Difference between revisions of "CHL2MP Player Offset List (SourceForts)"

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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 04 December 2007</b>
  
 
<pre>
 
<pre>
 +
// Auto reconstructed from vtable block @ 0x00C76480
 +
// from "server_i486.so", by ida_vtables.idc
 
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 CBasePlayer::GetPredDescMap()
+
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::ParseMapData(CEntityMapData *)
+
27 CBaseEntity::PostClientActive(void)
28 CBaseEntity::KeyValue(char  const*,char  const*)
+
28 CBaseEntity::ParseMapData(CEntityMapData *)
29 CBaseEntity::KeyValue(char  const*,float)
+
29 CBaseEntity::KeyValue(char  const*,char  const*)
30 CBaseEntity::KeyValue(char  const*,Vector)
+
30 CBaseEntity::KeyValue(char  const*,float)
31 CBaseEntity::ValidateEntityConnections()
+
31 CBaseEntity::KeyValue(char  const*,Vector)
32 CBasePlayer::Activate()
+
32 CHL2_Player::Activate(void)
33 CBasePlayer::ObjectCaps()
+
33 CBaseEntity::SetParent(CBaseEntity*,int)
34 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
+
34 CBasePlayer::ObjectCaps(void)
35 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
+
35 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
36 CHL2_Player::DrawDebugGeometryOverlays()
+
36 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
37 CBaseAnimating::DrawDebugTextOverlays()
+
37 CHL2_Player::DrawDebugGeometryOverlays(void)
38 CBasePlayer::Save(ISave &)
+
38 CBaseAnimating::DrawDebugTextOverlays(void)
39 CBasePlayer::Restore(IRestore &)
+
39 CBasePlayer::Save(ISave &)
40 CBasePlayer::ShouldSavePhysics()
+
40 CBasePlayer::Restore(IRestore &)
41 CBaseEntity::OnSave(IEntitySaveUtils *)
+
41 CBasePlayer::ShouldSavePhysics(void)
42 CHL2_Player::OnRestore()
+
42 CBaseEntity::OnSave(IEntitySaveUtils *)
43 CBasePlayer::RequiredEdictIndex()
+
43 CHL2_Player::OnRestore(void)
44 CBaseEntity::MoveDone()
+
44 CBasePlayer::RequiredEdictIndex(void)
45 CBaseEntity::Think()
+
45 CBaseEntity::MoveDone(void)
46 CBaseEntity::NetworkStateChanged_m_nNextThinkTick()
+
46 CBaseEntity::Think(void)
47 CBaseAnimating::GetBaseAnimating()
+
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
48 CBaseEntity::GetResponseSystem()
+
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
49 CBaseEntity::DispatchResponse(char  const*)
+
49 CBaseAnimating::GetBaseAnimating(void)
50 CHL2_Player::Classify()
+
50 CBaseEntity::GetResponseSystem(void)
51 CBaseEntity::DeathNotice(CBaseEntity*)
+
51 CBaseEntity::DispatchResponse(char  const*)
52 CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&)
+
52 CHL2_Player::Classify(void)
53 CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
+
53 CBaseEntity::DeathNotice(CBaseEntity*)
54 CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&)
+
54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55 CBasePlayer::TakeHealth(float,int)
+
55 CBaseEntity::GetAutoAimRadius(void)
56 CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&)
+
56 CBaseEntity::GetAutoAimCenter(void)
57 CBaseCombatCharacter::BloodColor()
+
57 CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&)
58 CBaseEntity::IsTriggered(CBaseEntity*)
+
58 CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
59 CBaseEntity::IsNPC() const
+
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60 CBaseCombatCharacter::MyCombatCharacterPointer()
+
60 CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&)
61 CBaseEntity::GetDelay()
+
61 CBasePlayer::TakeHealth(float,int)
62 CBaseEntity::IsMoving()
+
62 CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&)
63 CBaseEntity::DamageDecal(int,int)
+
63 CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
64 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
+
64 CBaseCombatCharacter::BloodColor(void)
65 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
+
65 CBaseEntity::IsTriggered(CBaseEntity*)
66 CBaseEntity::OnControls(CBaseEntity*)
+
66 CBaseEntity::IsNPC(void)const
67 CBaseEntity::HasTarget(string_t)
+
67 CBaseCombatCharacter::MyCombatCharacterPointer(void)
68 CBasePlayer::IsPlayer() const
+
68 CBaseEntity::GetDelay(void)
