Difference between revisions of "CBasePlayer Offset List (Zombie Panic: Source)"

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(Created page with '== The List == This comes from the symbol tables, so you'll have to look in the SDK for return types. <b>Last Updated 27 Jun 2009</b> <pre> // Auto reconstructed from vtable bl...')
 
(The List)
 
(2 intermediate revisions by one other user not shown)
Line 1: Line 1:
 +
Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets.]]
 +
 +
These are the '''Windows''' offsets. '''Linux offsets are 1 greater'''.
 
== The List ==
 
== The List ==
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
  
<b>Last Updated 27 Jun 2009</b>
+
<b>Last Updated 22 Feb 2010</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x0105C500
 
// from "server_i486.so", by ida_vtables.idc
 
0 CBasePlayer::~CBasePlayer()
 
 
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
 
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
 
2 CBaseEntity::GetRefEHandle(void)const
 
2 CBaseEntity::GetRefEHandle(void)const
Line 16: Line 16:
 
7 CBaseEntity::GetModelName(void)const
 
7 CBaseEntity::GetModelName(void)const
 
8 CBaseEntity::SetModelIndex(int)
 
8 CBaseEntity::SetModelIndex(int)
9 CBasePlayer::GetServerClass(void)
+
9 CHL2MP_Player::GetServerClass(void)
10 CBasePlayer::YouForgotToImplementOrDeclareServerClass(void)
+
10 CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)
11 CBasePlayer::GetDataDescMap(void)
+
11 CHL2MP_Player::GetDataDescMap(void)
 
12 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
 
12 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
13 CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
+
13 CHL2_Player::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
 
14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
 
14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15 CBaseEntity::ShouldCollide(int,int)const
+
15 CHL2MP_Player::ShouldCollide(int,int)const
 
16 CBaseEntity::SetOwnerEntity(CBaseEntity*)
 
16 CBaseEntity::SetOwnerEntity(CBaseEntity*)
 
17 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
 
17 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
Line 28: Line 28:
 
19 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
 
19 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
 
20 CBasePlayer::GetTracerType(void)
 
20 CBasePlayer::GetTracerType(void)
21 CBasePlayer::Spawn(void)
+
21 CHL2MP_Player::Spawn(void)
 
22 CBaseEntity::ZPASpawn(void)
 
22 CBaseEntity::ZPASpawn(void)
23 CBasePlayer::Precache(void)
+
23 CHL2MP_Player::Precache(void)
 
24 CBasePlayer::SetModel(char  const*)
 
24 CBasePlayer::SetModel(char  const*)
 
25 CBaseEntity::PostConstructor(char  const*)
 
25 CBaseEntity::PostConstructor(char  const*)
Line 39: Line 39:
 
30 CBaseEntity::KeyValue(char  const*,Vector  const&)
 
30 CBaseEntity::KeyValue(char  const*,Vector  const&)
 
31 CBaseEntity::GetKeyValue(char  const*,char *,int)
 
31 CBaseEntity::GetKeyValue(char  const*,char *,int)
32 CBasePlayer::Activate(void)
+
32 CHL2_Player::Activate(void)
 
33 CBaseEntity::SetParent(CBaseEntity*,int)
 
33 CBaseEntity::SetParent(CBaseEntity*,int)
 
34 CBasePlayer::ObjectCaps(void)
 
34 CBasePlayer::ObjectCaps(void)
 
35 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
 
35 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
 
36 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
 
36 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
37 CBasePlayer::DrawDebugGeometryOverlays(void)
+
37 CHL2_Player::DrawDebugGeometryOverlays(void)
 
38 CBaseAnimating::DrawDebugTextOverlays(void)
 
38 CBaseAnimating::DrawDebugTextOverlays(void)
 
39 CBasePlayer::Save(ISave &)
 
39 CBasePlayer::Save(ISave &)
Line 50: Line 50:
 
41 CBasePlayer::ShouldSavePhysics(void)
 
41 CBasePlayer::ShouldSavePhysics(void)
 
42 CBaseEntity::OnSave(IEntitySaveUtils *)
 
42 CBaseEntity::OnSave(IEntitySaveUtils *)
43 CBasePlayer::OnRestore(void)
+
43 CHL2_Player::OnRestore(void)
 
44 CBasePlayer::RequiredEdictIndex(void)
 
44 CBasePlayer::RequiredEdictIndex(void)
 
45 CBaseEntity::MoveDone(void)
 
45 CBaseEntity::MoveDone(void)
Line 59: Line 59:
 
50 CBaseEntity::GetResponseSystem(void)
 
50 CBaseEntity::GetResponseSystem(void)
 
51 CBaseEntity::DispatchResponse(char  const*)
 
51 CBaseEntity::DispatchResponse(char  const*)
52 CBasePlayer::Classify(void)
+
52 CHL2_Player::Classify(void)
 
53 CBaseEntity::DeathNotice(CBaseEntity*)
 
53 CBaseEntity::DeathNotice(CBaseEntity*)
 
54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
 
54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
Line 65: Line 65:
 
