Difference between revisions of "CHL2MP Player Offset List (Half-Life 2: Deathmatch)"

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(The List)
Line 4: Line 4:
  
 
== The List ==
 
== The List ==
 +
This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions near the end.
  
<pre>1       CHL2MP_Player::~CHL2MP_Player()
+
<b>Last Updated 09 Sept 2006</b>
2       CBaseEntity::SetRefEHandle(CBaseHandle const&)
+
 
3       CBaseEntity::GetRefEHandle() const
+
<pre>
4       CBaseEntity::GetCollideable()
+
0       CHL2MP_Player::~CHL2MP_Player()
5       CBaseEntity::GetNetworkable()
+
1       CBaseEntity::SetRefEHandle(CBaseHandle const&)
6       CBaseEntity::GetBaseEntity()
+
2       CBaseEntity::GetRefEHandle() const
7       CBaseEntity::GetModelIndex() const
+
3       CBaseEntity::GetCollideable()
8       CBaseEntity::GetModelName() const
+
4       CBaseEntity::GetNetworkable()
9       CBaseEntity::SetModelIndex(int)
+
5       CBaseEntity::GetBaseEntity()
10      CBasePlayer::GetPredDescMap()
+
6       CBaseEntity::GetModelIndex() const
11     CHL2MP_Player::GetServerClass()
+
7       CBaseEntity::GetModelName() const
12     CHL2MP_Player::GetClassName()
+
8       CBaseEntity::SetModelIndex(int)
13     CHL2MP_Player::YouForgotToImplementOrDeclareServerClass()
+
9      CHL2MP_Player::_GetClassName()
14     CHL2MP_Player::GetDataDescMap()
+
10     CHL2MP_Player::GetServerClass()
15     CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
+
11     CHL2MP_Player::GetClassName()
16     CHL2_Player::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)
+
12     CHL2MP_Player::YouForgotToImplementOrDeclareServerClass()
17     CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)
+
13     CHL2MP_Player::GetDataDescMap()
18     CBaseEntity::ShouldCollide(int, int) const
+
14     CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
19     CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
15     CHL2_Player::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)
20     CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
+
16     CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)
21     CBasePlayer::UpdateTransmitState()
+
17     CBaseEntity::ShouldCollide(int, int) const
22     CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool)
+
18     CBaseEntity::SetOwnerEntity(CBaseEntity*)
23     CBasePlayer::GetTracerType()
+
19     CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
24     CHL2MP_Player::Spawn()
+
20     CBasePlayer::UpdateTransmitState()
25     CHL2MP_Player::Precache()
+
21     CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool)
26     CBaseFlex::SetModel(char const*)
+
22     CBasePlayer::GetTracerType()
27     CBaseEntity::PostConstructor(char const*)
+
23     CHL2MP_Player::Spawn()
 +
24     CHL2MP_Player::Precache()
 +
25     CBaseFlex::SetModel(char const*)
 +
26     CBaseEntity::PostConstructor(char const*)
 +
27      CBaseEntity::PostClientActive()
 
28      CBaseEntity::ParseMapData(CEntityMapData*)
 
28      CBaseEntity::ParseMapData(CEntityMapData*)
 
29      CBaseEntity::KeyValue(char const*, char const*)
 
29      CBaseEntity::KeyValue(char const*, char const*)
 
30      CBaseEntity::KeyValue(char const*, float)
 
30      CBaseEntity::KeyValue(char const*, float)
 
31      CBaseEntity::KeyValue(char const*, Vector)
 
31      CBaseEntity::KeyValue(char const*, Vector)
32      CBaseEntity::ValidateEntityConnections()
+
32      CHL2_Player::Activate()
33      CBasePlayer::Activate()
+
33      CBaseEntity::SetParent(CBaseEntity*, int)
 
