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 30 Nov 2009</b>
+
<b>Last Updated 09 Feb 2011</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x011267E0
+
// Auto reconstructed from vtable block @ 0x012E4700
 
// 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 236: Line 236:
 
223 CHL2_Player::EyeDirection2D(void)
 
223 CHL2_Player::EyeDirection2D(void)
 
224 CHL2_Player::EyeDirection3D(void)
 
224 CHL2_Player::EyeDirection3D(void)
225 CHL2_Player::GiveAmmo(int,int,bool)
+
225 CHL2MP_Player::GiveAmmo(int,int,bool)
 
226 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
 
226 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
 
227 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
 
227 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
Line 388: Line 388:
 
375 CHL2MP_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
 
375 CHL2MP_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
 
376 CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)
 
376 CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)
377 CBasePlayer::CanSpeak(void)
+
377 CHL2MP_Player::CanSpeak(void)
 
378 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
 
378 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
 
379 CHL2MP_Player::CheckChatText(char *,int)
 
379 CHL2MP_Player::CheckChatText(char *,int)
Line 396: Line 396:
 
383 CHL2_Player::IsWalking(void)
 
383 CHL2_Player::IsWalking(void)
 
384 CHL2MP_Player::IsPracticallyZombie(void)const
 
384 CHL2MP_Player::IsPracticallyZombie(void)const
385 CHL2_Player::IsFollowingPhysics(void)
+
385 CHL2MP_Player::IsInfectionKnown(void)const
386 CHL2_Player::InitVCollision(Vector  const&,Vector  const&)
+
386 CHL2_Player::IsFollowingPhysics(void)
387 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
+
387 CHL2_Player::InitVCollision(Vector  const&,Vector  const&)
388 CBasePlayer::Hints(void)
+
388 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
389 CBasePlayer::IsReadyToPlay(void)
+
389 CBasePlayer::Hints(void)
390 CBasePlayer::IsReadyToSpawn(void)
+
390 CBasePlayer::IsReadyToPlay(void)
391 CBasePlayer::ShouldGainInstantSpawn(void)
+
391 CBasePlayer::IsReadyToSpawn(void)
392 CBasePlayer::ResetPerRoundStats(void)
+
392 CBasePlayer::ShouldGainInstantSpawn(void)
393 CBasePlayer::ResetScores(void)
+
393 CBasePlayer::ResetPerRoundStats(void)
394 CHL2_Player::EquipSuit(bool)
+
394 CBasePlayer::ResetScores(void)
395 CHL2_Player::RemoveSuit(void)
+
395 CHL2_Player::EquipSuit(bool)
396 CHL2MP_Player::CommitSuicide(bool,bool)
+
396 CHL2_Player::RemoveSuit(void)
397 CHL2MP_Player::CommitSuicide(Vector  const&,bool,bool)
+
397 CHL2MP_Player::CommitSuicide(bool,bool)
398 CBasePlayer::IsBot(void)const
+
398 CHL2MP_Player::CommitSuicide(Vector  const&,bool,bool)
399 CHL2MP_Player::NotePlayerTalked(void)
+
399 CBasePlayer::IsBot(void)const
400 CBasePlayer::GetExpresser(void)
+
400 CHL2MP_Player::NotePlayerTalked(void)
401 CBasePlayer::SpawnArmorValue(void)const
+
401 CBasePlayer::GetExpresser(void)
402 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
402 CBasePlayer::SpawnArmorValue(void)const
403 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
403 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
404 CHL2_Player::SuspendUse(float)
+
404 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
405 CHL2_Player::CommanderMode(void)
+
405 CHL2_Player::SuspendUse(float)
406 CHL2MP_Player::StartSprinting(void)
+
406 CHL2_Player::CommanderMode(void)
407 CHL2_Player::GetIdleTime(void)const
+
407 CHL2MP_Player::StartSprinting(void)
408 CHL2_Player::GetMoveTime(void)const
+
408 CHL2_Player::GetIdleTime(void)const
409 CHL2_Player::GetLastDamageTime(void)const
+
409 CHL2_Player::GetMoveTime(void)const
410 CHL2_Player::IsDucking(void)const
+
410 CHL2_Player::GetLastDamageTime(void)const
411 CHL2_Player::Weapon_Lower(void)
+
411 CHL2_Player::IsDucking(void)const
412 CHL2_Player::Weapon_Ready(void)
+
412 CHL2_Player::Weapon_Lower(void)
