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 04 May 2008</b>
+
<b>Last Updated 04 Oct 2008</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00E8D440
+
// Auto reconstructed from vtable block @ 0x010DA080
 
// 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 20: Line 20:
 
7 CBaseEntity::GetModelName(void)const
 
7 CBaseEntity::GetModelName(void)const
 
8 CBaseEntity::SetModelIndex(int)
 
8 CBaseEntity::SetModelIndex(int)
9 CHL2MP_Player::_GetClassName(void)
+
9 CHL2MP_Player::GetServerClass(void)
10 CHL2MP_Player::GetServerClass(void)
+
10 CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)
11 CHL2MP_Player::GetClassName(void)
+
11 CHL2MP_Player::GetDataDescMap(void)
12 CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)
+
12 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
13 CHL2MP_Player::GetDataDescMap(void)
+
13 CHL2_Player::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
14 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
+
14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15 CHL2_Player::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
+
15 CHL2MP_Player::ShouldCollide(int,int)const
16 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
+
16 CBaseEntity::SetOwnerEntity(CBaseEntity*)
17 CBaseEntity::ShouldCollide(int,int)const
+
17 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
18 CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
18 CBasePlayer::UpdateTransmitState(void)
19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
+
19 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
20 CBasePlayer::UpdateTransmitState(void)
+
20 CBasePlayer::GetTracerType(void)
21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
+
21 CHL2MP_Player::Spawn(void)
22 CBasePlayer::GetTracerType(void)
+
22 CHL2MP_Player::Precache(void)
23 CHL2MP_Player::Spawn(void)
+
23 CBasePlayer::SetModel(char  const*)
24 CHL2MP_Player::Precache(void)
+
24 CBaseEntity::PostConstructor(char  const*)
25 CBaseFlex::SetModel(char  const*)
+
25 CBaseEntity::PostClientActive(void)
26 CBaseEntity::PostConstructor(char  const*)
+
26 CBaseEntity::ParseMapData(CEntityMapData *)
27 CBaseEntity::PostClientActive(void)
+
27 CBaseEntity::KeyValue(char  const*,char  const*)
28 CBaseEntity::ParseMapData(CEntityMapData *)
+
28 CBaseEntity::KeyValue(char  const*,float)
29 CBaseEntity::KeyValue(char  const*,char  const*)
+
29 CBaseEntity::KeyValue(char  const*,Vector const&)
30 CBaseEntity::KeyValue(char  const*,float)
+
30 CBaseEntity::GetKeyValue(char  const*,char *,int)
31 CBaseEntity::KeyValue(char  const*,Vector)
+
31 CHL2_Player::Activate(void)
32 CHL2_Player::Activate(void)
+
32 CBaseEntity::SetParent(CBaseEntity*,int)
33 CBaseEntity::SetParent(CBaseEntity*,int)
+
33 CBasePlayer::ObjectCaps(void)
34 CBasePlayer::ObjectCaps(void)
+
34 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
35 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
+
35 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
36 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
+
36 CHL2_Player::DrawDebugGeometryOverlays(void)
37 CHL2_Player::DrawDebugGeometryOverlays(void)
+
37 CBaseAnimating::DrawDebugTextOverlays(void)
38 CBaseAnimating::DrawDebugTextOverlays(void)
+
38 CBasePlayer::Save(ISave &)
39 CBasePlayer::Save(ISave &)
+
39 CBasePlayer::Restore(IRestore &)
40 CBasePlayer::Restore(IRestore &)
+
40 CBasePlayer::ShouldSavePhysics(void)
41 CBasePlayer::ShouldSavePhysics(void)
+
41 CBaseEntity::OnSave(IEntitySaveUtils *)
42 CBaseEntity::OnSave(IEntitySaveUtils *)
+
42 CHL2_Player::OnRestore(void)
43 CHL2_Player::OnRestore(void)
+
43 CBasePlayer::RequiredEdictIndex(void)
44 CBasePlayer::RequiredEdictIndex(void)
+
44 CBaseEntity::MoveDone(void)
45 CBaseEntity::MoveDone(void)
+
45 CBaseEntity::Think(void)
46 CBaseEntity::Think(void)
+
46 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
+
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
+
48 CBaseAnimating::GetBaseAnimating(void)
49 CBaseAnimating::GetBaseAnimating(void)
+
49 CBaseEntity::GetResponseSystem(void)
50 CBaseEntity::GetResponseSystem(void)
+
50 CBaseEntity::DispatchResponse(char  const*)
51 CBaseEntity::DispatchResponse(char  const*)
+
51 CHL2_Player::Classify(void)
52 CHL2_Player::Classify(void)
+
52 CBaseEntity::DeathNotice(CBaseEntity*)
53 CBaseEntity::DeathNotice(CBaseEntity*)
+
53 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
+
54 CBaseEntity::GetAutoAimRadius(void)
55 CBaseEntity::GetAutoAimRadius(void)
+
55 CBaseEntity::GetAutoAimCenter(void)
56 CBaseEntity::GetAutoAimCenter(void)
+
56 CBaseEntity::GetBeamTraceFilter(void)
 
57 CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&)
 
57 CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&)
 
58 CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
 
58 CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
Line 73: Line 73:
 
60 CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&)
 
60 CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&)
 
