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

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(The List)
Line 6: Line 6:
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
  
<b>Last Updated 06 Jan 2008</b>
+
<b>Last Updated 04 May 2008</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00EA0120
+
// Auto reconstructed from vtable block @ 0x00E8D440
 
// 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()
Line 233: Line 233:
 
220 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
 
220 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
 
221 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
 
221 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
222 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int)
+
222 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int,bool)
 
223 CBasePlayer::Weapon_ShootPosition(void)
 
223 CBasePlayer::Weapon_ShootPosition(void)
 
224 CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
 
224 CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
Line 374: Line 374:
 
361 CHL2MP_Player::CommitSuicide(void)
 
361 CHL2MP_Player::CommitSuicide(void)
 
362 CBasePlayer::IsBot(void)const
 
362 CBasePlayer::IsBot(void)const
363 CBasePlayer::SpawnArmorValue(void)const
+
363 CHL2_Player::NotePlayerTalked(void)
364 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
364 CBasePlayer::SpawnArmorValue(void)const
365 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
365 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
366 CHL2_Player::SuspendUse(float)
+
366 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
367 CHL2_Player::CommanderMode(void)
+
367 CHL2_Player::SuspendUse(float)
368 CHL2MP_Player::StartSprinting(void)
+
368 CHL2_Player::CommanderMode(void)
369 CHL2_Player::GetIdleTime(void)const
+
369 CHL2MP_Player::StartSprinting(void)
370 CHL2_Player::GetMoveTime(void)const
+
370 CHL2_Player::GetIdleTime(void)const
371 CHL2_Player::GetLastDamageTime(void)const
+
371 CHL2_Player::GetMoveTime(void)const
372 CHL2_Player::IsDucking(void)const
+
372 CHL2_Player::GetLastDamageTime(void)const
373 CHL2_Player::OnDoneDamage(void)
+
373 CHL2_Player::IsDucking(void)const
374 CHL2_Player::Weapon_Lower(void)
+
374 CHL2_Player::OnDoneDamage(void)
375 CHL2_Player::Weapon_Ready(void)
+
375 CHL2_Player::Weapon_Lower(void)
376 CHL2_Player::IsHoldingEntity(CBaseEntity *)
+
376 CHL2_Player::Weapon_Ready(void)
377 CHL2_Player::UpdateWeaponPosture(void)
+
377 CHL2_Player::IsHoldingEntity(CBaseEntity *)
378 CHL2MP_Player::GhostSpawn(void)
+
378 CHL2_Player::UpdateWeaponPosture(void)
379 CHL2MP_Player::WaitSpawn(void)
+
379 CHL2MP_Player::GhostSpawn(void)
380 CHL2MP_Player::ObserverSpawn(void)
+
380 CHL2MP_Player::WaitSpawn(void)
381 CHL2MP_Player::HandleCommand_JoinTeam(int)
+
381 CHL2MP_Player::ObserverSpawn(void)
382 CHL2MP_Player::RemoveWeight(float)
+
382 CHL2MP_Player::HandleCommand_JoinTeam(int)
383 CHL2MP_Player::RemoveAllItems(void)
+
383 CHL2MP_Player::RemoveWeight(float)
384 CHL2MP_Player::ItemReticleSearch(void)
+
384 CHL2MP_Player::RemoveAllItems(void)
385 CHL2MP_Player::InventoryStatus(void)
+
385 CHL2MP_Player::ItemReticleSearch(void)
386 CHL2MP_Player::GiveNamedItem(char  const*)
+
386 CHL2MP_Player::InventoryStatus(void)
387 CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)
+
387 CHL2MP_Player::GiveNamedItem(char  const*)
388 CHL2MP_Player::GiveEmptyHands(void)
+
388 CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)
389 CHL2MP_Player::SetPlayerTeamModel(int)
+
389 CHL2MP_Player::GiveEmptyHands(void)
390 CHL2MP_Player::ShowBriefingMenu(void)
+
390 CHL2MP_Player::SetPlayerTeamModel(int)
391 CHL2MP_Player::HideBriefingMenu(void)
+
391 CHL2MP_Player::ShowBriefingMenu(void)
392 CHL2MP_Player::CreateAmmo(char  const*)
+
392 CHL2MP_Player::HideBriefingMenu(void)
393 CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)
+
393 CHL2MP_Player::CreateAmmo(char  const*)
394 CHL2MP_Player::PlayerDropWeapon(void)
+
394 CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)
395 CHL2MP_Player::PlayerUnloadWeapon(void)
+
395 CHL2MP_Player::PlayerDropWeapon(void)
396 CHL2MP_Player::PlayerCycleAmmoType(void)
+
396 CHL2MP_Player::PlayerUnloadWeapon(void)
397 CHL2MP_Player::PlayerCycleDropAmount(void)
+
397 CHL2MP_Player::PlayerCycleAmmoType(void)
398 CHL2MP_Player::PrepAmmoForDrop(CItem *)
+
398 CHL2MP_Player::PlayerCycleDropAmount(void)
399 CHL2MP_Player::PlayerDropAmmo(void)
+
399 CHL2MP_Player::PrepAmmoForDrop(CItem *)
400 CHL2MP_Player::GiveAmmoToPlayer(void)
+
400 CHL2MP_Player::PlayerDropAmmo(void)
401 CHL2MP_Player::Panic(void)
+
401 CHL2MP_Player::GiveAmmoToPlayer(void)
402 CHL2MP_Player::Melee(void)
+
402 CHL2MP_Player::Panic(bool)
403 CHL2MP_Player::VoiceMenu(char  const*)
+
403 CHL2MP_Player::Melee(bool)
404 CHL2MP_Player::Taunt(void)
+
404 CHL2MP_Player::VoiceMenu(char  const*)
405 CHL2MP_Player::Go(void)
+
405 CHL2MP_Player::Taunt(bool)
406 CHL2MP_Player::HolsterWeapon(void)
+
406 CHL2MP_Player::Go(void)
407 CHL2MP_Player::Trace(void)
+
407 CHL2MP_Player::Camp(void)
408 CHL2MP_Player::IsOnATeam(void)
+
408 CHL2MP_Player::HolsterWeapon(void)
409 std::bad_cast::~bad_cast()
+
409 CHL2MP_Player::Trace(void)
 +
410 CHL2MP_Player::IsOnATeam(void)
 +
411 std::bad_cast::~bad_cast()
 
