CHL2MP Player Offset List (SynergyOB)

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Revision as of 05:47, 12 December 2008 by D1maxa (talk | contribs) (New page: // Auto reconstructed from vtable block @ 0x010BB2E0 // from "server_i486.so", by ida_vtables.idc 0 CBasePlayer::~CBasePlayer() 1 CBaseEntity::SetRefEHandle(CBaseHandle const&) 2 CBaseEnt...)
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// Auto reconstructed from vtable block @ 0x010BB2E0 // from "server_i486.so", by ida_vtables.idc 0 CBasePlayer::~CBasePlayer() 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 CBasePlayer::GetServerClass(void) 10 CBasePlayer::YouForgotToImplementOrDeclareServerClass(void) 11 CBasePlayer::GetDataDescMap(void) 12 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &) 13 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &) 14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *) 15 CBaseEntity::ShouldCollide(int,int)const 16 CBaseEntity::SetOwnerEntity(CBaseEntity*) 17 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*) 18 CBasePlayer::UpdateTransmitState(void) 19 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool) 20 CBasePlayer::GetTracerType(void) 21 CBasePlayer::Spawn(void) 22 CBasePlayer::Precache(void) 23 CBasePlayer::SetModel(char const*) 24 CBaseEntity::PostConstructor(char const*) 25 CBaseEntity::PostClientActive(void) 26 CBaseEntity::ParseMapData(CEntityMapData *) 27 CBaseEntity::KeyValue(char const*,char const*) 28 CBaseEntity::KeyValue(char const*,float) 29 CBaseEntity::KeyValue(char const*,Vector const&) 30 CBaseEntity::GetKeyValue(char const*,char *,int) 31 CBasePlayer::Activate(void) 32 CBaseEntity::SetParent(CBaseEntity*,int) 33 CBasePlayer::ObjectCaps(void) 34 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int) 35 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &) 36 CBasePlayer::DrawDebugGeometryOverlays(void) 37 CBaseAnimating::DrawDebugTextOverlays(void) 38 CBasePlayer::Save(ISave &) 39 CBasePlayer::Restore(IRestore &) 40 CBasePlayer::ShouldSavePhysics(void) 41 CBaseEntity::OnSave(IEntitySaveUtils *) 42 CBasePlayer::OnRestore(void) 43 CBasePlayer::RequiredEdictIndex(void) 44 CBaseEntity::MoveDone(void) 45 CBaseEntity::Think(void) 46 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void) 47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *) 48 CBaseAnimating::GetBaseAnimating(void) 49 CBaseEntity::GetResponseSystem(void) 50 CBaseEntity::DispatchResponse(char const*) 51 CBasePlayer::Classify(void) 52 CBaseEntity::DeathNotice(CBaseEntity*) 53 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 54 CBaseEntity::GetAutoAimRadius(void) 55 CBaseEntity::GetAutoAimCenter(void) 56 CBaseEntity::GetBeamTraceFilter(void) 57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 58 CBasePlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 60 CBasePlayer::OnTakeDamage(CTakeDamageInfo const&) 61 CBasePlayer::TakeHealth(float,int) 62 CBaseEntity::IsAlive(void) 63 CBasePlayer::Event_Killed(CTakeDamageInfo const&) 64 CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo const&) 65 CBaseCombatCharacter::BloodColor(void) 66 CBaseEntity::IsTriggered(CBaseEntity*) 67 CBaseEntity::IsNPC(void)const 68 CBaseCombatCharacter::MyCombatCharacterPointer(void) 69 CBaseEntity::GetDelay(void) 70 CBaseEntity::IsMoving(void) 71 CBaseEntity::DamageDecal(int,int) 72 CBaseEntity::DecalTrace(CGameTrace *,char const*) 73 CBaseEntity::ImpactTrace(CGameTrace *,int,char *) 74 CBaseEntity::OnControls(CBaseEntity*) 75 CBaseEntity::HasTarget(string_t) 76 CBasePlayer::IsPlayer(void)const 77 CBasePlayer::IsNetClient(void)const 78 CBaseEntity::IsTemplate(void) 79 CBaseEntity::IsBaseObject(void)const 80 CBaseEntity::IsBaseTrain(void)const 81 CBaseEntity::GetServerVehicle(void) 82 CBaseEntity::IsViewable(void) 83 CBasePlayer::ChangeTeam(int) 84 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 85 CBaseEntity::CanStandOn(CBaseEntity*)const 86 CBaseEntity::CanStandOn(edict_t *)const 87 CBaseEntity::GetEnemy(void) 88 CBaseEntity::GetEnemy(void)const 89 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float) 90 CBaseEntity::StartTouch(CBaseEntity*) 91 CBasePlayer::Touch(CBaseEntity *) 92 CBaseEntity::EndTouch(CBaseEntity*) 93 CBaseEntity::StartBlocked(CBaseEntity*) 94 CBaseEntity::Blocked(CBaseEntity*) 95 CBaseEntity::EndBlocked(void) 96 CBasePlayer::PhysicsSimulate(void) 97 CBasePlayer::UpdateOnRemove(void) 98 CBaseEntity::StopLoopingSounds(void) 99 CBaseEntity::SUB_AllowedToFade(void) 100 CBaseFlex::Teleport(Vector const*,QAngle const*,Vector const*) 101 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 102 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int) 103 CBaseEntity::GetTracerAttachment(void) 104 CBaseEntity::FireBullets(FireBulletsInfo_t const&) 105 CBasePlayer::DoImpactEffect(CGameTrace &,int) 106 