34      CBasePlayer::ObjectCaps()
 
34      CBasePlayer::ObjectCaps()
 
35      CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
 
35      CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
Line 51: Line 56:
 
45      CBaseEntity::MoveDone()
 
45      CBaseEntity::MoveDone()
 
46      CBaseEntity::Think()
 
46      CBaseEntity::Think()
47      CBaseEntity::NetworkStateChanged_m_nNextThinkTick()
+
47      CBasePlayer::NetworkStateChanged_m_nNextThinkTick()
48      CBaseAnimating::GetBaseAnimating()
+
48     CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void*)
49     CBaseEntity::GetResponseSystem()
+
49     CBaseAnimating::GetBaseAnimating()
50     CBaseEntity::DispatchResponse(char const*)
+
50     CBaseEntity::GetResponseSystem()
51     CHL2_Player::Classify()
+
51     CBaseEntity::DispatchResponse(char const*)
52     CBaseEntity::DeathNotice(CBaseEntity*)
+
52     CHL2_Player::Classify()
53     CHL2_Player::PassesDamageFilter(CTakeDamageInfo const&)
+
53     CBaseEntity::DeathNotice(CBaseEntity*)
54     CBasePlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
+
54     CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55      CHL2MP_Player::OnTakeDamage(CTakeDamageInfo const&)
+
55     CBaseEntity::GetAutoAimRadius()
56      CBasePlayer::TakeHealth(float, int)
+
56      CBaseEntity::GetAutoAimCenter()
57      CHL2MP_Player::Event_Killed(CTakeDamageInfo const&)
+
57      CHL2_Player::PassesDamageFilter(CTakeDamageInfo const&)
58      CBaseCombatCharacter::BloodColor()
+
58      CBasePlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
59      CBaseEntity::IsTriggered(CBaseEntity*)
+
59      CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60      CBaseEntity::IsNPC() const
+
60      CHL2MP_Player::OnTakeDamage(CTakeDamageInfo const&)
61      CBaseCombatCharacter::MyCombatCharacterPointer()
+
61      CBasePlayer::TakeHealth(float, int)
62      CBaseEntity::GetDelay()
+
62      CHL2MP_Player::Event_Killed(CTakeDamageInfo const&)
63      CBaseEntity::IsMoving()
+
63      CHL2_Player::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&)
64      CBaseEntity::DamageDecal(int, int)
+
64      CBaseCombatCharacter::BloodColor()
65      CBaseEntity::DecalTrace(CGameTrace*, char const*)
+
65      CBaseEntity::IsTriggered(CBaseEntity*)
66      CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
+
66      CBaseEntity::IsNPC() const
67      CBaseEntity::OnControls(CBaseEntity*)
+
67      CBaseCombatCharacter::MyCombatCharacterPointer()
68      CBaseEntity::HasTarget(string_t)
+
68      CBaseEntity::GetDelay()
69      CBasePlayer::IsPlayer() const
+
69      CBaseEntity::IsMoving()
70      CBasePlayer::IsNetClient()
+
70      CBaseEntity::DamageDecal(int, int)
71      CBaseEntity::IsTemplate()
+
71      CBaseEntity::DecalTrace(CGameTrace*, char const*)
72      CBaseEntity::IsBaseObject() const
+
72      CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
73      CBaseEntity::GetServerVehicle()
+
73      CBaseEntity::OnControls(CBaseEntity*)
74      CBaseEntity::IsViewable()
+
74      CBaseEntity::HasTarget(string_t)
75      CHL2MP_Player::ChangeTeam(int)
+
75      CBasePlayer::IsPlayer() const
76      CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
+
76      CBasePlayer::IsNetClient() const
77      CBaseEntity::CanStandOn(CBaseEntity*) const
+
77      CBaseEntity::IsTemplate()
78      CBaseEntity::CanStandOn(edict_t*) const
+
78      CBaseEntity::IsBaseObject() const
79      CBaseEntity::GetEnemy()
+
79      CBaseEntity::GetServerVehicle()
80      CBaseEntity::GetEnemy() const
+
80      CBaseEntity::IsViewable()
81      CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
+
81      CHL2MP_Player::ChangeTeam(int)
82      CBaseEntity::StartTouch(CBaseEntity*)
+
82      CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
83      CBasePlayer::Touch(CBaseEntity*)
+
83      CBaseEntity::CanStandOn(CBaseEntity*) const
84      CBaseEntity::EndTouch(CBaseEntity*)
+
84      CBaseEntity::CanStandOn(edict_t*) const
85      CBaseEntity::StartBlocked(CBaseEntity*)
+
85      CBaseEntity::GetEnemy()
86      CBaseEntity::Blocked(CBaseEntity*)
+
86      CBaseEntity::GetEnemy() const
87      CBaseEntity::EndBlocked()
+
87      CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
88      CBasePlayer::PhysicsSimulate()
+
88      CBaseEntity::StartTouch(CBaseEntity*)
89      CHL2MP_Player::UpdateOnRemove()
+
89      CBasePlayer::Touch(CBaseEntity*)
90      CHL2_Player::StopLoopingSounds()
+
90      CBaseEntity::EndTouch(CBaseEntity*)
91      CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
+
91      CBaseEntity::StartBlocked(CBaseEntity*)
92     CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
+
92     CBaseEntity::Blocked(CBaseEntity*)
93      CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
+
93      CBaseEntity::EndBlocked()
94      CHL2MP_Player::FireBullets(FireBulletsInfo_t const&)
+
94      CBasePlayer::PhysicsSimulate()
95      CBasePlayer::DoImpactEffect(CGameTrace&, int)
+
95      CHL2MP_Player::UpdateOnRemove()
96      CBaseEntity::Respawn()
+
96      CHL2_Player::StopLoopingSounds()
97      CBaseEntity::IsLockedByMaster()
+
97      CBaseEntity::SUB_AllowedToFade()
98      CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
+
98      CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
99      CBasePlayer::NetworkStateChanged_m_lifeState()
+
99      CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
100    CBaseEntity::NetworkStateChanged_m_takedamage()
+
100     CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
101     CBaseEntity::NetworkStateChanged_m_iMaxHealth()
+
101     CHL2MP_Player::FireBullets(FireBulletsInfo_t const&)
102     CBaseEntity::NetworkStateChanged_m_iHealth()
+
102     CBasePlayer::DoImpactEffect(CGameTrace&, int)
103     CBaseEntity::GetDamageType() const
+
103    CBaseEntity::Respawn()
104    CBaseEntity::GetDamage()
+
104    CBaseEntity::IsLockedByMaster()
105    CBaseEntity::SetDamage(float)
+
105    CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
106    CBasePlayer::EyePosition()
+
106    CBaseEntity::NetworkStateChanged_m_iMaxHealth()
107    CBasePlayer::EyeAngles()
+
107    CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*)
108    CBasePlayer::LocalEyeAngles()
+
108    CBasePlayer::NetworkStateChanged_m_iHealth()
