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

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Also for use when using [[Vfunc_offsets_%28SourceMM%29|VFunc offsets]].
+
Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
  
These are <strong>Linux offsets</strong>. Windows offsets are one less. These should be good as of 2006/05/18.
+
hese are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
  
 
== The List ==
 
== The List ==
 +
This comes from the symbol tables, so you'll have to look in the SDK for return types.
  
<pre>1      CHL2MP_Player::~CHL2MP_Player()
+
<b>Last Updated 26 July 2007</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(void) const
7      CBaseEntity::GetModelIndex() const
+
3 CBaseEntity::GetCollideable(void)
8      CBaseEntity::GetModelName() const
+
4 CBaseEntity::GetNetworkable(void)
9      CBaseEntity::SetModelIndex(int)
+
5 CBaseEntity::GetBaseEntity(void)
10      CBasePlayer::GetPredDescMap()
+
6 CBaseEntity::GetModelIndex(void) const
11      CHL2MP_Player::GetServerClass()
+
7 CBaseEntity::GetModelName(void) const
12      CHL2MP_Player::GetClassName()
+
8 CBaseEntity::SetModelIndex(int)
13      CHL2MP_Player::YouForgotToImplementOrDeclareServerClass()
+
9 CHL2MP_Player::_GetClassName(void)
14      CHL2MP_Player::GetDataDescMap()
+
10 CHL2MP_Player::GetServerClass(void)
15      CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
+
11 CHL2MP_Player::GetClassName(void)
16      CHL2_Player::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)
+
12 CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)
17      CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)
+
13 CHL2MP_Player::GetDataDescMap(void)
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(void)
25      CHL2MP_Player::Precache()
+
21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
26      CBaseFlex::SetModel(char const*)
+
22 CBasePlayer::GetTracerType(void)
27      CBaseEntity::PostConstructor(char const*)
+
23 CHL2MP_Player::Spawn(void)
28      CBaseEntity::ParseMapData(CEntityMapData*)
+
24 CHL2MP_Player::Precache(void)
29     CBaseEntity::KeyValue(char const*, char const*)
+
25 CBaseFlex::SetModel(char const*)
30     CBaseEntity::KeyValue(char const*, float)
+
26 CBaseEntity::PostConstructor(char const*)
31     CBaseEntity::KeyValue(char const*, Vector)
+
27 CBaseEntity::PostClientActive(void)
32     CBaseEntity::ValidateEntityConnections()
+
28 CBaseEntity::ParseMapData(CEntityMapData *)
33     CBasePlayer::Activate()
+
29 CBaseEntity::KeyValue(char const*,char const*)
34     CBasePlayer::ObjectCaps()
+
30 CBaseEntity::KeyValue(char const*,float)
35     CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
+
31 CBaseEntity::KeyValue(char const*,Vector)
36     CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)
+
32 CHL2_Player::Activate(void)
37     CHL2_Player::DrawDebugGeometryOverlays()
+
33 CBaseEntity::SetParent(CBaseEntity*,int)
38     CBaseAnimating::DrawDebugTextOverlays()
+
34 CBasePlayer::ObjectCaps(void)
39     CBasePlayer::Save(ISave&)
+
35 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int)
40     CBasePlayer::Restore(IRestore&)
+
36 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &)
41     CBasePlayer::ShouldSavePhysics()
+
37 CHL2_Player::DrawDebugGeometryOverlays(void)
42     CBaseEntity::OnSave(IEntitySaveUtils*)
+
38 CBaseAnimating::DrawDebugTextOverlays(void)
43     CHL2_Player::OnRestore()
+
39 CBasePlayer::Save(ISave &)
44     CBasePlayer::RequiredEdictIndex()
+
40 CBasePlayer::Restore(IRestore &)
45     CBaseEntity::MoveDone()
+
41 CBasePlayer::ShouldSavePhysics(void)
46     CBaseEntity::Think()
+
42 CBaseEntity::OnSave(IEntitySaveUtils *)
47     CBaseEntity::NetworkStateChanged_m_nNextThinkTick()
+
43 CHL2_Player::OnRestore(void)
48     CBaseAnimating::GetBaseAnimating()
+
44 CBasePlayer::RequiredEdictIndex(void)
49     CBaseEntity::GetResponseSystem()
+
45 CBaseEntity::MoveDone(void)
50     CBaseEntity::DispatchResponse(char const*)
+
46 CBaseEntity::Think(void)
51      CHL2_Player::Classify()
+
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
52      CBaseEntity::DeathNotice(CBaseEntity*)
+
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
53      CHL2_Player::PassesDamageFilter(CTakeDamageInfo const&)
+
49 CBaseAnimating::GetBaseAnimating(void)
54      CBasePlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
+
50 CBaseEntity::GetResponseSystem(void)
55      CHL2MP_Player::OnTakeDamage(CTakeDamageInfo const&)
+
51 CBaseEntity::DispatchResponse(char const*)
56      CBasePlayer::TakeHealth(float, int)
+
52 CHL2_Player::Classify(void)
57      CHL2MP_Player::Event_Killed(CTakeDamageInfo const&)
+
53 CBaseEntity::DeathNotice(CBaseEntity*)
58      CBaseCombatCharacter::BloodColor()
+
54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
59      CBaseEntity::IsTriggered(CBaseEntity*)
+
55 CBaseEntity::GetAutoAimRadius(void)
60      CBaseEntity::IsNPC() const
+
56 CBaseEntity::GetAutoAimCenter(void)
61      CBaseCombatCharacter::MyCombatCharacterPointer()
+
57 CHL2_Player::PassesDamageFilter(CTakeDamageInfo const&)
62      CBaseEntity::GetDelay()
+
58 CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
63      CBaseEntity::IsMoving()
+
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
64     CBaseEntity::DamageDecal(int, int)
+
60 CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&)
65     CBaseEntity::DecalTrace(CGameTrace*, char const*)
+
61 CBasePlayer::TakeHealth(float,int)
66     CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
+
62 CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&)
67      CBaseEntity::OnControls(CBaseEntity*)
+
63 CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
68     CBaseEntity::HasTarget(string_t)
+
64 CBaseCombatCharacter::BloodColor(void)
69     CBasePlayer::IsPlayer() const
+
