CSDKPlayer Offset List (Hidden: 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 06 April 2008
// Auto reconstructed from vtable block @ 0x007FF480 // from "server_i486.so", by ida_vtables.idc 0 CSDKPlayer::~CSDKPlayer() 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 CSDKPlayer::GetPredDescMap(void) 10 CSDKPlayer::GetServerClass(void) 11 CSDKPlayer::GetClassName(void) 12 CSDKPlayer::YouForgotToImplementOrDeclareServerClass(void) 13 CBasePlayer::GetDataDescMap(void) 14 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &) 15 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &) 16 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *) 17 CBaseEntity::ShouldCollide(int,int)const 18 CBaseEntity::SetOwnerEntity(CBaseEntity*) 19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*) 20 CBasePlayer::UpdateTransmitState(void) 21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool) 22 CBasePlayer::GetTracerType(void) 23 CSDKPlayer::Spawn(void) 24 CSDKPlayer::Precache(void) 25 CBaseFlex::SetModel(char const*) 26 CBaseEntity::PostConstructor(char const*) 27 CBaseEntity::ParseMapData(CEntityMapData *) 28 CBaseEntity::KeyValue(char const*,char const*) 29 CBaseEntity::KeyValue(char const*,float) 30 CBaseEntity::KeyValue(char const*,Vector) 31 CBaseEntity::ValidateEntityConnections(void) 32 CBasePlayer::Activate(void) 33 CBasePlayer::ObjectCaps(void) 34 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int) 35 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &) 36 CBasePlayer::DrawDebugGeometryOverlays(void) 37 CBaseAnimating::DrawDebugTextOverlays(void) 38 CBasePlayer::Save(ISave &) 39 CBasePlayer::Restore(IRestore &) 40 CBasePlayer::ShouldSavePhysics(void) 41 CBaseEntity::OnSave(IEntitySaveUtils *) 42 CBasePlayer::OnRestore(void) 43 CBasePlayer::RequiredEdictIndex(void) 44 CBaseEntity::MoveDone(void) 45 CBaseEntity::Think(void) 46 CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void) 47 CBaseAnimating::GetBaseAnimating(void) 48 CBaseEntity::GetResponseSystem(void) 49 CBaseEntity::DispatchResponse(char const*) 50 CBasePlayer::Classify(void) 51 CBaseEntity::DeathNotice(CBaseEntity*) 52 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 53 CBasePlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 54 CBasePlayer::OnTakeDamage(CTakeDamageInfo const&) 55 CBasePlayer::TakeHealth(float,int) 56 CSDKPlayer::Event_Killed(CTakeDamageInfo const&) 57 CBaseCombatCharacter::BloodColor(void) 58 CBaseEntity::IsTriggered(CBaseEntity*) 59 CBaseEntity::IsNPC(void)const 60 CBaseCombatCharacter::MyCombatCharacterPointer(void) 61 CBaseEntity::GetDelay(void) 62 CBaseEntity::IsMoving(void) 63 CBaseEntity::DamageDecal(int,int) 64 CBaseEntity::DecalTrace(CGameTrace *,char const*) 65 CBaseEntity::ImpactTrace(CGameTrace *,int,char *) 66 CBaseEntity::OnControls(CBaseEntity*) 67 CBaseEntity::HasTarget(string_t) 68 CBasePlayer::IsPlayer(void)const 69 CBasePlayer::IsNetClient(void) 70 CBaseEntity::IsTemplate(void) 71 CBaseEntity::IsBaseObject(void)const 72 CBaseEntity::GetServerVehicle(void) 73 CBaseEntity::IsViewable(void) 74 CBasePlayer::ChangeTeam(int) 75 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 76 CBaseEntity::CanStandOn(CBaseEntity*)const 77 CBaseEntity::CanStandOn(edict_t *)const 78 CBaseEntity::GetEnemy(void) 79 CBaseEntity::GetEnemy(void)const 80 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float) 81 CBaseEntity::StartTouch(CBaseEntity*) 82 CBasePlayer::Touch(CBaseEntity *) 83 CBaseEntity::EndTouch(CBaseEntity*) 84 CBaseEntity::StartBlocked(CBaseEntity*) 85 CBaseEntity::Blocked(CBaseEntity*) 86 CBaseEntity::EndBlocked(void) 87 CBasePlayer::PhysicsSimulate(void) 88 CBasePlayer::UpdateOnRemove(void) 89 CBaseEntity::StopLoopingSounds(void) 90 CBaseAnimating::Teleport(Vector const*,QAngle const*,Vector const*) 91 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 92 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int) 93 CBaseEntity::FireBullets(FireBulletsInfo_t const&) 94 CBasePlayer::DoImpactEffect(CGameTrace &,int) 95 CBaseEntity::Respawn(void) 96 CBaseEntity::IsLockedByMaster(void) 97 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &) 98 CBasePlayer::NetworkStateChanged_m_lifeState(void) 99 CBaseEntity::NetworkStateChanged_m_takedamage(void) 100 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 101 