109    CBaseEntity::EarPosition()
+
109    CBasePlayer::NetworkStateChanged_m_iHealth(void*)
110    CBasePlayer::BodyTarget(Vector const&, bool)
+
110    CBasePlayer::NetworkStateChanged_m_lifeState()
111    CBaseEntity::HeadTarget(Vector const&)
+
111    CBasePlayer::NetworkStateChanged_m_lifeState(void*)
112    CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
+
112    CBaseEntity::NetworkStateChanged_m_takedamage()
113    CBaseEntity::GetViewOffset()
+
113    CBaseEntity::NetworkStateChanged_m_takedamage(void*)
114    CBasePlayer::GetSmoothedVelocity()
+
114    CBaseEntity::GetDamageType() const
115    CBaseAnimating::GetVelocity(Vector*, Vector*)
+
115    CBaseEntity::GetDamage()
116    CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**)
+
116    CBaseEntity::SetDamage(float)
117    CBaseEntity::FVisible(Vector const&, int, CBaseEntity**)
+
117    CBasePlayer::EyePosition()
118    CBaseEntity::CanBeSeen()
+
118    CBasePlayer::EyeAngles()
119    CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
119    CBasePlayer::LocalEyeAngles()
120    CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
120    CBaseEntity::EarPosition()
121    CBaseEntity::CanBePoweredUp()
+
121    CBasePlayer::BodyTarget(Vector const&, bool)
122    CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
+
122    CBaseEntity::HeadTarget(Vector const&)
123    CBaseEntity::GetGroundVelocityToApply(Vector&)
+
123    CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
124    CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
+
124    CBaseEntity::GetViewOffset()
125    CBaseEntity::Splash()
+
125    CBasePlayer::GetSmoothedVelocity()
126    CBaseEntity::WorldSpaceCenter() const
+
126    CBaseAnimating::GetVelocity(Vector*, Vector*)
127    CBaseEntity::GetSoundEmissionOrigin() const
+
127    CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**)
128    CBaseEntity::CreateVPhysics()
+
128    CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**)
129    CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
129    CBaseEntity::CanBeSeenBy(CAI_BaseNPC*)
130    CBasePlayer::VPhysicsDestroyObject()
+
130    CBaseEntity::GetAttackDamageScale(CBaseEntity*)
131    CBasePlayer::VPhysicsUpdate(IPhysicsObject*)
+
131    CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
132    CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
+
132    CBaseEntity::CanBePoweredUp()
133    CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
+
133    CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
134    CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject*)
+
134    CBaseEntity::GetGroundVelocityToApply(Vector&)
135    CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)
+
135    CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
136    CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
+
136    CBaseEntity::Splash()
137    CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
137    CBaseEntity::WorldSpaceCenter() const
138    CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
+
138    CBaseEntity::GetSoundEmissionOrigin() const
139    CBaseEntity::HasPhysicsAttacker(float)
+
139    CBaseEntity::CreateVPhysics()
140    CBasePlayer::PhysicsSolidMaskForEntity() const
+
140    CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
141    CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
+
141    CBasePlayer::VPhysicsDestroyObject()
142    CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
+
142    CBasePlayer::VPhysicsUpdate(IPhysicsObject*)
143    CBaseAnimating::GetStepOrigin() const
+
143    CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
144    CBaseAnimating::GetStepAngles() const
+
144    CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
145    CBaseEntity::ShouldDrawWaterImpacts()
+
145    CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject*)
146    CBaseEntity::NetworkStateChanged_m_fFlags()
+
146    CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)
147    CBasePlayer::NetworkStateChanged_m_hGroundEntity()
+
147    CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
148    CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
+
148    CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
149    CBaseEntity::NetworkStateChanged_m_nWaterLevel()
+
149    CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
150    CBasePlayer::NetworkStateChanged_m_flFriction()
+
150    CBaseEntity::HasPhysicsAttacker(float)
151    CBaseEntity::NetworkStateChanged_m_vecVelocity()
+
151    CBasePlayer::PhysicsSolidMaskForEntity() const
152    CBasePlayer::NetworkStateChanged_m_vecViewOffset()
+
152    CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
153    CBaseAnimating::GetIdealSpeed() const
+
153    CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
154    CBaseAnimating::GetIdealAccel() const
+
154    CBaseAnimating::GetStepOrigin() const
155    CBaseAnimatingOverlay::StudioFrameAdvance()
+
155    CBaseAnimating::GetStepAngles() const
156    CBaseAnimating::IsActivityFinished()
+
156    CBaseEntity::ShouldDrawWaterImpacts()
157    CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
+
157    CBaseEntity::NetworkStateChanged_m_fFlags()
158    CHL2MP_Player::BecomeRagdollOnClient(Vector const&)
+
158    CBaseEntity::NetworkStateChanged_m_fFlags(void*)
159    CBaseAnimating::IsRagdoll()
+
159    CBasePlayer::NetworkStateChanged_m_nWaterLevel()
160    CBaseAnimating::CanBecomeRagdoll()
+
160    CBasePlayer::NetworkStateChanged_m_nWaterLevel(void*)
161    CBaseAnimatingOverlay::GetSkeleton(Vector*, Quaternion*, int)
+
161    CBasePlayer::NetworkStateChanged_m_hGroundEntity()
162    CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
+
162    CBasePlayer::NetworkStateChanged_m_hGroundEntity(void*)
163    CBaseAnimating::SetupBones(matrix3x4_t*, int)
+
163    CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
164    CBaseAnimating::CalculateIKLocks(float)
+
164    CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void*)
165    CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)
+
165    CBasePlayer::NetworkStateChanged_m_flFriction()
166    CBaseAnimating::HandleAnimEvent(animevent_t*)
+
166    CBasePlayer::NetworkStateChanged_m_flFriction(void*)
167    CBaseAnimating::GetAttachment(int, matrix3x4_t&)
+
167    CBasePlayer::NetworkStateChanged_m_vecVelocity()
