Difference between revisions of "CHL2MP Player Offset List (Zombie Panic: Source)"

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Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
 
Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
  
These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
+
These are the <b>Linux</b> offsets. <b>Windows offsets are 1 smaller.</b>
  
 
== The List ==
 
== The List ==
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
  
<b>Last Updated 06 Jan 2008</b>
+
<b>Last Updated Mar 25th 2016</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00EA0120
+
// Auto reconstructed from vtable block @ 0x012B7420
 
// from "server_i486.so", by ida_vtables.idc
 
// from "server_i486.so", by ida_vtables.idc
 
0 CHL2MP_Player::~CHL2MP_Player()
 
0 CHL2MP_Player::~CHL2MP_Player()
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
+
1 CHL2MP_Player::~CHL2MP_Player()
2 CBaseEntity::GetRefEHandle(void)const
+
2 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
3 CBaseEntity::GetCollideable(void)
+
3 CBaseEntity::GetRefEHandle(void)const
4 CBaseEntity::GetNetworkable(void)
+
4 CBaseEntity::GetCollideable(void)
5 CBaseEntity::GetBaseEntity(void)
+
5 CBaseEntity::GetNetworkable(void)
6 CBaseEntity::GetModelIndex(void)const
+
6 CBaseEntity::GetBaseEntity(void)
7 CBaseEntity::GetModelName(void)const
+
7 CBaseEntity::GetModelIndex(void)const
8 CBaseEntity::SetModelIndex(int)
+
8 CBaseEntity::GetModelName(void)const
9 CHL2MP_Player::_GetClassName(void)
+
9 CBaseEntity::SetModelIndex(int)
 
10 CHL2MP_Player::GetServerClass(void)
 
10 CHL2MP_Player::GetServerClass(void)
11 CHL2MP_Player::GetClassName(void)
+
11 CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)
12 CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)
+
12 CHL2MP_Player::GetDataDescMap(void)
13 CHL2MP_Player::GetDataDescMap(void)
+
13 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
14 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
+
14 CHL2_Player::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
15 CHL2_Player::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
+
15 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
16 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
+
16 CHL2MP_Player::ShouldCollide(int,int)const
17 CBaseEntity::ShouldCollide(int,int)const
+
17 CBaseEntity::SetOwnerEntity(CBaseEntity*)
18 CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
18 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
+
19 CBasePlayer::UpdateTransmitState(void)
20 CBasePlayer::UpdateTransmitState(void)
+
20 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
+
21 CBasePlayer::GetTracerType(void)
22 CBasePlayer::GetTracerType(void)
+
22 CHL2MP_Player::Spawn(void)
23 CHL2MP_Player::Spawn(void)
+
23 CBaseEntity::ZPASpawn(void)
 
