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

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m (The List)
Line 6: Line 6:
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
  
<b>Last Updated 07 July 2007</b>
+
<b>Last Updated 26 July 2007</b>
  
 
<pre>
 
<pre>
0 CHL2_Player::~CHL2_Player()
+
0 CHL2MP_Player::~CHL2MP_Player()
 
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
 
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
2 CBaseEntity::GetRefEHandle(void)const
+
2 CBaseEntity::GetRefEHandle(void) const
 
3 CBaseEntity::GetCollideable(void)
 
3 CBaseEntity::GetCollideable(void)
 
4 CBaseEntity::GetNetworkable(void)
 
4 CBaseEntity::GetNetworkable(void)
 
5 CBaseEntity::GetBaseEntity(void)
 
5 CBaseEntity::GetBaseEntity(void)
6 CBaseEntity::GetModelIndex(void)const
+
6 CBaseEntity::GetModelIndex(void) const
7 CBaseEntity::GetModelName(void)const
+
7 CBaseEntity::GetModelName(void) const
 
8 CBaseEntity::SetModelIndex(int)
 
8 CBaseEntity::SetModelIndex(int)
9 CHL2_Player::_GetClassName(void)
+
9 CHL2MP_Player::_GetClassName(void)
10 CHL2_Player::GetServerClass(void)
+
10 CHL2MP_Player::GetServerClass(void)
11 CHL2_Player::GetClassName(void)
+
11 CHL2MP_Player::GetClassName(void)
12 CHL2_Player::YouForgotToImplementOrDeclareServerClass(void)
+
12 CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)
13 CHL2_Player::GetDataDescMap(void)
+
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*)
Line 32: Line 32:
 
21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
 
21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
 
22 CBasePlayer::GetTracerType(void)
 
22 CBasePlayer::GetTracerType(void)
23 CHL2_Player::Spawn(void)
+
23 CHL2MP_Player::Spawn(void)
24 CHL2_Player::Precache(void)
+
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*)
Line 69: Line 69:
 
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 CHL2_Player::OnTakeDamage(CTakeDamageInfo  const&)
+
60 CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&)
 
61 CBasePlayer::TakeHealth(float,int)
 
61 CBasePlayer::TakeHealth(float,int)
62 CHL2_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(void)
 
64 CBaseCombatCharacter::BloodColor(void)
 
65 CBaseEntity::IsTriggered(CBaseEntity*)
 
65 CBaseEntity::IsTriggered(CBaseEntity*)
66 CBaseEntity::IsNPC(void)const
+
66 CBaseEntity::IsNPC(void) const
 
67 CBaseCombatCharacter::MyCombatCharacterPointer(void)
 
67 CBaseCombatCharacter::MyCombatCharacterPointer(void)
 
68 CBaseEntity::GetDelay(void)
 
68 CBaseEntity::GetDelay(void)
Line 84: Line 84:
 
73 CBaseEntity::OnControls(CBaseEntity*)
 
73 CBaseEntity::OnControls(CBaseEntity*)
 
74 CBaseEntity::HasTarget(string_t)
 
74 CBaseEntity::HasTarget(string_t)
75 CBasePlayer::IsPlayer(void)const
+
75 CBasePlayer::IsPlayer(void) const
76 CBasePlayer::IsNetClient(void)const
+
76 CBasePlayer::IsNetClient(void) const
 
77 CBaseEntity::IsTemplate(void)
 
77 CBaseEntity::IsTemplate(void)
78 CBaseEntity::IsBaseObject(void)const
+
78 CBaseEntity::IsBaseObject(void) const
 
79 CBaseEntity::GetServerVehicle(void)
 
79 CBaseEntity::GetServerVehicle(void)
 
80 CBaseEntity::IsViewable(void)
 
80 CBaseEntity::IsViewable(void)
81 CBasePlayer::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(void)
 
85 CBaseEntity::GetEnemy(void)
86 CBaseEntity::GetEnemy(void)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*)
Line 104: Line 104:
 
