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

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(The List)
Line 6: Line 6:
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
  
<b>Last Updated 09 Sept 2006</b>
+
<b>Last Updated 15 April 2007</b>
  
 
<pre>
 
<pre>
Line 317: Line 317:
 
306    CBasePlayer::GetObserverTarget()
 
306    CBasePlayer::GetObserverTarget()
 
307    CBasePlayer::FindNextObserverTarget(bool)
 
307    CBasePlayer::FindNextObserverTarget(bool)
308    CBasePlayer::IsValidObserverTarget(CBaseEntity*)
+
308     CBasePlayer::GetNextObserverSearchStartPoint(bool)
309     CBasePlayer::CheckObserverSettings()
+
309     CBasePlayer::IsValidObserverTarget(CBaseEntity*)
310     CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
+
310     CBasePlayer::CheckObserverSettings()
311     CBasePlayer::ForceObserverMode(int)
+
311     CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
312     CBasePlayer::ResetObserverMode()
+
312     CBasePlayer::ForceObserverMode(int)
313     CBasePlayer::StartReplayMode(float, float, int)
+
313     CBasePlayer::ResetObserverMode()
314     CBasePlayer::StopReplayMode()
+
314     CBasePlayer::StartReplayMode(float, float, int)
315     CBasePlayer::GetDelayTicks()
+
315     CBasePlayer::StopReplayMode()
316     CBasePlayer::GetReplayEntity()
+
316     CBasePlayer::GetDelayTicks()
317     CHL2_Player::CreateCorpse()
+
317     CBasePlayer::GetReplayEntity()
318     CHL2MP_Player::EntSelectSpawnPoint()
+
318     CHL2_Player::CreateCorpse()
319     CBasePlayer::GetInVehicle(IServerVehicle*, int)
+
319     CHL2MP_Player::EntSelectSpawnPoint()
320     CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
+
320     CBasePlayer::GetInVehicle(IServerVehicle*, int)
321     CBasePlayer::OnVehicleStart()
+
321     CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
322     CBasePlayer::OnVehicleEnd(Vector&)
+
322     CBasePlayer::OnVehicleStart()
323     CHL2MP_Player::BumpWeapon(CBaseCombatWeapon*)
+
323     CBasePlayer::OnVehicleEnd(Vector&)
324     CBasePlayer::SelectLastItem()
+
324     CHL2MP_Player::BumpWeapon(CBaseCombatWeapon*)
325     CBasePlayer::SelectItem(char const*, int)
+
325     CBasePlayer::SelectLastItem()
326     CHL2_Player::ItemPostFrame()
+
326     CBasePlayer::SelectItem(char const*, int)
327     CBasePlayer::GiveNamedItem(char const*, int)
+
327     CHL2_Player::ItemPostFrame()
328     CBasePlayer::CheckTrainUpdate()
+
328     CBasePlayer::GiveNamedItem(char const*, int)
329     CHL2_Player::SetPlayerUnderwater(bool)
+
329     CBasePlayer::CheckTrainUpdate()
330     CHL2_Player::CanBreatheUnderwater() const
+
330     CHL2_Player::SetPlayerUnderwater(bool)
331     CHL2_Player::PlayerUse()
+
331     CHL2_Player::CanBreatheUnderwater() const
332     CHL2_Player::PlayUseDenySound()
+
332     CHL2_Player::PlayerUse()
333     CBasePlayer::FindUseEntity()
+
333     CHL2_Player::PlayUseDenySound()
334     CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int)
+
334     CBasePlayer::FindUseEntity()
335     CHL2MP_Player::PickupObject(CBaseEntity*, bool)
+
335     CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int)
336     CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity*)
+
336     CHL2MP_Player::PickupObject(CBaseEntity*, bool)
337     CHL2_Player::GetHeldObjectMass(IPhysicsObject*)
+
337     CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity*)
338     CBasePlayer::UpdateGeigerCounter()
+
338     CHL2_Player::GetHeldObjectMass(IPhysicsObject*)
339     CBasePlayer::GetAutoaimVector(float)
+
339     CBasePlayer::UpdateGeigerCounter()
340     CBasePlayer::GetAutoaimVector(float, float)
+
340     CBasePlayer::GetAutoaimVector(float)
341     CHL2_Player::GetAutoaimVector(autoaim_params_t&)
+
341     CBasePlayer::GetAutoaimVector(float, float)
342     CBasePlayer::ShouldAutoaim()
+
342     CHL2_Player::GetAutoaimVector(autoaim_params_t&)
343     CBasePlayer::ForceClientDllUpdate()
+
343     CBasePlayer::ShouldAutoaim()
344     CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)
+
344     CBasePlayer::ForceClientDllUpdate()
345     CHL2_Player::PlayerRunCommand(CUserCmd*, IMoveHelper*)
+
345     CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)
346     CBasePlayer::CanSpeak()
+
346     CHL2_Player::PlayerRunCommand(CUserCmd*, IMoveHelper*)
347     CBasePlayer::CanHearChatFrom(CBasePlayer*)
+
347     CBasePlayer::CanSpeak()
348     CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
+
348     CBasePlayer::CanHearChatFrom(CBasePlayer*)
349     CHL2MP_Player::CheckChatText(char*, int)
+
349     CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
350     CHL2_Player::IsFollowingPhysics()
+
350     CHL2MP_Player::CheckChatText(char*, int)
351     CHL2_Player::InitVCollision()
+
351     CHL2_Player::IsFollowingPhysics()
352     CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
+
352     CHL2_Player::InitVCollision()
353     CHL2_Player::EquipSuit(bool)
+
353     CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
354     CHL2_Player::RemoveSuit()
+
354     CHL2_Player::EquipSuit(bool)
355     CBasePlayer::CommitSuicide()
+
355     CHL2_Player::RemoveSuit()
356     CBasePlayer::IsBot() const
+
356     CBasePlayer::CommitSuicide()
357     CBasePlayer::SpawnArmorValue() const
+
357     CBasePlayer::IsBot() const
358     CBasePlayer::NetworkStateChanged_m_ArmorValue()
+
358     CBasePlayer::SpawnArmorValue() const
359     CBasePlayer::NetworkStateChanged_m_ArmorValue(void*)
+
359     CBasePlayer::NetworkStateChanged_m_ArmorValue()
360     CHL2_Player::SuspendUse(float)
+
360     CBasePlayer::NetworkStateChanged_m_ArmorValue(void*)
361     CHL2_Player::CommanderMode()
+
361     CHL2_Player::SuspendUse(float)
362     CHL2_Player::GetIdleTime() const
+
362     CHL2_Player::CommanderMode()
363     CHL2_Player::GetMoveTime() const
+
363     CHL2_Player::GetIdleTime() const
364     CHL2_Player::GetLastDamageTime() const
+
364     CHL2_Player::GetMoveTime() const
365     CHL2_Player::IsDucking() const
+
365     CHL2_Player::GetLastDamageTime() const
366     CHL2_Player::Weapon_Lower()
+
366     CHL2_Player::IsDucking() const
367     CHL2_Player::Weapon_Ready()
+
367     CHL2_Player::Weapon_Lower()
368     CHL2_Player::IsHoldingEntity(CBaseEntity*)
+
368     CHL2_Player::Weapon_Ready()
369     CHL2_Player::UpdateWeaponPosture()
+
369     CHL2_Player::IsHoldingEntity(CBaseEntity*)
370     CHL2MP_Player::HandleCommand_JoinTeam(int)
+
370     CHL2_Player::UpdateWeaponPosture()
 +
371     CHL2MP_Player::HandleCommand_JoinTeam(int)
 
