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