewOffset(void) 131 CBasePlayer::GetSmoothedVelocity(void) 132 CBaseAnimating::GetVelocity(Vector *,Vector *) 133 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **) 134 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **) 135 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 136 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 137 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 138 CBaseEntity::GetGroundVelocityToApply(Vector &) 139 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float) 140 CBaseEntity::Splash(void) 141 CBaseEntity::WorldSpaceCenter(void)const 142 CBaseEntity::GetSoundEmissionOrigin(void)const 143 CBaseEntity::CreateVPhysics(void) 144 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 145 CBasePlayer::VPhysicsDestroyObject(void) 146 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 147 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 148 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *) 149 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *) 150 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *) 151 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int) 152 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 153 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int) 154 CBaseEntity::VPhysicsIsFlesh(void) 155 CBaseEntity::HasPhysicsAttacker(float) 156 CBasePlayer::PhysicsSolidMaskForEntity(void)const 157 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 158 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 159 CBaseAnimating::GetStepOrigin(void)const 160 CBaseAnimating::GetStepAngles(void)const 161 CBaseEntity::ShouldDrawWaterImpacts(void) 162 CBasePlayer::NetworkStateChanged_m_fFlags(void) 163 CBasePlayer::NetworkStateChanged_m_fFlags(void *) 164 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void) 165 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 166 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 167 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 168 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 169 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 170 CBasePlayer::NetworkStateChanged_m_flFriction(void) 171 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 172 CBasePlayer::NetworkStateChanged_m_vecVelocity(void) 173 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 174 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 175 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 176 CBaseAnimating::GetIdealSpeed(void)const 177 CBaseAnimating::GetIdealAccel(void)const 178 CBaseAnimatingOverlay::StudioFrameAdvance(void) 179 CBaseAnimating::IsActivityFinished(void) 180 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int) 181 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 182 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 183 CBaseAnimating::IsRagdoll(void) 184 CBaseAnimating::CanBecomeRagdoll(void) 185 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int) 186 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 187 CBaseAnimating::SetupBones(matrix3x4_t *,int) 188 CBaseAnimating::CalculateIKLocks(float) 189 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 190 CBasePlayer::HandleAnimEvent(animevent_t *) 191 CBaseAnimating::PopulatePoseParameters(void) 192 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 193 CBaseAnimating::InitBoneControllers(void) 194 CBaseAnimating::GetGroundSpeedVelocity(void) 195 CBaseAnimating::Ignite(float,bool,float,bool) 196 CBaseAnimating::IgniteLifetime(float) 197 CBaseAnimating::IgniteNumHitboxFires(int) 198 CBaseAnimating::IgniteHitboxFireScale(float) 199 CBaseAnimating::Extinguish(void) 200 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *) 201 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 202 CBaseFlex::SetViewtarget(Vector const&) 203 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *) 204 CBaseFlex::ProcessSceneEvents(void) 205 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *) 206 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool) 207 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *) 208 CBaseFlex::PlayScene(char const*,float,AI_Response *,IRecipientFilter *) 209 CBaseFlex::PlayAutoGeneratedSoundScene(char const*) 210 CBasePlayer::GetPhysicsImpactDamageTable(void) 211 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 212 CBaseCombatCharacter::FInViewCone(Vector const&) 213 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 214 CBaseCombatCharacter::FInAimCone(Vector const&) 215 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 