413 CHL2_Player::IsHoldingEntity(CBaseEntity *)
+
413 CHL2_Player::Weapon_Ready(void)
414 CHL2_Player::UpdateWeaponPosture(void)
+
414 CHL2_Player::IsHoldingEntity(CBaseEntity *)
415 CHL2_Player::NetworkStateChanged_m_fIsWalking(void)
+
415 CHL2_Player::UpdateWeaponPosture(void)
416 CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)
+
416 CHL2_Player::NetworkStateChanged_m_fIsWalking(void)
417 CHL2MP_Player::GhostSpawn(void)
+
417 CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)
418 CHL2MP_Player::WaitSpawn(void)
+
418 CHL2MP_Player::GhostSpawn(void)
419 CHL2MP_Player::ObserverSpawn(void)
+
419 CHL2MP_Player::WaitSpawn(void)
420 CHL2MP_Player::HandleCommand_JoinTeam(int)
+
420 CHL2MP_Player::ObserverSpawn(void)
421 CHL2MP_Player::CanHearChatFrom(CBasePlayer *)
+
421 CHL2MP_Player::HandleCommand_JoinTeam(int)
422 CHL2MP_Player::RemoveWeight(float)
+
422 CHL2MP_Player::CanHearChatFrom(CBasePlayer *)
423 CHL2MP_Player::RemoveAllItems(void)
+
423 CHL2MP_Player::RemoveWeight(float)
424 CHL2MP_Player::ItemReticleSearch(void)
+
424 CHL2MP_Player::RemoveAllItems(void)
425 CHL2MP_Player::InventoryStatus(void)
+
425 CHL2MP_Player::ItemReticleSearch(void)
426 CHL2MP_Player::GiveNamedItem(char  const*)
+
426 CHL2MP_Player::InventoryStatus(void)
427 CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)
+
427 CHL2MP_Player::GiveNamedItem(char  const*)
428 CHL2MP_Player::GiveEmptyHands(void)
+
428 CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)
429 CHL2MP_Player::GivePhone(void)
+
429 CHL2MP_Player::GiveEmptyHands(void)
430 CHL2MP_Player::SetPlayerTeamModel(int)
+
430 CHL2MP_Player::GivePhone(void)
431 CHL2MP_Player::ShowBriefingMenu(void)
+
431 CHL2MP_Player::SetPlayerTeamModel(int)
432 CHL2MP_Player::HideBriefingMenu(void)
+
432 CHL2MP_Player::ShowBriefingMenu(void)
433 CHL2MP_Player::CreateAmmo(char  const*)
+
433 CHL2MP_Player::HideBriefingMenu(void)
434 CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)
+
434 CHL2MP_Player::CreateAmmo(char  const*)
435 CHL2MP_Player::ScootInventory(void)
+
435 CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)
436 CHL2MP_Player::PlayerDropWeapon(void)
+
436 CHL2MP_Player::ScootInventory(void)
437 CHL2MP_Player::PlayerUnloadWeapon(void)
+
437 CHL2MP_Player::PlayerDropWeapon(void)
438 CHL2MP_Player::PlayerCycleAmmoType(void)
+
438 CHL2MP_Player::PlayerUnloadWeapon(void)
439 CHL2MP_Player::PlayerCycleDropAmount(void)
+
439 CHL2MP_Player::PlayerCycleAmmoType(void)
440 CHL2MP_Player::PrepAmmoForDrop(CItem *)
+
440 CHL2MP_Player::PlayerCycleDropAmount(void)
441 CHL2MP_Player::PlayerDropAmmo(void)
+
441 CHL2MP_Player::PrepAmmoForDrop(CItem *)
442 CHL2MP_Player::GiveAmmoToPlayer(void)
+
442 CHL2MP_Player::PlayerDropAmmo(void)
443 CHL2MP_Player::ResetTeamSwitch(void)
+
443 CHL2MP_Player::GiveAmmoToPlayer(void)
444 CHL2MP_Player::Panic(bool)
+
444 CHL2MP_Player::ResetTeamSwitch(void)
445 CHL2MP_Player::Melee(bool)
+
445 CHL2MP_Player::Panic(bool)
446 CHL2MP_Player::VoiceMenu(char  const*,char  const*)
+
446 CHL2MP_Player::Melee(bool)
447 CHL2MP_Player::VoiceMenuText(char  const*)
+
447 CHL2MP_Player::VoiceMenu(char  const*,char  const*)
448 CHL2MP_Player::Taunt(bool)
+
448 CHL2MP_Player::VoiceMenuText(char  const*)
449 CHL2MP_Player::KillTaunt(bool)
+
449 CHL2MP_Player::Taunt(bool)
450 CHL2MP_Player::Berzerk(void)
+
450 CHL2MP_Player::KillTaunt(bool)
451 CHL2MP_Player::Go(void)
+
451 CHL2MP_Player::Berzerk(void)
452 CHL2MP_Player::Camp(void)
+
452 CHL2MP_Player::Go(void)
453 CHL2MP_Player::HolsterWeapon(void)
+
453 CHL2MP_Player::Roar(void)
454 CHL2MP_Player::SwitchToPhone(void)
+
454 CHL2MP_Player::Camp(void)
455 CHL2MP_Player::Trace(void)
+
455 CHL2MP_Player::HolsterWeapon(void)
456 CHL2MP_Player::IsOnATeam(void)
+
456 CHL2MP_Player::SwitchToPhone(void)
457 RandomSeed
+
457 CHL2MP_Player::Trace(void)
458 `typeinfo name for'CHL2MP_Player
+
458 CHL2MP_Player::IsOnATeam(void)
459 `typeinfo for'CHL2_Player
 