61 CHL2MP_Player::TakeHealth(float,int)
 
61 CHL2MP_Player::TakeHealth(float,int)
62 CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&)
+
62 CBaseEntity::IsAlive(void)
63 CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
63 CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&)
64 CBaseCombatCharacter::BloodColor(void)
+
64 CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
65 CBaseEntity::IsTriggered(CBaseEntity*)
+
65 CBaseCombatCharacter::BloodColor(void)
66 CBaseEntity::IsNPC(void)const
+
66 CBaseEntity::IsTriggered(CBaseEntity*)
67 CBaseCombatCharacter::MyCombatCharacterPointer(void)
+
67 CBaseEntity::IsNPC(void)const
68 CBaseEntity::GetDelay(void)
+
68 CBaseCombatCharacter::MyCombatCharacterPointer(void)
69 CBaseEntity::IsMoving(void)
+
69 CBaseEntity::GetDelay(void)
70 CBaseEntity::DamageDecal(int,int)
+
70 CBaseEntity::IsMoving(void)
71 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
+
71 CBaseEntity::DamageDecal(int,int)
72 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
+
72 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
73 CBaseEntity::OnControls(CBaseEntity*)
+
73 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
74 CBaseEntity::HasTarget(string_t)
+
74 CBaseEntity::OnControls(CBaseEntity*)
75 CBasePlayer::IsPlayer(void)const
+
75 CBaseEntity::HasTarget(string_t)
76 CBasePlayer::IsNetClient(void)const
+
76 CBasePlayer::IsPlayer(void)const
77 CBaseEntity::IsTemplate(void)
+
77 CBasePlayer::IsNetClient(void)const
78 CBaseEntity::IsBaseObject(void)const
+
78 CBaseEntity::IsTemplate(void)
79 CBaseEntity::IsPlayerUsableItem(void)
+
79 CBaseEntity::IsBaseObject(void)const
80 CBaseEntity::GetItemTypeID(void)
+
80 CBaseEntity::IsBaseTrain(void)const
81 CBaseEntity::GetServerVehicle(void)
+
81 CBaseEntity::IsPlayerUsableItem(void)
82 CBaseEntity::IsViewable(void)
+
82 CBaseEntity::GetItemTypeID(void)
83 CHL2MP_Player::ChangeTeam(int)
+
83 CBaseEntity::GetServerVehicle(void)
84 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
+
84 CBaseEntity::IsViewable(void)
85 CBaseEntity::CanStandOn(CBaseEntity*)const
+
85 CHL2MP_Player::ChangeTeam(int)
86 CBaseEntity::CanStandOn(edict_t *)const
+
86 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
87 CBaseEntity::GetEnemy(void)
+
87 CBaseEntity::CanStandOn(CBaseEntity*)const
88 CBaseEntity::GetEnemy(void)const
+
88 CBaseEntity::CanStandOn(edict_t *)const
89 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
+
89 CBaseEntity::GetEnemy(void)
90 CBaseEntity::StartTouch(CBaseEntity*)
+
90 CBaseEntity::GetEnemy(void)const
91 CBasePlayer::Touch(CBaseEntity *)
+
91 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
92 CBaseEntity::EndTouch(CBaseEntity*)
+
92 CBaseEntity::StartTouch(CBaseEntity*)
93 CBaseEntity::StartBlocked(CBaseEntity*)
+
93 CBasePlayer::Touch(CBaseEntity *)
94 CBaseEntity::Blocked(CBaseEntity*)
+
94 CBaseEntity::EndTouch(CBaseEntity*)
95 CBaseEntity::EndBlocked(void)
+
95 CBaseEntity::StartBlocked(CBaseEntity*)
96 CBasePlayer::PhysicsSimulate(void)
+
96 CBaseEntity::Blocked(CBaseEntity*)
97 CHL2MP_Player::UpdateOnRemove(void)
+
97 CBaseEntity::EndBlocked(void)
98 CHL2_Player::StopLoopingSounds(void)
+
98 CBasePlayer::PhysicsSimulate(void)
99 CBaseEntity::SUB_AllowedToFade(void)
+
99 CHL2MP_Player::UpdateOnRemove(void)
100 CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
+
100 CHL2_Player::StopLoopingSounds(void)
101 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
+
101 CBaseEntity::SUB_AllowedToFade(void)
102 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
+
102 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
103 CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
+
103 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
104 CBasePlayer::DoImpactEffect(CGameTrace &,int)
+
104 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
105 CBaseEntity::Respawn(void)
+
105 CBaseEntity::GetTracerAttachment(void)
106 CBaseEntity::IsLockedByMaster(void)
+
106 CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
107 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
107 CBasePlayer::DoImpactEffect(CGameTrace &,int)
108 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
+
108 CBaseEntity::Respawn(void)
109 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
109 CBaseEntity::IsLockedByMaster(void)
110 CBasePlayer::NetworkStateChanged_m_iHealth(void)
+
110 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
111 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
+
111 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
112 CBasePlayer::NetworkStateChanged_m_lifeState(void)
+
112 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
113 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
+
113 CBasePlayer::NetworkStateChanged_m_iHealth(void)
114 CBaseEntity::NetworkStateChanged_m_takedamage(void)
+
114 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
115 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
