CGEPlayer Offset List (GoldenEye: Source)

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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 10 Feb 2009

// Auto reconstructed from vtable block @ 0x0105A4C0
// from "server_i486.so", by ida_vtables.idc
0	CGEPlayer::~CGEPlayer()
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	CGEPlayer::GetServerClass(void)
10	CGEPlayer::YouForgotToImplementOrDeclareServerClass(void)
11	CGEPlayer::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	CBaseEntity::ShouldCollide(int,int)const
16	CBaseEntity::SetOwnerEntity(CBaseEntity*)
17	CGEPlayer::ShouldTransmit(CCheckTransmitInfo  const*)
18	CBasePlayer::UpdateTransmitState(void)
19	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
20	CBasePlayer::GetTracerType(void)
21	CGEPlayer::Spawn(void)
22	CGEPlayer::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	CGEPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60	CGEPlayer::OnTakeDamage(CTakeDamageInfo  const&)
61	CBasePlayer::TakeHealth(float,int)
62	CBaseEntity::IsAlive(void)
63	CGEPlayer::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::GetServerVehicle(void)
82	CBaseEntity::IsViewable(void)
83	CHL2MP_Player::ChangeTeam(int)
84	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
85	CBaseEntity::CanStandOn(CBaseEntity*)const
86	CBaseEntity::CanStandOn(edict_t *)const
87	CBaseEntity::GetEnemy(void)
88	CBaseEntity::GetEnemy(void)const
89	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
90	CBaseEntity::StartTouch(CBaseEntity*)
91	CBasePlayer::Touch(CBaseEntity *)
92	CBaseEntity::EndTouch(CBaseEntity*)
93	CBaseEntity::StartBlocked(CBaseEntity*)
94	CBaseEntity::Blocked(CBaseEntity*)
95	CBaseEntity::EndBlocked(void)
96	CBasePlayer::PhysicsSimulate(void)
97	CHL2MP_Player::UpdateOnRemove(void)
98	CHL2_Player::StopLoopingSounds(void)
99	CBaseEntity::SUB_AllowedToFade(void)
100	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
101	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
102	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
103	CBaseEntity::GetTracerAttachment(void)
104	CGEPlayer::FireBullets(FireBulletsInfo_t  const&)
105	CBasePlayer::DoImpactEffect(CGameTrace &,int)
106	CBaseEntity::Respawn(void)
107	CBaseEntity::IsLockedByMaster(void)
108	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
109	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
110	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
111	CBasePlayer::NetworkStateChanged_m_iHealth(void)
112	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
113	CBasePlayer::NetworkStateChanged_m_lifeState(void)
114	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
115	CBaseEntity::NetworkStateChanged_m_takedamage(void)
116	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
117	CBaseEntity::GetDamageType(void)const
118	CBaseEntity::GetDamage(void)
119	CBaseEntity::SetDamage(float)
120	CBasePlayer::EyePosition(void)
121	CBasePlayer::EyeAngles(void)
122	CBasePlayer::LocalEyeAngles(void)
123	CBaseEntity::EarPosition(void)
124	CBasePlayer::BodyTarget(Vector  const&,bool)
125	CBaseEntity::HeadTarget(Vector  const&)
126	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
127	CBaseEntity::GetViewOffset(void)
128	CBasePlayer::GetSmoothedVelocity(void)
129	CBaseAnimating::GetVelocity(Vector *,Vector *)
130	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
131	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
132	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
133	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
134	CGEPlayer::GetReceivedDamageScale(CBaseEntity *)
135	CBaseEntity::GetGroundVelocityToApply(Vector &)
136	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
137	CHL2_Player::Splash(void)
138	CBaseEntity::WorldSpaceCenter(void)const
139	CBaseEntity::GetSoundEmissionOrigin(void)const
140	CBaseEntity::CreateVPhysics(void)
141	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
142	CBasePlayer::VPhysicsDestroyObject(void)
143	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
144	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
145	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
146	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
147	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
148	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
149	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
150	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
151	CBaseEntity::VPhysicsIsFlesh(void)
152	CBaseEntity::HasPhysicsAttacker(float)