168    CBaseAnimating::InitBoneControllers()
+
168    CBasePlayer::NetworkStateChanged_m_vecVelocity(void*)
169    CBaseAnimating::GetGroundSpeedVelocity()
+
169    CBasePlayer::NetworkStateChanged_m_vecViewOffset()
170    CBaseAnimating::DrawServerHitboxes(float, bool)
+
170    CBasePlayer::NetworkStateChanged_m_vecViewOffset(void*)
171    CBaseAnimating::Ignite(float, bool, float, bool)
+
171    CBaseAnimating::GetIdealSpeed() const
172    CBaseAnimating::Extinguish()
+
172    CBaseAnimating::GetIdealAccel() const
173    CBaseCombatCharacter::SetLightingOrigin(CBaseEntity*)
+
173    CBaseAnimatingOverlay::StudioFrameAdvance()
174    CBaseFlex::SetViewtarget(Vector const&)
+
174    CBaseAnimating::IsActivityFinished()
175    CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)
+
175    CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
176    CBaseFlex::ProcessSceneEvents()
+
176    CHL2MP_Player::BecomeRagdollOnClient(Vector const&)
177    CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)
+
177    CBaseAnimating::IsRagdoll()
178    CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)
+
178    CBaseAnimating::CanBecomeRagdoll()
179    CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)
+
179    CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int)
180    CBaseCombatCharacter::GetPhysicsImpactDamageTable()
+
180    CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
181    CBaseCombatCharacter::FInViewCone(CBaseEntity*)
+
181    CBaseAnimating::SetupBones(matrix3x4_t*, int)
182    CBaseCombatCharacter::FInViewCone(Vector const&)
+
182    CBaseAnimating::CalculateIKLocks(float)
183    CBaseCombatCharacter::FInAimCone(CBaseEntity*)
+
183    CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)
184    CBaseCombatCharacter::FInAimCone(Vector const&)
+
184    CBaseAnimating::HandleAnimEvent(animevent_t*)
185    CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter*)
+
185    CBaseAnimating::GetAttachment(int, matrix3x4_t&)
186    CBaseCombatCharacter::FindMissTarget()
+
186    CBaseAnimating::InitBoneControllers()
187    CHL2_Player::HandleInteraction(int, void*, CBaseCombatCharacter*)
+
187    CBaseAnimating::GetGroundSpeedVelocity()
188     CBasePlayer::BodyAngles()
+
188     CBaseAnimating::Ignite(float, bool, float, bool)
189    CBaseCombatCharacter::BodyDirection2D()
+
189    CBaseAnimating::Extinguish()
190    CBaseCombatCharacter::BodyDirection3D()
+
190    CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*)
191    CBaseCombatCharacter::HeadDirection2D()
+
191    CBaseAnimating::SetLightingOrigin(CBaseEntity*)
192    CBaseCombatCharacter::HeadDirection3D()
+
192    CBaseFlex::SetViewtarget(Vector const&)
193    CHL2_Player::EyeDirection2D()
+
193    CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)
194    CHL2_Player::EyeDirection3D()
+
194    CBaseFlex::ProcessSceneEvents()
195    CHL2_Player::GiveAmmo(int, int, bool)
+
195    CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)
196    CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
196    CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)
197    CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)
+
197    CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)
198    CHL2_Player::Weapon_CanUse(CBaseCombatWeapon*)
+
198    CBaseCombatCharacter::GetPhysicsImpactDamageTable()
199    CHL2_Player::Weapon_Equip(CBaseCombatWeapon*)
+
199    CBaseCombatCharacter::FInViewCone(CBaseEntity*)
200    CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)
+
200    CBaseCombatCharacter::FInViewCone(Vector const&)
201    CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)
+
201    CBaseCombatCharacter::FInAimCone(CBaseEntity*)
202    CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon*, int)
+
202    CBaseCombatCharacter::FInAimCone(Vector const&)
203    CBasePlayer::Weapon_ShootPosition()
+
203    CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter*)
204    CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*)
+
204    CBaseCombatCharacter::FindMissTarget()
205    CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
+
205    CHL2_Player::HandleInteraction(int, void*, CBaseCombatCharacter*)
206    CBaseCombatCharacter::Weapon_GetSlot(int) const
+
206    CBasePlayer::BodyAngles()
207    CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)
+
207    CBaseCombatCharacter::BodyDirection2D()
208    CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)
+
208    CBaseCombatCharacter::BodyDirection3D()
209    CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
+
209    CBaseCombatCharacter::HeadDirection2D()
210    CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
+
210    CBaseCombatCharacter::HeadDirection3D()
211    CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
+
211    CHL2_Player::EyeDirection2D()
212    CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)
+
212    CHL2_Player::EyeDirection3D()
213    CHL2_Player::NotifyFriendsOfDamage(CBaseEntity*)
+
213    CHL2_Player::GiveAmmo(int, int, bool)
214    CBaseCombatCharacter::GetDeathActivity()
+
214    CBaseCombatCharacter::NPC_TranslateActivity(Activity)
215    CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
+
215    CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)
216    CBaseCombatCharacter::CorpseFade()
+
216    CHL2_Player::Weapon_CanUse(CBaseCombatWeapon*)
217    CBaseCombatCharacter::HasHumanGibs()
+
217    CHL2_Player::Weapon_Equip(CBaseCombatWeapon*)
218    CBaseCombatCharacter::HasAlienGibs()
+
218    CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)
219    CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
+
219    CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)
220    CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
220    CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon*, int)
221    CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
+
221    CBasePlayer::Weapon_ShootPosition()
222    CBasePlayer::Event_Dying()
+
222    CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon*)
223    CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
+
223    CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
224    CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
+
224    CBaseCombatCharacter::Weapon_GetSlot(int) const