24 CHL2MP_Player::Precache(void)
 
24 CHL2MP_Player::Precache(void)
25 CBaseFlex::SetModel(char  const*)
+
25 CBasePlayer::SetModel(char  const*)
 
26 CBaseEntity::PostConstructor(char  const*)
 
26 CBaseEntity::PostConstructor(char  const*)
 
27 CBaseEntity::PostClientActive(void)
 
27 CBaseEntity::PostClientActive(void)
Line 42: Line 42:
 
29 CBaseEntity::KeyValue(char  const*,char  const*)
 
29 CBaseEntity::KeyValue(char  const*,char  const*)
 
30 CBaseEntity::KeyValue(char  const*,float)
 
30 CBaseEntity::KeyValue(char  const*,float)
31 CBaseEntity::KeyValue(char  const*,Vector)
+
31 CBaseEntity::KeyValue(char  const*,Vector const&)
32 CHL2_Player::Activate(void)
+
32 CBaseEntity::GetKeyValue(char  const*,char *,int)
33 CBaseEntity::SetParent(CBaseEntity*,int)
+
33 CHL2_Player::Activate(void)
34 CBasePlayer::ObjectCaps(void)
+
34 CBaseEntity::SetParent(CBaseEntity*,int)
35 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
+
35 CBasePlayer::ObjectCaps(void)
36 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
+
36 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
37 CHL2_Player::DrawDebugGeometryOverlays(void)
+
37 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
38 CBaseAnimating::DrawDebugTextOverlays(void)
+
38 CHL2_Player::DrawDebugGeometryOverlays(void)
39 CBasePlayer::Save(ISave &)
+
39 CBaseAnimating::DrawDebugTextOverlays(void)
40 CBasePlayer::Restore(IRestore &)
+
40 CBasePlayer::Save(ISave &)
41 CBasePlayer::ShouldSavePhysics(void)
+
41 CBasePlayer::Restore(IRestore &)
42 CBaseEntity::OnSave(IEntitySaveUtils *)
+
42 CBasePlayer::ShouldSavePhysics(void)
43 CHL2_Player::OnRestore(void)
+
43 CBaseEntity::OnSave(IEntitySaveUtils *)
44 CBasePlayer::RequiredEdictIndex(void)
+
44 CHL2_Player::OnRestore(void)
45 CBaseEntity::MoveDone(void)
+
45 CBasePlayer::RequiredEdictIndex(void)
46 CBaseEntity::Think(void)
+
46 CBaseEntity::MoveDone(void)
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
+
47 CBaseEntity::Think(void)
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
+
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
49 CBaseAnimating::GetBaseAnimating(void)
+
49 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
50 CBaseEntity::GetResponseSystem(void)
+
50 CBaseAnimating::GetBaseAnimating(void)
51 CBaseEntity::DispatchResponse(char  const*)
+
51 CBaseEntity::GetResponseSystem(void)
52 CHL2_Player::Classify(void)
+
52 CBaseEntity::DispatchResponse(char  const*)
53 CBaseEntity::DeathNotice(CBaseEntity*)
+
53 CHL2_Player::Classify(void)
54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
+
54 CBaseEntity::DeathNotice(CBaseEntity*)
55 CBaseEntity::GetAutoAimRadius(void)
+
55 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
56 CBaseEntity::GetAutoAimCenter(void)
+
56 CBaseEntity::GetAutoAimRadius(void)
57 CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&)
+
57 CBaseEntity::GetAutoAimCenter(void)
58 CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
+
58 CBaseEntity::GetBeamTraceFilter(void)
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
+
59 CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&)
60 CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&)
+
60 CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
61 CHL2MP_Player::TakeHealth(float,int)
+
61 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
62 CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&)
+
62 CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&)
63 CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
63 CHL2MP_Player::TakeHealth(float,int)
64 CBaseCombatCharacter::BloodColor(void)
+
64 CBaseEntity::IsAlive(void)
65 CBaseEntity::IsTriggered(CBaseEntity*)
+
65 CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&)
66 CBaseEntity::IsNPC(void)const
+
66 CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
67 CBaseCombatCharacter::MyCombatCharacterPointer(void)
+
67 CBaseCombatCharacter::BloodColor(void)
68 CBaseEntity::GetDelay(void)
+
68 CBaseEntity::IsTriggered(CBaseEntity*)
69 CBaseEntity::IsMoving(void)
+
69 CBaseEntity::IsNPC(void)const
70 CBaseEntity::DamageDecal(int,int)
+
70 CBaseCombatCharacter::MyCombatCharacterPointer(void)
71 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
+
71 CBaseEntity::GetDelay(void)
72 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
+
72 CBaseEntity::IsMoving(void)
73 CBaseEntity::OnControls(CBaseEntity*)
+
73 CBaseEntity::DamageDecal(int,int)
74 CBaseEntity::HasTarget(string_t)
+
74 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
75 CBasePlayer::IsPlayer(void)const
+
75 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
76 CBasePlayer::IsNetClient(void)const
+
76 CBaseEntity::OnControls(CBaseEntity*)
77 CBaseEntity::IsTemplate(void)
+
77 CBaseEntity::HasTarget(string_t)
78 CBaseEntity::IsBaseObject(void)const
+
78 CBasePlayer::IsPlayer(void)const
79 CBaseEntity::IsPlayerUsableItem(void)
+
79 CBasePlayer::IsNetClient(void)const
80 CBaseEntity::GetItemTypeID(void)
+
80 CBaseEntity::IsTemplate(void)
81 CBaseEntity::GetServerVehicle(void)
+
81 CBaseEntity::IsBaseObject(void)const
82 CBaseEntity::IsViewable(void)
+
82 CBaseEntity::IsBaseTrain(void)const
83 CHL2MP_Player::ChangeTeam(int)
+
83 CBaseEntity::IsPlayerUsableItem(void)
84 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
+
84 CBaseEntity::GetItemTypeID(void)
85 CBaseEntity::CanStandOn(CBaseEntity*)const
+
85 CBaseEntity::GetServerVehicle(void)
86 CBaseEntity::CanStandOn(edict_t *)const
+
86 CBaseEntity::IsViewable(void)
87 CBaseEntity::GetEnemy(void)
+
87 CBasePlayer::GetZPMTeam(void)const
88 CBaseEntity::GetEnemy(void)const
+
88 CHL2MP_Player::ChangeTeam(int)
89 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
+
89 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
90 CBaseEntity::StartTouch(CBaseEntity*)
+
90 CBaseEntity::CanStandOn(CBaseEntity*)const
91 CBasePlayer::Touch(CBaseEntity *)
+
91 CBaseEntity::CanStandOn(edict_t *)const
92 CBaseEntity::EndTouch(CBaseEntity*)
+
92 CBaseEntity::GetEnemy(void)
93 CBaseEntity::StartBlocked(CBaseEntity*)
+
93 CBaseEntity::GetEnemy(void)const
94 CBaseEntity::Blocked(CBaseEntity*)
+
94 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
95 CBaseEntity::EndBlocked(void)
+
95 CBaseEntity::StartTouch(CBaseEntity*)
96 CBasePlayer::PhysicsSimulate(void)
+
96 CBasePlayer::Touch(CBaseEntity *)
97 CHL2MP_Player::UpdateOnRemove(void)
+
97 CBaseEntity::EndTouch(CBaseEntity*)
98 CHL2_Player::StopLoopingSounds(void)
+
98 CBaseEntity::StartBlocked(CBaseEntity*)
99 CBaseEntity::SUB_AllowedToFade(void)
+
99 CBaseEntity::Blocked(CBaseEntity*)
100 CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
+
100 CBaseEntity::EndBlocked(void)
101 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
+
101 CBasePlayer::PhysicsSimulate(void)
102 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
+
102 CHL2MP_Player::UpdateOnRemove(void)
103 CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
+
103 CHL2_Player::StopLoopingSounds(void)
104 CBasePlayer::DoImpactEffect(CGameTrace &,int)
+
104 CBaseEntity::SUB_AllowedToFade(void)
105 CBaseEntity::Respawn(void)
+
105 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
106 CBaseEntity::IsLockedByMaster(void)
+
106 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
107 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
107 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
108 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
+
108 CBaseEntity::GetTracerAttachment(void)
109 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
109 CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
110 CBasePlayer::NetworkStateChanged_m_iHealth(void)
+
110 CBasePlayer::DoImpactEffect(CGameTrace &,int)
111 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
+
111 CBaseEntity::Respawn(void)
112 CBasePlayer::NetworkStateChanged_m_lifeState(void)
+
112 CBaseEntity::IsLockedByMaster(void)
113 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
+
113 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
114 CBaseEntity::NetworkStateChanged_m_takedamage(void)
+
