CBasePlayer Offset List (Zombie Panic: Source)

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Revision as of 22:16, 29 November 2009 by GH0sTy (talk | contribs)
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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 30 Nov 2009

// Auto reconstructed from vtable block @ 0x01081640
// 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 *)