CBaseEntity::Respawn(void) 107 CBaseEntity::IsLockedByMaster(void) 108 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &) 109 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 110 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 111 CBasePlayer::NetworkStateChanged_m_iHealth(void) 112 CBasePlayer::NetworkStateChanged_m_iHealth(void *) 113 CBasePlayer::NetworkStateChanged_m_lifeState(void) 114 CBasePlayer::NetworkStateChanged_m_lifeState(void *) 115 CBaseEntity::NetworkStateChanged_m_takedamage(void) 116 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 117 CBaseEntity::GetDamageType(void)const 118 CBaseEntity::GetDamage(void) 119 CBaseEntity::SetDamage(float) 120 CBasePlayer::EyePosition(void) 121 CBasePlayer::EyeAngles(void) 122 CBasePlayer::LocalEyeAngles(void) 123 CBaseEntity::EarPosition(void) 124 CBasePlayer::BodyTarget(Vector const&,bool) 125 CBaseEntity::HeadTarget(Vector const&) 126 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const 127 CBaseEntity::GetViewOffset(void) 128 CBasePlayer::GetSmoothedVelocity(void) 129 CBaseAnimating::GetVelocity(Vector *,Vector *) 130 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **) 131 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **) 132 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 133 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 134 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 135 CBaseEntity::GetGroundVelocityToApply(Vector &) 136 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float) 137 CBaseEntity::Splash(void) 138 CBaseEntity::WorldSpaceCenter(void)const 139 CBaseEntity::GetSoundEmissionOrigin(void)const 140 CBaseEntity::CreateVPhysics(void) 141 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 142 CBasePlayer::VPhysicsDestroyObject(void) 143 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 144 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 145 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *) 146 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *) 147 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *) 148 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int) 149 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 150 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int) 151 CBaseEntity::VPhysicsIsFlesh(void) 152 CBaseEntity::HasPhysicsAttacker(float) 153 CBasePlayer::PhysicsSolidMaskForEntity(void)const 154 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 155 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 156 CBaseAnimating::GetStepOrigin(void)const 157 CBaseAnimating::GetStepAngles(void)const 158 CBaseEntity::ShouldDrawWaterImpacts(void) 159 CBasePlayer::NetworkStateChanged_m_fFlags(void) 160 CBasePlayer::NetworkStateChanged_m_fFlags(void *) 161 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void) 162 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 163 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 164 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 165 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 166 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 167 CBasePlayer::NetworkStateChanged_m_flFriction(void) 168 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 169 CBasePlayer::NetworkStateChanged_m_vecVelocity(void) 170 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 171 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 172 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 173 CBaseAnimating::GetIdealSpeed(void)const 174 CBaseAnimating::GetIdealAccel(void)const 175 CBaseAnimatingOverlay::StudioFrameAdvance(void) 176 CBaseAnimating::IsActivityFinished(void) 177 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int) 178 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 179 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 180 CBaseAnimating::IsRagdoll(void) 181 CBaseAnimating::CanBecomeRagdoll(void) 182 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int) 183 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 184 CBaseAnimating::SetupBones(matrix3x4_t *,int) 185 CBaseAnimating::CalculateIKLocks(float) 186 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 187 CBasePlayer::HandleAnimEvent(animevent_t *) 188 CBaseAnimating::PopulatePoseParameters(void) 189 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 190 CBaseAnimating::InitBoneControllers(void) 191 CBaseAnimating::GetGroundSpeedVelocity(void) 192 CBaseAnimating::Ignite(float,bool,float,bool) 193 CBaseAnimating::IgniteLifetime(float) 194 CBaseAnimating::IgniteNumHitboxFires(int) 195 CBaseAnimating::IgniteHitboxFireScale(float) 196 CBaseAnimating::Extinguish(void) 197 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *) 198 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 199 CBaseFlex::SetViewtarget(Vector const&) 200 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *) 