114 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
115 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
115 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
116 CBaseEntity::GetDamageType(void)const
+
116 CBasePlayer::NetworkStateChanged_m_iHealth(void)
117 CBaseEntity::GetDamage(void)
+
117 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
118 CBaseEntity::SetDamage(float)
+
118 CBasePlayer::NetworkStateChanged_m_lifeState(void)
119 CBasePlayer::EyePosition(void)
+
119 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
120 CBasePlayer::EyeAngles(void)
+
120 CBaseEntity::NetworkStateChanged_m_takedamage(void)
121 CBasePlayer::LocalEyeAngles(void)
+
121 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
122 CBaseEntity::EarPosition(void)
+
122 CBaseEntity::GetDamageType(void)const
123 CBasePlayer::BodyTarget(Vector  const&,bool)
+
123 CBaseEntity::GetDamage(void)
124 CBaseEntity::HeadTarget(Vector  const&)
+
124 CBaseEntity::SetDamage(float)
125 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
+
125 CBasePlayer::EyePosition(void)
126 CBaseEntity::GetViewOffset(void)
+
126 CBasePlayer::EyeAngles(void)
127 CBasePlayer::GetSmoothedVelocity(void)
+
127 CBasePlayer::LocalEyeAngles(void)
128 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
128 CBaseEntity::EarPosition(void)
129 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
+
129 CBasePlayer::BodyTarget(Vector  const&,bool)
130 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
+
130 CBaseEntity::HeadTarget(Vector  const&)
131 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
+
131 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
132 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
132 CBaseEntity::GetViewOffset(void)
133 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
133 CBasePlayer::GetSmoothedVelocity(void)
134 CBaseEntity::CanBePoweredUp(void)
+
134 CBaseAnimating::GetVelocity(Vector *,Vector *)
135 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
+
135 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
136 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
136 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
137 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
+
137 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
138 CBaseEntity::Splash(void)
+
138 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
139 CBaseEntity::WorldSpaceCenter(void)const
+
139 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
140 CBaseEntity::GetSoundEmissionOrigin(void)const
+
140 CBasePlayer::SetGroundEntity(CBaseEntity *)
141 CBaseEntity::CreateVPhysics(void)
+
141 CBaseEntity::GetGroundEntity(void)
142 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
142 CBaseEntity::GetGroundVelocityToApply(Vector &)
143 CBasePlayer::VPhysicsDestroyObject(void)
+
143 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
144 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
144 CHL2_Player::Splash(void)
145 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
145 CBaseEntity::WorldSpaceCenter(void)const
146 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
146 CBaseEntity::GetSoundEmissionOrigin(void)const
147 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
147 CBaseEntity::CreateVPhysics(void)
148 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
148 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
149 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
149 CBasePlayer::VPhysicsDestroyObject(void)
150 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
150 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
151 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
151 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
152 CBaseEntity::HasPhysicsAttacker(float)
+
152 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
153 CBasePlayer::PhysicsSolidMaskForEntity(void)const
+
153 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
154 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
154 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
155 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
155 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
156 CBaseAnimating::GetStepOrigin(void)const
+
156 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
157 CBaseAnimating::GetStepAngles(void)const
+
157 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
158 CBaseEntity::ShouldDrawWaterImpacts(void)
+
158 CBaseEntity::VPhysicsIsFlesh(void)
159 CBaseEntity::NetworkStateChanged_m_fFlags(void)
+
159 CBaseEntity::HasPhysicsAttacker(float)
160 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
+
160 CBasePlayer::PhysicsSolidMaskForEntity(void)const
161 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
+
161 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
162 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
162 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
163 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
+
163 CBaseAnimating::GetStepOrigin(void)const
164 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
164 CBaseAnimating::GetStepAngles(void)const
165 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
+
165 CBaseEntity::ShouldDrawWaterImpacts(void)
166 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
166 CBasePlayer::NetworkStateChanged_m_fFlags(void)
167 CBasePlayer::NetworkStateChanged_m_flFriction(void)
+
167 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
168 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
168 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
169 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
+
169 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
170 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
170 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
171 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
+
171 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
172 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
172 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
173 CBaseAnimating::GetIdealSpeed(void)const
+
173 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
174 CBaseAnimating::GetIdealAccel(void)const
+
174 CBasePlayer::NetworkStateChanged_m_flFriction(void)
175 CBaseAnimatingOverlay::StudioFrameAdvance(void)
+
175 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
176 CBaseAnimating::IsActivityFinished(void)
+
176 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
177 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
177 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
178 CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
+
178 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
179 CBaseAnimating::IsRagdoll(void)
+
179 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
180 CBaseAnimating::CanBecomeRagdoll(void)
+
180 CBaseAnimating::Hide(void)
181 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
181 CBaseAnimating::GetIdealSpeed(void)const
182 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
182 CBaseAnimating::GetIdealAccel(void)const
183 CBaseAnimating::SetupBones(matrix3x4_t *,int)
+
183 CBaseAnimatingOverlay::StudioFrameAdvance(void)
184 CBaseAnimating::CalculateIKLocks(float)
+
184 CBaseAnimating::IsActivityFinished(void)
185 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
185 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
186 CBaseAnimating::HandleAnimEvent(animevent_t *)
+
186 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
187 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
187 CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
188 CBaseAnimating::InitBoneControllers(void)
+
188 CBaseAnimating::IsRagdoll(void)
189 CBaseAnimating::GetGroundSpeedVelocity(void)
+
189 CBaseAnimating::CanBecomeRagdoll(void)
190 CBaseAnimating::Ignite(float,bool,float,bool)
+
190 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
191 CBaseAnimating::Extinguish(void)
+
191 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
192 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