56 CBaseEntity::GetAutoAimCenter(void)
 
56 CBaseEntity::GetAutoAimCenter(void)
 
57 CBaseEntity::GetBeamTraceFilter(void)
 
57 CBaseEntity::GetBeamTraceFilter(void)
58 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
+
58 CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&)
 
59 CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
 
59 CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
 
60 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
 
60 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
61 CBasePlayer::OnTakeDamage(CTakeDamageInfo  const&)
+
61 CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&)
62 CBasePlayer::TakeHealth(float,int)
+
62 CHL2MP_Player::TakeHealth(float,int)
 
63 CBaseEntity::IsAlive(void)
 
63 CBaseEntity::IsAlive(void)
64 CBasePlayer::Event_Killed(CTakeDamageInfo  const&)
+
64 CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&)
65 CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
65 CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
 
66 CBaseCombatCharacter::BloodColor(void)
 
66 CBaseCombatCharacter::BloodColor(void)
 
67 CBaseEntity::IsTriggered(CBaseEntity*)
 
67 CBaseEntity::IsTriggered(CBaseEntity*)
Line 93: Line 93:
 
84 CBaseEntity::GetServerVehicle(void)
 
84 CBaseEntity::GetServerVehicle(void)
 
85 CBaseEntity::IsViewable(void)
 
85 CBaseEntity::IsViewable(void)
86 CBasePlayer::ChangeTeam(int)
+
86 CHL2MP_Player::ChangeTeam(int)
 
87 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
 
87 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
 
88 CBaseEntity::CanStandOn(CBaseEntity*)const
 
88 CBaseEntity::CanStandOn(CBaseEntity*)const
Line 107: Line 107:
 
98 CBaseEntity::EndBlocked(void)
 
98 CBaseEntity::EndBlocked(void)
 
99 CBasePlayer::PhysicsSimulate(void)
 
99 CBasePlayer::PhysicsSimulate(void)
100 CBasePlayer::UpdateOnRemove(void)
+
100 CHL2MP_Player::UpdateOnRemove(void)
101 CBaseEntity::StopLoopingSounds(void)
+
101 CHL2_Player::StopLoopingSounds(void)
 
102 CBaseEntity::SUB_AllowedToFade(void)
 
102 CBaseEntity::SUB_AllowedToFade(void)
 
103 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
 
103 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
Line 114: Line 114:
 
105 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
 
105 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
 
106 CBaseEntity::GetTracerAttachment(void)
 
106 CBaseEntity::GetTracerAttachment(void)
107 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
+
107 CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
 
108 CBasePlayer::DoImpactEffect(CGameTrace &,int)
 
108 CBasePlayer::DoImpactEffect(CGameTrace &,int)
 
109 CBaseEntity::Respawn(void)
 
109 CBaseEntity::Respawn(void)
Line 147: Line 147:
 
138 CBaseEntity::GetGroundVelocityToApply(Vector &)
 
138 CBaseEntity::GetGroundVelocityToApply(Vector &)
 
139 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
 
139 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
140 CBaseEntity::Splash(void)
+
140 CHL2_Player::Splash(void)
 
141 CBaseEntity::WorldSpaceCenter(void)const
 
141 CBaseEntity::WorldSpaceCenter(void)const
 
142 CBaseEntity::GetSoundEmissionOrigin(void)const
 
142 CBaseEntity::GetSoundEmissionOrigin(void)const
Line 189: Line 189:
 
180 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
 
180 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
 
181 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
 
181 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
182 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
+
182 CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
 