225     CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
+
225    CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)
226     CBaseCombatCharacter::IRelationType(CBaseEntity*)
+
226    CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)
227     CBaseCombatCharacter::IRelationPriority(CBaseEntity*)
+
227     CBaseCombatCharacter::CanBecomeServerRagdoll()
228     CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon*)
+
228    CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo const&)
229     CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)
+
229     CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
230     CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)
+
230     CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
231     CBasePlayer::DoMuzzleFlash()
+
231     CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)
232     CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)
+
232     CHL2_Player::NotifyFriendsOfDamage(CBaseEntity*)
233     CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
+
233     CBaseCombatCharacter::GetDeathActivity()
234     CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
234     CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
235     CBasePlayer::NetworkStateChanged_m_iAmmo()
+
235     CBaseCombatCharacter::CorpseFade()
236     CHL2MP_Player::CreateViewModel(int)
+
236     CBaseCombatCharacter::HasHumanGibs()
237     CHL2_Player::SetupVisibility(CBaseEntity*, unsigned char*, int)
+
237     CBaseCombatCharacter::HasAlienGibs()
238     CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const
+
238     CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
239     CBasePlayer::SharedSpawn()
+
239     CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
240     CBasePlayer::InitialSpawn()
+
240     CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
241     CBasePlayer::InitHUD()
+
241     CBasePlayer::Event_Dying()
242     CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*)
+
242    CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
243     CBasePlayer::PlayerDeathThink()
+
243     CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*)
244     CBasePlayer::Jump()
+
244     CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int)
245     CBasePlayer::Duck()
+
245     CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
246     CHL2MP_Player::PreThink()
+
246     CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
247     CHL2MP_Player::PostThink()
+
247     CBaseCombatCharacter::PushawayTouch(CBaseEntity*)
248     CBasePlayer::DamageEffect(float, int)
+
248     CBaseCombatCharacter::IRelationType(CBaseEntity*)
249     CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo const&)
+
249     CBaseCombatCharacter::IRelationPriority(CBaseEntity*)
250     CBasePlayer::ShouldFadeOnDeath()
+
250     CBaseCombatCharacter::IsInAVehicle()
251     CBasePlayer::IsFakeClient()
+
251     CBasePlayer::GetVehicle()
252     CBasePlayer::GetPlayerMins() const
+
252     CBasePlayer::GetVehicleEntity()
253     CBasePlayer::GetPlayerMaxs() const
+
253     CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon*)
254     CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
+
254     CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)
255     CBasePlayer::PackDeadPlayerItems()
+
255     CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)
256     CBasePlayer::RemoveAllItems(bool)
+
256     CBasePlayer::DoMuzzleFlash()
257    CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)
+
257     CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)
258     CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
258     CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*)
259     CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)
+
259     CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
260     CHL2_Player::UpdateClientData()
+
260     CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)
261     CHL2_Player::ExitLadder()
+
261     CBasePlayer::NetworkStateChanged_m_iAmmo()
262     CHL2MP_Player::FlashlightIsOn()
+
262     CBasePlayer::NetworkStateChanged_m_iAmmo(void*)
263     CHL2MP_Player::FlashlightTurnOn()
+
263     CHL2MP_Player::CreateViewModel(int)
264     CHL2MP_Player::FlashlightTurnOff()
+
264     CHL2_Player::SetupVisibility(CBaseEntity*, unsigned char*, int)
265     CBasePlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)
+
265     CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const
266     CHL2MP_Player::PlayStepSound(Vector&, surfacedata_t*, float, bool)
+
266     CBasePlayer::SharedSpawn()
267     CHL2MP_Player::DeathSound()
+
267     CBasePlayer::InitialSpawn()
268     CHL2MP_Player::SetAnimation(PLAYER_ANIM)
+
268     CBasePlayer::InitHUD()
269     CBasePlayer::ImpulseCommands()
+
269     CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*)
270     CHL2MP_Player::CheatImpulseCommands(int)
+
270     CHL2MP_Player::PlayerDeathThink()
271     CHL2MP_Player::ClientCommand(char const*)
+
271     CBasePlayer::Jump()
272     CHL2MP_Player::StartObserverMode(int)
+
272     CBasePlayer::Duck()
273     CBasePlayer::StopObserverMode()
+
273     CHL2MP_Player::PreThink()
274     CBasePlayer::SetObserverMode(int)
+
274     CHL2MP_Player::PostThink()
275     CBasePlayer::GetObserverMode()
+
275     CBasePlayer::DamageEffect(float, int)
276     CBasePlayer::SetObserverTarget(CBaseEntity*)
+
276     CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo const&)
277     CBasePlayer::ObserverUse(bool)
+
277     CBasePlayer::ShouldFadeOnDeath()
278     CBasePlayer::GetObserverTarget()
+
278     CBasePlayer::IsFakeClient() const
279     CBasePlayer::FindNextObserverTarget(bool)
+
279     CBasePlayer::GetPlayerMins() const
280     CBasePlayer::IsValidObserverTarget(CBaseEntity*)
+
280     CBasePlayer::GetPlayerMaxs() const
281     CBasePlayer::CheckObserverSettings()
+
281     CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
282     CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
+
282     CBasePlayer::PackDeadPlayerItems()
283     CBasePlayer::ForceObserverMode(int)
+
283     CBasePlayer::RemoveAllItems(bool)
284     CBasePlayer::ResetObserverMode()
+
284     CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)
285     CHL2_Player::CreateCorpse()
+