65 CBaseEntity::IsTriggered(CBaseEntity*)
70     CBasePlayer::IsNetClient()
+
66 CBaseEntity::IsNPC(void) const
71     CBaseEntity::IsTemplate()
+
67 CBaseCombatCharacter::MyCombatCharacterPointer(void)
72     CBaseEntity::IsBaseObject() const
+
68 CBaseEntity::GetDelay(void)
73     CBaseEntity::GetServerVehicle()
+
69 CBaseEntity::IsMoving(void)
74     CBaseEntity::IsViewable()
+
70 CBaseEntity::DamageDecal(int,int)
75     CHL2MP_Player::ChangeTeam(int)
+
71 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
76     CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
+
72 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
77     CBaseEntity::CanStandOn(CBaseEntity*) const
+
73 CBaseEntity::OnControls(CBaseEntity*)
78     CBaseEntity::CanStandOn(edict_t*) const
+
74 CBaseEntity::HasTarget(string_t)
79     CBaseEntity::GetEnemy()
+
75 CBasePlayer::IsPlayer(void) const
80     CBaseEntity::GetEnemy() const
+
76 CBasePlayer::IsNetClient(void) const
81     CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
+
77 CBaseEntity::IsTemplate(void)
82     CBaseEntity::StartTouch(CBaseEntity*)
+
78 CBaseEntity::IsBaseObject(void) const
83     CBasePlayer::Touch(CBaseEntity*)
+
79 CBaseEntity::GetServerVehicle(void)
84     CBaseEntity::EndTouch(CBaseEntity*)
+
80 CBaseEntity::IsViewable(void)
85     CBaseEntity::StartBlocked(CBaseEntity*)
+
81 CHL2MP_Player::ChangeTeam(int)
86     CBaseEntity::Blocked(CBaseEntity*)
+
82 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
87     CBaseEntity::EndBlocked()
+
83 CBaseEntity::CanStandOn(CBaseEntity*) const
88     CBasePlayer::PhysicsSimulate()
+
84 CBaseEntity::CanStandOn(edict_t *) const
89     CHL2MP_Player::UpdateOnRemove()
+
85 CBaseEntity::GetEnemy(void)
90     CHL2_Player::StopLoopingSounds()
+
86 CBaseEntity::GetEnemy(void) const
91     CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
+
87 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
92     CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
+
88 CBaseEntity::StartTouch(CBaseEntity*)
93     CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
+
89 CBasePlayer::Touch(CBaseEntity *)
94     CHL2MP_Player::FireBullets(FireBulletsInfo_t const&)
+
90 CBaseEntity::EndTouch(CBaseEntity*)
95     CBasePlayer::DoImpactEffect(CGameTrace&, int)
+
91 CBaseEntity::StartBlocked(CBaseEntity*)
96     CBaseEntity::Respawn()
+
92 CBaseEntity::Blocked(CBaseEntity*)
97     CBaseEntity::IsLockedByMaster()
+
93 CBaseEntity::EndBlocked(void)
98     CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
+
94 CBasePlayer::PhysicsSimulate(void)
99     CBasePlayer::NetworkStateChanged_m_lifeState()
+
95 CHL2MP_Player::UpdateOnRemove(void)
100     CBaseEntity::NetworkStateChanged_m_takedamage()
+
96 CHL2_Player::StopLoopingSounds(void)
101     CBaseEntity::NetworkStateChanged_m_iMaxHealth()
+
97 CBaseEntity::SUB_AllowedToFade(void)
102     CBaseEntity::NetworkStateChanged_m_iHealth()
+
98 CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
103     CBaseEntity::GetDamageType() const
+
99 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
104     CBaseEntity::GetDamage()
+
100 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
105     CBaseEntity::SetDamage(float)
+
101 CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
106     CBasePlayer::EyePosition()
+
102 CBasePlayer::DoImpactEffect(CGameTrace &,int)
107     CBasePlayer::EyeAngles()
+
103 CBaseEntity::Respawn(void)
108     CBasePlayer::LocalEyeAngles()
+
104 CBaseEntity::IsLockedByMaster(void)
109     CBaseEntity::EarPosition()
+
105 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
110     CBasePlayer::BodyTarget(Vector const&, bool)
+
106 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
111     CBaseEntity::HeadTarget(Vector const&)
+
107 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
112     CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
+
108 CBasePlayer::NetworkStateChanged_m_iHealth(void)
113     CBaseEntity::GetViewOffset()
+
109 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
114     CBasePlayer::GetSmoothedVelocity()
+
110 CBasePlayer::NetworkStateChanged_m_lifeState(void)
115     CBaseAnimating::GetVelocity(Vector*, Vector*)
+
111 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
116     CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**)
+
112 CBaseEntity::NetworkStateChanged_m_takedamage(void)
117     CBaseEntity::FVisible(Vector const&, int, CBaseEntity**)
+
113 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
118     CBaseEntity::CanBeSeen()
+
114 CBaseEntity::GetDamageType(void) const
119     CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
115 CBaseEntity::GetDamage(void)
120     CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
116 CBaseEntity::SetDamage(float)
121     CBaseEntity::CanBePoweredUp()
+
117 CBasePlayer::EyePosition(void)
122     CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
+
118 CBasePlayer::EyeAngles(void)
123     CBaseEntity::GetGroundVelocityToApply(Vector&)
+
119 CBasePlayer::LocalEyeAngles(void)
124     CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
+
120 CBaseEntity::EarPosition(void)
125     CBaseEntity::Splash()
+
121 CBasePlayer::BodyTarget(Vector  const&,bool)
126     CBaseEntity::WorldSpaceCenter() const
+
122 CBaseEntity::HeadTarget(Vector  const&)
127     CBaseEntity::GetSoundEmissionOrigin() const
+
123 CBaseEntity::GetVectors(Vector *,Vector *,Vector *) const
128     CBaseEntity::CreateVPhysics()
+
124 CBaseEntity::GetViewOffset(void)
129     CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
125 CBasePlayer::GetSmoothedVelocity(void)
130     CBasePlayer::VPhysicsDestroyObject()
+
126 CBaseAnimating::GetVelocity(Vector *,Vector *)
131     CBasePlayer::VPhysicsUpdate(IPhysicsObject*)
+
127 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