183 CBaseAnimating::IsRagdoll(void)
 
183 CBaseAnimating::IsRagdoll(void)
 
184 CBaseAnimating::CanBecomeRagdoll(void)
 
184 CBaseAnimating::CanBecomeRagdoll(void)
Line 217: Line 217:
 
208 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
 
208 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
 
209 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
 
209 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
210 CBasePlayer::GetPhysicsImpactDamageTable(void)
+
210 CHL2_Player::GetPhysicsImpactDamageTable(void)
 
211 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
 
211 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
 
212 CBaseCombatCharacter::FInViewCone(Vector  const&)
 
212 CBaseCombatCharacter::FInViewCone(Vector  const&)
 
213 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
 
213 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
 
214 CBaseCombatCharacter::FInAimCone(Vector  const&)
 
214 CBaseCombatCharacter::FInAimCone(Vector  const&)
215 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
215 CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
 
216 CBaseCombatCharacter::FindMissTarget(void)
 
216 CBaseCombatCharacter::FindMissTarget(void)
217 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
+
217 CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
 
218 CBasePlayer::BodyAngles(void)
 
218 CBasePlayer::BodyAngles(void)
 
219 CBaseCombatCharacter::BodyDirection2D(void)
 
219 CBaseCombatCharacter::BodyDirection2D(void)
Line 230: Line 230:
 
221 CBaseCombatCharacter::HeadDirection2D(void)
 
221 CBaseCombatCharacter::HeadDirection2D(void)
 
222 CBaseCombatCharacter::HeadDirection3D(void)
 
222 CBaseCombatCharacter::HeadDirection3D(void)
223 CBaseCombatCharacter::EyeDirection2D(void)
+
223 CHL2_Player::EyeDirection2D(void)
224 CBaseCombatCharacter::EyeDirection3D(void)
+
224 CHL2_Player::EyeDirection3D(void)
225 CBaseCombatCharacter::GiveAmmo(int,int,bool)
+
225 CHL2_Player::GiveAmmo(int,int,bool)
 
226 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
 
226 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
 
227 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
 
227 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
 
228 CBaseCombatCharacter::Weapon_FrameUpdate(void)
 
228 CBaseCombatCharacter::Weapon_FrameUpdate(void)
 
229 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
 
229 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
230 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
+
230 CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
231 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
+
231 CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
 
232 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
 
232 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
233 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
233 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
234 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int,bool)
+
234 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int,bool)
 
235 CBasePlayer::Weapon_ShootPosition(void)
 
235 CBasePlayer::Weapon_ShootPosition(void)
236 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
236 CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
 
237 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
 
237 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
 
238 CBaseCombatCharacter::Weapon_GetSlot(int)const
 
238 CBaseCombatCharacter::Weapon_GetSlot(int)const
Line 252: Line 252:
 
243 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
 
243 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
 
244 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
 
244 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
245 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
245 CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&)
 
246 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
 
246 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
 
247 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
 
247 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
 
248 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
 
248 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
249 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
+
249 CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
 
250 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
 
250 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
 
251 CBaseCombatCharacter::GetDeathActivity(void)
 
251 CBaseCombatCharacter::GetDeathActivity(void)
Line 263: Line 263:
 
254 CBaseCombatCharacter::HasHumanGibs(void)
 
254 CBaseCombatCharacter::HasHumanGibs(void)
 
255 CBaseCombatCharacter::HasAlienGibs(void)
 
255 CBaseCombatCharacter::HasAlienGibs(void)
256 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
+
256 CHL2MP_Player::ShouldGib(CTakeDamageInfo  const&)
 
257 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
 
257 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
 
258 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
 
258 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
Line 279: Line 279:
 
270 CBasePlayer::GetVehicleEntity(void)
 
270 CBasePlayer::GetVehicleEntity(void)
 
271 CBaseCombatCharacter::ExitVehicle(void)
 
271 CBaseCombatCharacter::ExitVehicle(void)
272 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
+
272 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
273 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
273 CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
 
274 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
 
274 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
 
275 CBasePlayer::DoMuzzleFlash(void)
 
275 CBasePlayer::DoMuzzleFlash(void)
Line 289: Line 289:
 
280 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
 
280 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
 
281 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
 
281 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
282 CBasePlayer::CreateViewModel(int)
+
282 CHL2MP_Player::CreateViewModel(int)
283 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
283 CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
284 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
+
284 CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
285 CBasePlayer::SharedSpawn(void)
+
285 CHL2MP_Player::SharedSpawn(void)
 