216 CBaseCombatCharacter::FindMissTarget(void) 217 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*) 218 CBasePlayer::BodyAngles(void) 219 CBaseCombatCharacter::BodyDirection2D(void) 220 CBaseCombatCharacter::BodyDirection3D(void) 221 CBaseCombatCharacter::HeadDirection2D(void) 222 CBaseCombatCharacter::HeadDirection3D(void) 223 CBaseCombatCharacter::EyeDirection2D(void) 224 CBaseCombatCharacter::EyeDirection3D(void) 225 CBaseCombatCharacter::GiveAmmo(int,int,bool) 226 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 227 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *) 228 CBaseCombatCharacter::Weapon_FrameUpdate(void) 229 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *) 230 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *) 231 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *) 232 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 233 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*) 234 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int,bool) 235 CBasePlayer::Weapon_ShootPosition(void) 236 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *) 237 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 238 CBaseCombatCharacter::Weapon_GetSlot(int)const 239 CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *) 240 CBaseCombatCharacter::Weapon_CleanupSlot(int) 241 CBaseCombatCharacter::Weapon_DeleteSlot(int) 242 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 243 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *) 244 CBaseCombatCharacter::CanBecomeServerRagdoll(void) 245 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 246 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 247 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 248 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *) 249 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *) 250 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo const&) 251 CBaseCombatCharacter::GetDeathActivity(void) 252 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 253 CBaseCombatCharacter::CorpseFade(void) 254 CBaseCombatCharacter::HasHumanGibs(void) 255 CBaseCombatCharacter::HasAlienGibs(void) 256 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 257 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 258 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 259 CBasePlayer::Event_Dying(void) 260 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&) 261 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 262 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int) 263 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool) 264 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool) 265 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 266 CBaseCombatCharacter::IRelationType(CBaseEntity *) 267 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 268 CBasePlayer::IsInAVehicle(void)const 269 CBasePlayer::GetVehicle(void) 270 CBasePlayer::GetVehicleEntity(void) 271 CBaseCombatCharacter::ExitVehicle(void) 272 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *) 273 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 274 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 275 CBasePlayer::DoMuzzleFlash(void) 276 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int) 277 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 278 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int) 279 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *) 280 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 281 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 282 CBasePlayer::CreateViewModel(int) 283 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int) 284 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const 285 CBasePlayer::SharedSpawn(void) 286 CBasePlayer::ForceRespawn(void) 287 CBasePlayer::InitialSpawn(void) 288 CBasePlayer::InitHUD(void) 289 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 290 CBasePlayer::PlayerDeathThink(void) 291 CBasePlayer::Jump(void) 292 CBasePlayer::Duck(void) 293 CBasePlayer::PreThink(void) 294 CBasePlayer::PostThink(void) 295 CBasePlayer::DamageEffect(float,int) 296 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 297 CBasePlayer::ShouldFadeOnDeath(void) 298 CBasePlayer::IsFakeClient(void)const 299 CBasePlayer::GetPlayerMins(void)const 300 CBasePlayer::GetPlayerMaxs(void)const 301 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 302 CBasePlayer::PackDeadPlayerItems(void) 303 CBasePlayer::RemoveAllItems(bool) 304 