69 CBasePlayer::IsNetClient()
+
69 CBaseEntity::IsMoving(void)
70 CBaseEntity::IsTemplate()
+
70 CBaseEntity::DamageDecal(int,int)
71 CBaseEntity::IsBaseObject() const
+
71 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
72 CBaseEntity::GetServerVehicle()
+
72 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
73 CBaseEntity::IsViewable()
+
73 CBaseEntity::OnControls(CBaseEntity*)
74 CHL2MP_Player::ChangeTeam(int)
+
74 CBaseEntity::HasTarget(string_t)
75 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
+
75 CBasePlayer::IsPlayer(void)const
76 CBaseEntity::CanStandOn(CBaseEntity*) const
+
76 CBasePlayer::IsNetClient(void)const
77 CBaseEntity::CanStandOn(edict_t *) const
+
77 CBaseEntity::IsTemplate(void)
78 CBaseEntity::GetEnemy()
+
78 CBaseEntity::IsBaseObject(void)const
79 CBaseEntity::GetEnemy() const
+
79 CBaseEntity::GetServerVehicle(void)
80 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
+
80 CBaseEntity::IsViewable(void)
81 CBaseEntity::StartTouch(CBaseEntity*)
+
81 CHL2MP_Player::ChangeTeam(int)
82 CBasePlayer::Touch(CBaseEntity *)
+
82 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
83 CBaseEntity::EndTouch(CBaseEntity*)
+
83 CBaseEntity::CanStandOn(CBaseEntity*)const
84 CBaseEntity::StartBlocked(CBaseEntity*)
+
84 CBaseEntity::CanStandOn(edict_t *)const
85 CBaseEntity::Blocked(CBaseEntity*)
+
85 CBaseEntity::GetEnemy(void)
86 CBaseEntity::EndBlocked()
+
86 CBaseEntity::GetEnemy(void)const
87 CBasePlayer::PhysicsSimulate()
+
87 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
88 CHL2MP_Player::UpdateOnRemove()
+
88 CBaseEntity::StartTouch(CBaseEntity*)
89 CHL2_Player::StopLoopingSounds()
+
89 CBasePlayer::Touch(CBaseEntity *)
90 CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
+
90 CBaseEntity::EndTouch(CBaseEntity*)
91 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
+
91 CBaseEntity::StartBlocked(CBaseEntity*)
92 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
+
92 CBaseEntity::Blocked(CBaseEntity*)
93 CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
+
93 CBaseEntity::EndBlocked(void)
94 CBasePlayer::DoImpactEffect(CGameTrace &,int)
+
94 CBasePlayer::PhysicsSimulate(void)
95 CBaseEntity::Respawn()
+
95 CHL2MP_Player::UpdateOnRemove(void)
96 CBaseEntity::IsLockedByMaster()
+
96 CHL2_Player::StopLoopingSounds(void)
97 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
97 CBaseEntity::SUB_AllowedToFade(void)
98 CBasePlayer::NetworkStateChanged_m_lifeState()
+
98 CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
99 CBaseEntity::NetworkStateChanged_m_takedamage()
+
99 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
100 CBaseEntity::NetworkStateChanged_m_iMaxHealth()
+
100 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
101 CBaseEntity::NetworkStateChanged_m_iHealth()
+
101 CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
102 CBaseEntity::GetDamageType() const
+
102 CBasePlayer::DoImpactEffect(CGameTrace &,int)
103 CBaseEntity::GetDamage()
+
103 CBaseEntity::Respawn(void)
104 CBaseEntity::SetDamage(float)
+
104 CBaseEntity::IsLockedByMaster(void)
105 CBasePlayer::EyePosition()
+
105 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
106 CBasePlayer::EyeAngles()
+
106 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
107 CBasePlayer::LocalEyeAngles()
+
107 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
108 CBaseEntity::EarPosition()
+
108 CBasePlayer::NetworkStateChanged_m_iHealth(void)
109 CBasePlayer::BodyTarget(Vector  const&,bool)
+
109 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
110 CBaseEntity::HeadTarget(Vector  const&)
+
110 CBasePlayer::NetworkStateChanged_m_lifeState(void)
111 CBaseEntity::GetVectors(Vector *,Vector *,Vector *) const
+
111 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
112 CBaseEntity::GetViewOffset()
+
112 CBaseEntity::NetworkStateChanged_m_takedamage(void)
113 CBasePlayer::GetSmoothedVelocity()
+
113 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
114 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
114 CBaseEntity::GetDamageType(void)const
115 CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)
+
