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)
Line 1: Line 1:
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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.

Revision as of 05:10, 15 July 2009

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 27 Jun 2009

// Auto reconstructed from vtable block @ 0x0105C500
// from "server_i486.so", by ida_vtables.idc
0	CBasePlayer::~CBasePlayer()
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	CBasePlayer::GetServerClass(void)
10	CBasePlayer::YouForgotToImplementOrDeclareServerClass(void)
11	CBasePlayer::GetDataDescMap(void)
12	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
13	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15	CBaseEntity::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	CBasePlayer::Spawn(void)
22	CBaseEntity::ZPASpawn(void)
23	CBasePlayer::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	CBasePlayer::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	CBasePlayer::DrawDebugGeometryOverlays(void)
38	CBaseAnimating::DrawDebugTextOverlays(void)
39	CBasePlayer::Save(ISave &)
40	CBasePlayer::Restore(IRestore &)
41	CBasePlayer::ShouldSavePhysics(void)
42	CBaseEntity::OnSave(IEntitySaveUtils *)
43	CBasePlayer::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	CBasePlayer::Classify(void)
53	CBaseEntity::DeathNotice(CBaseEntity*)
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55	CBaseEntity::GetAutoAimRadius(void)
56	CBaseEntity::GetAutoAimCenter(void)
57	CBaseEntity::GetBeamTraceFilter(void)
58	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
59	CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
60	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
61	CBasePlayer::OnTakeDamage(CTakeDamageInfo  const&)
62	CBasePlayer::TakeHealth(float,int)
63	CBaseEntity::IsAlive(void)
64	CBasePlayer::Event_Killed(CTakeDamageInfo  const&)
65	CBasePlayer::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	CBasePlayer::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	CBasePlayer::UpdateOnRemove(void)
101	CBaseEntity::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	CBaseEntity::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	CBaseEntity::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	CBaseAnimating::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	CBasePlayer::GetPhysicsImpactDamageTable(void)
211	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
212	CBaseCombatCharacter::FInViewCone(Vector  const&)
213	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
214	CBaseCombatCharacter::FInAimCone(Vector  const&)
215	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
216	CBaseCombatCharacter::FindMissTarget(void)
217	CBaseCombatCharacter::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	CBaseCombatCharacter::EyeDirection2D(void)
224	CBaseCombatCharacter::EyeDirection3D(void)
225	CBaseCombatCharacter::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	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
231	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
232	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
233	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
234	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int,bool)
235	CBasePlayer::Weapon_ShootPosition(void)
236	CBaseCombatCharacter::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	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
246	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
247	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
248	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
249	CBaseCombatCharacter::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	CBaseCombatCharacter::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	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
273	CBaseCombatCharacter::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	CBasePlayer::CreateViewModel(int)
283	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
284	CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
285	CBasePlayer::SharedSpawn(void)
286	CBasePlayer::ForceRespawn(void)
287	CBasePlayer::InitialSpawn(void)
288	CBasePlayer::InitHUD(void)
289	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
290	CBasePlayer::PlayerDeathThink(void)
291	CBasePlayer::Jump(void)
292	CBasePlayer::Duck(void)
293	CBasePlayer::PreThink(void)
294	CBasePlayer::PostThink(void)
295	CBasePlayer::DamageEffect(float,int)
296	CBasePlayer::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	CBasePlayer::UpdateClientData(void)
308	CBasePlayer::ExitLadder(void)
309	CBasePlayer::GetLadderSurface(Vector  const&)
310	CBasePlayer::SetFlashlightEnabled(bool)
311	CBasePlayer::FlashlightIsOn(void)
312	CBasePlayer::FlashlightTurnOn(void)
313	CBasePlayer::FlashlightTurnOff(void)
314	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
315	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
316	CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
317	CBasePlayer::GetStepSoundVelocities(float *,float *)
318	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
319	CBasePlayer::DeathSound(CTakeDamageInfo  const&)
320	CBasePlayer::SetAnimation(PLAYER_ANIM)
321	CBasePlayer::ImpulseCommands(void)
322	CBasePlayer::CheatImpulseCommands(int)
323	CBasePlayer::ClientCommand(CCommand  const&)
324	CBasePlayer::StartObserverMode(int)
325	CBasePlayer::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	CBasePlayer::CreateCorpse(void)
346	CBasePlayer::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	CBasePlayer::ItemPostFrame(void)
356	CBasePlayer::GiveNamedItem(char  const*,int)
357	CBasePlayer::CheckTrainUpdate(void)
358	CBasePlayer::SetPlayerUnderwater(bool)
359	CBasePlayer::CanBreatheUnderwater(void)const
360	CBasePlayer::PlayerUse(void)
361	CBasePlayer::PlayUseDenySound(void)
362	CBasePlayer::FindUseEntity(void)
363	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
364	CBasePlayer::PickupObject(CBaseEntity *,bool)
365	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
366	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
367	CBasePlayer::GetHeldObject(void)
368	CBasePlayer::UpdateGeigerCounter(void)
369	CBasePlayer::GetAutoaimVector(float)
370	CBasePlayer::GetAutoaimVector(float,float)
371	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
372	CBasePlayer::ShouldAutoaim(void)
373	CBasePlayer::ForceClientDllUpdate(void)
374	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
375	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
376	CBasePlayer::CanHearAndReadChatFrom(CBasePlayer*)
377	CBasePlayer::CanSpeak(void)
378	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
379	CBasePlayer::CheckChatText(char *,int)
380	CBasePlayer::CreateRagdollEntity(void)
381	CBasePlayer::ShouldAnnounceAchievement(void)
382	CBasePlayer::OnDoneDamage(void)
383	CBasePlayer::IsWalking(void)
384	CBasePlayer::IsPracticallyZombie(void)const
385	CBasePlayer::IsFollowingPhysics(void)
386	CBasePlayer::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	CBasePlayer::EquipSuit(bool)
395	CBasePlayer::RemoveSuit(void)
396	CBasePlayer::CommitSuicide(bool,bool)
397	CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
398	CBasePlayer::IsBot(void)const
399	CBasePlayer::NotePlayerTalked(void)
400	CBasePlayer::GetExpresser(void)
401	CBasePlayer::SpawnArmorValue(void)const
402	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
403	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)