115 CBasePlayer::NetworkStateChanged_m_lifeState(void)
116 CBaseEntity::GetDamageType(void)const
+
116 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
117 CBaseEntity::GetDamage(void)
+
117 CBaseEntity::NetworkStateChanged_m_takedamage(void)
118 CBaseEntity::SetDamage(float)
+
118 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
119 CBasePlayer::EyePosition(void)
+
119 CBaseEntity::GetDamageType(void)const
120 CBasePlayer::EyeAngles(void)
+
120 CBaseEntity::GetDamage(void)
121 CBasePlayer::LocalEyeAngles(void)
+
121 CBaseEntity::SetDamage(float)
122 CBaseEntity::EarPosition(void)
+
122 CBasePlayer::EyePosition(void)
123 CBasePlayer::BodyTarget(Vector  const&,bool)
+
123 CBasePlayer::EyeAngles(void)
124 CBaseEntity::HeadTarget(Vector  const&)
+
124 CBasePlayer::LocalEyeAngles(void)
125 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
+
125 CBaseEntity::EarPosition(void)
126 CBaseEntity::GetViewOffset(void)
+
126 CBasePlayer::BodyTarget(Vector  const&,bool)
127 CBasePlayer::GetSmoothedVelocity(void)
+
127 CBaseEntity::HeadTarget(Vector  const&)
128 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
128 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
129 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
+
129 CBaseEntity::GetViewOffset(void)
130 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
+
130 CBasePlayer::GetSmoothedVelocity(void)
131 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
+
131 CBaseAnimating::GetVelocity(Vector *,Vector *)
132 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
132 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
133 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
133 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
134 CBaseEntity::CanBePoweredUp(void)
+
134 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
135 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
+
135 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
136 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
136 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
137 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
+
137 CBaseEntity::GetGroundVelocityToApply(Vector &)
138 CBaseEntity::Splash(void)
+
138 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
139 CBaseEntity::WorldSpaceCenter(void)const
+
139 CHL2_Player::Splash(void)
140 CBaseEntity::GetSoundEmissionOrigin(void)const
+
140 CBaseEntity::WorldSpaceCenter(void)const
141 CBaseEntity::CreateVPhysics(void)
+
141 CBaseEntity::GetSoundEmissionOrigin(void)const
142 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
142 CBaseEntity::CreateVPhysics(void)
143 CBasePlayer::VPhysicsDestroyObject(void)
+
143 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
144 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
144 CBasePlayer::VPhysicsDestroyObject(void)
145 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
145 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
146 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
146 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
147 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
147 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
148 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
148 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
149 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
149 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
150 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
150 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
151 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
151 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
152 CBaseEntity::HasPhysicsAttacker(float)
+
152 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
153 CBasePlayer::PhysicsSolidMaskForEntity(void)const
+
153 CBaseEntity::VPhysicsIsFlesh(void)
154 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
154 CBaseEntity::HasPhysicsAttacker(float)
155 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
155 CBasePlayer::PhysicsSolidMaskForEntity(void)const
156 CBaseAnimating::GetStepOrigin(void)const
+
156 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
157 CBaseAnimating::GetStepAngles(void)const
+
157 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
158 CBaseEntity::ShouldDrawWaterImpacts(void)
+
158 CBaseAnimating::GetStepOrigin(void)const
159 CBaseEntity::NetworkStateChanged_m_fFlags(void)
+
159 CBaseAnimating::GetStepAngles(void)const
160 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
+
160 CBaseEntity::ShouldDrawWaterImpacts(void)
161 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
+
161 CBasePlayer::NetworkStateChanged_m_fFlags(void)
162 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
162 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
163 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
+
163 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
164 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