115 CBaseEntity::GetDamage(void)
116 CBaseEntity::FVisible(Vector  const&,int,CBaseEntity**)
+
116 CBaseEntity::SetDamage(float)
117 CBaseEntity::CanBeSeen()
+
117 CBasePlayer::EyePosition(void)
118 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
118 CBasePlayer::EyeAngles(void)
119 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
119 CBasePlayer::LocalEyeAngles(void)
120 CBaseEntity::CanBePoweredUp()
+
120 CBaseEntity::EarPosition(void)
121 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
+
121 CBasePlayer::BodyTarget(Vector  const&,bool)
122 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
122 CBaseEntity::HeadTarget(Vector const&)
123 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float)
+
123 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
124 CBaseEntity::Splash()
+
124 CBaseEntity::GetViewOffset(void)
125 CBaseEntity::WorldSpaceCenter() const
+
125 CBasePlayer::GetSmoothedVelocity(void)
126 CBaseEntity::GetSoundEmissionOrigin() const
+
126 CBaseAnimating::GetVelocity(Vector *,Vector *)
127 CBaseEntity::CreateVPhysics()
+
127 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
128 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
128 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
129 CBasePlayer::VPhysicsDestroyObject()
+
129 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
130 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
130 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
131 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
131 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
132 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
132 CBaseEntity::CanBePoweredUp(void)
133 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
133 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
134 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
134 CBaseEntity::GetGroundVelocityToApply(Vector &)
135 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
135 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
136 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
136 CBaseEntity::Splash(void)
137 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
137 CBaseEntity::WorldSpaceCenter(void)const
138 CBaseEntity::HasPhysicsAttacker(float)
+
138 CBaseEntity::GetSoundEmissionOrigin(void)const
139 CBasePlayer::PhysicsSolidMaskForEntity() const
+
139 CBaseEntity::CreateVPhysics(void)
140 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
140 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
141 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
141 CBasePlayer::VPhysicsDestroyObject(void)
142 CBaseAnimating::GetStepOrigin() const
+
142 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
143 CBaseAnimating::GetStepAngles() const
+
143 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
144 CBaseEntity::ShouldDrawWaterImpacts()
+
144 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
145 CBaseEntity::NetworkStateChanged_m_fFlags()
+
145 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
146 CBasePlayer::NetworkStateChanged_m_hGroundEntity()
+
146 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
147 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
+
147 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
148 CBaseEntity::NetworkStateChanged_m_nWaterLevel()
+
148 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
149 CBasePlayer::NetworkStateChanged_m_flFriction()
+
149 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
150 CBaseEntity::NetworkStateChanged_m_vecVelocity()
+
150 CBaseEntity::HasPhysicsAttacker(float)
151 CBasePlayer::NetworkStateChanged_m_vecViewOffset()
+
151 CBasePlayer::PhysicsSolidMaskForEntity(void)const
152 CBaseAnimating::GetIdealSpeed() const
+
152 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
153 CBaseAnimating::GetIdealAccel() const
+
153 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
154 CBaseAnimatingOverlay::StudioFrameAdvance()
+
154 CBaseAnimating::GetStepOrigin(void)const
155 CBaseAnimating::IsActivityFinished()
+
155 CBaseAnimating::GetStepAngles(void)const
156 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