153	CBasePlayer::PhysicsSolidMaskForEntity(void)const
154	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
155	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
156	CBaseAnimating::GetStepOrigin(void)const
157	CBaseAnimating::GetStepAngles(void)const
158	CBaseEntity::ShouldDrawWaterImpacts(void)
159	CBasePlayer::NetworkStateChanged_m_fFlags(void)
160	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
161	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
162	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
163	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
164	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
165	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
166	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
167	CBasePlayer::NetworkStateChanged_m_flFriction(void)
168	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
169	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
170	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
171	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
172	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
173	CBaseAnimating::GetIdealSpeed(void)const
174	CBaseAnimating::GetIdealAccel(void)const
175	CBaseAnimatingOverlay::StudioFrameAdvance(void)
176	CBaseAnimating::IsActivityFinished(void)
177	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
178	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
179	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
180	CBaseAnimating::IsRagdoll(void)
181	CBaseAnimating::CanBecomeRagdoll(void)
182	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
183	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
184	CBaseAnimating::SetupBones(matrix3x4_t *,int)
185	CBaseAnimating::CalculateIKLocks(float)
186	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
187	CBasePlayer::HandleAnimEvent(animevent_t *)
188	CBaseAnimating::PopulatePoseParameters(void)
189	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
190	CBaseAnimating::InitBoneControllers(void)
191	CBaseAnimating::GetGroundSpeedVelocity(void)
192	CBaseAnimating::Ignite(float,bool,float,bool)
193	CBaseAnimating::IgniteLifetime(float)
194	CBaseAnimating::IgniteNumHitboxFires(int)
195	CBaseAnimating::IgniteHitboxFireScale(float)
196	CBaseAnimating::Extinguish(void)
197	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
198	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
199	CBaseFlex::SetViewtarget(Vector  const&)
200	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
201	CBaseFlex::ProcessSceneEvents(void)
202	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
203	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
204	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
205	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
206	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
207	CHL2_Player::GetPhysicsImpactDamageTable(void)
208	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
209	CBaseCombatCharacter::FInViewCone(Vector  const&)
210	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
211	CBaseCombatCharacter::FInAimCone(Vector  const&)
212	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
213	CBaseCombatCharacter::FindMissTarget(void)
214	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
215	CBasePlayer::BodyAngles(void)
216	CBaseCombatCharacter::BodyDirection2D(void)
217	CBaseCombatCharacter::BodyDirection3D(void)
218	CBaseCombatCharacter::HeadDirection2D(void)
219	CBaseCombatCharacter::HeadDirection3D(void)
220	CHL2_Player::EyeDirection2D(void)
221	CHL2_Player::EyeDirection3D(void)
222	CGEPlayer::GiveAmmo(int,int,bool)
223	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
224	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
225	CBaseCombatCharacter::Weapon_FrameUpdate(void)
226	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
227	CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
228	CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
229	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
230	CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
231	CGEPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
232	CBasePlayer::Weapon_ShootPosition(void)
233	CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
234	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
235	CBaseCombatCharacter::Weapon_GetSlot(int)const
236	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
237	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
238	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