</pre>
 
</pre>

Revision as of 21:51, 4 May 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 04 May 2008

// Auto reconstructed from vtable block @ 0x00E8D440
// 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	CHL2MP_Player::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::IsPlayerUsableItem(void)
80	CBaseEntity::GetItemTypeID(void)
81	CBaseEntity::GetServerVehicle(void)
82	CBaseEntity::IsViewable(void)
83	CHL2MP_Player::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	CHL2MP_Player::UpdateOnRemove(void)
98	CHL2_Player::StopLoopingSounds(void)
99	CBaseEntity::SUB_AllowedToFade(void)
100	CBaseAnimating::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	CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
104	CBasePlayer::DoImpactEffect(CGameTrace &,int)
105	CBaseEntity::Respawn(void)
106	CBaseEntity::IsLockedByMaster(void)
107	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
108	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
109	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
110	CBasePlayer::NetworkStateChanged_m_iHealth(void)
111	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
112	CBasePlayer::NetworkStateChanged_m_lifeState(void)
113	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
114	CBaseEntity::NetworkStateChanged_m_takedamage(void)
115	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
116	CBaseEntity::GetDamageType(void)const
117	CBaseEntity::GetDamage(void)
118	CBaseEntity::SetDamage(float)
119	CBasePlayer::EyePosition(void)
120	CBasePlayer::EyeAngles(void)
121	CBasePlayer::LocalEyeAngles(void)
122	CBaseEntity::EarPosition(void)
123	CBasePlayer::BodyTarget(Vector  const&,bool)
124	CBaseEntity::HeadTarget(Vector  const&)
125	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
126	CBaseEntity::GetViewOffset(void)
127	CBasePlayer::GetSmoothedVelocity(void)
128	CBaseAnimating::GetVelocity(Vector *,Vector *)
129	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
130	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
131	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
132	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
133	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
134	CBaseEntity::CanBePoweredUp(void)
135	CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
136	CBaseEntity::GetGroundVelocityToApply(Vector &)
137	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
138	CBaseEntity::Splash(void)
139	CBaseEntity::WorldSpaceCenter(void)const
140	CBaseEntity::GetSoundEmissionOrigin(void)const
141	CBaseEntity::CreateVPhysics(void)
142	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
143	CBasePlayer::VPhysicsDestroyObject(void)
144	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
145	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
146	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
147	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
148	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
149	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
150	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
151	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
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	CBaseEntity::NetworkStateChanged_m_fFlags(void)
160	CBaseEntity::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::ClampRagdollForce(Vector  const&,Vector*)
178	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
179	CBaseAnimating::IsRagdoll(void)
180	CBaseAnimating::CanBecomeRagdoll(void)
181	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
182	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
183	CBaseAnimating::SetupBones(matrix3x4_t *,int)
184	CBaseAnimating::CalculateIKLocks(float)
185	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
186	CBaseAnimating::HandleAnimEvent(animevent_t *)
187	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
188	CBaseAnimating::InitBoneControllers(void)
189	CBaseAnimating::GetGroundSpeedVelocity(void)
190	CBaseAnimating::Ignite(float,bool,float,bool)
191	CBaseAnimating::Extinguish(void)
192	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
193	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
194	CBaseFlex::SetViewtarget(Vector  const&)
195	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
196	CBaseFlex::ProcessSceneEvents(void)
197	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
198	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
199	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
200	CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
201	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
202	CBaseCombatCharacter::FInViewCone(Vector  const&)
203	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
204	CBaseCombatCharacter::FInAimCone(Vector  const&)
205	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