285     CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)
286     CHL2MP_Player::EntSelectSpawnPoint()
+
286     CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)
287     CHL2_Player::GetInVehicle(IServerVehicle*, int)
+
287     CHL2_Player::UpdateClientData()
288     CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
+
288     CHL2_Player::ExitLadder()
289     CBasePlayer::OnVehicleStart()
+
289     CHL2MP_Player::FlashlightIsOn()
290     CBasePlayer::OnVehicleEnd(Vector&)
+
290     CHL2MP_Player::FlashlightTurnOn()
291     CHL2MP_Player::BumpWeapon(CBaseCombatWeapon*)
+
291     CHL2MP_Player::FlashlightTurnOff()
292     CBasePlayer::SelectLastItem()
+
292     CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity*, float*)
293     CBasePlayer::SelectItem(char const*, int)
+
293     CBasePlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)
294     CHL2_Player::ItemPostFrame()
+
294     CHL2MP_Player::PlayStepSound(Vector&, surfacedata_t*, float, bool)
295     CBasePlayer::GiveNamedItem(char const*, int)
+
295     CHL2MP_Player::DeathSound(CTakeDamageInfo const&)
296     CBasePlayer::CheckTrainUpdate()
+
296     CHL2MP_Player::SetAnimation(PLAYER_ANIM)
297     CHL2_Player::SetPlayerUnderwater(bool)
+
297     CBasePlayer::ImpulseCommands()
298     CHL2_Player::CanBreatheUnderwater() const
+
298     CHL2MP_Player::CheatImpulseCommands(int)
299     CHL2_Player::PlayerUse()
+
299     CHL2MP_Player::ClientCommand(char const*)
300     CHL2_Player::PlayUseDenySound()
+
300     CHL2MP_Player::StartObserverMode(int)
301     CBasePlayer::FindUseEntity()
+
301     CHL2MP_Player::StopObserverMode()
302     CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int)
+
302     CBasePlayer::SetObserverMode(int)
303     CHL2MP_Player::PickupObject(CBaseEntity*, bool)
+
303     CBasePlayer::GetObserverMode()
304     CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity*)
+
304     CBasePlayer::SetObserverTarget(CBaseEntity*)
305     CHL2_Player::GetHeldObjectMass(IPhysicsObject*)
+
305     CBasePlayer::ObserverUse(bool)
306     CBasePlayer::UpdateGeigerCounter()
+
306     CBasePlayer::GetObserverTarget()
307     CHL2_Player::GetAutoaimVector(float)
+
307     CBasePlayer::FindNextObserverTarget(bool)
308     CBasePlayer::ShouldAutoaim()
+
308     CBasePlayer::IsValidObserverTarget(CBaseEntity*)
309     CBasePlayer::ForceClientDllUpdate()
+
309     CBasePlayer::CheckObserverSettings()
310     CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)
+
310     CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
311     CHL2_Player::PlayerRunCommand(CUserCmd*, IMoveHelper*)
+
311     CBasePlayer::ForceObserverMode(int)
312     CBasePlayer::CanSpeak()
+
312     CBasePlayer::ResetObserverMode()
313     CBasePlayer::CanHearChatFrom(CBasePlayer*)
+
313     CBasePlayer::StartReplayMode(float, float, int)
314     CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
+
314     CBasePlayer::StopReplayMode()
315     CBasePlayer::CheckChatText(char*, int)
+
315     CBasePlayer::GetDelayTicks()
316     CHL2_Player::IsFollowingPhysics()
+
316     CBasePlayer::GetReplayEntity()
317     CHL2_Player::InitVCollision()
+
317     CHL2_Player::CreateCorpse()
318     CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
+
318     CHL2MP_Player::EntSelectSpawnPoint()
319     CHL2_Player::EquipSuit()
+
319    CBasePlayer::GetInVehicle(IServerVehicle*, int)
320    CBasePlayer::IsBot()
+
320     CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
321    CBasePlayer::NetworkStateChanged_m_ArmorValue()
+
321     CBasePlayer::OnVehicleStart()
322    CHL2_Player::CommanderMode()
+
322     CBasePlayer::OnVehicleEnd(Vector&)
323    CHL2_Player::GetIdleTime() const
+
323     CHL2MP_Player::BumpWeapon(CBaseCombatWeapon*)
324     CHL2_Player::GetMoveTime() const
+
324    CBasePlayer::SelectLastItem()
325     CHL2_Player::GetLastDamageTime() const
+
325    CBasePlayer::SelectItem(char const*, int)
326     CHL2_Player::IsDucking() const
+
326    CHL2_Player::ItemPostFrame()
327     CHL2_Player::Weapon_Lower()
+
327    CBasePlayer::GiveNamedItem(char const*, int)
328     CHL2_Player::Weapon_Ready()
+
328    CBasePlayer::CheckTrainUpdate()
329     CHL2_Player::IsHoldingEntity(CBaseEntity*)
+
329    CHL2_Player::SetPlayerUnderwater(bool)
330     CHL2_Player::UpdateWeaponPosture()</pre>
+
330    CHL2_Player::CanBreatheUnderwater() const
 +
331    CHL2_Player::PlayerUse()
 +
332    CHL2_Player::PlayUseDenySound()
 +
333    CBasePlayer::FindUseEntity()
 +
334    CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int)
 +
335    CHL2MP_Player::PickupObject(CBaseEntity*, bool)
 +
336    CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity*)
 +
337    CHL2_Player::GetHeldObjectMass(IPhysicsObject*)
 +
338    CBasePlayer::UpdateGeigerCounter()
 +
339    CBasePlayer::GetAutoaimVector(float)
 +
340    CBasePlayer::GetAutoaimVector(float, float)
 +
341    CHL2_Player::GetAutoaimVector(autoaim_params_t&)
 +
342    CBasePlayer::ShouldAutoaim()
 +
343    CBasePlayer::ForceClientDllUpdate()
 +
344    CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)
 +
345    CHL2_Player::PlayerRunCommand(CUserCmd*, IMoveHelper*)
 +
346    CBasePlayer::CanSpeak()
 +
347    CBasePlayer::CanHearChatFrom(CBasePlayer*)
 +
348    CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
 +
349    CHL2MP_Player::CheckChatText(char*, int)
 +
350    CHL2_Player::IsFollowingPhysics()
 +
351    CHL2_Player::InitVCollision()
 +
352    CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
 +
353    CHL2_Player::EquipSuit(bool)
 +
354    CHL2_Player::RemoveSuit()
 +
355    CBasePlayer::CommitSuicide()
 +
356    CBasePlayer::IsBot() const
 +
357    CBasePlayer::SpawnArmorValue() const
 +
358    CBasePlayer::NetworkStateChanged_m_ArmorValue()
 +
359    CBasePlayer::NetworkStateChanged_m_ArmorValue(void*)
 +
360    CHL2_Player::SuspendUse(float)
 +
361    CHL2_Player::CommanderMode()
 +
362    CHL2_Player::GetIdleTime() const
 +
363     CHL2_Player::GetMoveTime() const
 +
364     CHL2_Player::GetLastDamageTime() const
 +
365     CHL2_Player::IsDucking() const
 +
366     CHL2_Player::Weapon_Lower()
 +
367     CHL2_Player::Weapon_Ready()
 +
368     CHL2_Player::IsHoldingEntity(CBaseEntity*)
 +
369     CHL2_Player::UpdateWeaponPosture()
 +
370    CHL2MP_Player::HandleCommand_JoinTeam(int)
 +
</pre>