156 CBaseEntity::ShouldDrawWaterImpacts(void)
157 CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
+
157 CBaseEntity::NetworkStateChanged_m_fFlags(void)
158 CBaseAnimating::IsRagdoll()
+
158 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
159 CBaseAnimating::CanBecomeRagdoll()
+
159 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
160 CBaseAnimatingOverlay::GetSkeleton(Vector *,Quaternion *,int)
+
160 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
161 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
161 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
162 CBaseAnimating::SetupBones(matrix3x4_t *,int)
+
162 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
163 CBaseAnimating::CalculateIKLocks(float)
+
163 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
164 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
164 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
165 CBaseAnimating::HandleAnimEvent(animevent_t *)
+
165 CBasePlayer::NetworkStateChanged_m_flFriction(void)
166 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
166 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
167 CBaseAnimating::InitBoneControllers()
+
167 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
168 CBaseAnimating::GetGroundSpeedVelocity()
+
168 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
169 CBaseAnimating::DrawServerHitboxes(float,bool)
+
169 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
170 CBaseAnimating::Ignite(float,bool,float,bool)
+
170 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
171 CBaseAnimating::Extinguish()
+
171 CBaseAnimating::GetIdealSpeed(void)const
172 CBaseCombatCharacter::SetLightingOrigin(CBaseEntity *)
+
172 CBaseAnimating::GetIdealAccel(void)const
173 CBaseFlex::SetViewtarget(Vector  const&)
+
173 CBaseAnimatingOverlay::StudioFrameAdvance(void)
174 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
174 CBaseAnimating::IsActivityFinished(void)
175 CBaseFlex::ProcessSceneEvents()
+
175 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
176 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
176 CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
177 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
177 CBaseAnimating::IsRagdoll(void)
178 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
178 CBaseAnimating::CanBecomeRagdoll(void)
179 CBaseCombatCharacter::GetPhysicsImpactDamageTable()
+
179 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
180 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
180 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
181 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
181 CBaseAnimating::SetupBones(matrix3x4_t *,int)
182 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
182 CBaseAnimating::CalculateIKLocks(float)
183 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
183 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
184 CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
+
184 CBaseAnimating::HandleAnimEvent(animevent_t *)
185 CBaseCombatCharacter::FindMissTarget()
+
185 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
186 CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
+
186 CBaseAnimating::InitBoneControllers(void)
187 CBasePlayer::BodyAngles()
+
187 CBaseAnimating::GetGroundSpeedVelocity(void)
188 CBaseCombatCharacter::BodyDirection2D()
+
188 CBaseAnimating::Ignite(float,bool,float,bool)
189 CBaseCombatCharacter::BodyDirection3D()
+
189 CBaseAnimating::Extinguish(void)
190 CBaseCombatCharacter::HeadDirection2D()
+
190 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
191 CBaseCombatCharacter::HeadDirection3D()
+
191 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
192 CHL2_Player::EyeDirection2D()
+
192 CBaseFlex::SetViewtarget(Vector  const&)
193 CHL2_Player::EyeDirection3D()
+
193 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
194 CHL2_Player::GiveAmmo(int,int,bool)
+
194 CBaseFlex::ProcessSceneEvents(void)
195 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
195 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
196 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
