CHL2MP Player Offset List (Zombie Panic: Source)

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Revision as of 05:17, 8 September 2012 by Xerox8521 (talk | contribs)
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Also for use when using virtual offsets.

These are the Linux offsets. Windows offsets are 1 smaller.

The List

This comes from the symbol tables, so you'll have to look in the SDK for return types.

Last Updated 30 Aug 2012

// Auto reconstructed from vtable block @ 0x01209620
// from "server_i486.so", by ida_vtables.idc
0	CBasePlayer::~CBasePlayer()
1	CBasePlayer::~CBasePlayer()
2	CBaseEntity::SetRefEHandle(CBaseHandle  const&)
3	CBaseEntity::GetRefEHandle(void)const
4	CBaseEntity::GetCollideable(void)
5	CBaseEntity::GetNetworkable(void)
6	CBaseEntity::GetBaseEntity(void)
7	CBaseEntity::GetModelIndex(void)const
8	CBaseEntity::GetModelName(void)const
9	CBaseEntity::SetModelIndex(int)
10	CBasePlayer::GetServerClass(void)
11	CBasePlayer::YouForgotToImplementOrDeclareServerClass(void)
12	CBasePlayer::GetDataDescMap(void)
13	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
14	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
15	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
16	CBaseEntity::ShouldCollide(int,int)const
17	CBaseEntity::SetOwnerEntity(CBaseEntity*)
18	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
19	CBasePlayer::UpdateTransmitState(void)
20	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
21	CBasePlayer::GetTracerType(void)
22	CBasePlayer::Spawn(void)
23	CBaseEntity::ZPASpawn(void)
24	CBasePlayer::Precache(void)
25	CBasePlayer::SetModel(char  const*)
26	CBaseEntity::PostConstructor(char  const*)
27	CBaseEntity::PostClientActive(void)
28	CBaseEntity::ParseMapData(CEntityMapData *)
29	CBaseEntity::KeyValue(char  const*,char  const*)
30	CBaseEntity::KeyValue(char  const*,float)
31	CBaseEntity::KeyValue(char  const*,Vector  const&)
32	CBaseEntity::GetKeyValue(char  const*,char *,int)
33	CBasePlayer::Activate(void)
34	CBaseEntity::SetParent(CBaseEntity*,int)
35	CBasePlayer::ObjectCaps(void)
36	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
37	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
38	CBasePlayer::DrawDebugGeometryOverlays(void)
39	CBaseAnimating::DrawDebugTextOverlays(void)
40	CBasePlayer::Save(ISave &)
41	CBasePlayer::Restore(IRestore &)
42	CBasePlayer::ShouldSavePhysics(void)
43	CBaseEntity::OnSave(IEntitySaveUtils *)
44	CBasePlayer::OnRestore(void)
45	CBasePlayer::RequiredEdictIndex(void)
46	CBaseEntity::MoveDone(void)
47	CBaseEntity::Think(void)
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
49	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
50	CBaseAnimating::GetBaseAnimating(void)
51	CBaseEntity::GetResponseSystem(void)
52	CBaseEntity::DispatchResponse(char  const*)
53	CBasePlayer::Classify(void)
54	CBaseEntity::DeathNotice(CBaseEntity*)
55	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
56	CBaseEntity::GetAutoAimRadius(void)
57	CBaseEntity::GetAutoAimCenter(void)
58	CBaseEntity::GetBeamTraceFilter(void)
59	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
60	CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
61	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
62	CBasePlayer::OnTakeDamage(CTakeDamageInfo  const&)
63	CBasePlayer::TakeHealth(float,int)
64	CBaseEntity::IsAlive(void)
65	CBasePlayer::Event_Killed(CTakeDamageInfo  const&)
66	CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
67	CBaseCombatCharacter::BloodColor(void)
68	CBaseEntity::IsTriggered(CBaseEntity*)
69	CBaseEntity::IsNPC(void)const
70	CBaseCombatCharacter::MyCombatCharacterPointer(void)
71	CBaseEntity::GetDelay(void)
72	CBaseEntity::IsMoving(void)
73	CBaseEntity::DamageDecal(int,int)
74	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
75	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
76	CBaseEntity::OnControls(CBaseEntity*)
77	CBaseEntity::HasTarget(string_t)
78	CBasePlayer::IsPlayer(void)const
79	CBasePlayer::IsNetClient(void)const
80	CBaseEntity::IsTemplate(void)
81	CBaseEntity::IsBaseObject(void)const
82	CBaseEntity::IsBaseTrain(void)const
83	CBaseEntity::IsPlayerUsableItem(void)
84	CBaseEntity::GetItemTypeID(void)
85	CBaseEntity::GetServerVehicle(void)
86	CBaseEntity::IsViewable(void)
87	CBasePlayer::ChangeTeam(int)
88	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
89	CBaseEntity::CanStandOn(CBaseEntity*)const
90	CBaseEntity::CanStandOn(edict_t *)const
91	CBaseEntity::GetEnemy(void)
92	CBaseEntity::GetEnemy(void)const
93	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
94	CBaseEntity::StartTouch(CBaseEntity*)
95	CBasePlayer::Touch(CBaseEntity *)
96	CBaseEntity::EndTouch(CBaseEntity*)
97	CBaseEntity::StartBlocked(CBaseEntity*)
98	CBaseEntity::Blocked(CBaseEntity*)
99	CBaseEntity::EndBlocked(void)
100	CBasePlayer::PhysicsSimulate(void)
101	CBasePlayer::UpdateOnRemove(void)
102	CBaseEntity::StopLoopingSounds(void)
103	CBaseEntity::SUB_AllowedToFade(void)