93 CBaseEntity::EndBlocked(void)
 
93 CBaseEntity::EndBlocked(void)
 
94 CBasePlayer::PhysicsSimulate(void)
 
94 CBasePlayer::PhysicsSimulate(void)
95 CBasePlayer::UpdateOnRemove(void)
+
95 CHL2MP_Player::UpdateOnRemove(void)
 
96 CHL2_Player::StopLoopingSounds(void)
 
96 CHL2_Player::StopLoopingSounds(void)
 
97 CBaseEntity::SUB_AllowedToFade(void)
 
97 CBaseEntity::SUB_AllowedToFade(void)
Line 110: Line 110:
 
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 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
+
101 CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
 
102 CBasePlayer::DoImpactEffect(CGameTrace &,int)
 
102 CBasePlayer::DoImpactEffect(CGameTrace &,int)
 
103 CBaseEntity::Respawn(void)
 
103 CBaseEntity::Respawn(void)
Line 123: Line 123:
 
112 CBaseEntity::NetworkStateChanged_m_takedamage(void)
 
112 CBaseEntity::NetworkStateChanged_m_takedamage(void)
 
113 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
 
113 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
114 CBaseEntity::GetDamageType(void)const
+
114 CBaseEntity::GetDamageType(void) const
 
115 CBaseEntity::GetDamage(void)
 
115 CBaseEntity::GetDamage(void)
 
116 CBaseEntity::SetDamage(float)
 
116 CBaseEntity::SetDamage(float)
Line 132: Line 132:
 
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(void)
 
124 CBaseEntity::GetViewOffset(void)
 
125 CBasePlayer::GetSmoothedVelocity(void)
 
125 CBasePlayer::GetSmoothedVelocity(void)
Line 146: Line 146:
 
135 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
 
135 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
 
136 CBaseEntity::Splash(void)
 
136 CBaseEntity::Splash(void)
137 CBaseEntity::WorldSpaceCenter(void)const
+
137 CBaseEntity::WorldSpaceCenter(void) const
138 CBaseEntity::GetSoundEmissionOrigin(void)const
+
138 CBaseEntity::GetSoundEmissionOrigin(void) const
 
139 CBaseEntity::CreateVPhysics(void)
 
139 CBaseEntity::CreateVPhysics(void)
 
140 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
 
140 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
Line 160: Line 160:
 
149 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
 
149 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
 
150 CBaseEntity::HasPhysicsAttacker(float)
 
150 CBaseEntity::HasPhysicsAttacker(float)
151 CBasePlayer::PhysicsSolidMaskForEntity(void)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(void)const
+
154 CBaseAnimating::GetStepOrigin(void) const
155 CBaseAnimating::GetStepAngles(void)const
+
155 CBaseAnimating::GetStepAngles(void) const
 
156 CBaseEntity::ShouldDrawWaterImpacts(void)
 
156 CBaseEntity::ShouldDrawWaterImpacts(void)
 
157 CBaseEntity::NetworkStateChanged_m_fFlags(void)
 
157 CBaseEntity::NetworkStateChanged_m_fFlags(void)
Line 180: Line 180:
 
169 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
 
169 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
 
170 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
 
170 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
171 CBaseAnimating::GetIdealSpeed(void)const
+
171 CBaseAnimating::GetIdealSpeed(void) const
172 CBaseAnimating::GetIdealAccel(void)const
+
172 CBaseAnimating::GetIdealAccel(void) const
 
173 CBaseAnimatingOverlay::StudioFrameAdvance(void)
 
173 CBaseAnimatingOverlay::StudioFrameAdvance(void)
 
174 CBaseAnimating::IsActivityFinished(void)
 
174 CBaseAnimating::IsActivityFinished(void)
 
175 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
 
175 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
176 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
+
176 CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
 
177 CBaseAnimating::IsRagdoll(void)
 
177 CBaseAnimating::IsRagdoll(void)
 
178 CBaseAnimating::CanBecomeRagdoll(void)
 
178 CBaseAnimating::CanBecomeRagdoll(void)
Line 228: Line 228:
 
217 CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
 
217 CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
 
218 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
 
218 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
219 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
219 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
220 CHL2_Player::Weapon_Switch(CBaseCombatWeapon *,int)
+
220 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int)
 
221 CBasePlayer::Weapon_ShootPosition(void)
 
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 *)
Line 263: Line 263:
 
252 CBasePlayer::GetVehicleEntity(void)
 
252 CBasePlayer::GetVehicleEntity(void)
 
253 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
 
253 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
254 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
254 CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
 