206	CBaseCombatCharacter::FindMissTarget(void)
207	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
208	CBasePlayer::BodyAngles(void)
209	CBaseCombatCharacter::BodyDirection2D(void)
210	CBaseCombatCharacter::BodyDirection3D(void)
211	CBaseCombatCharacter::HeadDirection2D(void)
212	CBaseCombatCharacter::HeadDirection3D(void)
213	CHL2_Player::EyeDirection2D(void)
214	CHL2_Player::EyeDirection3D(void)
215	CHL2_Player::GiveAmmo(int,int,bool)
216	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
217	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
218	CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
219	CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
220	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
221	CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
222	CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int,bool)
223	CBasePlayer::Weapon_ShootPosition(void)
224	CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
225	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
226	CBaseCombatCharacter::Weapon_GetSlot(int)const
227	CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *)
228	CBaseCombatCharacter::Weapon_DeleteSlot(int)
229	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
230	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
231	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
232	CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&)
233	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
234	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
235	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
236	CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
237	CBaseCombatCharacter::GetDeathActivity(void)
238	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
239	CBaseCombatCharacter::CorpseFade(void)
240	CBaseCombatCharacter::HasHumanGibs(void)
241	CBaseCombatCharacter::HasAlienGibs(void)
242	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
243	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
244	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
245	CBasePlayer::Event_Dying(void)
246	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
247	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
248	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
249	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
250	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
251	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
252	CBaseCombatCharacter::IRelationType(CBaseEntity *)
253	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
254	CBaseCombatCharacter::IsInAVehicle(void)
255	CBasePlayer::GetVehicle(void)
256	CBasePlayer::GetVehicleEntity(void)
257	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
258	CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
259	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
260	CBasePlayer::DoMuzzleFlash(void)
261	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
262	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
263	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
264	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
265	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
266	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
267	CHL2MP_Player::CreateViewModel(int)
268	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
269	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
270	CHL2MP_Player::SharedSpawn(void)
271	CBasePlayer::InitialSpawn(void)
272	CBasePlayer::InitHUD(void)
273	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
274	CHL2MP_Player::PlayerDeathThink(void)
275	CHL2MP_Player::Jump(void)
276	CBasePlayer::Duck(void)
277	CHL2MP_Player::PreThink(void)
278	CHL2MP_Player::PostThink(void)
279	CHL2MP_Player::DamageEffect(float,int)
280	CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
281	CBasePlayer::ShouldFadeOnDeath(void)
282	CBasePlayer::IsFakeClient(void)const
283	CBasePlayer::GetPlayerMins(void)const
284	CBasePlayer::GetPlayerMaxs(void)const
285	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
286	CBasePlayer::PackDeadPlayerItems(void)
287	CBasePlayer::RemoveAllItems(bool)
288	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
289	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
290	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
291	CHL2_Player::UpdateClientData(void)
292	CHL2_Player::ExitLadder(void)
293	CHL2MP_Player::FlashlightIsOn(void)
294	CHL2MP_Player::FlashlightTurnOn(void)
295	CHL2MP_Player::FlashlightTurnOff(void)
296	CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
297	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
298	CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
299	CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
300	CHL2MP_Player::SetAnimation(PLAYER_ANIM)