192 CBaseAnimating::SetupBones(matrix3x4_t *,int)
193 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
193 CBaseAnimating::CalculateIKLocks(float)
194 CBaseFlex::SetViewtarget(Vector  const&)
+
194 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
195 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
195 CBasePlayer::HandleAnimEvent(animevent_t *)
196 CBaseFlex::ProcessSceneEvents(void)
+
196 CBaseAnimating::PopulatePoseParameters(void)
197 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
197 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
198 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
198 CBaseAnimating::InitBoneControllers(void)
199 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
199 CBaseAnimating::GetGroundSpeedVelocity(void)
200 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
+
200 CBaseAnimating::Ignite(float,bool,float,bool)
201 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
201 CBaseAnimating::IgniteLifetime(float)
202 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
202 CBaseAnimating::IgniteNumHitboxFires(int)
203 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
203 CBaseAnimating::IgniteHitboxFireScale(float)
204 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
204 CBaseAnimating::Extinguish(void)
205 CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
+
205 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
206 CBaseCombatCharacter::FindMissTarget(void)
+
206 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
207 CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
+
207 CBaseFlex::SetViewtarget(Vector  const&)
208 CBasePlayer::BodyAngles(void)
+
208 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
209 CBaseCombatCharacter::BodyDirection2D(void)
+
209 CBaseFlex::ProcessSceneEvents(void)
210 CBaseCombatCharacter::BodyDirection3D(void)
+
210 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
211 CBaseCombatCharacter::HeadDirection2D(void)
+
211 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
212 CBaseCombatCharacter::HeadDirection3D(void)
+
212 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
213 CHL2_Player::EyeDirection2D(void)
+
213 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
214 CHL2_Player::EyeDirection3D(void)
+
214 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
215 CHL2_Player::GiveAmmo(int,int,bool)
+
215 CHL2_Player::GetPhysicsImpactDamageTable(void)
216 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
216 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
217 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
217 CBaseCombatCharacter::FInViewCone(Vector  const&)
218 CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
+
218 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
219 CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
+
219 CBaseCombatCharacter::FInAimCone(Vector  const&)
220 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
220 CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
221 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
221 CBaseCombatCharacter::FindMissTarget(void)
222 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int)
+
222 CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
223 CBasePlayer::Weapon_ShootPosition(void)
+
223 CBasePlayer::BodyAngles(void)
224 CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
224 CBaseCombatCharacter::BodyDirection2D(void)
225 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
225 CBaseCombatCharacter::BodyDirection3D(void)
226 CBaseCombatCharacter::Weapon_GetSlot(int)const
+
226 CBaseCombatCharacter::HeadDirection2D(void)
227 CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *)
+
227 CBaseCombatCharacter::HeadDirection3D(void)
228 CBaseCombatCharacter::Weapon_DeleteSlot(int)
+
228 CHL2_Player::EyeDirection2D(void)
229 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
229 CHL2_Player::EyeDirection3D(void)
230 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
230 CHL2MP_Player::GiveAmmo(int,int,bool)
231 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
+
231 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
232 CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
232 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
233 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
233 CBaseCombatCharacter::Weapon_FrameUpdate(void)
234 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
234 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
235 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
235 CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
236 CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
+
236 CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
237 CBaseCombatCharacter::GetDeathActivity(void)
+
237 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
238 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
+
238 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
239 CBaseCombatCharacter::CorpseFade(void)
+
239 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int,bool)
240 CBaseCombatCharacter::HasHumanGibs(void)
+
240 CBasePlayer::Weapon_ShootPosition(void)
241 CBaseCombatCharacter::HasAlienGibs(void)
+
241 CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
242 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
+
242 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
243 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
243 CBaseCombatCharacter::Weapon_GetSlot(int)const
244 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
+
244 CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *)
245 CBasePlayer::Event_Dying(void)
+
245 CBaseCombatCharacter::Weapon_CleanupSlot(int)
246 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
+
246 CBaseCombatCharacter::Weapon_DeleteSlot(int)
247 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
247 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
248 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
+
248 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
249 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
+
249 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
250 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
+
250 CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&)
251 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
251 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
252 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
252 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
253 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
253 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
254 CBaseCombatCharacter::IsInAVehicle(void)
+
254 CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
255 CBasePlayer::GetVehicle(void)
+
255 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
256 CBasePlayer::GetVehicleEntity(void)
+
256 CBaseCombatCharacter::GetDeathActivity(void)
257 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
+
257 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
258 CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
258 CBaseCombatCharacter::CorpseFade(void)
259 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
259 CBaseCombatCharacter::HasHumanGibs(void)
260 CBasePlayer::DoMuzzleFlash(void)
+
260 CBaseCombatCharacter::HasAlienGibs(void)
261 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
261 CHL2MP_Player::ShouldGib(CTakeDamageInfo  const&)
262 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
262 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
263 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
263 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
264 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
264 CBasePlayer::Event_Dying(void)
265 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
+
265 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
266 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
266 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
267 CHL2MP_Player::CreateViewModel(int)
+
267 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