104	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
105	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
106	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
107	CBaseEntity::GetTracerAttachment(void)
108	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
109	CBasePlayer::DoImpactEffect(CGameTrace &,int)
110	CBaseEntity::Respawn(void)
111	CBaseEntity::IsLockedByMaster(void)
112	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
113	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
114	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
115	CBasePlayer::NetworkStateChanged_m_iHealth(void)
116	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
117	CBasePlayer::NetworkStateChanged_m_lifeState(void)
118	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
119	CBaseEntity::NetworkStateChanged_m_takedamage(void)
120	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
121	CBaseEntity::GetDamageType(void)const
122	CBaseEntity::GetDamage(void)
123	CBaseEntity::SetDamage(float)
124	CBasePlayer::EyePosition(void)
125	CBasePlayer::EyeAngles(void)
126	CBasePlayer::LocalEyeAngles(void)
127	CBaseEntity::EarPosition(void)
128	CBasePlayer::BodyTarget(Vector  const&,bool)
129	CBaseEntity::HeadTarget(Vector  const&)
130	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
131	CBaseEntity::GetViewOffset(void)
132	CBasePlayer::GetSmoothedVelocity(void)
133	CBaseAnimating::GetVelocity(Vector *,Vector *)
134	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
135	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
136	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
137	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
138	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
139	CBasePlayer::SetGroundEntity(CBaseEntity *)
140	CBaseEntity::GetGroundEntity(void)
141	CBaseEntity::GetGroundVelocityToApply(Vector &)
142	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
143	CBaseEntity::Splash(void)
144	CBaseEntity::WorldSpaceCenter(void)const
145	CBaseEntity::GetSoundEmissionOrigin(void)const
146	CBaseEntity::CreateVPhysics(void)
147	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
148	CBasePlayer::VPhysicsDestroyObject(void)
149	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
150	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
151	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
152	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
153	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
154	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
155	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
156	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
157	CBaseEntity::VPhysicsIsFlesh(void)
158	CBaseEntity::HasPhysicsAttacker(float)
159	CBasePlayer::PhysicsSolidMaskForEntity(void)const
160	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
161	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
162	CBaseAnimating::GetStepOrigin(void)const
163	CBaseAnimating::GetStepAngles(void)const
164	CBaseEntity::ShouldDrawWaterImpacts(void)
165	CBasePlayer::NetworkStateChanged_m_fFlags(void)
166	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
167	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
168	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
169	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
170	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
171	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
172	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
173	CBasePlayer::NetworkStateChanged_m_flFriction(void)
174	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
175	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
176	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
177	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
178	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
179	CBaseAnimating::Hide(void)
180	CBaseAnimating::GetIdealSpeed(void)const
181	CBaseAnimating::GetIdealAccel(void)const
182	CBaseAnimatingOverlay::StudioFrameAdvance(void)
183	CBaseAnimating::IsActivityFinished(void)
184	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
185	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
186	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
187	CBaseAnimating::IsRagdoll(void)
188	CBaseAnimating::CanBecomeRagdoll(void)
189	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
190	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
191	CBaseAnimating::SetupBones(matrix3x4_t *,int)
192	CBaseAnimating::CalculateIKLocks(float)
193	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
194	CBasePlayer::HandleAnimEvent(animevent_t *)
195	CBaseAnimating::PopulatePoseParameters(void)
196	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
197	CBaseAnimating::InitBoneControllers(void)
198	CBaseAnimating::GetGroundSpeedVelocity(void)
199	CBaseAnimating::Ignite(float,bool,float,bool)
200	CBaseAnimating::IgniteLifetime(float)
201	CBaseAnimating::IgniteNumHitboxFires(int)
202	CBaseAnimating::IgniteHitboxFireScale(float)
