CHL2MP Player Offset List (Zombie Panic: Source)
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