268 CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
268 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
269 CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
+
269 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
270 CHL2MP_Player::SharedSpawn(void)
+
270 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
271 CBasePlayer::InitialSpawn(void)
+
271 CBaseCombatCharacter::IRelationType(CBaseEntity *)
272 CBasePlayer::InitHUD(void)
+
272 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
273 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
273 CBasePlayer::IsInAVehicle(void)const
274 CHL2MP_Player::PlayerDeathThink(void)
+
274 CBasePlayer::GetVehicle(void)
275 CHL2MP_Player::Jump(void)
+
275 CBasePlayer::GetVehicleEntity(void)
276 CBasePlayer::Duck(void)
+
276 CBaseCombatCharacter::ExitVehicle(void)
277 CHL2MP_Player::PreThink(void)
+
277 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
278 CHL2MP_Player::PostThink(void)
+
278 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
279 CHL2MP_Player::DamageEffect(float,int)
+
279 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
280 CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
+
280 CBasePlayer::DoMuzzleFlash(void)
281 CBasePlayer::ShouldFadeOnDeath(void)
+
281 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
282 CBasePlayer::IsFakeClient(void)const
+
282 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
283 CBasePlayer::GetPlayerMins(void)const
+
283 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
284 CBasePlayer::GetPlayerMaxs(void)const
+
284 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
285 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
+
285 CHL2MP_Player::CreateViewModel(int)
286 CBasePlayer::PackDeadPlayerItems(void)
+
286 CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
287 CBasePlayer::RemoveAllItems(bool)
+
287 CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
288 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
288 CHL2MP_Player::SharedSpawn(void)
289 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
289 CBasePlayer::ForceRespawn(void)
290 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
290 CHL2MP_Player::InitialSpawn(void)
291 CHL2_Player::UpdateClientData(void)
+
291 CBasePlayer::InitHUD(void)
292 CHL2_Player::ExitLadder(void)
+
292 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
293 CHL2MP_Player::FlashlightIsOn(void)
+
293 CHL2MP_Player::PlayerDeathThink(void)
294 CHL2MP_Player::FlashlightTurnOn(void)
+
294 CHL2MP_Player::Jump(void)
295 CHL2MP_Player::FlashlightTurnOff(void)
+
295 CBasePlayer::Duck(void)
296 CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
296 CHL2MP_Player::PreThink(void)
297 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
+
297 CHL2MP_Player::PostThink(void)
298 CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
298 CHL2MP_Player::DamageEffect(float,int)
299 CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
+
299 CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
300 CHL2MP_Player::SetAnimation(PLAYER_ANIM)
+
300 CBasePlayer::ShouldFadeOnDeath(void)
301 CBasePlayer::ImpulseCommands(void)
+
301 CBasePlayer::IsFakeClient(void)const
302 CHL2_Player::CheatImpulseCommands(int)
+
302 CBasePlayer::GetPlayerMins(void)const
303 CHL2MP_Player::ClientCommand(char const*)
+
303 CBasePlayer::GetPlayerMaxs(void)const
304 CHL2MP_Player::StartObserverMode(int)
+
304 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
305 CHL2MP_Player::StopObserverMode(void)
+
305 CBasePlayer::PackDeadPlayerItems(void)
306 CBasePlayer::SetObserverMode(int)
+
306 CBasePlayer::RemoveAllItems(bool)
307 CBasePlayer::GetObserverMode(void)
+
307 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
308 CBasePlayer::SetObserverTarget(CBaseEntity *)
+
308 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
309 CBasePlayer::ObserverUse(bool)
+
309 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
310 CBasePlayer::GetObserverTarget(void)
+
310 CHL2_Player::UpdateClientData(void)
311 CBasePlayer::FindNextObserverTarget(bool)
+
311 CHL2_Player::ExitLadder(void)
312 CBasePlayer::GetNextObserverSearchStartPoint(bool)
+
312 CHL2_Player::GetLadderSurface(Vector  const&)
313 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
+
313 CHL2_Player::SetFlashlightEnabled(bool)
314 CBasePlayer::CheckObserverSettings(void)
+
314 CHL2MP_Player::FlashlightIsOn(void)
315 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
+
315 CHL2MP_Player::FlashlightTurnOn(void)
316 CBasePlayer::ForceObserverMode(int)
+
316 CHL2MP_Player::FlashlightTurnOff(void)
317 CBasePlayer::ResetObserverMode(void)
+
317 CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
318 CBasePlayer::StartReplayMode(float,float,int)
+
318 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
319 CBasePlayer::StopReplayMode(void)
+
319 CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
320 CBasePlayer::GetDelayTicks(void)
+
320 CBasePlayer::GetStepSoundVelocities(float *,float *)
321 CBasePlayer::GetReplayEntity(void)
+
321 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
322 CHL2_Player::CreateCorpse(void)
+
322 CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
323 CHL2MP_Player::EntSelectSpawnPoint(void)
+
323 CHL2MP_Player::SetAnimation(PLAYER_ANIM)
324 CBasePlayer::GetInVehicle(IServerVehicle *,int)
+
324 CBasePlayer::ImpulseCommands(void)
325 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
+
325 CHL2_Player::CheatImpulseCommands(int)
326 CBasePlayer::OnVehicleStart(void)
+
326 CHL2MP_Player::ClientCommand(CCommand const&)
327 CBasePlayer::OnVehicleEnd(Vector &)
+
327 CHL2MP_Player::StartObserverMode(int)
328 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
+
328 CHL2MP_Player::StopObserverMode(void)
329 CBasePlayer::SelectLastItem(void)
+
329 CBasePlayer::ModeWantsSpectatorGUI(int)
330 CBasePlayer::SelectItem(char  const*,int)
+
330 CBasePlayer::SetObserverMode(int)
331 CBasePlayer::SelectItem(int,int)
+
331 CBasePlayer::GetObserverMode(void)
332 CHL2MP_Player::ItemPostFrame(void)
+
332 CBasePlayer::SetObserverTarget(CBaseEntity *)
333 CBasePlayer::GiveNamedItem(char  const*,int)
+
333 CBasePlayer::ObserverUse(bool)
334 CBasePlayer::CheckTrainUpdate(void)
+
334 CBasePlayer::GetObserverTarget(void)
335 CHL2_Player::SetPlayerUnderwater(bool)
+
335 CBasePlayer::FindNextObserverTarget(bool)
336 CHL2MP_Player::CanBreatheUnderwater(void)const
+
336 CBasePlayer::GetNextObserverSearchStartPoint(bool)
337 CHL2MP_Player::PlayerUse(void)
+
337 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
338 CHL2_Player::PlayUseDenySound(void)
+
338 CBasePlayer::CheckObserverSettings(void)
339 CBasePlayer::FindUseEntity(void)
+
339 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
340 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
340 CBasePlayer::ForceObserverMode(int)
341 CHL2MP_Player::PickupObject(CBaseEntity *,bool)
+
341 CBasePlayer::ResetObserverMode(void)
342 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
342 CBasePlayer::ValidateCurrentObserverTarget(void)
343 CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
+
343 CBasePlayer::AttemptToExitFreezeCam(void)
344 CBasePlayer::UpdateGeigerCounter(void)
+
344 CBasePlayer::StartReplayMode(float,float,int)
345 CBasePlayer::GetAutoaimVector(float)
+
345 CBasePlayer::StopReplayMode(void)
346 CBasePlayer::GetAutoaimVector(float,float)
+
346 CBasePlayer::GetDelayTicks(void)
347 CHL2_Player::GetAutoaimVector(autoaim_params_t &)
+
347 CBasePlayer::GetReplayEntity(void)
348 CBasePlayer::ShouldAutoaim(void)
+
348 CHL2_Player::CreateCorpse(void)
349 CBasePlayer::ForceClientDllUpdate(void)
+
349 CHL2MP_Player::EntSelectSpawnPoint(void)
350 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
350 CBasePlayer::GetInVehicle(IServerVehicle *,int)
351 CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
351 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
352 CBasePlayer::CanSpeak(void)
+
352 CBasePlayer::OnVehicleStart(void)
353 CHL2MP_Player::CanHearChatFrom(CBasePlayer *)
+