Revision as of 15:53, 6 September 2006

Also for use when using VFunc offsets.

These are Linux offsets. Windows offsets are one less. These should be good as of 2006/05/18.

The List

This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions near the end.

Last Updated 09 Sept 2006

0       CHL2MP_Player::~CHL2MP_Player()
1       CBaseEntity::SetRefEHandle(CBaseHandle const&)
2       CBaseEntity::GetRefEHandle() const
3       CBaseEntity::GetCollideable()
4       CBaseEntity::GetNetworkable()
5       CBaseEntity::GetBaseEntity()
6       CBaseEntity::GetModelIndex() const
7       CBaseEntity::GetModelName() const
8       CBaseEntity::SetModelIndex(int)
9       CHL2MP_Player::_GetClassName()
10      CHL2MP_Player::GetServerClass()
11      CHL2MP_Player::GetClassName()
12      CHL2MP_Player::YouForgotToImplementOrDeclareServerClass()
13      CHL2MP_Player::GetDataDescMap()
14      CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
15      CHL2_Player::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()
21      CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool)
22      CBasePlayer::GetTracerType()
23      CHL2MP_Player::Spawn()
24      CHL2MP_Player::Precache()
25      CBaseFlex::SetModel(char const*)
26      CBaseEntity::PostConstructor(char const*)
27      CBaseEntity::PostClientActive()
28      CBaseEntity::ParseMapData(CEntityMapData*)
29      CBaseEntity::KeyValue(char const*, char const*)
30      CBaseEntity::KeyValue(char const*, float)
31      CBaseEntity::KeyValue(char const*, Vector)
32      CHL2_Player::Activate()
33      CBaseEntity::SetParent(CBaseEntity*, int)
34      CBasePlayer::ObjectCaps()
35      CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
36      CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)
37      CHL2_Player::DrawDebugGeometryOverlays()
38      CBaseAnimating::DrawDebugTextOverlays()
39      CBasePlayer::Save(ISave&)
40      CBasePlayer::Restore(IRestore&)
41      CBasePlayer::ShouldSavePhysics()
42      CBaseEntity::OnSave(IEntitySaveUtils*)
43      CHL2_Player::OnRestore()
44      CBasePlayer::RequiredEdictIndex()
45      CBaseEntity::MoveDone()
46      CBaseEntity::Think()
47      CBasePlayer::NetworkStateChanged_m_nNextThinkTick()
48      CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void*)
49      CBaseAnimating::GetBaseAnimating()
50      CBaseEntity::GetResponseSystem()
51      CBaseEntity::DispatchResponse(char const*)
52      CHL2_Player::Classify()
53      CBaseEntity::DeathNotice(CBaseEntity*)
54      CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55      CBaseEntity::GetAutoAimRadius()
56      CBaseEntity::GetAutoAimCenter()
57      CHL2_Player::PassesDamageFilter(CTakeDamageInfo const&)
58      CBasePlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
59      CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60      CHL2MP_Player::OnTakeDamage(CTakeDamageInfo const&)
61      CBasePlayer::TakeHealth(float, int)
62      CHL2MP_Player::Event_Killed(CTakeDamageInfo const&)
63      CHL2_Player::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&)
64      CBaseCombatCharacter::BloodColor()
65      CBaseEntity::IsTriggered(CBaseEntity*)
66      CBaseEntity::IsNPC() const
67      CBaseCombatCharacter::MyCombatCharacterPointer()
68      CBaseEntity::GetDelay()
69      CBaseEntity::IsMoving()
70      CBaseEntity::DamageDecal(int, int)
71      CBaseEntity::DecalTrace(CGameTrace*, char const*)
72      CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
73      CBaseEntity::OnControls(CBaseEntity*)
74      CBaseEntity::HasTarget(string_t)
75      CBasePlayer::IsPlayer() const
76      CBasePlayer::IsNetClient() const
77      CBaseEntity::IsTemplate()
78      CBaseEntity::IsBaseObject() const
79      CBaseEntity::GetServerVehicle()
80      CBaseEntity::IsViewable()
81      CHL2MP_Player::ChangeTeam(int)
82      CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
83      CBaseEntity::CanStandOn(CBaseEntity*) const
84      CBaseEntity::CanStandOn(edict_t*) const
85      CBaseEntity::GetEnemy()
86      CBaseEntity::GetEnemy() const
87      CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
88      CBaseEntity::StartTouch(CBaseEntity*)
89      CBasePlayer::Touch(CBaseEntity*)
90      CBaseEntity::EndTouch(CBaseEntity*)
91      CBaseEntity::StartBlocked(CBaseEntity*)
92      CBaseEntity::Blocked(CBaseEntity*)
93      CBaseEntity::EndBlocked()
94      CBasePlayer::PhysicsSimulate()
95      CHL2MP_Player::UpdateOnRemove()
96      CHL2_Player::StopLoopingSounds()
97      CBaseEntity::SUB_AllowedToFade()
98      CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
99      CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
100     CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
101     CHL2MP_Player::FireBullets(FireBulletsInfo_t const&)
102     CBasePlayer::DoImpactEffect(CGameTrace&, int)
103     CBaseEntity::Respawn()
104     CBaseEntity::IsLockedByMaster()
105     CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
106     CBaseEntity::NetworkStateChanged_m_iMaxHealth()
107     CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*)
108     CBasePlayer::NetworkStateChanged_m_iHealth()
109     CBasePlayer::NetworkStateChanged_m_iHealth(void*)
110     CBasePlayer::NetworkStateChanged_m_lifeState()
111     CBasePlayer::NetworkStateChanged_m_lifeState(void*)
112     CBaseEntity::NetworkStateChanged_m_takedamage()
113     CBaseEntity::NetworkStateChanged_m_takedamage(void*)
114     CBaseEntity::GetDamageType() const
115     CBaseEntity::GetDamage()
116     CBaseEntity::SetDamage(float)
117     CBasePlayer::EyePosition()
118     CBasePlayer::EyeAngles()
119     CBasePlayer::LocalEyeAngles()
120     CBaseEntity::EarPosition()
121     CBasePlayer::BodyTarget(Vector const&, bool)
122     CBaseEntity::HeadTarget(Vector const&)
123     CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
124     CBaseEntity::GetViewOffset()
125     CBasePlayer::GetSmoothedVelocity()
126     CBaseAnimating::GetVelocity(Vector*, Vector*)
127     CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**)
128     CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**)
129     CBaseEntity::CanBeSeenBy(CAI_BaseNPC*)
130     CBaseEntity::GetAttackDamageScale(CBaseEntity*)
131     CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
132     CBaseEntity::CanBePoweredUp()
133     CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
134     CBaseEntity::GetGroundVelocityToApply(Vector&)
135     CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
136     CBaseEntity::Splash()
137     CBaseEntity::WorldSpaceCenter() const
138     CBaseEntity::GetSoundEmissionOrigin() const
139     CBaseEntity::CreateVPhysics()
140     CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
141     CBasePlayer::VPhysicsDestroyObject()
142     CBasePlayer::VPhysicsUpdate(IPhysicsObject*)
143     CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
144     CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
145     CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject*)
146     CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)
147     CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
148     CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
149     CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
150     CBaseEntity::HasPhysicsAttacker(float)
151     CBasePlayer::PhysicsSolidMaskForEntity() const
152     CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
153     CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
154     CBaseAnimating::GetStepOrigin() const
155     CBaseAnimating::GetStepAngles() const
156     CBaseEntity::ShouldDrawWaterImpacts()
157     CBaseEntity::NetworkStateChanged_m_fFlags()
158     CBaseEntity::NetworkStateChanged_m_fFlags(void*)
159     CBasePlayer::NetworkStateChanged_m_nWaterLevel()
160     CBasePlayer::NetworkStateChanged_m_nWaterLevel(void*)
161     CBasePlayer::NetworkStateChanged_m_hGroundEntity()
162     CBasePlayer::NetworkStateChanged_m_hGroundEntity(void*)
163     CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
164     CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void*)
165     CBasePlayer::NetworkStateChanged_m_flFriction()
166     CBasePlayer::NetworkStateChanged_m_flFriction(void*)
167     CBasePlayer::NetworkStateChanged_m_vecVelocity()
168     CBasePlayer::NetworkStateChanged_m_vecVelocity(void*)
169     CBasePlayer::NetworkStateChanged_m_vecViewOffset()
170     CBasePlayer::NetworkStateChanged_m_vecViewOffset(void*)
171     CBaseAnimating::GetIdealSpeed() const
172     CBaseAnimating::GetIdealAccel() const
173     CBaseAnimatingOverlay::StudioFrameAdvance()
174     CBaseAnimating::IsActivityFinished()
175     CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
176     CHL2MP_Player::BecomeRagdollOnClient(Vector const&)
177     CBaseAnimating::IsRagdoll()
178     CBaseAnimating::CanBecomeRagdoll()
179     CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int)
180     CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
181     CBaseAnimating::SetupBones(matrix3x4_t*, int)
182     CBaseAnimating::CalculateIKLocks(float)
183     CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)
184     CBaseAnimating::HandleAnimEvent(animevent_t*)
185     CBaseAnimating::GetAttachment(int, matrix3x4_t&)
186     CBaseAnimating::InitBoneControllers()