203	CBaseAnimating::Extinguish(void)
204	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
205	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
206	CBaseFlex::SetViewtarget(Vector  const&)
207	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
208	CBaseFlex::ProcessSceneEvents(void)
209	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
210	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
211	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
212	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
213	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
214	CBasePlayer::GetPhysicsImpactDamageTable(void)
215	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
216	CBaseCombatCharacter::FInViewCone(Vector  const&)
217	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
218	CBaseCombatCharacter::FInAimCone(Vector  const&)
219	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
220	CBaseCombatCharacter::FindMissTarget(void)
221	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
222	CBasePlayer::BodyAngles(void)
223	CBaseCombatCharacter::BodyDirection2D(void)
224	CBaseCombatCharacter::BodyDirection3D(void)
225	CBaseCombatCharacter::HeadDirection2D(void)
226	CBaseCombatCharacter::HeadDirection3D(void)
227	CBaseCombatCharacter::EyeDirection2D(void)
228	CBaseCombatCharacter::EyeDirection3D(void)
229	CBaseCombatCharacter::GiveAmmo(int,int,bool)
230	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
231	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
232	CBaseCombatCharacter::Weapon_FrameUpdate(void)
233	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
234	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
235	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
236	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
237	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
238	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int,bool)
239	CBasePlayer::Weapon_ShootPosition(void)
240	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
241	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
242	CBaseCombatCharacter::Weapon_GetSlot(int)const
243	CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *)
244	CBaseCombatCharacter::Weapon_CleanupSlot(int)
245	CBaseCombatCharacter::Weapon_DeleteSlot(int)
246	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
247	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
248	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
249	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
250	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
251	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
252	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
253	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
254	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
255	CBaseCombatCharacter::GetDeathActivity(void)
256	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
257	CBaseCombatCharacter::CorpseFade(void)
258	CBaseCombatCharacter::HasHumanGibs(void)
259	CBaseCombatCharacter::HasAlienGibs(void)
260	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
261	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
262	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
263	CBasePlayer::Event_Dying(void)
264	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
265	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
266	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
267	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
268	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
269	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
270	CBaseCombatCharacter::IRelationType(CBaseEntity *)
271	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
272	CBasePlayer::IsInAVehicle(void)const
273	CBasePlayer::GetVehicle(void)
274	CBasePlayer::GetVehicleEntity(void)
275	CBaseCombatCharacter::ExitVehicle(void)
276	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
277	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
278	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
279	CBasePlayer::DoMuzzleFlash(void)
280	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
281	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
282	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
283	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
284	CBasePlayer::CreateViewModel(int)
285	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
286	CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
287	CBasePlayer::SharedSpawn(void)
288	CBasePlayer::ForceRespawn(void)
289	CBasePlayer::InitialSpawn(void)
290	CBasePlayer::InitHUD(void)
291	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
292	CBasePlayer::PlayerDeathThink(void)
293	CBasePlayer::Jump(void)
294	CBasePlayer::Duck(void)
295	CBasePlayer::PreThink(void)
296	CBasePlayer::PostThink(void)
297	CBasePlayer::DamageEffect(float,int)
298	CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
299	CBasePlayer::ShouldFadeOnDeath(void)