196 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
197 CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
+
197 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
198 CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
+
198 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
199 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
199 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
200 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector  const*)
+
200 CBaseCombatCharacter::FInViewCone(Vector const&)
201 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int)
+
201 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
202 CBasePlayer::Weapon_ShootPosition()
+
202 CBaseCombatCharacter::FInAimCone(Vector  const&)
203 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
203 CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
204 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
204 CBaseCombatCharacter::FindMissTarget(void)
205 CBaseCombatCharacter::Weapon_GetSlot(int) const
+
205 CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
206 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
206 CBasePlayer::BodyAngles(void)
207 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
207 CBaseCombatCharacter::BodyDirection2D(void)
208 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
208 CBaseCombatCharacter::BodyDirection3D(void)
209 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
209 CBaseCombatCharacter::HeadDirection2D(void)
210 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
210 CBaseCombatCharacter::HeadDirection3D(void)
211 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
211 CHL2_Player::EyeDirection2D(void)
212 CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
+
212 CHL2_Player::EyeDirection3D(void)
213 CBaseCombatCharacter::GetDeathActivity()
+
213 CHL2_Player::GiveAmmo(int,int,bool)
214 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
+
214 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
215 CBaseCombatCharacter::CorpseFade()
+
215 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
216 CBaseCombatCharacter::HasHumanGibs()
+
216 CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
217 CBaseCombatCharacter::HasAlienGibs()
+
217 CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
218 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
+
218 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
219 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
219 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
220 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
+
220 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int)
221 CBasePlayer::Event_Dying()
+
221 CBasePlayer::Weapon_ShootPosition(void)
222 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
+
222 CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
223 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
+
223 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
224 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
+
224 CBaseCombatCharacter::Weapon_GetSlot(int)const
225 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
225 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
226 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
226 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
227 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
+
227 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
228 CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
228 CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&)
229 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
229 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
230 CBasePlayer::DoMuzzleFlash()
+
230 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
231 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
231 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
232 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
232 CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
233 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
233 CBaseCombatCharacter::GetDeathActivity(void)
234 CBasePlayer::NetworkStateChanged_m_iAmmo()