CBaseEntity::NetworkStateChanged_m_iHealth(void) 102 CBaseEntity::GetDamageType(void)const 103 CBaseEntity::GetDamage(void) 104 CBaseEntity::SetDamage(float) 105 CBasePlayer::EyePosition(void) 106 CBasePlayer::EyeAngles(void) 107 CBasePlayer::LocalEyeAngles(void) 108 CBaseEntity::EarPosition(void) 109 CBasePlayer::BodyTarget(Vector const&,bool) 110 CBaseEntity::HeadTarget(Vector const&) 111 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const 112 CBaseEntity::GetViewOffset(void) 113 CBasePlayer::GetSmoothedVelocity(void) 114 CBaseAnimating::GetVelocity(Vector *,Vector *) 115 CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**) 116 CBaseEntity::FVisible(Vector const&,int,CBaseEntity**) 117 CBaseEntity::CanBeSeen(void) 118 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 119 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 120 CBaseEntity::CanBePoweredUp(void) 121 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *) 122 CBaseEntity::GetGroundVelocityToApply(Vector &) 123 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float) 124 CBaseEntity::Splash(void) 125 CBaseEntity::WorldSpaceCenter(void)const 126 CBaseEntity::GetSoundEmissionOrigin(void)const 127 CBaseEntity::CreateVPhysics(void) 128 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 129 CBasePlayer::VPhysicsDestroyObject(void) 130 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 131 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 132 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *) 133 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *) 134 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *) 135 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int) 136 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 137 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int) 138 CBaseEntity::HasPhysicsAttacker(float) 139 CBasePlayer::PhysicsSolidMaskForEntity(void)const 140 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 141 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 142 CBaseAnimating::GetStepOrigin(void)const 143 CBaseAnimating::GetStepAngles(void)const 144 CBaseEntity::ShouldDrawWaterImpacts(void) 145 CBaseEntity::NetworkStateChanged_m_fFlags(void) 146 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 147 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 148 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void) 149 CBasePlayer::NetworkStateChanged_m_flFriction(void) 150 CBaseEntity::NetworkStateChanged_m_vecVelocity(void) 151 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 152 CBaseAnimating::GetIdealSpeed(void)const 153 CBaseAnimating::GetIdealAccel(void)const 154 CBaseAnimatingOverlay::StudioFrameAdvance(void) 155 CBaseAnimating::IsActivityFinished(void) 156 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 157 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 158 CBaseAnimating::IsRagdoll(void) 159 CBaseAnimating::CanBecomeRagdoll(void) 160 CBaseAnimatingOverlay::GetSkeleton(Vector *,Quaternion *,int) 161 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 162 CBaseAnimating::SetupBones(matrix3x4_t *,int) 163 CBaseAnimating::CalculateIKLocks(float) 164 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 165 CBaseAnimating::HandleAnimEvent(animevent_t *) 166 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 167 CBaseAnimating::InitBoneControllers(void) 168 CBaseAnimating::GetGroundSpeedVelocity(void) 169 CBaseAnimating::DrawServerHitboxes(float,bool) 170 CBaseAnimating::Ignite(float,bool,float,bool) 171 CBaseAnimating::Extinguish(void) 172 CBaseCombatCharacter::SetLightingOrigin(CBaseEntity *) 173 CBaseFlex::SetViewtarget(Vector const&) 174 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *) 175 CBaseFlex::ProcessSceneEvents(void) 176 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *) 177 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool) 178 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *) 179 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void) 180 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 181 CBaseCombatCharacter::FInViewCone(Vector const&) 182 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 183 CBaseCombatCharacter::FInAimCone(Vector const&) 184 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 185 CBaseCombatCharacter::FindMissTarget(void) 