164 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
165 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
+
165 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
166 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
166 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
167 CBasePlayer::NetworkStateChanged_m_flFriction(void)
+
167 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
168 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
168 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
169 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
+
169 CBasePlayer::NetworkStateChanged_m_flFriction(void)
170 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
170 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
171 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
+
171 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
172 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
172 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
173 CBaseAnimating::GetIdealSpeed(void)const
+
173 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
174 CBaseAnimating::GetIdealAccel(void)const
+
174 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
175 CBaseAnimatingOverlay::StudioFrameAdvance(void)
+
175 CBaseAnimating::GetIdealSpeed(void)const
176 CBaseAnimating::IsActivityFinished(void)
+
176 CBaseAnimating::GetIdealAccel(void)const
177 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
177 CBaseAnimatingOverlay::StudioFrameAdvance(void)
178 CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
+
178 CBaseAnimating::IsActivityFinished(void)
179 CBaseAnimating::IsRagdoll(void)
+
179 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
180 CBaseAnimating::CanBecomeRagdoll(void)
+
180 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
181 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
181 CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
182 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
182 CBaseAnimating::IsRagdoll(void)
183 CBaseAnimating::SetupBones(matrix3x4_t *,int)
+
183 CBaseAnimating::CanBecomeRagdoll(void)
184 CBaseAnimating::CalculateIKLocks(float)
+
184 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
185 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
185 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
186 CBaseAnimating::HandleAnimEvent(animevent_t *)
+
186 CBaseAnimating::SetupBones(matrix3x4_t *,int)
187 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
187 CBaseAnimating::CalculateIKLocks(float)
188 CBaseAnimating::InitBoneControllers(void)
+
188 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
189 CBaseAnimating::GetGroundSpeedVelocity(void)
+
189 CBasePlayer::HandleAnimEvent(animevent_t *)
190 CBaseAnimating::Ignite(float,bool,float,bool)
+
190 CBaseAnimating::PopulatePoseParameters(void)
191 CBaseAnimating::Extinguish(void)
+
191 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
192 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
192 CBaseAnimating::InitBoneControllers(void)
193 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
193 CBaseAnimating::GetGroundSpeedVelocity(void)
194 CBaseFlex::SetViewtarget(Vector  const&)
+
194 CBaseAnimating::Ignite(float,bool,float,bool)
195 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
195 CBaseAnimating::IgniteLifetime(float)
196 CBaseFlex::ProcessSceneEvents(void)
+
196 CBaseAnimating::IgniteNumHitboxFires(int)
197 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
197 CBaseAnimating::IgniteHitboxFireScale(float)
198 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
198 CBaseAnimating::Extinguish(void)
199 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
199 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
200 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
+
200 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
201 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
201 CBaseFlex::SetViewtarget(Vector  const&)
202 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
202 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
203 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
203 CBaseFlex::ProcessSceneEvents(void)
204 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
204 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
205 CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
+
205 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
206 CBaseCombatCharacter::FindMissTarget(void)
+
206 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
207 CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
+
207 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
208 CBasePlayer::BodyAngles(void)
+
208 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
209 CBaseCombatCharacter::BodyDirection2D(void)
+
209 CHL2_Player::GetPhysicsImpactDamageTable(void)
210 CBaseCombatCharacter::BodyDirection3D(void)
+
210 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