460 RandomSeed
 
461 `typeinfo name for'CHL2MPRagdoll
 
462 `typeinfo for'CBaseAnimatingOverlay
 
 
</pre>
 
</pre>

Revision as of 16:46, 9 February 2011

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 09 Feb 2011

// Auto reconstructed from vtable block @ 0x012E4700
// 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::GetServerClass(void)
10	CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)
11	CHL2MP_Player::GetDataDescMap(void)
12	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
13	CHL2_Player::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15	CHL2MP_Player::ShouldCollide(int,int)const
16	CBaseEntity::SetOwnerEntity(CBaseEntity*)
17	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
18	CBasePlayer::UpdateTransmitState(void)
19	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
20	CBasePlayer::GetTracerType(void)
21	CHL2MP_Player::Spawn(void)
22	CBaseEntity::ZPASpawn(void)
23	CHL2MP_Player::Precache(void)
24	CBasePlayer::SetModel(char  const*)
25	CBaseEntity::PostConstructor(char  const*)
26	CBaseEntity::PostClientActive(void)
27	CBaseEntity::ParseMapData(CEntityMapData *)
28	CBaseEntity::KeyValue(char  const*,char  const*)
29	CBaseEntity::KeyValue(char  const*,float)
30	CBaseEntity::KeyValue(char  const*,Vector  const&)
31	CBaseEntity::GetKeyValue(char  const*,char *,int)
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	CBaseEntity::GetBeamTraceFilter(void)
58	CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&)
59	CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
60	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
61	CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&)
62	CHL2MP_Player::TakeHealth(float,int)
63	CBaseEntity::IsAlive(void)
64	CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&)
65	CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
66	CBaseCombatCharacter::BloodColor(void)
67	CBaseEntity::IsTriggered(CBaseEntity*)
68	CBaseEntity::IsNPC(void)const
69	CBaseCombatCharacter::MyCombatCharacterPointer(void)
70	CBaseEntity::GetDelay(void)
71	CBaseEntity::IsMoving(void)
72	CBaseEntity::DamageDecal(int,int)
73	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
74	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
75	CBaseEntity::OnControls(CBaseEntity*)
76	CBaseEntity::HasTarget(string_t)
77	CBasePlayer::IsPlayer(void)const
78	CBasePlayer::IsNetClient(void)const
79	CBaseEntity::IsTemplate(void)
80	CBaseEntity::IsBaseObject(void)const
81	CBaseEntity::IsBaseTrain(void)const
82	CBaseEntity::IsPlayerUsableItem(void)
83	CBaseEntity::GetItemTypeID(void)
84	CBaseEntity::GetServerVehicle(void)
85	CBaseEntity::IsViewable(void)
86	CHL2MP_Player::ChangeTeam(int)
87	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
88	CBaseEntity::CanStandOn(CBaseEntity*)const
89	CBaseEntity::CanStandOn(edict_t *)const
90	CBaseEntity::GetEnemy(void)
91	CBaseEntity::GetEnemy(void)const
92	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
93	CBaseEntity::StartTouch(CBaseEntity*)
94	CBasePlayer::Touch(CBaseEntity *)
95	CBaseEntity::EndTouch(CBaseEntity*)
96	CBaseEntity::StartBlocked(CBaseEntity*)
97	CBaseEntity::Blocked(CBaseEntity*)
98	CBaseEntity::EndBlocked(void)
99	CBasePlayer::PhysicsSimulate(void)
100	CHL2MP_Player::UpdateOnRemove(void)
101	CHL2_Player::StopLoopingSounds(void)
102	CBaseEntity::SUB_AllowedToFade(void)
103	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
104	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
105	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
106	CBaseEntity::GetTracerAttachment(void)
107	CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
108	CBasePlayer::DoImpactEffect(CGameTrace &,int)
109	CBaseEntity::Respawn(void)
110	CBaseEntity::IsLockedByMaster(void)
111	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
112	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
113	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
114	CBasePlayer::NetworkStateChanged_m_iHealth(void)
115	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
116	CBasePlayer::NetworkStateChanged_m_lifeState(void)