+
234 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
235 CHL2MP_Player::CreateViewModel(int)
+
235 CBaseCombatCharacter::CorpseFade(void)
236 CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
236 CBaseCombatCharacter::HasHumanGibs(void)
237 CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*) const
+
237 CBaseCombatCharacter::HasAlienGibs(void)
238 CBasePlayer::SharedSpawn()
+
238 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
239 CBasePlayer::InitialSpawn()
+
239 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
240 CBasePlayer::InitHUD()
+
240 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
241 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
241 CBasePlayer::Event_Dying(void)
242 CBasePlayer::PlayerDeathThink()
+
242 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
243 CBasePlayer::Jump()
+
243 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
244 CBasePlayer::Duck()
+
244 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
245 CHL2MP_Player::PreThink()
+
245 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
246 CHL2MP_Player::PostThink()
+
246 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
247 CBasePlayer::DamageEffect(float,int)
+
247 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
248 CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo const&)
+
248 CBaseCombatCharacter::IRelationType(CBaseEntity *)
249 CBasePlayer::ShouldFadeOnDeath()
+
249 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
250 CBasePlayer::IsFakeClient()
+
250 CBaseCombatCharacter::IsInAVehicle(void)
251 CBasePlayer::GetPlayerMins() const
+
251 CBasePlayer::GetVehicle(void)
252 CBasePlayer::GetPlayerMaxs() const
+
252 CBasePlayer::GetVehicleEntity(void)
253 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
+
253 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
254 CBasePlayer::PackDeadPlayerItems()
+
254 CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
255 CBasePlayer::RemoveAllItems(bool)
+
255 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
256 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
256 CBasePlayer::DoMuzzleFlash(void)
257 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
257 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
258 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
258 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
259 CHL2_Player::UpdateClientData()
+
259 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
260 CHL2_Player::ExitLadder()
+
260 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
261 CHL2MP_Player::FlashlightIsOn()
+
261 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
262 CHL2MP_Player::FlashlightTurnOn()
+
262 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
263 CHL2MP_Player::FlashlightTurnOff()
+
263 CHL2MP_Player::CreateViewModel(int)
264 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
+
264 CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
265 CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
265 CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
266 CHL2MP_Player::DeathSound()
+
266 CBasePlayer::SharedSpawn(void)
267 CHL2MP_Player::SetAnimation(PLAYER_ANIM)
+
267 CBasePlayer::InitialSpawn(void)
268 CBasePlayer::ImpulseCommands()
+
268 CBasePlayer::InitHUD(void)
269 CHL2MP_Player::CheatImpulseCommands(int)
+
269 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
270 CHL2MP_Player::ClientCommand(char  const*)
+
270 CHL2MP_Player::PlayerDeathThink(void)
271 CHL2MP_Player::StartObserverMode(int)
+
271 CBasePlayer::Jump(void)
272 CBasePlayer::StopObserverMode()
+
272 CBasePlayer::Duck(void)
273 CBasePlayer::SetObserverMode(int)
+
273 CHL2MP_Player::PreThink(void)
274 CBasePlayer::GetObserverMode()
+
274 CHL2MP_Player::PostThink(void)
275 CBasePlayer::SetObserverTarget(CBaseEntity *)
+
275 CBasePlayer::DamageEffect(float,int)
276 CBasePlayer::ObserverUse(bool)
+
276 CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
277 CBasePlayer::GetObserverTarget()
+
277 CBasePlayer::ShouldFadeOnDeath(void)
278 CBasePlayer::FindNextObserverTarget(bool)
+
278 CBasePlayer::IsFakeClient(void)const