186 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*) 187 CBasePlayer::BodyAngles(void) 188 CBaseCombatCharacter::BodyDirection2D(void) 189 CBaseCombatCharacter::BodyDirection3D(void) 190 CBaseCombatCharacter::HeadDirection2D(void) 191 CBaseCombatCharacter::HeadDirection3D(void) 192 CBaseCombatCharacter::EyeDirection2D(void) 193 CBaseCombatCharacter::EyeDirection3D(void) 194 CBaseCombatCharacter::GiveAmmo(int,int,bool) 195 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 196 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *) 197 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *) 198 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *) 199 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 200 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*) 201 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int) 202 CBasePlayer::Weapon_ShootPosition(void) 203 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *) 204 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 205 CBaseCombatCharacter::Weapon_GetSlot(int)const 206 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 207 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *) 208 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 209 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 210 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 211 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *) 212 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *) 213 CBaseCombatCharacter::GetDeathActivity(void) 214 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 215 CBaseCombatCharacter::CorpseFade(void) 216 CBaseCombatCharacter::HasHumanGibs(void) 217 CBaseCombatCharacter::HasAlienGibs(void) 218 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 219 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 220 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 221 CBasePlayer::Event_Dying(CTakeDamageInfo const&) 222 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&) 223 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool) 224 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool) 225 CBaseCombatCharacter::IRelationType(CBaseEntity *) 226 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 227 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *) 228 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 229 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 230 CBasePlayer::DoMuzzleFlash(void) 231 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int) 232 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int) 233 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *) 234 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 235 CSDKPlayer::CreateViewModel(int) 236 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int) 237 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const 238 CBasePlayer::SharedSpawn(void) 239 CBasePlayer::EntSelectSpawnPoint(void) 240 CSDKPlayer::InitialSpawn(void) 241 CBasePlayer::InitHUD(void) 242 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 243 CBasePlayer::PlayerDeathThink(void) 244 CBasePlayer::Jump(void) 245 CBasePlayer::Duck(void) 246 CSDKPlayer::PreThink(void) 247 CSDKPlayer::PostThink(void) 248 CBasePlayer::DamageEffect(float,int) 249 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 250 CBasePlayer::ShouldFadeOnDeath(void) 251 CBasePlayer::IsFakeClient(void) 252 CBasePlayer::GetPlayerMins(void)const 253 CBasePlayer::GetPlayerMaxs(void)const 254 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 255 CBasePlayer::PackDeadPlayerItems(void) 256 CBasePlayer::RemoveAllItems(bool) 257 CBasePlayer::SetZoom(bool) 258 CBasePlayer::SetEquipment(int) 259 CBasePlayer::GetEquipment(void) 260 CBasePlayer::GetNewEquipment(void) 261 CBasePlayer::SetPrimary(int) 262 CBasePlayer::GetPrimary(void) 263 CBasePlayer::GetNewPrimary(void) 264 CBasePlayer::SetSecondary(int) 265 CBasePlayer::GetSecondary(void) 266 CBasePlayer::GetNewSecondary(void) 267 CBasePlayer::SetReady(bool) 268 CBasePlayer::IsReady(void) 269 CBasePlayer::SetPrimaryBool(bool) 270 CBasePlayer::HasPrimary(void) 271 CBasePlayer::SetSecondaryBool(bool) 272 CBasePlayer::HasSecondary(void) 273 CBasePlayer::SetEquipmentBool(bool) 274 CBasePlayer::HasEquipment(void) 275 CBasePlayer::SetNoHidden(bool) 276 