117	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
118	CBaseEntity::NetworkStateChanged_m_takedamage(void)
119	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
120	CBaseEntity::GetDamageType(void)const
121	CBaseEntity::GetDamage(void)
122	CBaseEntity::SetDamage(float)
123	CBasePlayer::EyePosition(void)
124	CBasePlayer::EyeAngles(void)
125	CBasePlayer::LocalEyeAngles(void)
126	CBaseEntity::EarPosition(void)
127	CBasePlayer::BodyTarget(Vector  const&,bool)
128	CBaseEntity::HeadTarget(Vector  const&)
129	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
130	CBaseEntity::GetViewOffset(void)
131	CBasePlayer::GetSmoothedVelocity(void)
132	CBaseAnimating::GetVelocity(Vector *,Vector *)
133	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
134	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
135	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
136	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
137	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
138	CBaseEntity::GetGroundVelocityToApply(Vector &)
139	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
140	CHL2_Player::Splash(void)
141	CBaseEntity::WorldSpaceCenter(void)const
142	CBaseEntity::GetSoundEmissionOrigin(void)const
143	CBaseEntity::CreateVPhysics(void)
144	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
145	CBasePlayer::VPhysicsDestroyObject(void)
146	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
147	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
148	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
149	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
150	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
151	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
152	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
153	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
154	CBaseEntity::VPhysicsIsFlesh(void)
155	CBaseEntity::HasPhysicsAttacker(float)
156	CBasePlayer::PhysicsSolidMaskForEntity(void)const
157	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
158	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
159	CBaseAnimating::GetStepOrigin(void)const
160	CBaseAnimating::GetStepAngles(void)const
161	CBaseEntity::ShouldDrawWaterImpacts(void)
162	CBasePlayer::NetworkStateChanged_m_fFlags(void)
163	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
164	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
165	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
166	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
167	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
168	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
169	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
170	CBasePlayer::NetworkStateChanged_m_flFriction(void)
171	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
172	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
173	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
174	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
175	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
176	CBaseAnimating::GetIdealSpeed(void)const
177	CBaseAnimating::GetIdealAccel(void)const
178	CBaseAnimatingOverlay::StudioFrameAdvance(void)
179	CBaseAnimating::IsActivityFinished(void)
180	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
181	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
182	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
183	CBaseAnimating::IsRagdoll(void)
184	CBaseAnimating::CanBecomeRagdoll(void)
185	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
186	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
187	CBaseAnimating::SetupBones(matrix3x4_t *,int)
188	CBaseAnimating::CalculateIKLocks(float)
189	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
190	CBasePlayer::HandleAnimEvent(animevent_t *)
191	CBaseAnimating::PopulatePoseParameters(void)
192	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
193	CBaseAnimating::InitBoneControllers(void)
194	CBaseAnimating::GetGroundSpeedVelocity(void)
195	CBaseAnimating::Ignite(float,bool,float,bool)
196	CBaseAnimating::IgniteLifetime(float)
197	CBaseAnimating::IgniteNumHitboxFires(int)