239	CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&)
240	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
241	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
242	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
243	CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
244	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
245	CBaseCombatCharacter::GetDeathActivity(void)
246	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
247	CBaseCombatCharacter::CorpseFade(void)
248	CBaseCombatCharacter::HasHumanGibs(void)
249	CBaseCombatCharacter::HasAlienGibs(void)
250	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
251	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
252	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
253	CBasePlayer::Event_Dying(void)
254	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
255	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
256	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
257	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
258	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
259	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
260	CBaseCombatCharacter::IRelationType(CBaseEntity *)
261	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
262	CBasePlayer::IsInAVehicle(void)const
263	CBasePlayer::GetVehicle(void)
264	CBasePlayer::GetVehicleEntity(void)
265	CBaseCombatCharacter::ExitVehicle(void)
266	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
267	CGEPlayer::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
268	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
269	CGEPlayer::DoMuzzleFlash(void)
270	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
271	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
272	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
273	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
274	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
275	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
276	CHL2MP_Player::CreateViewModel(int)
277	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
278	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
279	CBasePlayer::SharedSpawn(void)
280	CGEPlayer::ForceRespawn(void)
281	CGEPlayer::InitialSpawn(void)
282	CBasePlayer::InitHUD(void)
283	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
284	CHL2MP_Player::PlayerDeathThink(void)
285	CBasePlayer::Jump(void)
286	CBasePlayer::Duck(void)
287	CGEPlayer::PreThink(void)
288	CGEPlayer::PostThink(void)
289	CGEPlayer::DamageEffect(float,int)
290	CGEPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
291	CBasePlayer::ShouldFadeOnDeath(void)
292	CBasePlayer::IsFakeClient(void)const
293	CBasePlayer::GetPlayerMins(void)const
294	CBasePlayer::GetPlayerMaxs(void)const
295	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
296	CBasePlayer::PackDeadPlayerItems(void)
297	CBasePlayer::RemoveAllItems(bool)
298	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
299	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
300	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
301	CHL2_Player::UpdateClientData(void)
302	CHL2_Player::ExitLadder(void)
303	CHL2_Player::GetLadderSurface(Vector  const&)
304	CHL2_Player::SetFlashlightEnabled(bool)
305	CHL2MP_Player::FlashlightIsOn(void)
306	CHL2MP_Player::FlashlightTurnOn(void)
307	CHL2MP_Player::FlashlightTurnOff(void)
308	CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
309	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
310	CGEPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
311	CBasePlayer::GetStepSoundVelocities(float *,float *)
312	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
313	CGEPlayer::DeathSound(CTakeDamageInfo  const&)
314	CHL2MP_Player::SetAnimation(PLAYER_ANIM)
315	CBasePlayer::ImpulseCommands(void)
316	CGEPlayer::CheatImpulseCommands(int)
317	CGEPlayer::ClientCommand(CCommand  const&)
318	CHL2MP_Player::StartObserverMode(int)
319	CHL2MP_Player::StopObserverMode(void)
320	CBasePlayer::ModeWantsSpectatorGUI(int)
321	CBasePlayer::SetObserverMode(int)
322	CBasePlayer::GetObserverMode(void)
323	CBasePlayer::SetObserverTarget(CBaseEntity *)
324	CBasePlayer::ObserverUse(bool)
325	CBasePlayer::GetObserverTarget(void)
326	CBasePlayer::FindNextObserverTarget(bool)
327	CBasePlayer::GetNextObserverSearchStartPoint(bool)
328	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
329	CBasePlayer::CheckObserverSettings(void)
330	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
331	CBasePlayer::ForceObserverMode(int)