211 CBaseCombatCharacter::HeadDirection2D(void)
+
211 CBaseCombatCharacter::FInViewCone(Vector  const&)
212 CBaseCombatCharacter::HeadDirection3D(void)
+
212 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
213 CHL2_Player::EyeDirection2D(void)
+
213 CBaseCombatCharacter::FInAimCone(Vector  const&)
214 CHL2_Player::EyeDirection3D(void)
+
214 CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
215 CHL2_Player::GiveAmmo(int,int,bool)
+
215 CBaseCombatCharacter::FindMissTarget(void)
216 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
216 CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
217 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
217 CBasePlayer::BodyAngles(void)
218 CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
+
218 CBaseCombatCharacter::BodyDirection2D(void)
219 CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
+
219 CBaseCombatCharacter::BodyDirection3D(void)
220 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
220 CBaseCombatCharacter::HeadDirection2D(void)
221 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
221 CBaseCombatCharacter::HeadDirection3D(void)
222 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int,bool)
+
222 CHL2_Player::EyeDirection2D(void)
223 CBasePlayer::Weapon_ShootPosition(void)
+
223 CHL2_Player::EyeDirection3D(void)
224 CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
224 CHL2_Player::GiveAmmo(int,int,bool)
225 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
225 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
226 CBaseCombatCharacter::Weapon_GetSlot(int)const
+
226 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
227 CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *)
+
227 CBaseCombatCharacter::Weapon_FrameUpdate(void)
228 CBaseCombatCharacter::Weapon_DeleteSlot(int)
+
228 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
229 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
229 CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
230 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
230 CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
231 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
+
231 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
232 CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
232 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
233 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
233 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int,bool)
234 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
234 CBasePlayer::Weapon_ShootPosition(void)
235 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
235 CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
236 CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
+
236 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
237 CBaseCombatCharacter::GetDeathActivity(void)
+
237 CBaseCombatCharacter::Weapon_GetSlot(int)const
238 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
+
238 CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *)
239 CBaseCombatCharacter::CorpseFade(void)
+
239 CBaseCombatCharacter::Weapon_CleanupSlot(int)
240 CBaseCombatCharacter::HasHumanGibs(void)
+
240 CBaseCombatCharacter::Weapon_DeleteSlot(int)
241 CBaseCombatCharacter::HasAlienGibs(void)
+
241 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
242 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
+
242 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
243 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
243 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
244 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
+
244 CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&)
245 CBasePlayer::Event_Dying(void)
+
245 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
246 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
+
246 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
247 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
247 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
248 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
+
248 CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
249 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
+
249 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
250 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
+
250 CBaseCombatCharacter::GetDeathActivity(void)
251 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
251 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
252 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
252 CBaseCombatCharacter::CorpseFade(void)
253 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
253 CBaseCombatCharacter::HasHumanGibs(void)
254 CBaseCombatCharacter::IsInAVehicle(void)
+
254 CBaseCombatCharacter::HasAlienGibs(void)
255 CBasePlayer::GetVehicle(void)
+
255 CHL2MP_Player::ShouldGib(CTakeDamageInfo  const&)
256 CBasePlayer::GetVehicleEntity(void)
+
256 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
257 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