132     CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
+
128 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
133     CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
+
129 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
134     CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject*)
+
130 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
135     CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)
+
131 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
136     CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
+
132 CBaseEntity::CanBePoweredUp(void)
137    CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
133 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
138     CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
+
134 CBaseEntity::GetGroundVelocityToApply(Vector &)
139     CBaseEntity::HasPhysicsAttacker(float)
+
135 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
140     CBasePlayer::PhysicsSolidMaskForEntity() const
+
136 CBaseEntity::Splash(void)
141     CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
+
137 CBaseEntity::WorldSpaceCenter(void) const
142     CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
+
138 CBaseEntity::GetSoundEmissionOrigin(void) const
143     CBaseAnimating::GetStepOrigin() const
+
139 CBaseEntity::CreateVPhysics(void)
144     CBaseAnimating::GetStepAngles() const
+
140 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
145     CBaseEntity::ShouldDrawWaterImpacts()
+
141 CBasePlayer::VPhysicsDestroyObject(void)
146     CBaseEntity::NetworkStateChanged_m_fFlags()
+
142 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
147     CBasePlayer::NetworkStateChanged_m_hGroundEntity()
+
143 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
148     CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
+
144 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
149     CBaseEntity::NetworkStateChanged_m_nWaterLevel()
+
145 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
150     CBasePlayer::NetworkStateChanged_m_flFriction()
+
146 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
151     CBaseEntity::NetworkStateChanged_m_vecVelocity()
+
147 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
152     CBasePlayer::NetworkStateChanged_m_vecViewOffset()
+
148 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
153     CBaseAnimating::GetIdealSpeed() const
+
149 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
154     CBaseAnimating::GetIdealAccel() const
+
150 CBaseEntity::HasPhysicsAttacker(float)
155     CBaseAnimatingOverlay::StudioFrameAdvance()
+
151 CBasePlayer::PhysicsSolidMaskForEntity(void) const
156     CBaseAnimating::IsActivityFinished()
+
152 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
157     CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
+
153 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
158     CHL2MP_Player::BecomeRagdollOnClient(Vector const&)
+
154 CBaseAnimating::GetStepOrigin(void) const
159     CBaseAnimating::IsRagdoll()
+
155 CBaseAnimating::GetStepAngles(void) const
160     CBaseAnimating::CanBecomeRagdoll()
+
156 CBaseEntity::ShouldDrawWaterImpacts(void)
161     CBaseAnimatingOverlay::GetSkeleton(Vector*, Quaternion*, int)
+
157 CBaseEntity::NetworkStateChanged_m_fFlags(void)
162     CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
+
158 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
163     CBaseAnimating::SetupBones(matrix3x4_t*, int)
+
159 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
164     CBaseAnimating::CalculateIKLocks(float)
+
160 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
165     CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)
+
161 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
166     CBaseAnimating::HandleAnimEvent(animevent_t*)
+
162 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
167     CBaseAnimating::GetAttachment(int, matrix3x4_t&)
+
163 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
168     CBaseAnimating::InitBoneControllers()
+
164 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
169     CBaseAnimating::GetGroundSpeedVelocity()
+
165 CBasePlayer::NetworkStateChanged_m_flFriction(void)
170     CBaseAnimating::DrawServerHitboxes(float, bool)
+
166 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
171     CBaseAnimating::Ignite(float, bool, float, bool)
+
167 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
172     CBaseAnimating::Extinguish()
+
168 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
173     CBaseCombatCharacter::SetLightingOrigin(CBaseEntity*)
+
169 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
174     CBaseFlex::SetViewtarget(Vector const&)
+
170 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
175     CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)
+
171 CBaseAnimating::GetIdealSpeed(void) const
176     CBaseFlex::ProcessSceneEvents()
+
172 CBaseAnimating::GetIdealAccel(void) const
177     CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)
+
173 CBaseAnimatingOverlay::StudioFrameAdvance(void)
178     CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)
+
174 CBaseAnimating::IsActivityFinished(void)
179     CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)
+
175 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
180     CBaseCombatCharacter::GetPhysicsImpactDamageTable()
+
176 CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
181     CBaseCombatCharacter::FInViewCone(CBaseEntity*)
+
177 CBaseAnimating::IsRagdoll(void)
182     CBaseCombatCharacter::FInViewCone(Vector const&)
+
178 CBaseAnimating::CanBecomeRagdoll(void)
183     CBaseCombatCharacter::FInAimCone(CBaseEntity*)
+
179 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
184     CBaseCombatCharacter::FInAimCone(Vector const&)
+