286 CBasePlayer::ForceRespawn(void)
 
286 CBasePlayer::ForceRespawn(void)
287 CBasePlayer::InitialSpawn(void)
+
287 CHL2MP_Player::InitialSpawn(void)
 
288 CBasePlayer::InitHUD(void)
 
288 CBasePlayer::InitHUD(void)
 
289 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
 
289 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
290 CBasePlayer::PlayerDeathThink(void)
+
290 CHL2MP_Player::PlayerDeathThink(void)
291 CBasePlayer::Jump(void)
+
291 CHL2MP_Player::Jump(void)
 
292 CBasePlayer::Duck(void)
 
292 CBasePlayer::Duck(void)
293 CBasePlayer::PreThink(void)
+
293 CHL2MP_Player::PreThink(void)
294 CBasePlayer::PostThink(void)
+
294 CHL2MP_Player::PostThink(void)
295 CBasePlayer::DamageEffect(float,int)
+
295 CHL2MP_Player::DamageEffect(float,int)
296 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
+
296 CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
 
297 CBasePlayer::ShouldFadeOnDeath(void)
 
297 CBasePlayer::ShouldFadeOnDeath(void)
 
298 CBasePlayer::IsFakeClient(void)const
 
298 CBasePlayer::IsFakeClient(void)const
Line 314: Line 314:
 
305 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
 
305 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
 
306 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
 
306 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
307 CBasePlayer::UpdateClientData(void)
+
307 CHL2_Player::UpdateClientData(void)
308 CBasePlayer::ExitLadder(void)
+
308 CHL2_Player::ExitLadder(void)
309 CBasePlayer::GetLadderSurface(Vector  const&)
+
309 CHL2_Player::GetLadderSurface(Vector  const&)
310 CBasePlayer::SetFlashlightEnabled(bool)
+
310 CHL2_Player::SetFlashlightEnabled(bool)
311 CBasePlayer::FlashlightIsOn(void)
+
311 CHL2MP_Player::FlashlightIsOn(void)
312 CBasePlayer::FlashlightTurnOn(void)
+
312 CHL2MP_Player::FlashlightTurnOn(void)
313 CBasePlayer::FlashlightTurnOff(void)
+
313 CHL2MP_Player::FlashlightTurnOff(void)
314 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
314 CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
 
315 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
 
315 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
316 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
316 CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
 
317 CBasePlayer::GetStepSoundVelocities(float *,float *)
 
317 CBasePlayer::GetStepSoundVelocities(float *,float *)
 
318 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
 
318 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
319 CBasePlayer::DeathSound(CTakeDamageInfo  const&)
+
319 CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
320 CBasePlayer::SetAnimation(PLAYER_ANIM)
+
320 CHL2MP_Player::SetAnimation(PLAYER_ANIM)
 
321 CBasePlayer::ImpulseCommands(void)
 
321 CBasePlayer::ImpulseCommands(void)
322 CBasePlayer::CheatImpulseCommands(int)
+
322 CHL2_Player::CheatImpulseCommands(int)
323 CBasePlayer::ClientCommand(CCommand  const&)
+
323 CHL2MP_Player::ClientCommand(CCommand  const&)
324 CBasePlayer::StartObserverMode(int)
+
324 CHL2MP_Player::StartObserverMode(int)
325 CBasePlayer::StopObserverMode(void)
+
325 CHL2MP_Player::StopObserverMode(void)
 
326 CBasePlayer::ModeWantsSpectatorGUI(int)
 
326 CBasePlayer::ModeWantsSpectatorGUI(int)
 
327 CBasePlayer::SetObserverMode(int)
 
327 CBasePlayer::SetObserverMode(int)
Line 352: Line 352:
 
343 CBasePlayer::GetDelayTicks(void)
 
343 CBasePlayer::GetDelayTicks(void)
 
344 CBasePlayer::GetReplayEntity(void)
 
344 CBasePlayer::GetReplayEntity(void)
345 CBasePlayer::CreateCorpse(void)
+
345 CHL2_Player::CreateCorpse(void)
346 CBasePlayer::EntSelectSpawnPoint(void)
+
346 CHL2MP_Player::EntSelectSpawnPoint(void)
 
347 CBasePlayer::GetInVehicle(IServerVehicle *,int)
 
347 CBasePlayer::GetInVehicle(IServerVehicle *,int)
 
348 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
 
348 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
Line 362: Line 362:
 