198	CBaseAnimating::IgniteHitboxFireScale(float)
199	CBaseAnimating::Extinguish(void)
200	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
201	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
202	CBaseFlex::SetViewtarget(Vector  const&)
203	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
204	CBaseFlex::ProcessSceneEvents(void)
205	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
206	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
207	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
208	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
209	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
210	CHL2_Player::GetPhysicsImpactDamageTable(void)
211	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
212	CBaseCombatCharacter::FInViewCone(Vector  const&)
213	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
214	CBaseCombatCharacter::FInAimCone(Vector  const&)
215	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
216	CBaseCombatCharacter::FindMissTarget(void)
217	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
218	CBasePlayer::BodyAngles(void)
219	CBaseCombatCharacter::BodyDirection2D(void)
220	CBaseCombatCharacter::BodyDirection3D(void)
221	CBaseCombatCharacter::HeadDirection2D(void)
222	CBaseCombatCharacter::HeadDirection3D(void)
223	CHL2_Player::EyeDirection2D(void)
224	CHL2_Player::EyeDirection3D(void)
225	CHL2MP_Player::GiveAmmo(int,int,bool)
226	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
227	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
228	CBaseCombatCharacter::Weapon_FrameUpdate(void)
229	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
230	CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
231	CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
232	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
233	CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
234	CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int,bool)
235	CBasePlayer::Weapon_ShootPosition(void)
236	CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
237	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
238	CBaseCombatCharacter::Weapon_GetSlot(int)const
239	CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *)
240	CBaseCombatCharacter::Weapon_CleanupSlot(int)
241	CBaseCombatCharacter::Weapon_DeleteSlot(int)
242	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
243	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
244	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
245	CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&)
246	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
247	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
248	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
249	CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
250	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
251	CBaseCombatCharacter::GetDeathActivity(void)
252	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
253	CBaseCombatCharacter::CorpseFade(void)
254	CBaseCombatCharacter::HasHumanGibs(void)
255	CBaseCombatCharacter::HasAlienGibs(void)
256	CHL2MP_Player::ShouldGib(CTakeDamageInfo  const&)
257	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
258	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
259	CBasePlayer::Event_Dying(void)
260	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
261	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
262	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
263	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
264	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
265	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
266	CBaseCombatCharacter::IRelationType(CBaseEntity *)
267	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
268	CBasePlayer::IsInAVehicle(void)const
269	CBasePlayer::GetVehicle(void)
270	CBasePlayer::GetVehicleEntity(void)
271	CBaseCombatCharacter::ExitVehicle(void)
272	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
273	CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
274	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