180 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
185     CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter*)
+
181 CBaseAnimating::SetupBones(matrix3x4_t *,int)
186     CBaseCombatCharacter::FindMissTarget()
+
182 CBaseAnimating::CalculateIKLocks(float)
187     CHL2_Player::HandleInteraction(int, void*, CBaseCombatCharacter*)
+
183 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
188     CBasePlayer::BodyAngles()
+
184 CBaseAnimating::HandleAnimEvent(animevent_t *)
189     CBaseCombatCharacter::BodyDirection2D()
+
185 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
190     CBaseCombatCharacter::BodyDirection3D()
+
186 CBaseAnimating::InitBoneControllers(void)
191     CBaseCombatCharacter::HeadDirection2D()
+
187 CBaseAnimating::GetGroundSpeedVelocity(void)
192     CBaseCombatCharacter::HeadDirection3D()
+
188 CBaseAnimating::Ignite(float,bool,float,bool)
193     CHL2_Player::EyeDirection2D()
+
189 CBaseAnimating::Extinguish(void)
194    CHL2_Player::EyeDirection3D()
+
190 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
195     CHL2_Player::GiveAmmo(int, int, bool)
+
191 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
196     CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
192 CBaseFlex::SetViewtarget(Vector  const&)
197     CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)
+
193 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
198     CHL2_Player::Weapon_CanUse(CBaseCombatWeapon*)
+
194 CBaseFlex::ProcessSceneEvents(void)
199     CHL2_Player::Weapon_Equip(CBaseCombatWeapon*)
+
195 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
200     CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)
+
196 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
201     CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)
+
197 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
202     CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon*, int)
+
198 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
203     CBasePlayer::Weapon_ShootPosition()
+
199 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
204     CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*)
+
200 CBaseCombatCharacter::FInViewCone(Vector  const&)
205     CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
+
201 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
206     CBaseCombatCharacter::Weapon_GetSlot(int) const
+
202 CBaseCombatCharacter::FInAimCone(Vector  const&)
207     CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)
+
203 CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
208     CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)
+
204 CBaseCombatCharacter::FindMissTarget(void)
209     CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
+
205 CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
210     CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
+
206 CBasePlayer::BodyAngles(void)
211     CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
+
207 CBaseCombatCharacter::BodyDirection2D(void)
212     CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)
+
208 CBaseCombatCharacter::BodyDirection3D(void)
213     CHL2_Player::NotifyFriendsOfDamage(CBaseEntity*)
+
209 CBaseCombatCharacter::HeadDirection2D(void)
214     CBaseCombatCharacter::GetDeathActivity()
+
210 CBaseCombatCharacter::HeadDirection3D(void)
215     CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
+
211 CHL2_Player::EyeDirection2D(void)
216     CBaseCombatCharacter::CorpseFade()
+
212 CHL2_Player::EyeDirection3D(void)
217     CBaseCombatCharacter::HasHumanGibs()
+
213 CHL2_Player::GiveAmmo(int,int,bool)
218     CBaseCombatCharacter::HasAlienGibs()
+
214 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
219     CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
+
215 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
220     CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
216 CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
221     CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
+
217 CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
222     CBasePlayer::Event_Dying()
+
218 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
223     CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
+
219 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
224     CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
+
220 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int)
225     CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
+
221 CBasePlayer::Weapon_ShootPosition(void)
226     CBaseCombatCharacter::IRelationType(CBaseEntity*)
+
222 CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
227     CBaseCombatCharacter::IRelationPriority(CBaseEntity*)
+
223 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
228     CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon*)
+
224 CBaseCombatCharacter::Weapon_GetSlot(int) const
229     CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)
+
225 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
230     CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)
+
226 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
231     CBasePlayer::DoMuzzleFlash()
+
227 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
232     CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)
+
228 CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&)
233     CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
+
229 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
234     CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
230 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
235     CBasePlayer::NetworkStateChanged_m_iAmmo()
+
231 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
236     CHL2MP_Player::CreateViewModel(int)
+
232 CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