</pre>
 
</pre>

Revision as of 17:17, 15 April 2007

Also for use when using VFunc offsets.

hese 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 15 April 2007

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::GetNextObserverSearchStartPoint(bool)
309     CBasePlayer::IsValidObserverTarget(CBaseEntity*)
310     CBasePlayer::CheckObserverSettings()
311     CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
312     CBasePlayer::ForceObserverMode(int)
313     CBasePlayer::ResetObserverMode()
314     CBasePlayer::StartReplayMode(float, float, int)
315     CBasePlayer::StopReplayMode()
316     CBasePlayer::GetDelayTicks()
317     CBasePlayer::GetReplayEntity()
318     CHL2_Player::CreateCorpse()
319     CHL2MP_Player::EntSelectSpawnPoint()
320     CBasePlayer::GetInVehicle(IServerVehicle*, int)
321     CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
322     CBasePlayer::OnVehicleStart()
323     CBasePlayer::OnVehicleEnd(Vector&)
324     CHL2MP_Player::BumpWeapon(CBaseCombatWeapon*)
325     CBasePlayer::SelectLastItem()
326     CBasePlayer::SelectItem(char const*, int)
327     CHL2_Player::ItemPostFrame()
328     CBasePlayer::GiveNamedItem(char const*, int)
329     CBasePlayer::CheckTrainUpdate()
330     CHL2_Player::SetPlayerUnderwater(bool)
331     CHL2_Player::CanBreatheUnderwater() const
332     CHL2_Player::PlayerUse()
333     CHL2_Player::PlayUseDenySound()
334     CBasePlayer::FindUseEntity()
335     CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int)
336     CHL2MP_Player::PickupObject(CBaseEntity*, bool)
337     CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity*)
338     CHL2_Player::GetHeldObjectMass(IPhysicsObject*)
339     CBasePlayer::UpdateGeigerCounter()
340     CBasePlayer::GetAutoaimVector(float)
341     CBasePlayer::GetAutoaimVector(float, float)
342     CHL2_Player::GetAutoaimVector(autoaim_params_t&)
343     CBasePlayer::ShouldAutoaim()
344     CBasePlayer::ForceClientDllUpdate()
345     CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)
346     CHL2_Player::PlayerRunCommand(CUserCmd*, IMoveHelper*)
347     CBasePlayer::CanSpeak()
348     CBasePlayer::CanHearChatFrom(CBasePlayer*)
349     CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
350     CHL2MP_Player::CheckChatText(char*, int)
351     CHL2_Player::IsFollowingPhysics()
352     CHL2_Player::InitVCollision()
353     CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
354     CHL2_Player::EquipSuit(bool)
355     CHL2_Player::RemoveSuit()
356     CBasePlayer::CommitSuicide()
357     CBasePlayer::IsBot() const
358     CBasePlayer::SpawnArmorValue() const
359     CBasePlayer::NetworkStateChanged_m_ArmorValue()
360     CBasePlayer::NetworkStateChanged_m_ArmorValue(void*)
361     CHL2_Player::SuspendUse(float)
362     CHL2_Player::CommanderMode()
363     CHL2_Player::GetIdleTime() const
364     CHL2_Player::GetMoveTime() const
365     CHL2_Player::GetLastDamageTime() const
366     CHL2_Player::IsDucking() const
367     CHL2_Player::Weapon_Lower()
368     CHL2_Player::Weapon_Ready()
369     CHL2_Player::IsHoldingEntity(CBaseEntity*)
370     CHL2_Player::UpdateWeaponPosture()
371     CHL2MP_Player::HandleCommand_JoinTeam(int)