353 CBasePlayer::SelectItem(char  const*,int)
 
353 CBasePlayer::SelectItem(char  const*,int)
 
354 CBasePlayer::SelectItem(int,int)
 
354 CBasePlayer::SelectItem(int,int)
355 CBasePlayer::ItemPostFrame(void)
+
355 CHL2MP_Player::ItemPostFrame(void)
 
356 CBasePlayer::GiveNamedItem(char  const*,int)
 
356 CBasePlayer::GiveNamedItem(char  const*,int)
 
357 CBasePlayer::CheckTrainUpdate(void)
 
357 CBasePlayer::CheckTrainUpdate(void)
358 CBasePlayer::SetPlayerUnderwater(bool)
+
358 CHL2_Player::SetPlayerUnderwater(bool)
359 CBasePlayer::CanBreatheUnderwater(void)const
+
359 CHL2MP_Player::CanBreatheUnderwater(void)const
360 CBasePlayer::PlayerUse(void)
+
360 CHL2MP_Player::PlayerUse(void)
361 CBasePlayer::PlayUseDenySound(void)
+
361 CHL2_Player::PlayUseDenySound(void)
 
362 CBasePlayer::FindUseEntity(void)
 
362 CBasePlayer::FindUseEntity(void)
 
363 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
 
363 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
364 CBasePlayer::PickupObject(CBaseEntity *,bool)
+
364 CHL2MP_Player::PickupObject(CBaseEntity *,bool)
365 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
365 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
366 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
+
366 CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
367 CBasePlayer::GetHeldObject(void)
+
367 CHL2_Player::GetHeldObject(void)
 
368 CBasePlayer::UpdateGeigerCounter(void)
 
368 CBasePlayer::UpdateGeigerCounter(void)
 
369 CBasePlayer::GetAutoaimVector(float)
 
369 CBasePlayer::GetAutoaimVector(float)
 
370 CBasePlayer::GetAutoaimVector(float,float)
 
370 CBasePlayer::GetAutoaimVector(float,float)
371 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
+
371 CHL2_Player::GetAutoaimVector(autoaim_params_t &)
 
372 CBasePlayer::ShouldAutoaim(void)
 
372 CBasePlayer::ShouldAutoaim(void)
 
373 CBasePlayer::ForceClientDllUpdate(void)
 
373 CBasePlayer::ForceClientDllUpdate(void)
 
374 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
 
374 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
375 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
375 CHL2MP_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
376 CBasePlayer::CanHearAndReadChatFrom(CBasePlayer*)
+
376 CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)
 
377 CBasePlayer::CanSpeak(void)
 
377 CBasePlayer::CanSpeak(void)
378 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
378 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
379 CBasePlayer::CheckChatText(char *,int)
+
379 CHL2MP_Player::CheckChatText(char *,int)
380 CBasePlayer::CreateRagdollEntity(void)
+
380 CHL2MP_Player::CreateRagdollEntity(void)
 
381 CBasePlayer::ShouldAnnounceAchievement(void)
 
381 CBasePlayer::ShouldAnnounceAchievement(void)
382 CBasePlayer::OnDoneDamage(void)
+
382 CHL2_Player::OnDoneDamage(void)
383 CBasePlayer::IsWalking(void)
+
383 CHL2_Player::IsWalking(void)
384 CBasePlayer::IsPracticallyZombie(void)const
+
384 CHL2MP_Player::IsPracticallyZombie(void)const
385 CBasePlayer::IsFollowingPhysics(void)
+
385 CHL2_Player::IsFollowingPhysics(void)
386 CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
+
386 CHL2_Player::InitVCollision(Vector  const&,Vector  const&)
 
387 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
 
387 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
 
388 CBasePlayer::Hints(void)
 
388 CBasePlayer::Hints(void)
Line 401: Line 401:
 
392 CBasePlayer::ResetPerRoundStats(void)
 
392 CBasePlayer::ResetPerRoundStats(void)
 
393 CBasePlayer::ResetScores(void)
 
393 CBasePlayer::ResetScores(void)
394 CBasePlayer::EquipSuit(bool)
+
394 CHL2_Player::EquipSuit(bool)
395 CBasePlayer::RemoveSuit(void)
+
395 CHL2_Player::RemoveSuit(void)
396 CBasePlayer::CommitSuicide(bool,bool)
+
396 CHL2MP_Player::CommitSuicide(bool,bool)
397 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
+
397 CHL2MP_Player::CommitSuicide(Vector  const&,bool,bool)
 