+
257 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
258 CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
258 CBasePlayer::Event_Dying(void)
259 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
259 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
260 CBasePlayer::DoMuzzleFlash(void)
+
260 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
261 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
261 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
262 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
262 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
263 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
263 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
264 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
264 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
265 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
+
265 CBaseCombatCharacter::IRelationType(CBaseEntity *)
266 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
266 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
267 CHL2MP_Player::CreateViewModel(int)
+
267 CBasePlayer::IsInAVehicle(void)const
268 CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
268 CBasePlayer::GetVehicle(void)
269 CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
+
269 CBasePlayer::GetVehicleEntity(void)
270 CHL2MP_Player::SharedSpawn(void)
+
270 CBaseCombatCharacter::ExitVehicle(void)
271 CBasePlayer::InitialSpawn(void)
+
271 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
272 CBasePlayer::InitHUD(void)
+
272 CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
273 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
273 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
274 CHL2MP_Player::PlayerDeathThink(void)
+
274 CBasePlayer::DoMuzzleFlash(void)
275 CHL2MP_Player::Jump(void)
+
275 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
276 CBasePlayer::Duck(void)
+
276 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
277 CHL2MP_Player::PreThink(void)
+
277 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
278 CHL2MP_Player::PostThink(void)
+
278 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
279 CHL2MP_Player::DamageEffect(float,int)
+
279 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
280 CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
+
280 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
281 CBasePlayer::ShouldFadeOnDeath(void)
+
281 CHL2MP_Player::CreateViewModel(int)
282 CBasePlayer::IsFakeClient(void)const
+
282 CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
283 CBasePlayer::GetPlayerMins(void)const
+
283 CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
284 CBasePlayer::GetPlayerMaxs(void)const
+
284 CHL2MP_Player::SharedSpawn(void)
285 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
+
285 CBasePlayer::ForceRespawn(void)
286 CBasePlayer::PackDeadPlayerItems(void)
+
286 CBasePlayer::InitialSpawn(void)
287 CBasePlayer::RemoveAllItems(bool)
+
287 CBasePlayer::InitHUD(void)
288 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
288 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
289 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
289 CHL2MP_Player::PlayerDeathThink(void)
290 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
290 CHL2MP_Player::Jump(void)
291 CHL2_Player::UpdateClientData(void)
+
291 CBasePlayer::Duck(void)
292 CHL2_Player::ExitLadder(void)
+
292 CHL2MP_Player::PreThink(void)
293 CHL2MP_Player::FlashlightIsOn(void)
+
293 CHL2MP_Player::PostThink(void)
294 CHL2MP_Player::FlashlightTurnOn(void)
+
294 CHL2MP_Player::DamageEffect(float,int)
295 CHL2MP_Player::FlashlightTurnOff(void)
+
295 CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
296 CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
296 CBasePlayer::ShouldFadeOnDeath(void)
297 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
+
297 CBasePlayer::IsFakeClient(void)const
298 CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
298 CBasePlayer::GetPlayerMins(void)const
299 CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
+
299 CBasePlayer::GetPlayerMaxs(void)const
300 CHL2MP_Player::SetAnimation(PLAYER_ANIM)
+
300 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
301 CBasePlayer::ImpulseCommands(void)
+
301 CBasePlayer::PackDeadPlayerItems(void)
302 CHL2_Player::CheatImpulseCommands(int)
+
302 CBasePlayer::RemoveAllItems(bool)
303 CHL2MP_Player::ClientCommand(char const*)
+
303 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
304 CHL2MP_Player::StartObserverMode(int)
+
304 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
305 CHL2MP_Player::StopObserverMode(void)
+
305 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
306 CBasePlayer::SetObserverMode(int)
+
306 CHL2_Player::UpdateClientData(void)
307 CBasePlayer::GetObserverMode(void)
+
307 CHL2_Player::ExitLadder(void)
308 CBasePlayer::SetObserverTarget(CBaseEntity *)
+