CBasePlayer::GetNoHidden(void) 277 CBasePlayer::SetHadHidden(bool) 278 CBasePlayer::GetHadHidden(void) 279 CBasePlayer::ChangeClass(int) 280 CBasePlayer::GetClass(void) 281 CBasePlayer::GetNewClass(void) 282 CBasePlayer::UpdatePlayerInfo(void) 283 CBasePlayer::SetSafe(bool) 284 CBasePlayer::GetSafe(void) 285 CBasePlayer::GetStamina(void) 286 CBasePlayer::SetStamina(float) 287 CBasePlayer::SetRadio(float) 288 CBasePlayer::GetRadio(void) 289 CBasePlayer::RequestedAmmo(void) 290 CBasePlayer::SetAmmoRequest(bool) 291 CBasePlayer::SetAmmoRecieved(void) 292 CBasePlayer::GetAmmoRecieved(void) 293 CBasePlayer::LAMIsOn(void) 294 CBasePlayer::LaserTurnOn(void) 295 CBasePlayer::LaserTurnOff(void) 296 CBasePlayer::NightVisionEnabled(void) 297 CBasePlayer::SetNightVision(bool) 298 CBasePlayer::IsBoosted(void) 299 CBasePlayer::SetBoosted(bool) 300 CBasePlayer::SetBoost(int) 301 CBasePlayer::GetBoost(void) 302 CBasePlayer::GetBoostTimer(void) 303 CBasePlayer::Boost(void) 304 CBasePlayer::IsViewing(void) 305 CBasePlayer::SetAura(bool) 306 CBasePlayer::IsStunned(void) 307 CBasePlayer::CancelStun(void) 308 CBasePlayer::Stun(CBasePlayer*) 309 CBasePlayer::UpdateStun(void) 310 CBasePlayer::Shockwave(float,float) 311 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 312 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *) 313 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 314 CBasePlayer::UpdateClientData(void) 315 CBasePlayer::ExitLadder(void) 316 CSDKPlayer::FlashlightIsOn(void) 317 CSDKPlayer::FlashlightTurnOn(void) 318 CSDKPlayer::FlashlightTurnOff(void) 319 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 320 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool) 321 CBasePlayer::DeathSound(CTakeDamageInfo const&) 322 CBasePlayer::SetAnimation(PLAYER_ANIM) 323 CBasePlayer::ImpulseCommands(void) 324 CSDKPlayer::CheatImpulseCommands(int) 325 CBasePlayer::ClientCommand(char const*) 326 CBasePlayer::StartObserverMode(int) 327 CBasePlayer::StopObserverMode(void) 328 CBasePlayer::SetObserverMode(int,bool) 329 CBasePlayer::GetObserverMode(void) 330 CBasePlayer::SetObserverTarget(CBaseEntity *) 331 CBasePlayer::ObserverUse(bool) 332 CBasePlayer::GetObserverTarget(void) 333 CBasePlayer::FindNextObserverTarget(bool) 334 CBasePlayer::IsValidObserverTarget(CBaseEntity *) 335 CBasePlayer::CheckObserverSettings(void) 336 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 337 CBasePlayer::ForceObserverMode(int,bool) 338 CBasePlayer::ResetObserverMode(void) 339 CBasePlayer::CreateCorpse(void) 340 CBasePlayer::GetInVehicle(IServerVehicle *,int) 341 CSDKPlayer::LeaveVehicle(Vector const&,QAngle const&) 342 CBasePlayer::OnVehicleStart(void) 343 CBasePlayer::OnVehicleEnd(Vector &) 344 CBasePlayer::BumpWeapon(CBaseCombatWeapon *) 345 CBasePlayer::SelectLastItem(void) 346 CBasePlayer::SelectItem(char const*,int) 347 CBasePlayer::ItemPostFrame(void) 348 CBasePlayer::GiveNamedItem(char const*,int) 349 CBasePlayer::CheckTrainUpdate(void) 350 CBasePlayer::SetPlayerUnderwater(bool) 351 CBasePlayer::CanBreatheUnderwater(void)const 352 CSDKPlayer::PlayerUse(void) 353 CBasePlayer::PlayUseDenySound(void) 354 CBasePlayer::FindUseEntity(void) 355 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int) 356 CSDKPlayer::PickupObject(CBaseEntity *,bool) 357 CSDKPlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *) 358 CBasePlayer::GetHeldObjectMass(IPhysicsObject *) 359 CBasePlayer::UpdateGeigerCounter(void) 360 CBasePlayer::GetAutoaimVector(float) 361 CBasePlayer::ShouldAutoaim(void) 362 CBasePlayer::ForceClientDllUpdate(void) 363 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 364 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *) 365 CBasePlayer::CanSpeak(void) 366 CBasePlayer::CanHearChatFrom(CBasePlayer*) 367 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 368 CBasePlayer::CheckChatText(char *,int) 369 CBasePlayer::IsFollowingPhysics(void) 370 CBasePlayer::InitVCollision(void) 371 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 372 CBasePlayer::EquipSuit(void) 373 CBasePlayer::IsBot(void) 374 CBasePlayer::NetworkStateChanged_m_ArmorValue(void) 375 CSDKPlayer::IsHoldingEntity(CBaseEntity *) 376 CSDKPlayer::StopWalking(void) 377 CSDKPlayer::StartWalking(void) 378 CSDKPlayer::SDKAnim_GetActiveWeapon(void) 379 CSDKPlayer::SDKAnim_CanMove(void)