398 CBasePlayer::IsBot(void)const
 
398 CBasePlayer::IsBot(void)const
399 CBasePlayer::NotePlayerTalked(void)
+
399 CHL2MP_Player::NotePlayerTalked(void)
 
400 CBasePlayer::GetExpresser(void)
 
400 CBasePlayer::GetExpresser(void)
 
401 CBasePlayer::SpawnArmorValue(void)const
 
401 CBasePlayer::SpawnArmorValue(void)const
 
402 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
 
402 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
 
403 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
 
403 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
 +
404 CHL2_Player::SuspendUse(float)
 +
405 CHL2_Player::CommanderMode(void)
 +
406 CHL2MP_Player::StartSprinting(void)
 +
407 CHL2_Player::GetIdleTime(void)const
 +
408 CHL2_Player::GetMoveTime(void)const
 +
409 CHL2_Player::GetLastDamageTime(void)const
 +
410 CHL2_Player::IsDucking(void)const
 +
411 CHL2_Player::Weapon_Lower(void)
 +
412 CHL2_Player::Weapon_Ready(void)
 +
413 CHL2_Player::IsHoldingEntity(CBaseEntity *)
 +
414 CHL2_Player::UpdateWeaponPosture(void)
 +
415 CHL2_Player::NetworkStateChanged_m_fIsWalking(void)
 +
416 CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)
 +
417 CHL2MP_Player::GhostSpawn(void)
 +
418 CHL2MP_Player::WaitSpawn(void)
 +
419 CHL2MP_Player::ObserverSpawn(void)
 +
420 CHL2MP_Player::HandleCommand_JoinTeam(int)
 +
421 CHL2MP_Player::CanHearChatFrom(CBasePlayer *)
 +
422 CHL2MP_Player::RemoveWeight(float)
 +
423 CHL2MP_Player::RemoveAllItems(void)
 +
424 CHL2MP_Player::ItemReticleSearch(void)
 +
425 CHL2MP_Player::InventoryStatus(void)
 +
426 CHL2MP_Player::GiveNamedItem(char  const*)
 +
427 CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)
 +
428 CHL2MP_Player::GiveEmptyHands(void)
 +
429 CHL2MP_Player::GivePhone(void)
 +
430 CHL2MP_Player::SetPlayerTeamModel(int)
 +
431 CHL2MP_Player::ShowBriefingMenu(void)
 +
432 CHL2MP_Player::HideBriefingMenu(void)
 +
433 CHL2MP_Player::CreateAmmo(char  const*)
 +
434 CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)
 +
435 CHL2MP_Player::ScootInventory(void)
 +
436 CHL2MP_Player::PlayerDropWeapon(void)
 +
437 CHL2MP_Player::PlayerUnloadWeapon(void)
 +
438 CHL2MP_Player::PlayerCycleAmmoType(void)
 +
439 CHL2MP_Player::PlayerCycleDropAmount(void)
 +
440 CHL2MP_Player::PrepAmmoForDrop(CItem *)
 +
441 CHL2MP_Player::PlayerDropAmmo(void)
 +
442 CHL2MP_Player::GiveAmmoToPlayer(void)
 +
443 CHL2MP_Player::ResetTeamSwitch(void)
 +
444 CHL2MP_Player::Panic(bool)
 +
445 CHL2MP_Player::Melee(bool)
 +
446 CHL2MP_Player::VoiceMenu(char  const*,char  const*)
 +
447 CHL2MP_Player::VoiceMenuText(char  const*)
 +
448 CHL2MP_Player::Taunt(bool)
 +
449 CHL2MP_Player::KillTaunt(bool)
 +
450 CHL2MP_Player::Berzerk(void)
 +
451 CHL2MP_Player::Go(void)
 +
452 CHL2MP_Player::Camp(void)
 +
453 CHL2MP_Player::HolsterWeapon(void)
 +
454 CHL2MP_Player::SwitchToPhone(void)
 +
455 CHL2MP_Player::Trace(void)
 +
456 CHL2MP_Player::IsOnATeam(void)
 