187     CBaseAnimating::GetGroundSpeedVelocity()
188     CBaseAnimating::Ignite(float, bool, float, bool)
189     CBaseAnimating::Extinguish()
190     CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*)
191     CBaseAnimating::SetLightingOrigin(CBaseEntity*)
192     CBaseFlex::SetViewtarget(Vector const&)
193     CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)
194     CBaseFlex::ProcessSceneEvents()
195     CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)
196     CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)
197     CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)
198     CBaseCombatCharacter::GetPhysicsImpactDamageTable()
199     CBaseCombatCharacter::FInViewCone(CBaseEntity*)
200     CBaseCombatCharacter::FInViewCone(Vector const&)
201     CBaseCombatCharacter::FInAimCone(CBaseEntity*)
202     CBaseCombatCharacter::FInAimCone(Vector const&)
203     CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter*)
204     CBaseCombatCharacter::FindMissTarget()
205     CHL2_Player::HandleInteraction(int, void*, CBaseCombatCharacter*)
206     CBasePlayer::BodyAngles()
207     CBaseCombatCharacter::BodyDirection2D()
208     CBaseCombatCharacter::BodyDirection3D()
209     CBaseCombatCharacter::HeadDirection2D()
210     CBaseCombatCharacter::HeadDirection3D()
211     CHL2_Player::EyeDirection2D()
212     CHL2_Player::EyeDirection3D()
213     CHL2_Player::GiveAmmo(int, int, bool)
214     CBaseCombatCharacter::NPC_TranslateActivity(Activity)
215     CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)
216     CHL2_Player::Weapon_CanUse(CBaseCombatWeapon*)
217     CHL2_Player::Weapon_Equip(CBaseCombatWeapon*)
218     CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)
219     CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)
220     CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon*, int)
221     CBasePlayer::Weapon_ShootPosition()
222     CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon*)
223     CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
224     CBaseCombatCharacter::Weapon_GetSlot(int) const
225     CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)
226     CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)
227     CBaseCombatCharacter::CanBecomeServerRagdoll()
228     CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo const&)
229     CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
230     CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
231     CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)
232     CHL2_Player::NotifyFriendsOfDamage(CBaseEntity*)
233     CBaseCombatCharacter::GetDeathActivity()
234     CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
235     CBaseCombatCharacter::CorpseFade()
236     CBaseCombatCharacter::HasHumanGibs()
237     CBaseCombatCharacter::HasAlienGibs()
238     CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
239     CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
240     CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
241     CBasePlayer::Event_Dying()
242     CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
243     CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*)
244     CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int)
245     CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
246     CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
247     CBaseCombatCharacter::PushawayTouch(CBaseEntity*)
248     CBaseCombatCharacter::IRelationType(CBaseEntity*)
249     CBaseCombatCharacter::IRelationPriority(CBaseEntity*)
250     CBaseCombatCharacter::IsInAVehicle()
251     CBasePlayer::GetVehicle()
252     CBasePlayer::GetVehicleEntity()
253     CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon*)
254     CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)
255     CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)
256     CBasePlayer::DoMuzzleFlash()
257     CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)
258     CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*)
259     CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
260     CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)
261     CBasePlayer::NetworkStateChanged_m_iAmmo()
262     CBasePlayer::NetworkStateChanged_m_iAmmo(void*)
263     CHL2MP_Player::CreateViewModel(int)
264     CHL2_Player::SetupVisibility(CBaseEntity*, unsigned char*, int)
265     CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const
266     CBasePlayer::SharedSpawn()
267     CBasePlayer::InitialSpawn()
268     CBasePlayer::InitHUD()
269     CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*)
270     CHL2MP_Player::PlayerDeathThink()
271     CBasePlayer::Jump()
272     CBasePlayer::Duck()
273     CHL2MP_Player::PreThink()
274     CHL2MP_Player::PostThink()
275     CBasePlayer::DamageEffect(float, int)
276     CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo const&)
277     CBasePlayer::ShouldFadeOnDeath()
278     CBasePlayer::IsFakeClient() const
279     CBasePlayer::GetPlayerMins() const
280     CBasePlayer::GetPlayerMaxs() const
281     CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
282     CBasePlayer::PackDeadPlayerItems()
283     CBasePlayer::RemoveAllItems(bool)
284     CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)
285     CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)
286     CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)
287     CHL2_Player::UpdateClientData()
288     CHL2_Player::ExitLadder()
289     CHL2MP_Player::FlashlightIsOn()
290     CHL2MP_Player::FlashlightTurnOn()
291     CHL2MP_Player::FlashlightTurnOff()
292     CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity*, float*)
293     CBasePlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)
294     CHL2MP_Player::PlayStepSound(Vector&, surfacedata_t*, float, bool)
295     CHL2MP_Player::DeathSound(CTakeDamageInfo const&)
296     CHL2MP_Player::SetAnimation(PLAYER_ANIM)
297     CBasePlayer::ImpulseCommands()
298     CHL2MP_Player::CheatImpulseCommands(int)
299     CHL2MP_Player::ClientCommand(char const*)
300     CHL2MP_Player::StartObserverMode(int)
301     CHL2MP_Player::StopObserverMode()
302     CBasePlayer::SetObserverMode(int)
303     CBasePlayer::GetObserverMode()
304     CBasePlayer::SetObserverTarget(CBaseEntity*)
305     CBasePlayer::ObserverUse(bool)
306     CBasePlayer::GetObserverTarget()
307     CBasePlayer::FindNextObserverTarget(bool)
308     CBasePlayer::IsValidObserverTarget(CBaseEntity*)
309     CBasePlayer::CheckObserverSettings()
310     CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
311     CBasePlayer::ForceObserverMode(int)
312     CBasePlayer::ResetObserverMode()
313     CBasePlayer::StartReplayMode(float, float, int)
314     CBasePlayer::StopReplayMode()
315     CBasePlayer::GetDelayTicks()
316     CBasePlayer::GetReplayEntity()
317     CHL2_Player::CreateCorpse()
318     CHL2MP_Player::EntSelectSpawnPoint()
319     CBasePlayer::GetInVehicle(IServerVehicle*, int)
320     CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
321     CBasePlayer::OnVehicleStart()
322     CBasePlayer::OnVehicleEnd(Vector&)
323     CHL2MP_Player::BumpWeapon(CBaseCombatWeapon*)
324     CBasePlayer::SelectLastItem()
325     CBasePlayer::SelectItem(char const*, int)
326     CHL2_Player::ItemPostFrame()
327     CBasePlayer::GiveNamedItem(char const*, int)
328     CBasePlayer::CheckTrainUpdate()
329     CHL2_Player::SetPlayerUnderwater(bool)
330     CHL2_Player::CanBreatheUnderwater() const
331     CHL2_Player::PlayerUse()
332     CHL2_Player::PlayUseDenySound()
333     CBasePlayer::FindUseEntity()
334     CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int)
335     CHL2MP_Player::PickupObject(CBaseEntity*, bool)
336     CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity*)
337     CHL2_Player::GetHeldObjectMass(IPhysicsObject*)
338     CBasePlayer::UpdateGeigerCounter()
339     CBasePlayer::GetAutoaimVector(float)
340     CBasePlayer::GetAutoaimVector(float, float)
341     CHL2_Player::GetAutoaimVector(autoaim_params_t&)
342     CBasePlayer::ShouldAutoaim()
343     CBasePlayer::ForceClientDllUpdate()
344     CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)
345     CHL2_Player::PlayerRunCommand(CUserCmd*, IMoveHelper*)
346     CBasePlayer::CanSpeak()
347     CBasePlayer::CanHearChatFrom(CBasePlayer*)
348     CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
349     CHL2MP_Player::CheckChatText(char*, int)
350     CHL2_Player::IsFollowingPhysics()
351     CHL2_Player::InitVCollision()
352     CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
353     CHL2_Player::EquipSuit(bool)
354     CHL2_Player::RemoveSuit()
355     CBasePlayer::CommitSuicide()
356     CBasePlayer::IsBot() const
357     CBasePlayer::SpawnArmorValue() const
358     CBasePlayer::NetworkStateChanged_m_ArmorValue()
359     CBasePlayer::NetworkStateChanged_m_ArmorValue(void*)
360     CHL2_Player::SuspendUse(float)
361     CHL2_Player::CommanderMode()
362     CHL2_Player::GetIdleTime() const
363     CHL2_Player::GetMoveTime() const
364     CHL2_Player::GetLastDamageTime() const
365     CHL2_Player::IsDucking() const
366     CHL2_Player::Weapon_Lower()
367     CHL2_Player::Weapon_Ready()
368     CHL2_Player::IsHoldingEntity(CBaseEntity*)
369     CHL2_Player::UpdateWeaponPosture()
370     CHL2MP_Player::HandleCommand_JoinTeam(int)