332	CBasePlayer::ResetObserverMode(void)
333	CBasePlayer::ValidateCurrentObserverTarget(void)
334	CBasePlayer::AttemptToExitFreezeCam(void)
335	CBasePlayer::StartReplayMode(float,float,int)
336	CBasePlayer::StopReplayMode(void)
337	CBasePlayer::GetDelayTicks(void)
338	CBasePlayer::GetReplayEntity(void)
339	CHL2_Player::CreateCorpse(void)
340	CGEPlayer::EntSelectSpawnPoint(void)
341	CBasePlayer::GetInVehicle(IServerVehicle *,int)
342	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
343	CBasePlayer::OnVehicleStart(void)
344	CBasePlayer::OnVehicleEnd(Vector &)
345	CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *)
346	CBasePlayer::SelectLastItem(void)
347	CBasePlayer::SelectItem(char  const*,int)
348	CHL2_Player::ItemPostFrame(void)
349	CBasePlayer::GiveNamedItem(char  const*,int)
350	CBasePlayer::CheckTrainUpdate(void)
351	CHL2_Player::SetPlayerUnderwater(bool)
352	CHL2_Player::CanBreatheUnderwater(void)const
353	CHL2_Player::PlayerUse(void)
354	CHL2_Player::PlayUseDenySound(void)
355	CBasePlayer::FindUseEntity(void)
356	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
357	CHL2MP_Player::PickupObject(CBaseEntity *,bool)
358	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
359	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
360	CHL2_Player::GetHeldObject(void)
361	CBasePlayer::UpdateGeigerCounter(void)
362	CBasePlayer::GetAutoaimVector(float)
363	CBasePlayer::GetAutoaimVector(float,float)
364	CHL2_Player::GetAutoaimVector(autoaim_params_t &)
365	CBasePlayer::ShouldAutoaim(void)
366	CBasePlayer::ForceClientDllUpdate(void)
367	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
368	CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
369	CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)
370	CBasePlayer::CanSpeak(void)
371	CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
372	CHL2MP_Player::CheckChatText(char *,int)
373	CHL2MP_Player::CreateRagdollEntity(void)
374	CBasePlayer::ShouldAnnounceAchievement(void)
375	CHL2_Player::IsFollowingPhysics(void)
376	CHL2_Player::InitVCollision(Vector  const&,Vector  const&)
377	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
378	CBasePlayer::Hints(void)
379	CBasePlayer::IsReadyToPlay(void)
380	CBasePlayer::IsReadyToSpawn(void)
381	CBasePlayer::ShouldGainInstantSpawn(void)
382	CBasePlayer::ResetPerRoundStats(void)
383	CGEPlayer::ResetScores(void)
384	CHL2_Player::EquipSuit(bool)
385	CHL2_Player::RemoveSuit(void)
386	CBasePlayer::CommitSuicide(bool,bool)
387	CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
388	CBasePlayer::IsBot(void)const
389	CBasePlayer::GetExpresser(void)
390	CGEPlayer::SpawnArmorValue(void)const
391	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
392	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
393	CHL2_Player::SuspendUse(float)
394	CHL2_Player::CommanderMode(void)
395	CHL2_Player::GetIdleTime(void)const
396	CHL2_Player::GetMoveTime(void)const
397	CHL2_Player::GetLastDamageTime(void)const
398	CHL2_Player::IsDucking(void)const
399	CHL2_Player::Weapon_Lower(void)
400	CHL2_Player::Weapon_Ready(void)
401	CHL2_Player::IsHoldingEntity(CBaseEntity *)
402	CHL2_Player::UpdateWeaponPosture(void)
403	CHL2_Player::NetworkStateChanged_m_fIsWalking(void)
404	CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)
405	CGEPlayer::HandleCommand_JoinTeam(int)
406	CGEPlayer::Weapon_Switch_Left(CBaseCombatWeapon *,int)
407	CGEPlayer::SetDamageMultiplier(float)
408	CGEPlayer::SetMaxArmor(int)
409	CGEPlayer::GetMaxArmor(void)
410	CGEPlayer::AddThrownObject(CBaseEntity *)
411	CGEPlayer::RemoveLeftObjects(void)
412	CGEPlayer::UpdateCampingTime(void)
413	CGEPlayer::PickDefaultSpawnTeam(void)
414	CGEPlayer::SetPlayerModel(void)
415	CGEPlayer::SetPlayerModel(char  const*,bool)
416	CGEPlayer::SetPlayerTeamModel(void)
417	CGEPlayer::ChangeTeam(int,bool)
418	CGEPlayer::EntFindValidSpawnPoint(CBaseEntity *,char  const*,bool)
419	CGEPlayer::GetCharIndex(void)
420	CGEPlayer::GetCharIdent(void)
421	CGEPlayer::IncrementScore(int)
422	CGEPlayer::ResetScore(void)
423	CGEPlayer::GetScore(void)
424	CGEPlayer::IncrementMatchScore(int)
425	CGEPlayer::GetMatchScore(void)
426	CGEPlayer::IncrementMatchDeaths(int)
427	CGEPlayer::GetMatchDeaths(void)
428	CGEPlayer::ResetMatchScores(void)
429	CGEPlayer::GetFavoriteWeapon(void)
430	CGEPlayer::SetFavoriteWeapon(int)
431	CGEPlayer::GiveAllItems(void)
432	CGEPlayer::GiveDefaultItems(void)
433	CGEPlayer::PrecacheFootStepSounds(void)
434	ConVar::GetDefault(void)const
435	`typeinfo name for'CGEPlayer
436	`typeinfo for'CHL2MP_Player