</pre>
 
</pre>

Latest revision as of 11:46, 22 February 2010

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 22 Feb 2010

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	CHL2MP_Player::GetServerClass(void)
10	CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)
11	CHL2MP_Player::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	CHL2MP_Player::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	CHL2MP_Player::Spawn(void)
22	CBaseEntity::ZPASpawn(void)
23	CHL2MP_Player::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	CHL2_Player::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	CHL2_Player::DrawDebugGeometryOverlays(void)
38	CBaseAnimating::DrawDebugTextOverlays(void)
39	CBasePlayer::Save(ISave &)
40	CBasePlayer::Restore(IRestore &)
41	CBasePlayer::ShouldSavePhysics(void)
42	CBaseEntity::OnSave(IEntitySaveUtils *)
43	CHL2_Player::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	CHL2_Player::Classify(void)
53	CBaseEntity::DeathNotice(CBaseEntity*)
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55	CBaseEntity::GetAutoAimRadius(void)
56	CBaseEntity::GetAutoAimCenter(void)
57	CBaseEntity::GetBeamTraceFilter(void)
58	CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&)
59	CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
60	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
61	CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&)
62	CHL2MP_Player::TakeHealth(float,int)
63	CBaseEntity::IsAlive(void)
64	CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&)
65	CHL2_Player::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	CHL2MP_Player::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	CHL2MP_Player::UpdateOnRemove(void)
101	CHL2_Player::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	CHL2MP_Player::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	CHL2_Player::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	CHL2MP_Player::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	CHL2_Player::GetPhysicsImpactDamageTable(void)
211	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
212	CBaseCombatCharacter::FInViewCone(Vector  const&)
213	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
214	CBaseCombatCharacter::FInAimCone(Vector  const&)
215	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
216	CBaseCombatCharacter::FindMissTarget(void)
217	CHL2_Player::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	CHL2_Player::EyeDirection2D(void)
224	CHL2_Player::EyeDirection3D(void)
225	CHL2_Player::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	CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
231	CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
232	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
233	CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
234	CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int,bool)
235	CBasePlayer::Weapon_ShootPosition(void)
236	CHL2_Player::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	CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&)
246	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
247	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
248	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
249	CHL2_Player::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	CHL2MP_Player::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	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
273	CHL2MP_Player::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	CHL2MP_Player::CreateViewModel(int)
283	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
284	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
285	CHL2MP_Player::SharedSpawn(void)
286	CBasePlayer::ForceRespawn(void)
287	CHL2MP_Player::InitialSpawn(void)
288	CBasePlayer::InitHUD(void)
289	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
290	CHL2MP_Player::PlayerDeathThink(void)
291	CHL2MP_Player::Jump(void)
292	CBasePlayer::Duck(void)
293	CHL2MP_Player::PreThink(void)
294	CHL2MP_Player::PostThink(void)
295	CHL2MP_Player::DamageEffect(float,int)
296	CHL2_Player::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	CHL2_Player::UpdateClientData(void)
308	CHL2_Player::ExitLadder(void)
309	CHL2_Player::GetLadderSurface(Vector  const&)
310	CHL2_Player::SetFlashlightEnabled(bool)
311	CHL2MP_Player::FlashlightIsOn(void)
312	CHL2MP_Player::FlashlightTurnOn(void)
313	CHL2MP_Player::FlashlightTurnOff(void)
314	CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
315	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
316	CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
317	CBasePlayer::GetStepSoundVelocities(float *,float *)