237     CHL2_Player::SetupVisibility(CBaseEntity*, unsigned char*, int)
+
233 CBaseCombatCharacter::GetDeathActivity(void)
238     CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const
+
234 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
239     CBasePlayer::SharedSpawn()
+
235 CBaseCombatCharacter::CorpseFade(void)
240     CBasePlayer::InitialSpawn()
+
236 CBaseCombatCharacter::HasHumanGibs(void)
241     CBasePlayer::InitHUD()
+
237 CBaseCombatCharacter::HasAlienGibs(void)
242     CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*)
+
238 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
243     CBasePlayer::PlayerDeathThink()
+
239 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
244     CBasePlayer::Jump()
+
240 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
245     CBasePlayer::Duck()
+
241 CBasePlayer::Event_Dying(void)
246     CHL2MP_Player::PreThink()
+
242 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
247    CHL2MP_Player::PostThink()
+
243 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
248    CBasePlayer::DamageEffect(float, int)
+
244 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
249    CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo const&)
+
245 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
250    CBasePlayer::ShouldFadeOnDeath()
+
246 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
251    CBasePlayer::IsFakeClient()
+
247 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
252    CBasePlayer::GetPlayerMins() const
+
248 CBaseCombatCharacter::IRelationType(CBaseEntity *)
253    CBasePlayer::GetPlayerMaxs() const
+
249 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
254    CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
+
250 CBaseCombatCharacter::IsInAVehicle(void)
255    CBasePlayer::PackDeadPlayerItems()
+
251 CBasePlayer::GetVehicle(void)
256    CBasePlayer::RemoveAllItems(bool)
+
252 CBasePlayer::GetVehicleEntity(void)
257    CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)
+
253 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
258    CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
254 CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
259    CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)
+
255 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
260    CHL2_Player::UpdateClientData()
+
256 CBasePlayer::DoMuzzleFlash(void)
261    CHL2_Player::ExitLadder()
+
257 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
262    CHL2MP_Player::FlashlightIsOn()
+
258 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
263    CHL2MP_Player::FlashlightTurnOn()
+
259 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
264    CHL2MP_Player::FlashlightTurnOff()
+
260 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
265    CBasePlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)
+
261 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
266    CHL2MP_Player::PlayStepSound(Vector&, surfacedata_t*, float, bool)
+
262 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
267    CHL2MP_Player::DeathSound()
+
263 CHL2MP_Player::CreateViewModel(int)
268    CHL2MP_Player::SetAnimation(PLAYER_ANIM)
+
264 CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
269    CBasePlayer::ImpulseCommands()
+
265 CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*) const
270    CHL2MP_Player::CheatImpulseCommands(int)
+
266 CBasePlayer::SharedSpawn(void)
271    CHL2MP_Player::ClientCommand(char const*)
+
267 CBasePlayer::InitialSpawn(void)
272    CHL2MP_Player::StartObserverMode(int)
+
268 CBasePlayer::InitHUD(void)
273    CBasePlayer::StopObserverMode()
+
269 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *)
274    CBasePlayer::SetObserverMode(int)
+
270 CHL2MP_Player::PlayerDeathThink(void)
275    CBasePlayer::GetObserverMode()
+
271 CBasePlayer::Jump(void)
276    CBasePlayer::SetObserverTarget(CBaseEntity*)
+
272 CBasePlayer::Duck(void)
277    CBasePlayer::ObserverUse(bool)
+
273 CHL2MP_Player::PreThink(void)
278    CBasePlayer::GetObserverTarget()
+
274 CHL2MP_Player::PostThink(void)
279    CBasePlayer::FindNextObserverTarget(bool)
+
275 CBasePlayer::DamageEffect(float,int)
280    CBasePlayer::IsValidObserverTarget(CBaseEntity*)
+
276 CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
281    CBasePlayer::CheckObserverSettings()
+
277 CBasePlayer::ShouldFadeOnDeath(void)
282    CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
+
278 CBasePlayer::IsFakeClient(void) const
283    CBasePlayer::ForceObserverMode(int)
+
279 CBasePlayer::GetPlayerMins(void) const
284    CBasePlayer::ResetObserverMode()
+
280 CBasePlayer::GetPlayerMaxs(void) const
285     CHL2_Player::CreateCorpse()
+
281 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
286     CHL2MP_Player::EntSelectSpawnPoint()
+
282 CBasePlayer::PackDeadPlayerItems(void)
287     CHL2_Player::GetInVehicle(IServerVehicle*, int)
+
283 CBasePlayer::RemoveAllItems(bool)
288     CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
+
284 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
289     CBasePlayer::OnVehicleStart()
+
285 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
290     CBasePlayer::OnVehicleEnd(Vector&)
+
286 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
291     CHL2MP_Player::BumpWeapon(CBaseCombatWeapon*)
+
287 CHL2_Player::UpdateClientData(void)
292     CBasePlayer::SelectLastItem()
+
288 CHL2_Player::ExitLadder(void)
293     CBasePlayer::SelectItem(char const*, int)
+
289 CHL2MP_Player::FlashlightIsOn(void)
294     CHL2_Player::ItemPostFrame()
+
290 CHL2MP_Player::FlashlightTurnOn(void)
295     CBasePlayer::GiveNamedItem(char const*, int)
+
291 CHL2MP_Player::FlashlightTurnOff(void)
296     CBasePlayer::CheckTrainUpdate()
+
292 CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