300	CBasePlayer::IsFakeClient(void)const
301	CBasePlayer::GetPlayerMins(void)const
302	CBasePlayer::GetPlayerMaxs(void)const
303	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
304	CBasePlayer::PackDeadPlayerItems(void)
305	CBasePlayer::RemoveAllItems(bool)
306	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
307	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
308	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
309	CBasePlayer::UpdateClientData(void)
310	CBasePlayer::ExitLadder(void)
311	CBasePlayer::GetLadderSurface(Vector  const&)
312	CBasePlayer::SetFlashlightEnabled(bool)
313	CBasePlayer::FlashlightIsOn(void)
314	CBasePlayer::FlashlightTurnOn(void)
315	CBasePlayer::FlashlightTurnOff(void)
316	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
317	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
318	CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
319	CBasePlayer::GetStepSoundVelocities(float *,float *)
320	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
321	CBasePlayer::DeathSound(CTakeDamageInfo  const&)
322	CBasePlayer::SetAnimation(PLAYER_ANIM)
323	CBasePlayer::ImpulseCommands(void)
324	CBasePlayer::CheatImpulseCommands(int)
325	CBasePlayer::ClientCommand(CCommand  const&)
326	CBasePlayer::StartObserverMode(int)
327	CBasePlayer::StopObserverMode(void)
328	CBasePlayer::ModeWantsSpectatorGUI(int)
329	CBasePlayer::SetObserverMode(int)
330	CBasePlayer::GetObserverMode(void)
331	CBasePlayer::SetObserverTarget(CBaseEntity *)
332	CBasePlayer::ObserverUse(bool)
333	CBasePlayer::GetObserverTarget(void)
334	CBasePlayer::FindNextObserverTarget(bool)
335	CBasePlayer::GetNextObserverSearchStartPoint(bool)
336	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
337	CBasePlayer::CheckObserverSettings(void)
338	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
339	CBasePlayer::ForceObserverMode(int)
340	CBasePlayer::ResetObserverMode(void)
341	CBasePlayer::ValidateCurrentObserverTarget(void)
342	CBasePlayer::AttemptToExitFreezeCam(void)
343	CBasePlayer::StartReplayMode(float,float,int)
344	CBasePlayer::StopReplayMode(void)
345	CBasePlayer::GetDelayTicks(void)
346	CBasePlayer::GetReplayEntity(void)
347	CBasePlayer::CreateCorpse(void)
348	CBasePlayer::EntSelectSpawnPoint(void)
349	CBasePlayer::GetInVehicle(IServerVehicle *,int)
350	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
351	CBasePlayer::OnVehicleStart(void)
352	CBasePlayer::OnVehicleEnd(Vector &)
353	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
354	CBasePlayer::SelectLastItem(void)
355	CBasePlayer::SelectItem(char  const*,int)
356	CBasePlayer::SelectItem(int,int)
357	CBasePlayer::ItemPostFrame(void)
358	CBasePlayer::GiveNamedItem(char  const*,int)
359	CBasePlayer::CheckTrainUpdate(void)
360	CBasePlayer::SetPlayerUnderwater(bool)
361	CBasePlayer::CanBreatheUnderwater(void)const
362	CBasePlayer::PlayerUse(void)
363	CBasePlayer::PlayUseDenySound(void)
364	CBasePlayer::FindUseEntity(void)
365	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
366	CBasePlayer::PickupObject(CBaseEntity *,bool)
367	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
368	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
369	CBasePlayer::GetHeldObject(void)
370	CBasePlayer::UpdateGeigerCounter(void)
371	CBasePlayer::GetAutoaimVector(float)
372	CBasePlayer::GetAutoaimVector(float,float)
373	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
374	CBasePlayer::ShouldAutoaim(void)
375	CBasePlayer::ForceClientDllUpdate(void)
376	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
377	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
378	CBasePlayer::CanHearAndReadChatFrom(CBasePlayer*)
379	CBasePlayer::CanSpeak(void)
380	CBasePlayer::GetPlayerModelSoundPrefix(void)
381	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
382	CBasePlayer::CheckChatText(char *,int)
383	CBasePlayer::CreateRagdollEntity(void)
384	CBasePlayer::ShouldAnnounceAchievement(void)
385	CBasePlayer::OnDoneDamage(void)
386	CBasePlayer::IsWalking(void)
387	CBasePlayer::IsPracticallyZombie(void)const
388	CBasePlayer::IsInfectionKnown(void)const
389	CBasePlayer::DidZombieJustTurn(void)const
390	CBasePlayer::InfectPlayer(float)
391	CBasePlayer::IsFollowingPhysics(void)
392	CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
393	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
394	CBasePlayer::Hints(void)
395	CBasePlayer::IsReadyToPlay(void)
396	CBasePlayer::IsReadyToSpawn(void)
397	CBasePlayer::ShouldGainInstantSpawn(void)
398	CBasePlayer::ResetPerRoundStats(void)
399	CBasePlayer::ResetScores(void)
400	CBasePlayer::EquipSuit(bool)
401	CBasePlayer::RemoveSuit(void)
402	CBasePlayer::CommitSuicide(bool,bool)
403	CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
404	CBasePlayer::IsBot(void)const
405	CBasePlayer::NotePlayerTalked(void)
406	CBasePlayer::GetExpresser(void)
407	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
408	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
409	CBasePlayer::SpawnArmorValue(void)const