353 CBasePlayer::OnVehicleEnd(Vector &)
354 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
354 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
355 CHL2MP_Player::CheckChatText(char *,int)
+
355 CBasePlayer::SelectLastItem(void)
356 CHL2_Player::IsFollowingPhysics(void)
+
356 CBasePlayer::SelectItem(char  const*,int)
357 CHL2_Player::InitVCollision(void)
+
357 CBasePlayer::SelectItem(int,int)
358 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
+
358 CHL2MP_Player::ItemPostFrame(void)
359 CHL2_Player::EquipSuit(bool)
+
359 CBasePlayer::GiveNamedItem(char  const*,int)
360 CHL2_Player::RemoveSuit(void)
+
360 CBasePlayer::CheckTrainUpdate(void)
361 CHL2MP_Player::CommitSuicide(void)
+
361 CHL2_Player::SetPlayerUnderwater(bool)
362 CBasePlayer::IsBot(void)const
+
362 CHL2MP_Player::CanBreatheUnderwater(void)const
363 CBasePlayer::SpawnArmorValue(void)const
+
363 CHL2MP_Player::PlayerUse(void)
364 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
364 CHL2_Player::PlayUseDenySound(void)
365 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
365 CBasePlayer::FindUseEntity(void)
366 CHL2_Player::SuspendUse(float)
+
366 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
367 CHL2_Player::CommanderMode(void)
+
367 CHL2MP_Player::PickupObject(CBaseEntity *,bool)
368 CHL2MP_Player::StartSprinting(void)
+
368 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
369 CHL2_Player::GetIdleTime(void)const
+
369 CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
370 CHL2_Player::GetMoveTime(void)const
+
370 CHL2_Player::GetHeldObject(void)
371 CHL2_Player::GetLastDamageTime(void)const
+
371 CBasePlayer::UpdateGeigerCounter(void)
372 CHL2_Player::IsDucking(void)const
+
372 CBasePlayer::GetAutoaimVector(float)
373 CHL2_Player::OnDoneDamage(void)
+
373 CBasePlayer::GetAutoaimVector(float,float)
374 CHL2_Player::Weapon_Lower(void)
+
374 CHL2_Player::GetAutoaimVector(autoaim_params_t &)
375 CHL2_Player::Weapon_Ready(void)
+
375 CBasePlayer::ShouldAutoaim(void)
376 CHL2_Player::IsHoldingEntity(CBaseEntity *)
+
376 CBasePlayer::ForceClientDllUpdate(void)
377 CHL2_Player::UpdateWeaponPosture(void)
+
377 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
378 CHL2MP_Player::GhostSpawn(void)
+
378 CHL2MP_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
379 CHL2MP_Player::WaitSpawn(void)
+
379 CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)
380 CHL2MP_Player::ObserverSpawn(void)
+
380 CHL2MP_Player::CanSpeak(void)
381 CHL2MP_Player::HandleCommand_JoinTeam(int)
+
381 CHL2MP_Player::PlayCharacterSound(char  const*)
382 CHL2MP_Player::RemoveWeight(float)
+
382 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
383 CHL2MP_Player::RemoveAllItems(void)
+
383 CHL2MP_Player::CheckChatText(char *,int)
384 CHL2MP_Player::ItemReticleSearch(void)
+
384 CHL2MP_Player::CreateRagdollEntity(void)
385 CHL2MP_Player::InventoryStatus(void)
+
385 CBasePlayer::ShouldAnnounceAchievement(void)
386 CHL2MP_Player::GiveNamedItem(char  const*)
+
386 CHL2_Player::OnDoneDamage(void)
387 CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)
+
387 CHL2_Player::IsWalking(void)
388 CHL2MP_Player::GiveEmptyHands(void)
+
388 CHL2MP_Player::IsPracticallyZombie(void)const
389 CHL2MP_Player::SetPlayerTeamModel(int)
+
389 CHL2MP_Player::IsInfectionKnown(void)const
390 CHL2MP_Player::ShowBriefingMenu(void)
+
390 CHL2MP_Player::DidZombieJustTurn(void)const
391 CHL2MP_Player::HideBriefingMenu(void)
+
391 CHL2MP_Player::InfectPlayer(float)
392 CHL2MP_Player::CreateAmmo(char  const*)
+
392 CHL2MP_Player::DisinfectPlayer(void)
393 CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)
+
393 CHL2_Player::IsFollowingPhysics(void)
394 CHL2MP_Player::PlayerDropWeapon(void)
+
394 CHL2_Player::InitVCollision(Vector  const&,Vector  const&)
395 CHL2MP_Player::PlayerUnloadWeapon(void)
+
395 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
396 CHL2MP_Player::PlayerCycleAmmoType(void)
+
396 CBasePlayer::Hints(void)
397 CHL2MP_Player::PlayerCycleDropAmount(void)
+
397 CBasePlayer::IsReadyToPlay(void)
398 CHL2MP_Player::PrepAmmoForDrop(CItem *)
+
398 CBasePlayer::IsReadyToSpawn(void)
399 CHL2MP_Player::PlayerDropAmmo(void)
+
399 CBasePlayer::ShouldGainInstantSpawn(void)
400 CHL2MP_Player::GiveAmmoToPlayer(void)
+
400 CBasePlayer::ResetPerRoundStats(void)
401 CHL2MP_Player::Panic(void)
+
401 CBasePlayer::ResetScores(void)
402 CHL2MP_Player::Melee(void)
+
402 CBasePlayer::SpawnArmorValue(void)
403 CHL2MP_Player::VoiceMenu(char  const*)
+
403 CHL2_Player::EquipSuit(bool)
404 CHL2MP_Player::Taunt(void)
+
404 CHL2_Player::RemoveSuit(void)
405 CHL2MP_Player::Go(void)
+
405 CHL2MP_Player::CommitSuicide(bool,bool)
406 CHL2MP_Player::HolsterWeapon(void)
+
406 CHL2MP_Player::CommitSuicide(Vector  const&,bool,bool)
407 CHL2MP_Player::Trace(void)
+
407 CBasePlayer::IsBot(void)const
408 CHL2MP_Player::IsOnATeam(void)
+
408 CHL2MP_Player::NotePlayerTalked(void)
409 std::bad_cast::~bad_cast()
+
409 CBasePlayer::GetExpresser(void)
 +
410 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
 +
411 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
 +
412 CHL2_Player::SuspendUse(float)
 +
413 CHL2_Player::CommanderMode(void)
 +
414 CHL2MP_Player::StartSprinting(void)
 +
415 CHL2_Player::GetIdleTime(void)const
 +
416 CHL2_Player::GetMoveTime(void)const
 +
417 CHL2_Player::GetLastDamageTime(void)const
 +
418 CHL2_Player::IsDucking(void)const
 +
419 CHL2_Player::Weapon_Lower(void)
 +
420 CHL2_Player::Weapon_Ready(void)
 +
421 CHL2_Player::IsHoldingEntity(CBaseEntity *)
 +
422 CHL2_Player::UpdateWeaponPosture(void)
 +
423 CHL2_Player::NetworkStateChanged_m_fIsWalking(void)
 +
424 CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)
 +
425 CHL2MP_Player::GhostSpawn(void)
 +
426 CHL2MP_Player::WaitSpawn(void)
 +
427 CHL2MP_Player::ObserverSpawn(void)
 +
428 CHL2MP_Player::HandleCommand_JoinTeam(int)
 +
429 CHL2MP_Player::CanHearChatFrom(CBasePlayer *)
 +
430 CHL2MP_Player::RemoveWeight(float)
 +
431 CHL2MP_Player::RemoveAllItems(void)
 +
432 CHL2MP_Player::ItemReticleSearch(void)
 +
433 CHL2MP_Player::EnterPhoneTrigger(CPhoneTrigger *)
 +
434 CHL2MP_Player::LeavePhoneTrigger(CPhoneTrigger *)
 +
435 CHL2MP_Player::ActivatePhoneTriggers(void)
 +
436 CHL2MP_Player::InPhoneTrigger(void)
 +
437 CHL2MP_Player::InventoryStatus(void)
 +
438 CHL2MP_Player::GiveNamedItem(char  const*)
 +
439 CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)
 +
440 CHL2MP_Player::GiveEmptyHands(void)
 +
441 CHL2MP_Player::GivePhone(void)
 +
442 CHL2MP_Player::SetPlayerTeamModel(int)
 +
443 CHL2MP_Player::GiveDefaultGear(void)
 +
444 CHL2MP_Player::GetPlayerModelSoundPrefix(void)
 +
445 CHL2MP_Player::GetPlayerModelType(void)
 +
446 CHL2MP_Player::DefuseIEDs(CTakeDamageInfo  const&)
 +
447 CHL2MP_Player::ShowBriefingMenu(void)
 +
448 CHL2MP_Player::HideBriefingMenu(void)
 +
449 CHL2MP_Player::CreateAmmo(char  const*)
 +
450 CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)
 +
451 CHL2MP_Player::ScootInventory(void)
 +
452 CHL2MP_Player::PlayerDropWeapon(void)
 +
453 CHL2MP_Player::PlayerUnloadWeapon(void)
 +
454 CHL2MP_Player::PlayerCycleAmmoType(void)
 +
455 CHL2MP_Player::PlayerCycleDropAmount(void)
 +
456 CHL2MP_Player::PrepAmmoForDrop(CItem *)
 +
457 CHL2MP_Player::PlayerDropAmmo(void)
 +
458 CHL2MP_Player::PlayerDropUnusedAmmo(void)
 +
459 CHL2MP_Player::GiveAmmoToPlayer(void)
 +
460 CHL2MP_Player::ResetTeamSwitch(void)
 +
461 CHL2MP_Player::Panic(bool)
 +
462 CHL2MP_Player::Melee(bool)
 +
463 CHL2MP_Player::VoiceMenu(char  const*,char  const*)
 +
464 CHL2MP_Player::VoiceMenuText(char  const*)
 +
465 CHL2MP_Player::Taunt(bool)
 +
466 CHL2MP_Player::KillTaunt(bool)
 +
467 CHL2MP_Player::Berzerk(void)
 +
468 CHL2MP_Player::Go(void)
 +
469 CHL2MP_Player::Roar(void)
 +
470 CHL2MP_Player::Camp(void)
 +
471 CHL2MP_Player::PickedAsCarrier(void)
 +
472 CHL2MP_Player::ResetCarrier(void)
 +
473 CHL2MP_Player::IsCarrier(void)
 +
474 CHL2MP_Player::HolsterWeapon(void)
 +
475 CHL2MP_Player::SwitchToPhone(void)
 +
476 CHL2MP_Player::Trace(void)
 +
477 CHL2MP_Player::IsOnATeam(void)
 