279 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
+
279 CBasePlayer::GetPlayerMins(void)const
280 CBasePlayer::CheckObserverSettings()
+
280 CBasePlayer::GetPlayerMaxs(void)const
281 CBasePlayer::JumptoPosition(Vector const&,QAngle const&)
+
281 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float)
282 CBasePlayer::ForceObserverMode(int)
+
282 CBasePlayer::PackDeadPlayerItems(void)
283 CBasePlayer::ResetObserverMode()
+
283 CBasePlayer::RemoveAllItems(bool)
284 CHL2_Player::CreateCorpse()
+
284 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
285 CHL2MP_Player::EntSelectSpawnPoint()
+
285 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
286 CHL2_Player::GetInVehicle(IServerVehicle *,int)
+
286 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
287 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
+
287 CHL2_Player::UpdateClientData(void)
288 CBasePlayer::OnVehicleStart()
+
288 CHL2_Player::ExitLadder(void)
289 CBasePlayer::OnVehicleEnd(Vector &)
+
289 CHL2MP_Player::FlashlightIsOn(void)
290 CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *)
+
290 CHL2MP_Player::FlashlightTurnOn(void)
291 CBasePlayer::SelectLastItem()
+
291 CHL2MP_Player::FlashlightTurnOff(void)
292 CBasePlayer::SelectItem(char  const*,int)
+
292 CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
293 CHL2MP_Player::ItemPostFrame()
+
293 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
294 CBasePlayer::GiveNamedItem(char  const*,int)
+
294 CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
295 CBasePlayer::CheckTrainUpdate()
+
295 CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
296 CHL2_Player::SetPlayerUnderwater(bool)
+
296 CHL2MP_Player::SetAnimation(PLAYER_ANIM)
297 CHL2_Player::CanBreatheUnderwater() const
+
297 CBasePlayer::ImpulseCommands(void)
298 CHL2_Player::PlayerUse()
+
298 CHL2MP_Player::CheatImpulseCommands(int)
299 CHL2_Player::PlayUseDenySound()
+
299 CHL2MP_Player::ClientCommand(char  const*)
300 CBasePlayer::FindUseEntity()
+
300 CHL2MP_Player::StartObserverMode(int)
301 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
301 CHL2MP_Player::StopObserverMode(void)
302 CHL2MP_Player::PickupObject(CBaseEntity *,bool)
+
302 CBasePlayer::SetObserverMode(int)
303 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
303 CBasePlayer::GetObserverMode(void)
304 CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
+
304 CBasePlayer::SetObserverTarget(CBaseEntity *)
305 CBasePlayer::UpdateGeigerCounter()
+
305 CBasePlayer::ObserverUse(bool)
306 CHL2_Player::GetAutoaimVector(float)
+
306 CBasePlayer::GetObserverTarget(void)
307 CBasePlayer::ShouldAutoaim()
+
307 CBasePlayer::FindNextObserverTarget(bool)
308 CBasePlayer::ForceClientDllUpdate()
+
308 CBasePlayer::GetNextObserverSearchStartPoint(bool)
309 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
309 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
310 CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
310 CBasePlayer::CheckObserverSettings(void)
311 CBasePlayer::CanSpeak()
+
311 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
312 CBasePlayer::CanHearChatFrom(CBasePlayer*)
+
312 CBasePlayer::ForceObserverMode(int)
313 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
313 CBasePlayer::ResetObserverMode(void)
314 CBasePlayer::CheckChatText(char *,int)
+
314 CBasePlayer::StartReplayMode(float,float,int)
315 CHL2_Player::IsFollowingPhysics()
+
315 CBasePlayer::StopReplayMode(void)
316 CHL2_Player::InitVCollision()
+
316 CBasePlayer::GetDelayTicks(void)
317 CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
+
317 CBasePlayer::GetReplayEntity(void)
318 CHL2_Player::EquipSuit()
+
318 CHL2_Player::CreateCorpse(void)
319 CBasePlayer::IsBot()
+
319 CHL2MP_Player::EntSelectSpawnPoint(void)
320 CBasePlayer::NetworkStateChanged_m_ArmorValue()
+
320 CBasePlayer::GetInVehicle(IServerVehicle *,int)
321 CHL2_Player::CommanderMode()
+
321 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
322 CHL2_Player::GetIdleTime() const
+
322 CBasePlayer::OnVehicleStart(void)
323 CHL2_Player::GetMoveTime() const
+
323 CBasePlayer::OnVehicleEnd(Vector &)
324 CHL2_Player::GetLastDamageTime() const