301	CBasePlayer::ImpulseCommands(void)
302	CHL2_Player::CheatImpulseCommands(int)
303	CHL2MP_Player::ClientCommand(char  const*)
304	CHL2MP_Player::StartObserverMode(int)
305	CHL2MP_Player::StopObserverMode(void)
306	CBasePlayer::SetObserverMode(int)
307	CBasePlayer::GetObserverMode(void)
308	CBasePlayer::SetObserverTarget(CBaseEntity *)
309	CBasePlayer::ObserverUse(bool)
310	CBasePlayer::GetObserverTarget(void)
311	CBasePlayer::FindNextObserverTarget(bool)
312	CBasePlayer::GetNextObserverSearchStartPoint(bool)
313	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
314	CBasePlayer::CheckObserverSettings(void)
315	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
316	CBasePlayer::ForceObserverMode(int)
317	CBasePlayer::ResetObserverMode(void)
318	CBasePlayer::StartReplayMode(float,float,int)
319	CBasePlayer::StopReplayMode(void)
320	CBasePlayer::GetDelayTicks(void)
321	CBasePlayer::GetReplayEntity(void)
322	CHL2_Player::CreateCorpse(void)
323	CHL2MP_Player::EntSelectSpawnPoint(void)
324	CBasePlayer::GetInVehicle(IServerVehicle *,int)
325	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
326	CBasePlayer::OnVehicleStart(void)
327	CBasePlayer::OnVehicleEnd(Vector &)
328	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
329	CBasePlayer::SelectLastItem(void)
330	CBasePlayer::SelectItem(char  const*,int)
331	CBasePlayer::SelectItem(int,int)
332	CHL2MP_Player::ItemPostFrame(void)
333	CBasePlayer::GiveNamedItem(char  const*,int)
334	CBasePlayer::CheckTrainUpdate(void)
335	CHL2_Player::SetPlayerUnderwater(bool)
336	CHL2MP_Player::CanBreatheUnderwater(void)const
337	CHL2MP_Player::PlayerUse(void)
338	CHL2_Player::PlayUseDenySound(void)
339	CBasePlayer::FindUseEntity(void)
340	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
341	CHL2MP_Player::PickupObject(CBaseEntity *,bool)
342	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
343	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
344	CBasePlayer::UpdateGeigerCounter(void)
345	CBasePlayer::GetAutoaimVector(float)
346	CBasePlayer::GetAutoaimVector(float,float)
347	CHL2_Player::GetAutoaimVector(autoaim_params_t &)
348	CBasePlayer::ShouldAutoaim(void)
349	CBasePlayer::ForceClientDllUpdate(void)
350	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
351	CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
352	CBasePlayer::CanSpeak(void)
353	CHL2MP_Player::CanHearChatFrom(CBasePlayer *)
354	CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
355	CHL2MP_Player::CheckChatText(char *,int)
356	CHL2_Player::IsFollowingPhysics(void)
357	CHL2_Player::InitVCollision(void)
358	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
359	CHL2_Player::EquipSuit(bool)
360	CHL2_Player::RemoveSuit(void)
361	CHL2MP_Player::CommitSuicide(void)
362	CBasePlayer::IsBot(void)const
363	CHL2_Player::NotePlayerTalked(void)
364	CBasePlayer::SpawnArmorValue(void)const
365	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
366	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
367	CHL2_Player::SuspendUse(float)
368	CHL2_Player::CommanderMode(void)
369	CHL2MP_Player::StartSprinting(void)
370	CHL2_Player::GetIdleTime(void)const
371	CHL2_Player::GetMoveTime(void)const
372	CHL2_Player::GetLastDamageTime(void)const
373	CHL2_Player::IsDucking(void)const
374	CHL2_Player::OnDoneDamage(void)
375	CHL2_Player::Weapon_Lower(void)
376	CHL2_Player::Weapon_Ready(void)
377	CHL2_Player::IsHoldingEntity(CBaseEntity *)
378	CHL2_Player::UpdateWeaponPosture(void)
379	CHL2MP_Player::GhostSpawn(void)
380	CHL2MP_Player::WaitSpawn(void)
381	CHL2MP_Player::ObserverSpawn(void)
382	CHL2MP_Player::HandleCommand_JoinTeam(int)
383	CHL2MP_Player::RemoveWeight(float)
384	CHL2MP_Player::RemoveAllItems(void)
385	CHL2MP_Player::ItemReticleSearch(void)
386	CHL2MP_Player::InventoryStatus(void)
387	CHL2MP_Player::GiveNamedItem(char  const*)
388	CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)
389	CHL2MP_Player::GiveEmptyHands(void)
390	CHL2MP_Player::SetPlayerTeamModel(int)
391	CHL2MP_Player::ShowBriefingMenu(void)
392	CHL2MP_Player::HideBriefingMenu(void)
393	CHL2MP_Player::CreateAmmo(char  const*)
394	CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)
395	CHL2MP_Player::PlayerDropWeapon(void)
396	CHL2MP_Player::PlayerUnloadWeapon(void)
397	CHL2MP_Player::PlayerCycleAmmoType(void)
398	CHL2MP_Player::PlayerCycleDropAmount(void)
399	CHL2MP_Player::PrepAmmoForDrop(CItem *)
400	CHL2MP_Player::PlayerDropAmmo(void)
401	CHL2MP_Player::GiveAmmoToPlayer(void)
402	CHL2MP_Player::Panic(bool)
403	CHL2MP_Player::Melee(bool)
404	CHL2MP_Player::VoiceMenu(char  const*)
405	CHL2MP_Player::Taunt(bool)
406	CHL2MP_Player::Go(void)
407	CHL2MP_Player::Camp(void)
408	CHL2MP_Player::HolsterWeapon(void)
409	CHL2MP_Player::Trace(void)
410	CHL2MP_Player::IsOnATeam(void)
411	std::bad_cast::~bad_cast()