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

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(New page: Also for use when using virtual offsets. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b> == The List == This comes from the sy...)
 
(The List)
 
(One intermediate revision by one other user not shown)
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 06 April 2008</b>
+
<b>Last Updated 06 April 2008</b> (offsets for <b>Synergy 1.1</b>)
 
 
 
<pre>
 
<pre>
 
// Auto reconstructed from vtable block @ 0x0100EA00
 
// Auto reconstructed from vtable block @ 0x0100EA00

Latest revision as of 19:38, 13 December 2008

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 06 April 2008 (offsets for Synergy 1.1)

// Auto reconstructed from vtable block @ 0x0100EA00
// 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	CHL2MP_Player::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	CBasePlayer::SendClassDataToClient(void)
264	CBasePlayer::PlayerCanSwitchToClass(int)
265	CBasePlayer::PickRandomClass(void)
266	CBasePlayer::PickPlayerClass(void)
267	CHL2MP_Player::PlayerChangeClass(int)
268	CHL2MP_Player::RunPositionCode(void)
269	CHL2MP_Player::CreateViewModel(int)
270	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
271	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
272	CHL2MP_Player::WantsLagCompensationOnNPC(CBaseCombatCharacter  const*,CUserCmd  const*)const
273	CHL2MP_Player::SharedSpawn(void)
274	CHL2MP_Player::InitialSpawn(void)
275	CBasePlayer::InitHUD(void)
276	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
277	CHL2MP_Player::PlayerDeathThink(void)
278	CBasePlayer::Jump(void)
279	CBasePlayer::Duck(void)
280	CHL2MP_Player::PreThink(void)
281	CHL2MP_Player::PostThink(void)
282	CBasePlayer::DamageEffect(float,int)
283	CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
284	CBasePlayer::ShouldFadeOnDeath(void)
285	CBasePlayer::IsFakeClient(void)const
286	CBasePlayer::GetPlayerMins(void)const
287	CBasePlayer::GetPlayerMaxs(void)const
288	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
289	CBasePlayer::PackDeadPlayerItems(void)
290	CBasePlayer::RemoveAllItems(bool)
291	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
292	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
293	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
294	CHL2_Player::UpdateClientData(void)
295	CHL2_Player::ExitLadder(void)
296	CHL2MP_Player::FlashlightIsOn(void)
297	CHL2MP_Player::FlashlightTurnOn(void)
298	CHL2MP_Player::FlashlightTurnOff(void)
299	CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
300	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
301	CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
302	CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
303	CHL2MP_Player::SetAnimation(PLAYER_ANIM)
304	CBasePlayer::ImpulseCommands(void)
305	CHL2MP_Player::CheatImpulseCommands(int)
306	CHL2MP_Player::ClientCommand(char  const*)
307	CHL2MP_Player::StartObserverMode(int)
308	CBasePlayer::StopObserverMode(void)
309	CBasePlayer::SetObserverMode(int)
310	CBasePlayer::GetObserverMode(void)
311	CBasePlayer::SetObserverTarget(CBaseEntity *)
312	CBasePlayer::ObserverUse(bool)
313	CBasePlayer::GetObserverTarget(void)
314	CBasePlayer::FindNextObserverTarget(bool)
315	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
316	CBasePlayer::CheckObserverSettings(void)
317	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
318	CBasePlayer::ForceObserverMode(int)
319	CBasePlayer::ResetObserverMode(void)
320	CBasePlayer::StartReplayMode(float,float,int)
321	CBasePlayer::StopReplayMode(void)
322	CBasePlayer::GetDelayTicks(void)
323	CBasePlayer::GetReplayEntity(void)
324	CHL2_Player::CreateCorpse(void)
325	CHL2MP_Player::EntSelectSpawnPoint(void)
326	CBasePlayer::GetInVehicle(IServerVehicle *,int)
327	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
328	CBasePlayer::OnVehicleStart(void)
329	CBasePlayer::OnVehicleEnd(Vector &)
330	CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *)
331	CBasePlayer::SelectLastItem(void)
332	CBasePlayer::SelectItem(char  const*,int)
333	CHL2_Player::ItemPostFrame(void)
334	CBasePlayer::GiveNamedItem(char  const*,int)
335	CBasePlayer::CheckTrainUpdate(void)
336	CHL2_Player::SetPlayerUnderwater(bool)
337	CHL2_Player::CanBreatheUnderwater(void)const
338	CHL2_Player::PlayerUse(void)
339	CHL2_Player::PlayUseDenySound(void)
340	CBasePlayer::FindUseEntity(void)
341	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
342	CHL2MP_Player::PickupObject(CBaseEntity *,bool)
343	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
344	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
345	CBasePlayer::UpdateGeigerCounter(void)
346	CBasePlayer::GetAutoaimVector(float)
347	CBasePlayer::GetAutoaimVector(float,float)
348	CHL2_Player::GetAutoaimVector(autoaim_params_t &)
349	CBasePlayer::ShouldAutoaim(void)
350	CBasePlayer::ForceClientDllUpdate(void)
351	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
352	CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
353	CBasePlayer::CanSpeak(void)
354	CBasePlayer::CanHearChatFrom(CBasePlayer*)
355	CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
356	CHL2MP_Player::CheckChatText(char *,int)
357	CHL2_Player::IsFollowingPhysics(void)
358	CHL2_Player::InitVCollision(void)
359	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
360	CHL2_Player::EquipSuit(bool)
361	CHL2_Player::RemoveSuit(void)
362	CBasePlayer::CommitSuicide(void)
363	CBasePlayer::IsBot(void)const
364	CBasePlayer::SpawnArmorValue(void)const
365	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
366	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
367	CHL2_Player::SuspendUse(float)
368	CHL2MP_Player::CommanderMode(void)
369	CHL2_Player::GetIdleTime(void)const
370	CHL2_Player::GetMoveTime(void)const
371	CHL2_Player::GetLastDamageTime(void)const
372	CHL2_Player::IsDucking(void)const
373	CHL2_Player::Weapon_Lower(void)
374	CHL2_Player::Weapon_Ready(void)
375	CHL2_Player::IsHoldingEntity(CBaseEntity *)
376	CHL2_Player::UpdateWeaponPosture(void)
377	std::bad_cast::~bad_cast()