201 CBaseFlex::ProcessSceneEvents(void) 202 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *) 203 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool) 204 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *) 205 CBaseFlex::PlayScene(char const*,float,AI_Response *,IRecipientFilter *) 206 CBaseFlex::PlayAutoGeneratedSoundScene(char const*) 207 CBasePlayer::GetPhysicsImpactDamageTable(void) 208 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 209 CBaseCombatCharacter::FInViewCone(Vector const&) 210 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 211 CBaseCombatCharacter::FInAimCone(Vector const&) 212 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 213 CBaseCombatCharacter::FindMissTarget(void) 214 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*) 215 CBasePlayer::BodyAngles(void) 216 CBaseCombatCharacter::BodyDirection2D(void) 217 CBaseCombatCharacter::BodyDirection3D(void) 218 CBaseCombatCharacter::HeadDirection2D(void) 219 CBaseCombatCharacter::HeadDirection3D(void) 220 CBaseCombatCharacter::EyeDirection2D(void) 221 CBaseCombatCharacter::EyeDirection3D(void) 222 CBaseCombatCharacter::GiveAmmo(int,int,bool) 223 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 224 CBasePlayer::Weapon_TranslateActivity(Activity,bool *) 225 CBaseCombatCharacter::Weapon_FrameUpdate(void) 226 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *) 227 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *) 228 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *) 229 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 230 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*) 231 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int) 232 CBasePlayer::Weapon_ShootPosition(void) 233 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *) 234 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 235 CBaseCombatCharacter::Weapon_GetSlot(int)const 236 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 237 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *) 238 CBaseCombatCharacter::CanBecomeServerRagdoll(void) 239 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 240 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 241 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 242 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *) 243 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *) 244 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo const&) 245 CBaseCombatCharacter::GetDeathActivity(void) 246 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 247 CBaseCombatCharacter::CorpseFade(void) 248 CBaseCombatCharacter::HasHumanGibs(void) 249 CBaseCombatCharacter::HasAlienGibs(void) 250 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 251 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 252 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 253 CBasePlayer::Event_Dying(void) 254 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&) 255 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 256 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int) 257 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool) 258 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool) 259 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 260 CBaseCombatCharacter::IRelationType(CBaseEntity *) 261 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 262 CBasePlayer::IsInAVehicle(void)const 263 CBasePlayer::GetVehicle(void) 264 CBasePlayer::GetVehicleEntity(void) 265 CBaseCombatCharacter::ExitVehicle(void) 266 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *) 267 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 268 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 269 CBasePlayer::DoMuzzleFlash(void) 270 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int) 271 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 272 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int) 273 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *) 274 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 275 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 276 CBasePlayer::SetSpawnData(Vector const&,QAngle const&,bool) 277 CBasePlayer::ClearSpawnData(void) 278 CBasePlayer::AdjustMultiplayerWeaponDamage(float) 279 CBasePlayer::AdjustMultiplayerDamageTaken(CTakeDamageInfo const&) 280 CBasePlayer::CreateViewModel(int) 281 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int) 282 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const 283 CBasePlayer::ShouldLagCheckEntity(CBaseEntity const*,CUserCmd const*) 284 CBasePlayer::SharedSpawn(void) 285 CBasePlayer::ForceRespawn(void) 286 CBasePlayer::InitialSpawn(void) 287 CBasePlayer::InitHUD(void) 288 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 289 CBasePlayer::PlayerDeathThink(void) 290 CBasePlayer::Jump(void) 291 