</pre>
 
</pre>

Latest revision as of 06:26, 25 March 2016

Also for use when using virtual offsets.

These are the Linux offsets. Windows offsets are 1 smaller.

The List

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

Last Updated Mar 25th 2016

// Auto reconstructed from vtable block @ 0x012B7420
// from "server_i486.so", by ida_vtables.idc
0	CHL2MP_Player::~CHL2MP_Player()
1	CHL2MP_Player::~CHL2MP_Player()
2	CBaseEntity::SetRefEHandle(CBaseHandle  const&)
3	CBaseEntity::GetRefEHandle(void)const
4	CBaseEntity::GetCollideable(void)
5	CBaseEntity::GetNetworkable(void)
6	CBaseEntity::GetBaseEntity(void)
7	CBaseEntity::GetModelIndex(void)const
8	CBaseEntity::GetModelName(void)const
9	CBaseEntity::SetModelIndex(int)
10	CHL2MP_Player::GetServerClass(void)
11	CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)
12	CHL2MP_Player::GetDataDescMap(void)
13	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
14	CHL2_Player::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
15	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
16	CHL2MP_Player::ShouldCollide(int,int)const
17	CBaseEntity::SetOwnerEntity(CBaseEntity*)
18	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
19	CBasePlayer::UpdateTransmitState(void)
20	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
21	CBasePlayer::GetTracerType(void)
22	CHL2MP_Player::Spawn(void)
23	CBaseEntity::ZPASpawn(void)
24	CHL2MP_Player::Precache(void)
25	CBasePlayer::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  const&)
32	CBaseEntity::GetKeyValue(char  const*,char *,int)
33	CHL2_Player::Activate(void)
34	CBaseEntity::SetParent(CBaseEntity*,int)
35	CBasePlayer::ObjectCaps(void)
36	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
37	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
38	CHL2_Player::DrawDebugGeometryOverlays(void)
39	CBaseAnimating::DrawDebugTextOverlays(void)
40	CBasePlayer::Save(ISave &)
41	CBasePlayer::Restore(IRestore &)
42	CBasePlayer::ShouldSavePhysics(void)
43	CBaseEntity::OnSave(IEntitySaveUtils *)
44	CHL2_Player::OnRestore(void)
45	CBasePlayer::RequiredEdictIndex(void)
46	CBaseEntity::MoveDone(void)
47	CBaseEntity::Think(void)
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
49	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
50	CBaseAnimating::GetBaseAnimating(void)
51	CBaseEntity::GetResponseSystem(void)
52	CBaseEntity::DispatchResponse(char  const*)
53	CHL2_Player::Classify(void)
54	CBaseEntity::DeathNotice(CBaseEntity*)
55	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
56	CBaseEntity::GetAutoAimRadius(void)
57	CBaseEntity::GetAutoAimCenter(void)
58	CBaseEntity::GetBeamTraceFilter(void)
59	CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&)
60	CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
61	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
62	CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&)
63	CHL2MP_Player::TakeHealth(float,int)
64	CBaseEntity::IsAlive(void)
65	CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&)
66	CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
67	CBaseCombatCharacter::BloodColor(void)
68	CBaseEntity::IsTriggered(CBaseEntity*)
69	CBaseEntity::IsNPC(void)const
70	CBaseCombatCharacter::MyCombatCharacterPointer(void)
71	CBaseEntity::GetDelay(void)
72	CBaseEntity::IsMoving(void)
73	CBaseEntity::DamageDecal(int,int)
74	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
75	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
76	CBaseEntity::OnControls(CBaseEntity*)
77	CBaseEntity::HasTarget(string_t)
78	CBasePlayer::IsPlayer(void)const
79	CBasePlayer::IsNetClient(void)const
80	CBaseEntity::IsTemplate(void)
81	CBaseEntity::IsBaseObject(void)const
82	CBaseEntity::IsBaseTrain(void)const
83	CBaseEntity::IsPlayerUsableItem(void)
84	CBaseEntity::GetItemTypeID(void)
85	CBaseEntity::GetServerVehicle(void)
86	CBaseEntity::IsViewable(void)
87	CBasePlayer::GetZPMTeam(void)const
88	CHL2MP_Player::ChangeTeam(int)
89	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
90	CBaseEntity::CanStandOn(CBaseEntity*)const
91	CBaseEntity::CanStandOn(edict_t *)const
92	CBaseEntity::GetEnemy(void)
93	CBaseEntity::GetEnemy(void)const
94	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
95	CBaseEntity::StartTouch(CBaseEntity*)
96	CBasePlayer::Touch(CBaseEntity *)
97	CBaseEntity::EndTouch(CBaseEntity*)
98	CBaseEntity::StartBlocked(CBaseEntity*)
99	CBaseEntity::Blocked(CBaseEntity*)
100	CBaseEntity::EndBlocked(void)
101	CBasePlayer::PhysicsSimulate(void)
102	CHL2MP_Player::UpdateOnRemove(void)
103	CHL2_Player::StopLoopingSounds(void)
104	CBaseEntity::SUB_AllowedToFade(void)
105	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
106	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
107	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
108	CBaseEntity::GetTracerAttachment(void)
109	CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
110	CBasePlayer::DoImpactEffect(CGameTrace &,int)
111	CBaseEntity::Respawn(void)
112	CBaseEntity::IsLockedByMaster(void)
113	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
114	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
115	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
116	CBasePlayer::NetworkStateChanged_m_iHealth(void)
117	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
118	CBasePlayer::NetworkStateChanged_m_lifeState(void)
119	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
120	CBaseEntity::NetworkStateChanged_m_takedamage(void)
121	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
122	CBaseEntity::GetDamageType(void)const
123	CBaseEntity::GetDamage(void)
124	CBaseEntity::SetDamage(float)
125	CBasePlayer::EyePosition(void)
126	CBasePlayer::EyeAngles(void)
127	CBasePlayer::LocalEyeAngles(void)
128	CBaseEntity::EarPosition(void)
129	CBasePlayer::BodyTarget(Vector  const&,bool)
130	CBaseEntity::HeadTarget(Vector  const&)
131	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
132	CBaseEntity::GetViewOffset(void)
133	CBasePlayer::GetSmoothedVelocity(void)
134	CBaseAnimating::GetVelocity(Vector *,Vector *)
135	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
136	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
137	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
138	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
139	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
140	CBasePlayer::SetGroundEntity(CBaseEntity *)
141	CBaseEntity::GetGroundEntity(void)
142	CBaseEntity::GetGroundVelocityToApply(Vector &)
143	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
144	CHL2_Player::Splash(void)
145	CBaseEntity::WorldSpaceCenter(void)const
146	CBaseEntity::GetSoundEmissionOrigin(void)const
147	CBaseEntity::CreateVPhysics(void)
148	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
149	CBasePlayer::VPhysicsDestroyObject(void)
150	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
151	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
152	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
153	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
154	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
155	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
156	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
157	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
158	CBaseEntity::VPhysicsIsFlesh(void)
159	CBaseEntity::HasPhysicsAttacker(float)
160	CBasePlayer::PhysicsSolidMaskForEntity(void)const
161	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
162	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
163	CBaseAnimating::GetStepOrigin(void)const
164	CBaseAnimating::GetStepAngles(void)const
165	CBaseEntity::ShouldDrawWaterImpacts(void)
166	CBasePlayer::NetworkStateChanged_m_fFlags(void)
167	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
168	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
169	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
170	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
171	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
172	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
173	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
174	CBasePlayer::NetworkStateChanged_m_flFriction(void)
175	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
176	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
177	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
178	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
179	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
180	CBaseAnimating::Hide(void)
181	CBaseAnimating::GetIdealSpeed(void)const
182	CBaseAnimating::GetIdealAccel(void)const
183	CBaseAnimatingOverlay::StudioFrameAdvance(void)
184	CBaseAnimating::IsActivityFinished(void)
185	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
186	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
187	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
188	CBaseAnimating::IsRagdoll(void)
189	CBaseAnimating::CanBecomeRagdoll(void)
190	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
191	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
192	CBaseAnimating::SetupBones(matrix3x4_t *,int)
193	CBaseAnimating::CalculateIKLocks(float)
194	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
195	CBasePlayer::HandleAnimEvent(animevent_t *)
196	CBaseAnimating::PopulatePoseParameters(void)
197	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
198	CBaseAnimating::InitBoneControllers(void)
199	CBaseAnimating::GetGroundSpeedVelocity(void)
200	CBaseAnimating::Ignite(float,bool,float,bool)
201	CBaseAnimating::IgniteLifetime(float)
202	CBaseAnimating::IgniteNumHitboxFires(int)
203	CBaseAnimating::IgniteHitboxFireScale(float)
204	CBaseAnimating::Extinguish(void)
205	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
206	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
207	CBaseFlex::SetViewtarget(Vector  const&)
208	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
209	CBaseFlex::ProcessSceneEvents(void)
210	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
211	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
212	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
213	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
214	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
215	CHL2_Player::GetPhysicsImpactDamageTable(void)
216	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
217	CBaseCombatCharacter::FInViewCone(Vector  const&)
218	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
219	CBaseCombatCharacter::FInAimCone(Vector  const&)
220	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
221	CBaseCombatCharacter::FindMissTarget(void)
222	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
223	CBasePlayer::BodyAngles(void)
224	CBaseCombatCharacter::BodyDirection2D(void)
225	CBaseCombatCharacter::BodyDirection3D(void)
226	CBaseCombatCharacter::HeadDirection2D(void)
227	CBaseCombatCharacter::HeadDirection3D(void)
228	CHL2_Player::EyeDirection2D(void)
229	CHL2_Player::EyeDirection3D(void)
230	CHL2MP_Player::GiveAmmo(int,int,bool)
231	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
232	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
233	CBaseCombatCharacter::Weapon_FrameUpdate(void)
234	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