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 305 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *) 306 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 307 CBasePlayer::UpdateClientData(void) 308 CBasePlayer::ExitLadder(void) 309 CBasePlayer::GetLadderSurface(Vector const&) 310 CBasePlayer::SetFlashlightEnabled(bool) 311 CBasePlayer::FlashlightIsOn(void) 312 CBasePlayer::FlashlightTurnOn(void) 313 CBasePlayer::FlashlightTurnOff(void) 314 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *) 315 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 316 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool) 317 CBasePlayer::GetStepSoundVelocities(float *,float *) 318 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool) 319 CBasePlayer::DeathSound(CTakeDamageInfo const&) 320 CBasePlayer::SetAnimation(PLAYER_ANIM) 321 CBasePlayer::ImpulseCommands(void) 322 CBasePlayer::CheatImpulseCommands(int) 323 CBasePlayer::ClientCommand(CCommand const&) 324 CBasePlayer::StartObserverMode(int) 325 CBasePlayer::StopObserverMode(void) 326 CBasePlayer::ModeWantsSpectatorGUI(int) 327 CBasePlayer::SetObserverMode(int) 328 CBasePlayer::GetObserverMode(void) 329 CBasePlayer::SetObserverTarget(CBaseEntity *) 330 CBasePlayer::ObserverUse(bool) 331 CBasePlayer::GetObserverTarget(void) 332 CBasePlayer::FindNextObserverTarget(bool) 333 CBasePlayer::GetNextObserverSearchStartPoint(bool) 334 CBasePlayer::IsValidObserverTarget(CBaseEntity *) 335 CBasePlayer::CheckObserverSettings(void) 336 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 337 CBasePlayer::ForceObserverMode(int) 338 CBasePlayer::ResetObserverMode(void) 339 CBasePlayer::ValidateCurrentObserverTarget(void) 340 CBasePlayer::AttemptToExitFreezeCam(void) 341 CBasePlayer::StartReplayMode(float,float,int) 342 CBasePlayer::StopReplayMode(void) 343 CBasePlayer::GetDelayTicks(void) 344 CBasePlayer::GetReplayEntity(void) 345 CBasePlayer::CreateCorpse(void) 346 CBasePlayer::EntSelectSpawnPoint(void) 347 CBasePlayer::GetInVehicle(IServerVehicle *,int) 348 CBasePlayer::LeaveVehicle(Vector const&,QAngle const&) 349 CBasePlayer::OnVehicleStart(void) 350 CBasePlayer::OnVehicleEnd(Vector &) 351 CBasePlayer::BumpWeapon(CBaseCombatWeapon *) 352 CBasePlayer::SelectLastItem(void) 353 CBasePlayer::SelectItem(char const*,int) 354 CBasePlayer::SelectItem(int,int) 355 CBasePlayer::ItemPostFrame(void) 356 CBasePlayer::GiveNamedItem(char const*,int) 357 CBasePlayer::CheckTrainUpdate(void) 358 CBasePlayer::SetPlayerUnderwater(bool) 359 CBasePlayer::CanBreatheUnderwater(void)const 360 CBasePlayer::PlayerUse(void) 361 CBasePlayer::PlayUseDenySound(void) 362 CBasePlayer::FindUseEntity(void) 363 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int) 364 CBasePlayer::PickupObject(CBaseEntity *,bool) 365 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *) 366 CBasePlayer::GetHeldObjectMass(IPhysicsObject *) 367 CBasePlayer::GetHeldObject(void) 368 CBasePlayer::UpdateGeigerCounter(void) 369 CBasePlayer::GetAutoaimVector(float) 370 CBasePlayer::GetAutoaimVector(float,float) 371 CBasePlayer::GetAutoaimVector(autoaim_params_t &) 372 CBasePlayer::ShouldAutoaim(void) 373 CBasePlayer::ForceClientDllUpdate(void) 374 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 375 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *) 376 CBasePlayer::CanHearAndReadChatFrom(CBasePlayer*) 377 CBasePlayer::CanSpeak(void) 378 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 379 CBasePlayer::CheckChatText(char *,int) 380 CBasePlayer::CreateRagdollEntity(void) 381 CBasePlayer::ShouldAnnounceAchievement(void) 382 CBasePlayer::OnDoneDamage(void) 383 CBasePlayer::IsWalking(void) 384 CBasePlayer::IsPracticallyZombie(void)const 385 CBasePlayer::IsFollowingPhysics(void) 386 CBasePlayer::InitVCollision(Vector const&,Vector const&) 387 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 388 CBasePlayer::Hints(void) 389 CBasePlayer::IsReadyToPlay(void) 390 CBasePlayer::IsReadyToSpawn(void) 391 CBasePlayer::ShouldGainInstantSpawn(void) 392 CBasePlayer::ResetPerRoundStats(void) 393 CBasePlayer::ResetScores(void) 394 CBasePlayer::EquipSuit(bool) 395 CBasePlayer::RemoveSuit(void) 396 CBasePlayer::CommitSuicide(bool,bool) 397 CBasePlayer::CommitSuicide(Vector const&,bool,bool) 398 CBasePlayer::IsBot(void)const 399 CBasePlayer::NotePlayerTalked(void) 400 CBasePlayer::GetExpresser(void) 401 CBasePlayer::SpawnArmorValue(void)const 402 CBasePlayer::NetworkStateChanged_m_ArmorValue(void) 403 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)