275	CBasePlayer::DoMuzzleFlash(void)
276	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
277	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
278	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
279	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
280	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
281	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
282	CHL2MP_Player::CreateViewModel(int)
283	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
284	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
285	CHL2MP_Player::SharedSpawn(void)
286	CBasePlayer::ForceRespawn(void)
287	CHL2MP_Player::InitialSpawn(void)
288	CBasePlayer::InitHUD(void)
289	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
290	CHL2MP_Player::PlayerDeathThink(void)
291	CHL2MP_Player::Jump(void)
292	CBasePlayer::Duck(void)
293	CHL2MP_Player::PreThink(void)
294	CHL2MP_Player::PostThink(void)
295	CHL2MP_Player::DamageEffect(float,int)
296	CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
297	CBasePlayer::ShouldFadeOnDeath(void)
298	CBasePlayer::IsFakeClient(void)const
299	CBasePlayer::GetPlayerMins(void)const
300	CBasePlayer::GetPlayerMaxs(void)const
301	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
302	CBasePlayer::PackDeadPlayerItems(void)
303	CBasePlayer::RemoveAllItems(bool)
304	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
305	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
306	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
307	CHL2_Player::UpdateClientData(void)
308	CHL2_Player::ExitLadder(void)
309	CHL2_Player::GetLadderSurface(Vector  const&)
310	CHL2_Player::SetFlashlightEnabled(bool)
311	CHL2MP_Player::FlashlightIsOn(void)
312	CHL2MP_Player::FlashlightTurnOn(void)
313	CHL2MP_Player::FlashlightTurnOff(void)
314	CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
315	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
316	CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
317	CBasePlayer::GetStepSoundVelocities(float *,float *)
318	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
319	CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
320	CHL2MP_Player::SetAnimation(PLAYER_ANIM)
321	CBasePlayer::ImpulseCommands(void)
322	CHL2_Player::CheatImpulseCommands(int)
323	CHL2MP_Player::ClientCommand(CCommand  const&)
324	CHL2MP_Player::StartObserverMode(int)
325	CHL2MP_Player::StopObserverMode(void)
326	CBasePlayer::ModeWantsSpectatorGUI(int)
327	CBasePlayer::SetObserverMode(int)
328	CBasePlayer::GetObserverMode(void)
329	CBasePlayer::SetObserverTarget(CBaseEntity *)
330	CBasePlayer::ObserverUse(bool)
331	CBasePlayer::GetObserverTarget(void)
332	CBasePlayer::FindNextObserverTarget(bool)
333	CBasePlayer::GetNextObserverSearchStartPoint(bool)
334	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
335	CBasePlayer::CheckObserverSettings(void)
336	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
337	CBasePlayer::ForceObserverMode(int)
338	CBasePlayer::ResetObserverMode(void)
339	CBasePlayer::ValidateCurrentObserverTarget(void)
340	CBasePlayer::AttemptToExitFreezeCam(void)
341	CBasePlayer::StartReplayMode(float,float,int)
342	CBasePlayer::StopReplayMode(void)
343	CBasePlayer::GetDelayTicks(void)
344	CBasePlayer::GetReplayEntity(void)
345	CHL2_Player::CreateCorpse(void)
346	CHL2MP_Player::EntSelectSpawnPoint(void)
347	CBasePlayer::GetInVehicle(IServerVehicle *,int)
348	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
349	CBasePlayer::OnVehicleStart(void)
350	CBasePlayer::OnVehicleEnd(Vector &)
351	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
352	CBasePlayer::SelectLastItem(void)
353	CBasePlayer::SelectItem(char  const*,int)
354	CBasePlayer::SelectItem(int,int)
355	CHL2MP_Player::ItemPostFrame(void)
356	CBasePlayer::GiveNamedItem(char  const*,int)
357	CBasePlayer::CheckTrainUpdate(void)
358	CHL2_Player::SetPlayerUnderwater(bool)
359	CHL2MP_Player::CanBreatheUnderwater(void)const
360	CHL2MP_Player::PlayerUse(void)
361	CHL2_Player::PlayUseDenySound(void)
362	CBasePlayer::FindUseEntity(void)
363	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