297     CHL2_Player::SetPlayerUnderwater(bool)
+
293 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
298     CHL2_Player::CanBreatheUnderwater() const
+
294 CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
299     CHL2_Player::PlayerUse()
+
295 CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
300     CHL2_Player::PlayUseDenySound()
+
296 CHL2MP_Player::SetAnimation(PLAYER_ANIM)
301     CBasePlayer::FindUseEntity()
+
297 CBasePlayer::ImpulseCommands(void)
302     CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int)
+
298 CHL2MP_Player::CheatImpulseCommands(int)
303     CHL2MP_Player::PickupObject(CBaseEntity*, bool)
+
299 CHL2MP_Player::ClientCommand(char  const*)
304     CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity*)
+
300 CHL2MP_Player::StartObserverMode(int)
305     CHL2_Player::GetHeldObjectMass(IPhysicsObject*)
+
301 CHL2MP_Player::StopObserverMode(void)
306     CBasePlayer::UpdateGeigerCounter()
+
302 CBasePlayer::SetObserverMode(int)
307     CHL2_Player::GetAutoaimVector(float)
+
303 CBasePlayer::GetObserverMode(void)
308     CBasePlayer::ShouldAutoaim()
+
304 CBasePlayer::SetObserverTarget(CBaseEntity *)
309     CBasePlayer::ForceClientDllUpdate()
+
305 CBasePlayer::ObserverUse(bool)
310     CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)
+
306 CBasePlayer::GetObserverTarget(void)
311     CHL2_Player::PlayerRunCommand(CUserCmd*, IMoveHelper*)
+
307 CBasePlayer::FindNextObserverTarget(bool)
312     CBasePlayer::CanSpeak()
+
308 CBasePlayer::GetNextObserverSearchStartPoint(bool)
313     CBasePlayer::CanHearChatFrom(CBasePlayer*)
+
309 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
314     CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
+
310 CBasePlayer::CheckObserverSettings(void)
315     CBasePlayer::CheckChatText(char*, int)
+
311 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
316     CHL2_Player::IsFollowingPhysics()
+
312 CBasePlayer::ForceObserverMode(int)
317     CHL2_Player::InitVCollision()
+
313 CBasePlayer::ResetObserverMode(void)
318     CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
+
314 CBasePlayer::StartReplayMode(float,float,int)
319     CHL2_Player::EquipSuit()
+
315 CBasePlayer::StopReplayMode(void)
320     CBasePlayer::IsBot()
+
316 CBasePlayer::GetDelayTicks(void)
321     CBasePlayer::NetworkStateChanged_m_ArmorValue()
+
317 CBasePlayer::GetReplayEntity(void)
322     CHL2_Player::CommanderMode()
+
318 CHL2_Player::CreateCorpse(void)
323     CHL2_Player::GetIdleTime() const
+
319 CHL2MP_Player::EntSelectSpawnPoint(void)
324     CHL2_Player::GetMoveTime() const
+
320 CBasePlayer::GetInVehicle(IServerVehicle *,int)
325     CHL2_Player::GetLastDamageTime() const
+
321 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
326     CHL2_Player::IsDucking() const
+
322 CBasePlayer::OnVehicleStart(void)
327     CHL2_Player::Weapon_Lower()
+
323 CBasePlayer::OnVehicleEnd(Vector &)
328     CHL2_Player::Weapon_Ready()
+
324 CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *)
329     CHL2_Player::IsHoldingEntity(CBaseEntity*)
+
325 CBasePlayer::SelectLastItem(void)
330     CHL2_Player::UpdateWeaponPosture()</pre>
+
326 CBasePlayer::SelectItem(char  const*,int)
 +
327 CHL2_Player::ItemPostFrame(void)
 +
328 CBasePlayer::GiveNamedItem(char  const*,int)
 +
329 CBasePlayer::CheckTrainUpdate(void)
 +
330 CHL2_Player::SetPlayerUnderwater(bool)
 +
331 CHL2_Player::CanBreatheUnderwater(void) const
 +
332 CHL2_Player::PlayerUse(void)
 +
333 CHL2_Player::PlayUseDenySound(void)
 +
334 CBasePlayer::FindUseEntity(void)
 +
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(void)
 +
340 CBasePlayer::GetAutoaimVector(float)
 +
341 CBasePlayer::GetAutoaimVector(float,float)
 +
342 CHL2_Player::GetAutoaimVector(autoaim_params_t &)
 +
343 CBasePlayer::ShouldAutoaim(void)
 +
344 CBasePlayer::ForceClientDllUpdate(void)
 +
345 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
 +
346 CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
 +
347 CBasePlayer::CanSpeak(void)
 +
348 CBasePlayer::CanHearChatFrom(CBasePlayer*)
 +
349 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
 +
350 CHL2MP_Player::CheckChatText(char *,int)
 +
351 CHL2_Player::IsFollowingPhysics(void)
 +
352 CHL2_Player::InitVCollision(void)
 +
353 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
 +
354 CHL2_Player::EquipSuit(bool)
 +
355 CHL2_Player::RemoveSuit(void)
 +
356 CBasePlayer::CommitSuicide(void)
 +
357 CBasePlayer::IsBot(void) const
 +
358 CBasePlayer::SpawnArmorValue(void) const
 +
359 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
 +
360 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
 +
361 CHL2_Player::SuspendUse(float)
 +
362 CHL2_Player::CommanderMode(void)
 +
363 CHL2_Player::GetIdleTime(void) const
 +
364 CHL2_Player::GetMoveTime(void) const
 +
365 CHL2_Player::GetLastDamageTime(void) const
 +
366 CHL2_Player::IsDucking(void) const
 +
367 CHL2_Player::Weapon_Lower(void)
 +
368 CHL2_Player::Weapon_Ready(void)
 +
369 CHL2_Player::IsHoldingEntity(CBaseEntity *)
 +
370 CHL2_Player::UpdateWeaponPosture(void)
 +
371 CHL2MP_Player::HandleCommand_JoinTeam(int)
 +
</pre>

Latest revision as of 09:39, 23 April 2008

Also for use when using virtual 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 26 July 2007

0	CHL2MP_Player::~CHL2MP_Player()
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&)
2	CBaseEntity::GetRefEHandle(void) const
3	CBaseEntity::GetCollideable(void)
4	CBaseEntity::GetNetworkable(void)
5	CBaseEntity::GetBaseEntity(void)
6	CBaseEntity::GetModelIndex(void) const
7	CBaseEntity::GetModelName(void) const
8	CBaseEntity::SetModelIndex(int)
9	CHL2MP_Player::_GetClassName(void)
10	CHL2MP_Player::GetServerClass(void)
11	CHL2MP_Player::GetClassName(void)
12	CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)
13	CHL2MP_Player::GetDataDescMap(void)