318	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
319	CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
320	CHL2MP_Player::SetAnimation(PLAYER_ANIM)
321	CBasePlayer::ImpulseCommands(void)
322	CHL2_Player::CheatImpulseCommands(int)
323	CHL2MP_Player::ClientCommand(CCommand  const&)
324	CHL2MP_Player::StartObserverMode(int)
325	CHL2MP_Player::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	CHL2_Player::CreateCorpse(void)
346	CHL2MP_Player::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	CHL2MP_Player::ItemPostFrame(void)
356	CBasePlayer::GiveNamedItem(char  const*,int)
357	CBasePlayer::CheckTrainUpdate(void)
358	CHL2_Player::SetPlayerUnderwater(bool)
359	CHL2MP_Player::CanBreatheUnderwater(void)const
360	CHL2MP_Player::PlayerUse(void)
361	CHL2_Player::PlayUseDenySound(void)
362	CBasePlayer::FindUseEntity(void)
363	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
364	CHL2MP_Player::PickupObject(CBaseEntity *,bool)
365	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
366	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
367	CHL2_Player::GetHeldObject(void)
368	CBasePlayer::UpdateGeigerCounter(void)
369	CBasePlayer::GetAutoaimVector(float)
370	CBasePlayer::GetAutoaimVector(float,float)
371	CHL2_Player::GetAutoaimVector(autoaim_params_t &)
372	CBasePlayer::ShouldAutoaim(void)
373	CBasePlayer::ForceClientDllUpdate(void)
374	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
375	CHL2MP_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
376	CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)
377	CBasePlayer::CanSpeak(void)
378	CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
379	CHL2MP_Player::CheckChatText(char *,int)
380	CHL2MP_Player::CreateRagdollEntity(void)
381	CBasePlayer::ShouldAnnounceAchievement(void)
382	CHL2_Player::OnDoneDamage(void)
383	CHL2_Player::IsWalking(void)
384	CHL2MP_Player::IsPracticallyZombie(void)const
385	CHL2_Player::IsFollowingPhysics(void)
386	CHL2_Player::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	CHL2_Player::EquipSuit(bool)
395	CHL2_Player::RemoveSuit(void)
396	CHL2MP_Player::CommitSuicide(bool,bool)
397	CHL2MP_Player::CommitSuicide(Vector  const&,bool,bool)
398	CBasePlayer::IsBot(void)const
399	CHL2MP_Player::NotePlayerTalked(void)
400	CBasePlayer::GetExpresser(void)
401	CBasePlayer::SpawnArmorValue(void)const
402	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
403	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
404	CHL2_Player::SuspendUse(float)
405	CHL2_Player::CommanderMode(void)
406	CHL2MP_Player::StartSprinting(void)
407	CHL2_Player::GetIdleTime(void)const
408	CHL2_Player::GetMoveTime(void)const
409	CHL2_Player::GetLastDamageTime(void)const
410	CHL2_Player::IsDucking(void)const
411	CHL2_Player::Weapon_Lower(void)
412	CHL2_Player::Weapon_Ready(void)
413	CHL2_Player::IsHoldingEntity(CBaseEntity *)
414	CHL2_Player::UpdateWeaponPosture(void)
415	CHL2_Player::NetworkStateChanged_m_fIsWalking(void)
416	CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)
417	CHL2MP_Player::GhostSpawn(void)
418	CHL2MP_Player::WaitSpawn(void)
419	CHL2MP_Player::ObserverSpawn(void)
420	CHL2MP_Player::HandleCommand_JoinTeam(int)
421	CHL2MP_Player::CanHearChatFrom(CBasePlayer *)
422	CHL2MP_Player::RemoveWeight(float)
423	CHL2MP_Player::RemoveAllItems(void)
424	CHL2MP_Player::ItemReticleSearch(void)
425	CHL2MP_Player::InventoryStatus(void)
426	CHL2MP_Player::GiveNamedItem(char  const*)
427	CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)
428	CHL2MP_Player::GiveEmptyHands(void)
429	CHL2MP_Player::GivePhone(void)
430	CHL2MP_Player::SetPlayerTeamModel(int)
431	CHL2MP_Player::ShowBriefingMenu(void)
432	CHL2MP_Player::HideBriefingMenu(void)
433	CHL2MP_Player::CreateAmmo(char  const*)
434	CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)
435	CHL2MP_Player::ScootInventory(void)
436	CHL2MP_Player::PlayerDropWeapon(void)
437	CHL2MP_Player::PlayerUnloadWeapon(void)
438	CHL2MP_Player::PlayerCycleAmmoType(void)
439	CHL2MP_Player::PlayerCycleDropAmount(void)
440	CHL2MP_Player::PrepAmmoForDrop(CItem *)
441	CHL2MP_Player::PlayerDropAmmo(void)
442	CHL2MP_Player::GiveAmmoToPlayer(void)
443	CHL2MP_Player::ResetTeamSwitch(void)
444	CHL2MP_Player::Panic(bool)
445	CHL2MP_Player::Melee(bool)
446	CHL2MP_Player::VoiceMenu(char  const*,char  const*)
447	CHL2MP_Player::VoiceMenuText(char  const*)
448	CHL2MP_Player::Taunt(bool)
449	CHL2MP_Player::KillTaunt(bool)
450	CHL2MP_Player::Berzerk(void)
451	CHL2MP_Player::Go(void)
452	CHL2MP_Player::Camp(void)
453	CHL2MP_Player::HolsterWeapon(void)
454	CHL2MP_Player::SwitchToPhone(void)
455	CHL2MP_Player::Trace(void)
456	CHL2MP_Player::IsOnATeam(void)