255 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
 
255 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
 
256 CBasePlayer::DoMuzzleFlash(void)
 
256 CBasePlayer::DoMuzzleFlash(void)
Line 272: Line 272:
 
261 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
 
261 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
 
262 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
 
262 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
263 CBasePlayer::CreateViewModel(int)
+
263 CHL2MP_Player::CreateViewModel(int)
 
264 CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
 
264 CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
265 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
+
265 CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*) const
 
266 CBasePlayer::SharedSpawn(void)
 
266 CBasePlayer::SharedSpawn(void)
 
267 CBasePlayer::InitialSpawn(void)
 
267 CBasePlayer::InitialSpawn(void)
 
268 CBasePlayer::InitHUD(void)
 
268 CBasePlayer::InitHUD(void)
 
269 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
 
269 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
270 CBasePlayer::PlayerDeathThink(void)
+
270 CHL2MP_Player::PlayerDeathThink(void)
 
271 CBasePlayer::Jump(void)
 
271 CBasePlayer::Jump(void)
 
272 CBasePlayer::Duck(void)
 
272 CBasePlayer::Duck(void)
273 CHL2_Player::PreThink(void)
+
273 CHL2MP_Player::PreThink(void)
274 CHL2_Player::PostThink(void)
+
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(void)
 
277 CBasePlayer::ShouldFadeOnDeath(void)
278 CBasePlayer::IsFakeClient(void)const
+
278 CBasePlayer::IsFakeClient(void) const
279 CBasePlayer::GetPlayerMins(void)const
+
279 CBasePlayer::GetPlayerMins(void) const
280 CBasePlayer::GetPlayerMaxs(void)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(void)
 
282 CBasePlayer::PackDeadPlayerItems(void)
Line 298: Line 298:
 
287 CHL2_Player::UpdateClientData(void)
 
287 CHL2_Player::UpdateClientData(void)
 
288 CHL2_Player::ExitLadder(void)
 
288 CHL2_Player::ExitLadder(void)
289 CHL2_Player::FlashlightIsOn(void)
+
289 CHL2MP_Player::FlashlightIsOn(void)
290 CHL2_Player::FlashlightTurnOn(void)
+
290 CHL2MP_Player::FlashlightTurnOn(void)
291 CHL2_Player::FlashlightTurnOff(void)
+
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 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
294 CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
295 CBasePlayer::DeathSound(CTakeDamageInfo  const&)
+
295 CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
296 CBasePlayer::SetAnimation(PLAYER_ANIM)
+
296 CHL2MP_Player::SetAnimation(PLAYER_ANIM)
 
297 CBasePlayer::ImpulseCommands(void)
 
297 CBasePlayer::ImpulseCommands(void)
298 CHL2_Player::CheatImpulseCommands(int)
+
298 CHL2MP_Player::CheatImpulseCommands(int)
299 CHL2_Player::ClientCommand(char  const*)
+
299 CHL2MP_Player::ClientCommand(char  const*)
300 CBasePlayer::StartObserverMode(int)
+
300 CHL2MP_Player::StartObserverMode(int)
301 CBasePlayer::StopObserverMode(void)
+
301 CHL2MP_Player::StopObserverMode(void)
 
302 CBasePlayer::SetObserverMode(int)
 
302 CBasePlayer::SetObserverMode(int)
 
303 CBasePlayer::GetObserverMode(void)
 
303 CBasePlayer::GetObserverMode(void)
Line 328: Line 328:
 
317 CBasePlayer::GetReplayEntity(void)
 
317 CBasePlayer::GetReplayEntity(void)
 
318 CHL2_Player::CreateCorpse(void)
 
318 CHL2_Player::CreateCorpse(void)
319 CBasePlayer::EntSelectSpawnPoint(void)
+
319 CHL2MP_Player::EntSelectSpawnPoint(void)
 
320 CBasePlayer::GetInVehicle(IServerVehicle *,int)
 
320 CBasePlayer::GetInVehicle(IServerVehicle *,int)
 
321 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
 
321 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
 
322 CBasePlayer::OnVehicleStart(void)
 
322 CBasePlayer::OnVehicleStart(void)
 
323 CBasePlayer::OnVehicleEnd(Vector &)
 
323 CBasePlayer::OnVehicleEnd(Vector &)
324 CHL2_Player::BumpWeapon(CBaseCombatWeapon *)
+
324 CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *)
 