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(void)
21	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
22	CBasePlayer::GetTracerType(void)
23	CHL2MP_Player::Spawn(void)
24	CHL2MP_Player::Precache(void)
25	CBaseFlex::SetModel(char  const*)
26	CBaseEntity::PostConstructor(char  const*)
27	CBaseEntity::PostClientActive(void)
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(void)
33	CBaseEntity::SetParent(CBaseEntity*,int)
34	CBasePlayer::ObjectCaps(void)
35	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
36	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
37	CHL2_Player::DrawDebugGeometryOverlays(void)
38	CBaseAnimating::DrawDebugTextOverlays(void)
39	CBasePlayer::Save(ISave &)
40	CBasePlayer::Restore(IRestore &)
41	CBasePlayer::ShouldSavePhysics(void)
42	CBaseEntity::OnSave(IEntitySaveUtils *)
43	CHL2_Player::OnRestore(void)
44	CBasePlayer::RequiredEdictIndex(void)
45	CBaseEntity::MoveDone(void)
46	CBaseEntity::Think(void)
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
49	CBaseAnimating::GetBaseAnimating(void)
50	CBaseEntity::GetResponseSystem(void)
51	CBaseEntity::DispatchResponse(char  const*)
52	CHL2_Player::Classify(void)
53	CBaseEntity::DeathNotice(CBaseEntity*)
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55	CBaseEntity::GetAutoAimRadius(void)
56	CBaseEntity::GetAutoAimCenter(void)
57	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(void)
65	CBaseEntity::IsTriggered(CBaseEntity*)
66	CBaseEntity::IsNPC(void) const
67	CBaseCombatCharacter::MyCombatCharacterPointer(void)
68	CBaseEntity::GetDelay(void)
69	CBaseEntity::IsMoving(void)
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(void) const
76	CBasePlayer::IsNetClient(void) const
77	CBaseEntity::IsTemplate(void)
78	CBaseEntity::IsBaseObject(void) const
79	CBaseEntity::GetServerVehicle(void)
80	CBaseEntity::IsViewable(void)
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(void)
86	CBaseEntity::GetEnemy(void) 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(void)
94	CBasePlayer::PhysicsSimulate(void)
95	CHL2MP_Player::UpdateOnRemove(void)
96	CHL2_Player::StopLoopingSounds(void)
97	CBaseEntity::SUB_AllowedToFade(void)
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(void)
104	CBaseEntity::IsLockedByMaster(void)
105	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
106	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
107	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
108	CBasePlayer::NetworkStateChanged_m_iHealth(void)
109	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
110	CBasePlayer::NetworkStateChanged_m_lifeState(void)
111	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
112	CBaseEntity::NetworkStateChanged_m_takedamage(void)
113	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
114	CBaseEntity::GetDamageType(void) const
115	CBaseEntity::GetDamage(void)
116	CBaseEntity::SetDamage(float)
117	CBasePlayer::EyePosition(void)
118	CBasePlayer::EyeAngles(void)
119	CBasePlayer::LocalEyeAngles(void)
120	CBaseEntity::EarPosition(void)
121	CBasePlayer::BodyTarget(Vector  const&,bool)
122	CBaseEntity::HeadTarget(Vector  const&)
123	CBaseEntity::GetVectors(Vector *,Vector *,Vector *) const
124	CBaseEntity::GetViewOffset(void)
125	CBasePlayer::GetSmoothedVelocity(void)
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(void)
133	CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
134	CBaseEntity::GetGroundVelocityToApply(Vector &)
135	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
136	CBaseEntity::Splash(void)
137	CBaseEntity::WorldSpaceCenter(void) const
138	CBaseEntity::GetSoundEmissionOrigin(void) const
139	CBaseEntity::CreateVPhysics(void)
140	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
141	CBasePlayer::VPhysicsDestroyObject(void)
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(void) const
152	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
153	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
154	CBaseAnimating::GetStepOrigin(void) const
155	CBaseAnimating::GetStepAngles(void) const
156	CBaseEntity::ShouldDrawWaterImpacts(void)
157	CBaseEntity::NetworkStateChanged_m_fFlags(void)
158	CBaseEntity::NetworkStateChanged_m_fFlags(void *)
159	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
160	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
161	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
162	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
163	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
164	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
165	CBasePlayer::NetworkStateChanged_m_flFriction(void)
166	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
167	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
168	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
169	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
170	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
171	CBaseAnimating::GetIdealSpeed(void) const
172	CBaseAnimating::GetIdealAccel(void) const
173	CBaseAnimatingOverlay::StudioFrameAdvance(void)
174	CBaseAnimating::IsActivityFinished(void)
175	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
176	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
177	CBaseAnimating::IsRagdoll(void)
178	CBaseAnimating::CanBecomeRagdoll(void)
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(void)
187	CBaseAnimating::GetGroundSpeedVelocity(void)
188	CBaseAnimating::Ignite(float,bool,float,bool)
189	CBaseAnimating::Extinguish(void)
190	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
191	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
192	CBaseFlex::SetViewtarget(Vector  const&)
193	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
194	CBaseFlex::ProcessSceneEvents(void)
195	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
196	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