308 CHL2_Player::GetLadderSurface(Vector  const&)
309 CBasePlayer::ObserverUse(bool)
+
309 CHL2_Player::SetFlashlightEnabled(bool)
310 CBasePlayer::GetObserverTarget(void)
+
310 CHL2MP_Player::FlashlightIsOn(void)
311 CBasePlayer::FindNextObserverTarget(bool)
+
311 CHL2MP_Player::FlashlightTurnOn(void)
312 CBasePlayer::GetNextObserverSearchStartPoint(bool)
+
312 CHL2MP_Player::FlashlightTurnOff(void)
313 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
+
313 CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
314 CBasePlayer::CheckObserverSettings(void)
+
314 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
315 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
+
315 CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
316 CBasePlayer::ForceObserverMode(int)
+
316 CBasePlayer::GetStepSoundVelocities(float *,float *)
317 CBasePlayer::ResetObserverMode(void)
+
317 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
318 CBasePlayer::StartReplayMode(float,float,int)
+
318 CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
319 CBasePlayer::StopReplayMode(void)
+
319 CHL2MP_Player::SetAnimation(PLAYER_ANIM)
320 CBasePlayer::GetDelayTicks(void)
+
320 CBasePlayer::ImpulseCommands(void)
321 CBasePlayer::GetReplayEntity(void)
+
321 CHL2_Player::CheatImpulseCommands(int)
322 CHL2_Player::CreateCorpse(void)
+
322 CHL2MP_Player::ClientCommand(CCommand const&)
323 CHL2MP_Player::EntSelectSpawnPoint(void)
+
323 CHL2MP_Player::StartObserverMode(int)
324 CBasePlayer::GetInVehicle(IServerVehicle *,int)
+
324 CHL2MP_Player::StopObserverMode(void)
325 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
+
325 CBasePlayer::ModeWantsSpectatorGUI(int)
326 CBasePlayer::OnVehicleStart(void)
+
326 CBasePlayer::SetObserverMode(int)
327 CBasePlayer::OnVehicleEnd(Vector &)
+
327 CBasePlayer::GetObserverMode(void)
328 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
+
328 CBasePlayer::SetObserverTarget(CBaseEntity *)
329 CBasePlayer::SelectLastItem(void)
+
329 CBasePlayer::ObserverUse(bool)
330 CBasePlayer::SelectItem(char  const*,int)
+
330 CBasePlayer::GetObserverTarget(void)
331 CBasePlayer::SelectItem(int,int)
+
331 CBasePlayer::FindNextObserverTarget(bool)
332 CHL2MP_Player::ItemPostFrame(void)
+
332 CBasePlayer::GetNextObserverSearchStartPoint(bool)
333 CBasePlayer::GiveNamedItem(char  const*,int)
+
333 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
334 CBasePlayer::CheckTrainUpdate(void)
+
334 CBasePlayer::CheckObserverSettings(void)
335 CHL2_Player::SetPlayerUnderwater(bool)
+
335 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
336 CHL2MP_Player::CanBreatheUnderwater(void)const
+
336 CBasePlayer::ForceObserverMode(int)
337 CHL2MP_Player::PlayerUse(void)
+
337 CBasePlayer::ResetObserverMode(void)
338 CHL2_Player::PlayUseDenySound(void)
+
338 CBasePlayer::ValidateCurrentObserverTarget(void)
339 CBasePlayer::FindUseEntity(void)
+
339 CBasePlayer::AttemptToExitFreezeCam(void)
340 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
340 CBasePlayer::StartReplayMode(float,float,int)
341 CHL2MP_Player::PickupObject(CBaseEntity *,bool)
+
341 CBasePlayer::StopReplayMode(void)
342 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
342 CBasePlayer::GetDelayTicks(void)
343 CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
+
343 CBasePlayer::GetReplayEntity(void)
344 CBasePlayer::UpdateGeigerCounter(void)
+
344 CHL2_Player::CreateCorpse(void)
345 CBasePlayer::GetAutoaimVector(float)
+
345 CHL2MP_Player::EntSelectSpawnPoint(void)
346 CBasePlayer::GetAutoaimVector(float,float)
+
346 CBasePlayer::GetInVehicle(IServerVehicle *,int)
347 CHL2_Player::GetAutoaimVector(autoaim_params_t &)
+
347 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
348 CBasePlayer::ShouldAutoaim(void)
+
348 CBasePlayer::OnVehicleStart(void)
349 CBasePlayer::ForceClientDllUpdate(void)
+
349 CBasePlayer::OnVehicleEnd(Vector &)
350 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
350 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
351 CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
351 CBasePlayer::SelectLastItem(void)
352 CBasePlayer::CanSpeak(void)
+
352 CBasePlayer::SelectItem(char  const*,int)
353 CHL2MP_Player::CanHearChatFrom(CBasePlayer *)
+
353 CBasePlayer::SelectItem(int,int)
354 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
354 CHL2MP_Player::ItemPostFrame(void)
355 CHL2MP_Player::CheckChatText(char *,int)
+
355 CBasePlayer::GiveNamedItem(char  const*,int)
356 CHL2_Player::IsFollowingPhysics(void)
+
356 CBasePlayer::CheckTrainUpdate(void)
357 CHL2_Player::InitVCollision(void)
+
357 CHL2_Player::SetPlayerUnderwater(bool)
358 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
+
358 CHL2MP_Player::CanBreatheUnderwater(void)const
359 CHL2_Player::EquipSuit(bool)
+
359 CHL2MP_Player::PlayerUse(void)
360 CHL2_Player::RemoveSuit(void)
+
360 CHL2_Player::PlayUseDenySound(void)
361 CHL2MP_Player::CommitSuicide(void)
+
361 CBasePlayer::FindUseEntity(void)
362 CBasePlayer::IsBot(void)const