235	CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
236	CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
237	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
238	CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
239	CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int,bool)
240	CBasePlayer::Weapon_ShootPosition(void)
241	CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
242	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
243	CBaseCombatCharacter::Weapon_GetSlot(int)const
244	CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *)
245	CBaseCombatCharacter::Weapon_CleanupSlot(int)
246	CBaseCombatCharacter::Weapon_DeleteSlot(int)
247	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
248	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
249	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
250	CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&)
251	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
252	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
253	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
254	CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
255	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
256	CBaseCombatCharacter::GetDeathActivity(void)
257	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
258	CBaseCombatCharacter::CorpseFade(void)
259	CBaseCombatCharacter::HasHumanGibs(void)
260	CBaseCombatCharacter::HasAlienGibs(void)
261	CHL2MP_Player::ShouldGib(CTakeDamageInfo  const&)
262	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
263	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
264	CBasePlayer::Event_Dying(void)
265	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
266	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
267	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
268	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
269	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
270	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
271	CBaseCombatCharacter::IRelationType(CBaseEntity *)
272	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
273	CBasePlayer::IsInAVehicle(void)const
274	CBasePlayer::GetVehicle(void)
275	CBasePlayer::GetVehicleEntity(void)
276	CBaseCombatCharacter::ExitVehicle(void)
277	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
278	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
279	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
280	CBasePlayer::DoMuzzleFlash(void)
281	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
282	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
283	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
284	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
285	CHL2MP_Player::CreateViewModel(int)
286	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
287	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
288	CHL2MP_Player::SharedSpawn(void)
289	CBasePlayer::ForceRespawn(void)
290	CHL2MP_Player::InitialSpawn(void)
291	CBasePlayer::InitHUD(void)
292	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
293	CHL2MP_Player::PlayerDeathThink(void)
294	CHL2MP_Player::Jump(void)
295	CBasePlayer::Duck(void)
296	CHL2MP_Player::PreThink(void)
297	CHL2MP_Player::PostThink(void)
298	CHL2MP_Player::DamageEffect(float,int)
299	CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
300	CBasePlayer::ShouldFadeOnDeath(void)
301	CBasePlayer::IsFakeClient(void)const
302	CBasePlayer::GetPlayerMins(void)const
303	CBasePlayer::GetPlayerMaxs(void)const
304	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
305	CBasePlayer::PackDeadPlayerItems(void)
306	CBasePlayer::RemoveAllItems(bool)
307	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
308	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
309	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
310	CHL2_Player::UpdateClientData(void)
311	CHL2_Player::ExitLadder(void)
312	CHL2_Player::GetLadderSurface(Vector  const&)
313	CHL2_Player::SetFlashlightEnabled(bool)
314	CHL2MP_Player::FlashlightIsOn(void)
315	CHL2MP_Player::FlashlightTurnOn(void)
316	CHL2MP_Player::FlashlightTurnOff(void)
317	CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
318	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
319	CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
320	CBasePlayer::GetStepSoundVelocities(float *,float *)
321	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
322	CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
323	CHL2MP_Player::SetAnimation(PLAYER_ANIM)
324	CBasePlayer::ImpulseCommands(void)
325	CHL2_Player::CheatImpulseCommands(int)
326	CHL2MP_Player::ClientCommand(CCommand  const&)
327	CHL2MP_Player::StartObserverMode(int)
328	CHL2MP_Player::StopObserverMode(void)
329	CBasePlayer::ModeWantsSpectatorGUI(int)
330	CBasePlayer::SetObserverMode(int)
331	CBasePlayer::GetObserverMode(void)
332	CBasePlayer::SetObserverTarget(CBaseEntity *)
333	CBasePlayer::ObserverUse(bool)
334	CBasePlayer::GetObserverTarget(void)
335	CBasePlayer::FindNextObserverTarget(bool)
336	CBasePlayer::GetNextObserverSearchStartPoint(bool)
337	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
338	CBasePlayer::CheckObserverSettings(void)
339	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
340	CBasePlayer::ForceObserverMode(int)
341	CBasePlayer::ResetObserverMode(void)
342	CBasePlayer::ValidateCurrentObserverTarget(void)
343	CBasePlayer::AttemptToExitFreezeCam(void)
344	CBasePlayer::StartReplayMode(float,float,int)
345	CBasePlayer::StopReplayMode(void)
346	CBasePlayer::GetDelayTicks(void)
347	CBasePlayer::GetReplayEntity(void)
348	CHL2_Player::CreateCorpse(void)
349	CHL2MP_Player::EntSelectSpawnPoint(void)
350	CBasePlayer::GetInVehicle(IServerVehicle *,int)
351	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
352	CBasePlayer::OnVehicleStart(void)
353	CBasePlayer::OnVehicleEnd(Vector &)
354	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
355	CBasePlayer::SelectLastItem(void)
356	CBasePlayer::SelectItem(char  const*,int)
357	CBasePlayer::SelectItem(int,int)
358	CHL2MP_Player::ItemPostFrame(void)
359	CBasePlayer::GiveNamedItem(char  const*,int)
360	CBasePlayer::CheckTrainUpdate(void)
361	CHL2_Player::SetPlayerUnderwater(bool)
362	CHL2MP_Player::CanBreatheUnderwater(void)const
363	CHL2MP_Player::PlayerUse(void)
364	CHL2_Player::PlayUseDenySound(void)
365	CBasePlayer::FindUseEntity(void)
366	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
367	CHL2MP_Player::PickupObject(CBaseEntity *,bool)
368	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
369	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
370	CHL2_Player::GetHeldObject(void)
371	CBasePlayer::UpdateGeigerCounter(void)
372	CBasePlayer::GetAutoaimVector(float)
373	CBasePlayer::GetAutoaimVector(float,float)
374	CHL2_Player::GetAutoaimVector(autoaim_params_t &)
375	CBasePlayer::ShouldAutoaim(void)
376	CBasePlayer::ForceClientDllUpdate(void)
377	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
378	CHL2MP_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
379	CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)
380	CHL2MP_Player::CanSpeak(void)
381	CHL2MP_Player::PlayCharacterSound(char  const*)
382	CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
383	CHL2MP_Player::CheckChatText(char *,int)
384	CHL2MP_Player::CreateRagdollEntity(void)
385	CBasePlayer::ShouldAnnounceAchievement(void)
386	CHL2_Player::OnDoneDamage(void)
387	CHL2_Player::IsWalking(void)
388	CHL2MP_Player::IsPracticallyZombie(void)const
389	CHL2MP_Player::IsInfectionKnown(void)const
390	CHL2MP_Player::DidZombieJustTurn(void)const
391	CHL2MP_Player::InfectPlayer(float)
392	CHL2MP_Player::DisinfectPlayer(void)
393	CHL2_Player::IsFollowingPhysics(void)
394	CHL2_Player::InitVCollision(Vector  const&,Vector  const&)
395	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
396	CBasePlayer::Hints(void)
397	CBasePlayer::IsReadyToPlay(void)
398	CBasePlayer::IsReadyToSpawn(void)
399	CBasePlayer::ShouldGainInstantSpawn(void)
400	CBasePlayer::ResetPerRoundStats(void)
401	CBasePlayer::ResetScores(void)
402	CBasePlayer::SpawnArmorValue(void)
403	CHL2_Player::EquipSuit(bool)
404	CHL2_Player::RemoveSuit(void)
405	CHL2MP_Player::CommitSuicide(bool,bool)
406	CHL2MP_Player::CommitSuicide(Vector  const&,bool,bool)
407	CBasePlayer::IsBot(void)const
408	CHL2MP_Player::NotePlayerTalked(void)
409	CBasePlayer::GetExpresser(void)
410	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
411	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
412	CHL2_Player::SuspendUse(float)
413	CHL2_Player::CommanderMode(void)
414	CHL2MP_Player::StartSprinting(void)
415	CHL2_Player::GetIdleTime(void)const
416	CHL2_Player::GetMoveTime(void)const
417	CHL2_Player::GetLastDamageTime(void)const
418	CHL2_Player::IsDucking(void)const
419	CHL2_Player::Weapon_Lower(void)
420	CHL2_Player::Weapon_Ready(void)
421	CHL2_Player::IsHoldingEntity(CBaseEntity *)
422	CHL2_Player::UpdateWeaponPosture(void)
423	CHL2_Player::NetworkStateChanged_m_fIsWalking(void)
424	CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)
425	CHL2MP_Player::GhostSpawn(void)
426	CHL2MP_Player::WaitSpawn(void)
427	CHL2MP_Player::ObserverSpawn(void)
428	CHL2MP_Player::HandleCommand_JoinTeam(int)
429	CHL2MP_Player::CanHearChatFrom(CBasePlayer *)
430	CHL2MP_Player::RemoveWeight(float)
431	CHL2MP_Player::RemoveAllItems(void)
432	CHL2MP_Player::ItemReticleSearch(void)
433	CHL2MP_Player::EnterPhoneTrigger(CPhoneTrigger *)
434	CHL2MP_Player::LeavePhoneTrigger(CPhoneTrigger *)
435	CHL2MP_Player::ActivatePhoneTriggers(void)
436	CHL2MP_Player::InPhoneTrigger(void)
437	CHL2MP_Player::InventoryStatus(void)
438	CHL2MP_Player::GiveNamedItem(char  const*)
439	CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)
440	CHL2MP_Player::GiveEmptyHands(void)
441	CHL2MP_Player::GivePhone(void)
442	CHL2MP_Player::SetPlayerTeamModel(int)
443	CHL2MP_Player::GiveDefaultGear(void)
444	CHL2MP_Player::GetPlayerModelSoundPrefix(void)
445	CHL2MP_Player::GetPlayerModelType(void)
446	CHL2MP_Player::DefuseIEDs(CTakeDamageInfo  const&)
447	CHL2MP_Player::ShowBriefingMenu(void)
448	CHL2MP_Player::HideBriefingMenu(void)
449	CHL2MP_Player::CreateAmmo(char  const*)
450	CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)
451	CHL2MP_Player::ScootInventory(void)
452	CHL2MP_Player::PlayerDropWeapon(void)
453	CHL2MP_Player::PlayerUnloadWeapon(void)
454	CHL2MP_Player::PlayerCycleAmmoType(void)
455	CHL2MP_Player::PlayerCycleDropAmount(void)
456	CHL2MP_Player::PrepAmmoForDrop(CItem *)
457	CHL2MP_Player::PlayerDropAmmo(void)
458	CHL2MP_Player::PlayerDropUnusedAmmo(void)
459	CHL2MP_Player::GiveAmmoToPlayer(void)
460	CHL2MP_Player::ResetTeamSwitch(void)
461	CHL2MP_Player::Panic(bool)
462	CHL2MP_Player::Melee(bool)
463	CHL2MP_Player::VoiceMenu(char  const*,char  const*)
464	CHL2MP_Player::VoiceMenuText(char  const*)
465	CHL2MP_Player::Taunt(bool)
466	CHL2MP_Player::KillTaunt(bool)
467	CHL2MP_Player::Berzerk(void)
468	CHL2MP_Player::Go(void)
469	CHL2MP_Player::Roar(void)
470	CHL2MP_Player::Camp(void)
471	CHL2MP_Player::PickedAsCarrier(void)
472	CHL2MP_Player::ResetCarrier(void)
473	CHL2MP_Player::IsCarrier(void)
474	CHL2MP_Player::HolsterWeapon(void)
475	CHL2MP_Player::SwitchToPhone(void)
476	CHL2MP_Player::Trace(void)
477	CHL2MP_Player::IsOnATeam(void)