+
324 CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *)
325 CHL2_Player::IsDucking() const
+
325 CBasePlayer::SelectLastItem(void)
326 CHL2_Player::Weapon_Lower()
+
326 CBasePlayer::SelectItem(char  const*,int)
327 CHL2_Player::Weapon_Ready()
+
327 CHL2MP_Player::ItemPostFrame(void)
328 CHL2_Player::IsHoldingEntity(CBaseEntity *)
+
328 CBasePlayer::GiveNamedItem(char  const*,int)
329 CHL2_Player::UpdateWeaponPosture()
+
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 CBasePlayer::NetworkStateChanged_m_iMaxBattery(void)
 +
362 CBasePlayer::NetworkStateChanged_m_iMaxBattery(void *)
 +
363 CHL2_Player::SuspendUse(float)
 +
364 CHL2_Player::CommanderMode(void)
 +
365 CHL2MP_Player::StartSprinting(void)
 +
366 CHL2MP_Player::StopSprinting(void)
 +
367 CHL2_Player::InitSprinting(void)
 +
368 CHL2_Player::IsSprinting(void)
 +
369 CHL2MP_Player::CanSprint(void)
 +
370 CHL2_Player::EnableSprint(bool)
 +
371 CHL2_Player::CanZoom(CBaseEntity *)
 +
372 CHL2_Player::ToggleZoom(void)
 +
373 CHL2_Player::StartZooming(void)
 +
374 CHL2_Player::StopZooming(void)
 +
375 CHL2_Player::IsZooming(void)
 +
376 CHL2_Player::CheckSuitZoom(void)
 +
377 CHL2_Player::StartWalking(void)
 +
378 CHL2_Player::StopWalking(void)
 +
379 CHL2_Player::IsWalking(void)
 +
380 CHL2_Player::GetIdleTime(void)const
 +
381 CHL2_Player::GetMoveTime(void)const
 +
382 CHL2_Player::GetLastDamageTime(void)const
 +
383 CHL2_Player::IsDucking(void)const
 +
384 CHL2_Player::Weapon_Lower(void)
 +
385 CHL2_Player::Weapon_Ready(void)
 +
386 CHL2_Player::IsHoldingEntity(CBaseEntity *)
 +
387 CHL2_Player::UpdateWeaponPosture(void)
 +
388 CHL2MP_Player::HandleCommand_JoinTeam(int)
 +
389 CHL2MP_Player::OnStartFreezing(CBaseEntity *,float,float,bool)
 +
390 CHL2MP_Player::OnStopFreezing(void)
 +
391 CHL2MP_Player::OnIsFreezing(void)const
 +
392 CHL2MP_Player::OnIsUnFreezing(void)const
 +
393 CHL2MP_Player::GetStamina(void)const
 +
394 CHL2MP_Player::GetMaxStamina(void)const
 +
395 CHL2MP_Player::SetStamina(float)
 +
396 CHL2MP_Player::SetMaxStamina(int)
 +
397 CHL2MP_Player::UpdateStamina(void)
 +
398 CHL2MP_Player::GetRunRatio(void)
 +
399 CHL2MP_Player::GetSprintDrainRatio(void)
 
</pre>
 
</pre>

Revision as of 09:32, 4 December 2007

Also for use when using virtual offsets.

These 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 04 December 2007

// Auto reconstructed from vtable block @ 0x00C76480
// from "server_i486.so", by ida_vtables.idc
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	CHL2MP_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	CBasePlayer::NetworkStateChanged_m_iMaxBattery(void)
362	CBasePlayer::NetworkStateChanged_m_iMaxBattery(void *)
363	CHL2_Player::SuspendUse(float)
364	CHL2_Player::CommanderMode(void)
365	CHL2MP_Player::StartSprinting(void)
366	CHL2MP_Player::StopSprinting(void)
367	CHL2_Player::InitSprinting(void)
368	CHL2_Player::IsSprinting(void)
369	CHL2MP_Player::CanSprint(void)
370	CHL2_Player::EnableSprint(bool)
371	CHL2_Player::CanZoom(CBaseEntity *)
372	CHL2_Player::ToggleZoom(void)
373	CHL2_Player::StartZooming(void)
374	CHL2_Player::StopZooming(void)
375	CHL2_Player::IsZooming(void)
376	CHL2_Player::CheckSuitZoom(void)
377	CHL2_Player::StartWalking(void)
378	CHL2_Player::StopWalking(void)
379	CHL2_Player::IsWalking(void)
380	CHL2_Player::GetIdleTime(void)const
381	CHL2_Player::GetMoveTime(void)const
382	CHL2_Player::GetLastDamageTime(void)const
383	CHL2_Player::IsDucking(void)const
384	CHL2_Player::Weapon_Lower(void)
385	CHL2_Player::Weapon_Ready(void)
386	CHL2_Player::IsHoldingEntity(CBaseEntity *)
387	CHL2_Player::UpdateWeaponPosture(void)
388	CHL2MP_Player::HandleCommand_JoinTeam(int)
389	CHL2MP_Player::OnStartFreezing(CBaseEntity *,float,float,bool)
390	CHL2MP_Player::OnStopFreezing(void)
391	CHL2MP_Player::OnIsFreezing(void)const
392	CHL2MP_Player::OnIsUnFreezing(void)const
393	CHL2MP_Player::GetStamina(void)const
394	CHL2MP_Player::GetMaxStamina(void)const
395	CHL2MP_Player::SetStamina(float)
396	CHL2MP_Player::SetMaxStamina(int)
397	CHL2MP_Player::UpdateStamina(void)
398	CHL2MP_Player::GetRunRatio(void)
399	CHL2MP_Player::GetSprintDrainRatio(void)