325 CBasePlayer::SelectLastItem(void)
 
325 CBasePlayer::SelectLastItem(void)
 
326 CBasePlayer::SelectItem(char  const*,int)
 
326 CBasePlayer::SelectItem(char  const*,int)
Line 340: Line 340:
 
329 CBasePlayer::CheckTrainUpdate(void)
 
329 CBasePlayer::CheckTrainUpdate(void)
 
330 CHL2_Player::SetPlayerUnderwater(bool)
 
330 CHL2_Player::SetPlayerUnderwater(bool)
331 CHL2_Player::CanBreatheUnderwater(void)const
+
331 CHL2_Player::CanBreatheUnderwater(void) const
 
332 CHL2_Player::PlayerUse(void)
 
332 CHL2_Player::PlayerUse(void)
 
333 CHL2_Player::PlayUseDenySound(void)
 
333 CHL2_Player::PlayUseDenySound(void)
 
334 CBasePlayer::FindUseEntity(void)
 
334 CBasePlayer::FindUseEntity(void)
 
335 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
 
335 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
336 CHL2_Player::PickupObject(CBaseEntity *,bool)
+
336 CHL2MP_Player::PickupObject(CBaseEntity *,bool)
 
337 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
 
337 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
 
338 CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
 
338 CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
Line 359: Line 359:
 
348 CBasePlayer::CanHearChatFrom(CBasePlayer*)
 
348 CBasePlayer::CanHearChatFrom(CBasePlayer*)
 
349 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
 
349 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
350 CBasePlayer::CheckChatText(char *,int)
+
350 CHL2MP_Player::CheckChatText(char *,int)
 
351 CHL2_Player::IsFollowingPhysics(void)
 
351 CHL2_Player::IsFollowingPhysics(void)
 
352 CHL2_Player::InitVCollision(void)
 
352 CHL2_Player::InitVCollision(void)
Line 366: Line 366:
 
355 CHL2_Player::RemoveSuit(void)
 
355 CHL2_Player::RemoveSuit(void)
 
356 CBasePlayer::CommitSuicide(void)
 
356 CBasePlayer::CommitSuicide(void)
357 CBasePlayer::IsBot(void)const
+
357 CBasePlayer::IsBot(void) const
358 CBasePlayer::SpawnArmorValue(void)const
+
358 CBasePlayer::SpawnArmorValue(void) const
 
359 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
 
359 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
 
360 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
 
360 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
 
361 CHL2_Player::SuspendUse(float)
 
361 CHL2_Player::SuspendUse(float)
 
362 CHL2_Player::CommanderMode(void)
 
362 CHL2_Player::CommanderMode(void)
363 CHL2_Player::GetIdleTime(void)const
+
363 CHL2_Player::GetIdleTime(void) const
364 CHL2_Player::GetMoveTime(void)const
+
364 CHL2_Player::GetMoveTime(void) const
365 CHL2_Player::GetLastDamageTime(void)const
+
365 CHL2_Player::GetLastDamageTime(void) const
366 CHL2_Player::IsDucking(void)const
+
366 CHL2_Player::IsDucking(void) const
 
367 CHL2_Player::Weapon_Lower(void)
 
367 CHL2_Player::Weapon_Lower(void)
 
368 CHL2_Player::Weapon_Ready(void)
 
368 CHL2_Player::Weapon_Ready(void)
 
369 CHL2_Player::IsHoldingEntity(CBaseEntity *)
 
369 CHL2_Player::IsHoldingEntity(CBaseEntity *)
 
370 CHL2_Player::UpdateWeaponPosture(void)
 
370 CHL2_Player::UpdateWeaponPosture(void)
 +
371 CHL2MP_Player::HandleCommand_JoinTeam(int)
 
</pre>
 
</pre>

Revision as of 01:17, 26 July 2007

Also for use when using VFunc offsets.

hese are the Windows offsets. Linux offsets are 1 greater.

The List

This comes from the symbol tables, so you'll have to look in the SDK for return types.

Last Updated 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)