CBasePlayer::Duck(void) 292 CBasePlayer::PreThink(void) 293 CBasePlayer::PostThink(void) 294 CBasePlayer::DamageEffect(float,int) 295 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 296 CBasePlayer::ShouldFadeOnDeath(void) 297 CBasePlayer::IsFakeClient(void)const 298 CBasePlayer::GetPlayerMins(void)const 299 CBasePlayer::GetPlayerMaxs(void)const 300 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 301 CBasePlayer::PackDeadPlayerItems(void) 302 CBasePlayer::RemoveAllItems(bool) 303 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 304 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *) 305 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 306 CBasePlayer::UpdateClientData(void) 307 CBasePlayer::ExitLadder(void) 308 CBasePlayer::GetLadderSurface(Vector const&) 309 CBasePlayer::SetFlashlightEnabled(bool) 310 CBasePlayer::FlashlightIsOn(void) 311 CBasePlayer::FlashlightTurnOn(void) 312 CBasePlayer::FlashlightTurnOff(void) 313 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *) 314 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 315 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool) 316 CBasePlayer::GetStepSoundVelocities(float *,float *) 317 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool) 318 CBasePlayer::DeathSound(CTakeDamageInfo const&) 319 CBasePlayer::SetAnimation(PLAYER_ANIM) 320 CBasePlayer::ImpulseCommands(void) 321 CBasePlayer::CheatImpulseCommands(int) 322 CBasePlayer::ClientCommand(CCommand const&) 323 CBasePlayer::StartObserverMode(int) 324 CBasePlayer::StopObserverMode(void) 325 CBasePlayer::ModeWantsSpectatorGUI(int) 326 CBasePlayer::SetObserverMode(int) 327 CBasePlayer::GetObserverMode(void) 328 CBasePlayer::SetObserverTarget(CBaseEntity *) 329 CBasePlayer::ObserverUse(bool) 330 CBasePlayer::GetObserverTarget(void) 331 CBasePlayer::FindNextObserverTarget(bool) 332 CBasePlayer::GetNextObserverSearchStartPoint(bool) 333 CBasePlayer::IsValidObserverTarget(CBaseEntity *) 334 CBasePlayer::CheckObserverSettings(void) 335 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 336 CBasePlayer::ForceObserverMode(int) 337 CBasePlayer::ResetObserverMode(void) 338 CBasePlayer::ValidateCurrentObserverTarget(void) 339 CBasePlayer::AttemptToExitFreezeCam(void) 340 CBasePlayer::StartReplayMode(float,float,int) 341 CBasePlayer::StopReplayMode(void) 342 CBasePlayer::GetDelayTicks(void) 343 CBasePlayer::GetReplayEntity(void) 344 CBasePlayer::CreateCorpse(void) 345 CBasePlayer::EntSelectSpawnPoint(void) 346 CBasePlayer::GetInVehicle(IServerVehicle *,int) 347 CBasePlayer::LeaveVehicle(Vector const&,QAngle const&) 348 CBasePlayer::OnVehicleStart(void) 349 CBasePlayer::OnVehicleEnd(Vector &) 350 CBasePlayer::BumpWeapon(CBaseCombatWeapon *) 351 CBasePlayer::SelectLastItem(void) 352 CBasePlayer::SelectItem(char const*,int) 353 CBasePlayer::ItemPostFrame(void) 354 CBasePlayer::GiveNamedItem(char const*,int) 355 CBasePlayer::CheckTrainUpdate(void) 356 CBasePlayer::SetPlayerUnderwater(bool) 357 CBasePlayer::CanBreatheUnderwater(void)const 358 CBasePlayer::PlayerUse(void) 359 CBasePlayer::PlayUseDenySound(void) 360 CBasePlayer::FindUseEntity(void) 361 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int) 362 CBasePlayer::PickupObject(CBaseEntity *,bool) 363 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *) 364 CBasePlayer::GetHeldObjectMass(IPhysicsObject *) 365 CBasePlayer::GetHeldObject(void) 366 CBasePlayer::UpdateGeigerCounter(void) 367 CBasePlayer::GetAutoaimVector(float) 368 CBasePlayer::GetAutoaimVector(float,float) 369 CBasePlayer::GetAutoaimVector(autoaim_params_t &) 370 CBasePlayer::ShouldAutoaim(void) 371 CBasePlayer::ForceClientDllUpdate(void) 372 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 373 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *) 374 CBasePlayer::CanHearAndReadChatFrom(CBasePlayer*) 375 CBasePlayer::CanSpeak(void) 376 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 377 CBasePlayer::CheckChatText(char *,int) 378 CBasePlayer::CreateRagdollEntity(void) 379 CBasePlayer::ShouldAnnounceAchievement(void) 380 CBasePlayer::IsFollowingPhysics(void) 381 CBasePlayer::InitVCollision(Vector const&,Vector const&) 382 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 383 CBasePlayer::Hints(void) 384 CBasePlayer::IsReadyToPlay(void) 385 CBasePlayer::IsReadyToSpawn(void) 386 CBasePlayer::ShouldGainInstantSpawn(void) 387 CBasePlayer::ResetPerRoundStats(void) 388 CBasePlayer::ResetScores(void) 389 CBasePlayer::EquipSuit(bool) 390 CBasePlayer::RemoveSuit(void) 391 CBasePlayer::CommitSuicide(bool,bool) 392 CBasePlayer::CommitSuicide(Vector const&,bool,bool) 393 CBasePlayer::IsBot(void)const 394 CBasePlayer::GetExpresser(void) 395 CBasePlayer::SpawnArmorValue(void)const 396 CBasePlayer::NetworkStateChanged_m_ArmorValue(void) 397 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)