364	CHL2MP_Player::PickupObject(CBaseEntity *,bool)
365	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
366	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
367	CHL2_Player::GetHeldObject(void)
368	CBasePlayer::UpdateGeigerCounter(void)
369	CBasePlayer::GetAutoaimVector(float)
370	CBasePlayer::GetAutoaimVector(float,float)
371	CHL2_Player::GetAutoaimVector(autoaim_params_t &)
372	CBasePlayer::ShouldAutoaim(void)
373	CBasePlayer::ForceClientDllUpdate(void)
374	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
375	CHL2MP_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
376	CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)
377	CHL2MP_Player::CanSpeak(void)
378	CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
379	CHL2MP_Player::CheckChatText(char *,int)
380	CHL2MP_Player::CreateRagdollEntity(void)
381	CBasePlayer::ShouldAnnounceAchievement(void)
382	CHL2_Player::OnDoneDamage(void)
383	CHL2_Player::IsWalking(void)
384	CHL2MP_Player::IsPracticallyZombie(void)const
385	CHL2MP_Player::IsInfectionKnown(void)const
386	CHL2_Player::IsFollowingPhysics(void)
387	CHL2_Player::InitVCollision(Vector  const&,Vector  const&)
388	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
389	CBasePlayer::Hints(void)
390	CBasePlayer::IsReadyToPlay(void)
391	CBasePlayer::IsReadyToSpawn(void)
392	CBasePlayer::ShouldGainInstantSpawn(void)
393	CBasePlayer::ResetPerRoundStats(void)
394	CBasePlayer::ResetScores(void)
395	CHL2_Player::EquipSuit(bool)
396	CHL2_Player::RemoveSuit(void)
397	CHL2MP_Player::CommitSuicide(bool,bool)
398	CHL2MP_Player::CommitSuicide(Vector  const&,bool,bool)
399	CBasePlayer::IsBot(void)const
400	CHL2MP_Player::NotePlayerTalked(void)
401	CBasePlayer::GetExpresser(void)
402	CBasePlayer::SpawnArmorValue(void)const
403	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
404	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
405	CHL2_Player::SuspendUse(float)
406	CHL2_Player::CommanderMode(void)
407	CHL2MP_Player::StartSprinting(void)
408	CHL2_Player::GetIdleTime(void)const
409	CHL2_Player::GetMoveTime(void)const
410	CHL2_Player::GetLastDamageTime(void)const
411	CHL2_Player::IsDucking(void)const
412	CHL2_Player::Weapon_Lower(void)
413	CHL2_Player::Weapon_Ready(void)
414	CHL2_Player::IsHoldingEntity(CBaseEntity *)
415	CHL2_Player::UpdateWeaponPosture(void)
416	CHL2_Player::NetworkStateChanged_m_fIsWalking(void)
417	CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)
418	CHL2MP_Player::GhostSpawn(void)
419	CHL2MP_Player::WaitSpawn(void)
420	CHL2MP_Player::ObserverSpawn(void)
421	CHL2MP_Player::HandleCommand_JoinTeam(int)
422	CHL2MP_Player::CanHearChatFrom(CBasePlayer *)
423	CHL2MP_Player::RemoveWeight(float)
424	CHL2MP_Player::RemoveAllItems(void)
425	CHL2MP_Player::ItemReticleSearch(void)
426	CHL2MP_Player::InventoryStatus(void)
427	CHL2MP_Player::GiveNamedItem(char  const*)
428	CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)
429	CHL2MP_Player::GiveEmptyHands(void)
430	CHL2MP_Player::GivePhone(void)
431	CHL2MP_Player::SetPlayerTeamModel(int)
432	CHL2MP_Player::ShowBriefingMenu(void)
433	CHL2MP_Player::HideBriefingMenu(void)
434	CHL2MP_Player::CreateAmmo(char  const*)
435	CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)
436	CHL2MP_Player::ScootInventory(void)
437	CHL2MP_Player::PlayerDropWeapon(void)
438	CHL2MP_Player::PlayerUnloadWeapon(void)
439	CHL2MP_Player::PlayerCycleAmmoType(void)
440	CHL2MP_Player::PlayerCycleDropAmount(void)
441	CHL2MP_Player::PrepAmmoForDrop(CItem *)
442	CHL2MP_Player::PlayerDropAmmo(void)
443	CHL2MP_Player::GiveAmmoToPlayer(void)
444	CHL2MP_Player::ResetTeamSwitch(void)
445	CHL2MP_Player::Panic(bool)
446	CHL2MP_Player::Melee(bool)
447	CHL2MP_Player::VoiceMenu(char  const*,char  const*)
448	CHL2MP_Player::VoiceMenuText(char  const*)
449	CHL2MP_Player::Taunt(bool)
450	CHL2MP_Player::KillTaunt(bool)
451	CHL2MP_Player::Berzerk(void)
452	CHL2MP_Player::Go(void)
453	CHL2MP_Player::Roar(void)
454	CHL2MP_Player::Camp(void)
455	CHL2MP_Player::HolsterWeapon(void)
456	CHL2MP_Player::SwitchToPhone(void)
457	CHL2MP_Player::Trace(void)
458	CHL2MP_Player::IsOnATeam(void)