197	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
198	CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
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(void)
205	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
206	CBasePlayer::BodyAngles(void)
207	CBaseCombatCharacter::BodyDirection2D(void)
208	CBaseCombatCharacter::BodyDirection3D(void)
209	CBaseCombatCharacter::HeadDirection2D(void)
210	CBaseCombatCharacter::HeadDirection3D(void)
211	CHL2_Player::EyeDirection2D(void)
212	CHL2_Player::EyeDirection3D(void)
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(void)
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(void)
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(void)
234	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
235	CBaseCombatCharacter::CorpseFade(void)
236	CBaseCombatCharacter::HasHumanGibs(void)
237	CBaseCombatCharacter::HasAlienGibs(void)
238	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
239	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
240	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
241	CBasePlayer::Event_Dying(void)
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(void)
251	CBasePlayer::GetVehicle(void)
252	CBasePlayer::GetVehicleEntity(void)
253	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
254	CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
255	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
256	CBasePlayer::DoMuzzleFlash(void)
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(void)
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(void)
267	CBasePlayer::InitialSpawn(void)
268	CBasePlayer::InitHUD(void)
269	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
270	CHL2MP_Player::PlayerDeathThink(void)
271	CBasePlayer::Jump(void)
272	CBasePlayer::Duck(void)
273	CHL2MP_Player::PreThink(void)
274	CHL2MP_Player::PostThink(void)
275	CBasePlayer::DamageEffect(float,int)
276	CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
277	CBasePlayer::ShouldFadeOnDeath(void)
278	CBasePlayer::IsFakeClient(void) const
279	CBasePlayer::GetPlayerMins(void) const
280	CBasePlayer::GetPlayerMaxs(void) const
281	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
282	CBasePlayer::PackDeadPlayerItems(void)
283	CBasePlayer::RemoveAllItems(bool)
284	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
285	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
286	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
287	CHL2_Player::UpdateClientData(void)
288	CHL2_Player::ExitLadder(void)
289	CHL2MP_Player::FlashlightIsOn(void)
290	CHL2MP_Player::FlashlightTurnOn(void)
291	CHL2MP_Player::FlashlightTurnOff(void)
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(void)
298	CHL2MP_Player::CheatImpulseCommands(int)
299	CHL2MP_Player::ClientCommand(char  const*)
300	CHL2MP_Player::StartObserverMode(int)
301	CHL2MP_Player::StopObserverMode(void)
302	CBasePlayer::SetObserverMode(int)
303	CBasePlayer::GetObserverMode(void)
304	CBasePlayer::SetObserverTarget(CBaseEntity *)
305	CBasePlayer::ObserverUse(bool)
306	CBasePlayer::GetObserverTarget(void)
307	CBasePlayer::FindNextObserverTarget(bool)
308	CBasePlayer::GetNextObserverSearchStartPoint(bool)
309	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
310	CBasePlayer::CheckObserverSettings(void)
311	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
312	CBasePlayer::ForceObserverMode(int)
313	CBasePlayer::ResetObserverMode(void)
314	CBasePlayer::StartReplayMode(float,float,int)
315	CBasePlayer::StopReplayMode(void)
316	CBasePlayer::GetDelayTicks(void)
317	CBasePlayer::GetReplayEntity(void)
318	CHL2_Player::CreateCorpse(void)
319	CHL2MP_Player::EntSelectSpawnPoint(void)
320	CBasePlayer::GetInVehicle(IServerVehicle *,int)
321	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
322	CBasePlayer::OnVehicleStart(void)
323	CBasePlayer::OnVehicleEnd(Vector &)
324	CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *)
325	CBasePlayer::SelectLastItem(void)
326	CBasePlayer::SelectItem(char  const*,int)
327	CHL2_Player::ItemPostFrame(void)
328	CBasePlayer::GiveNamedItem(char  const*,int)
329	CBasePlayer::CheckTrainUpdate(void)
330	CHL2_Player::SetPlayerUnderwater(bool)
331	CHL2_Player::CanBreatheUnderwater(void) const
332	CHL2_Player::PlayerUse(void)
333	CHL2_Player::PlayUseDenySound(void)
334	CBasePlayer::FindUseEntity(void)
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(void)
340	CBasePlayer::GetAutoaimVector(float)
341	CBasePlayer::GetAutoaimVector(float,float)
342	CHL2_Player::GetAutoaimVector(autoaim_params_t &)
343	CBasePlayer::ShouldAutoaim(void)
344	CBasePlayer::ForceClientDllUpdate(void)
345	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
346	CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
347	CBasePlayer::CanSpeak(void)
348	CBasePlayer::CanHearChatFrom(CBasePlayer*)
349	CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
350	CHL2MP_Player::CheckChatText(char *,int)
351	CHL2_Player::IsFollowingPhysics(void)
352	CHL2_Player::InitVCollision(void)
353	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
354	CHL2_Player::EquipSuit(bool)
355	CHL2_Player::RemoveSuit(void)
356	CBasePlayer::CommitSuicide(void)
357	CBasePlayer::IsBot(void) const
358	CBasePlayer::SpawnArmorValue(void) const
359	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
360	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
361	CHL2_Player::SuspendUse(float)
362	CHL2_Player::CommanderMode(void)
363	CHL2_Player::GetIdleTime(void) const
364	CHL2_Player::GetMoveTime(void) const
365	CHL2_Player::GetLastDamageTime(void) const
366	CHL2_Player::IsDucking(void) const
367	CHL2_Player::Weapon_Lower(void)
368	CHL2_Player::Weapon_Ready(void)
369	CHL2_Player::IsHoldingEntity(CBaseEntity *)
370	CHL2_Player::UpdateWeaponPosture(void)
371	CHL2MP_Player::HandleCommand_JoinTeam(int)