+
362 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
363 CHL2_Player::NotePlayerTalked(void)
+
363 CHL2MP_Player::PickupObject(CBaseEntity *,bool)
364 CBasePlayer::SpawnArmorValue(void)const
+
364 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
365 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
365 CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
366 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
366 CHL2_Player::GetHeldObject(void)
367 CHL2_Player::SuspendUse(float)
+
367 CBasePlayer::UpdateGeigerCounter(void)
368 CHL2_Player::CommanderMode(void)
+
368 CBasePlayer::GetAutoaimVector(float)
369 CHL2MP_Player::StartSprinting(void)
+
369 CBasePlayer::GetAutoaimVector(float,float)
370 CHL2_Player::GetIdleTime(void)const
+
370 CHL2_Player::GetAutoaimVector(autoaim_params_t &)
371 CHL2_Player::GetMoveTime(void)const
+
371 CBasePlayer::ShouldAutoaim(void)
372 CHL2_Player::GetLastDamageTime(void)const
+
372 CBasePlayer::ForceClientDllUpdate(void)
373 CHL2_Player::IsDucking(void)const
+
373 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
374 CHL2_Player::OnDoneDamage(void)
+
374 CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
375 CHL2_Player::Weapon_Lower(void)
+
375 CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)
376 CHL2_Player::Weapon_Ready(void)
+
376 CBasePlayer::CanSpeak(void)
377 CHL2_Player::IsHoldingEntity(CBaseEntity *)
+
377 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
378 CHL2_Player::UpdateWeaponPosture(void)
+
378 CHL2MP_Player::CheckChatText(char *,int)
379 CHL2MP_Player::GhostSpawn(void)
+
379 CHL2MP_Player::CreateRagdollEntity(void)
380 CHL2MP_Player::WaitSpawn(void)
+
380 CBasePlayer::ShouldAnnounceAchievement(void)
381 CHL2MP_Player::ObserverSpawn(void)
+
381 CHL2_Player::OnDoneDamage(void)
382 CHL2MP_Player::HandleCommand_JoinTeam(int)
+
382 CHL2_Player::IsWalking(void)
383 CHL2MP_Player::RemoveWeight(float)
+
383 CHL2MP_Player::IsPracticallyZombie(void)const
384 CHL2MP_Player::RemoveAllItems(void)
+
384 CHL2_Player::IsFollowingPhysics(void)
385 CHL2MP_Player::ItemReticleSearch(void)
+
385 CHL2_Player::InitVCollision(Vector  const&,Vector  const&)
386 CHL2MP_Player::InventoryStatus(void)
+
386 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
387 CHL2MP_Player::GiveNamedItem(char  const*)
+
387 CBasePlayer::Hints(void)
388 CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)
+
388 CBasePlayer::IsReadyToPlay(void)
389 CHL2MP_Player::GiveEmptyHands(void)
+
389 CBasePlayer::IsReadyToSpawn(void)
390 CHL2MP_Player::SetPlayerTeamModel(int)
+
390 CBasePlayer::ShouldGainInstantSpawn(void)
391 CHL2MP_Player::ShowBriefingMenu(void)
+
391 CBasePlayer::ResetPerRoundStats(void)
392 CHL2MP_Player::HideBriefingMenu(void)
+
392 CBasePlayer::ResetScores(void)
393 CHL2MP_Player::CreateAmmo(char  const*)
+
393 CHL2_Player::EquipSuit(bool)
394 CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)
+
394 CHL2_Player::RemoveSuit(void)
395 CHL2MP_Player::PlayerDropWeapon(void)
+
395 CHL2MP_Player::CommitSuicide(bool,bool)
396 CHL2MP_Player::PlayerUnloadWeapon(void)
+
396 CHL2MP_Player::CommitSuicide(Vector  const&,bool,bool)
397 CHL2MP_Player::PlayerCycleAmmoType(void)
+
397 CBasePlayer::IsBot(void)const
398 CHL2MP_Player::PlayerCycleDropAmount(void)
+
398 CHL2MP_Player::NotePlayerTalked(void)
399 CHL2MP_Player::PrepAmmoForDrop(CItem *)
+
399 CBasePlayer::GetExpresser(void)
400 CHL2MP_Player::PlayerDropAmmo(void)
+
400 CBasePlayer::SpawnArmorValue(void)const
401 CHL2MP_Player::GiveAmmoToPlayer(void)
+
401 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
402 CHL2MP_Player::Panic(bool)
+
402 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
403 CHL2MP_Player::Melee(bool)
+
403 CHL2_Player::SuspendUse(float)
404 CHL2MP_Player::VoiceMenu(char  const*)
+
404 CHL2_Player::CommanderMode(void)
405 CHL2MP_Player::Taunt(bool)
+
405 CHL2MP_Player::StartSprinting(void)
406 CHL2MP_Player::Go(void)
+
406 CHL2_Player::GetIdleTime(void)const
407 CHL2MP_Player::Camp(void)
+
407 CHL2_Player::GetMoveTime(void)const
408 CHL2MP_Player::HolsterWeapon(void)
+
408 CHL2_Player::GetLastDamageTime(void)const
409 CHL2MP_Player::Trace(void)
+
409 CHL2_Player::IsDucking(void)const
410 CHL2MP_Player::IsOnATeam(void)
+
410 CHL2_Player::Weapon_Lower(void)
411 std::bad_cast::~bad_cast()
+
411 CHL2_Player::Weapon_Ready(void)
 +
412 CHL2_Player::IsHoldingEntity(CBaseEntity *)
 +
413 CHL2_Player::UpdateWeaponPosture(void)
 +
414 CHL2_Player::NetworkStateChanged_m_fIsWalking(void)
 +
415 CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)
 +
416 CHL2MP_Player::GhostSpawn(void)
 +
417 CHL2MP_Player::WaitSpawn(void)
 +
418 CHL2MP_Player::ObserverSpawn(void)
 +
419 CHL2MP_Player::HandleCommand_JoinTeam(int)
 +
420 CHL2MP_Player::CanHearChatFrom(CBasePlayer *)
 +
421 CHL2MP_Player::RemoveWeight(float)
 +
422 CHL2MP_Player::RemoveAllItems(void)
 +
423 CHL2MP_Player::ItemReticleSearch(void)
 +
424 CHL2MP_Player::InventoryStatus(void)
 +
425 CHL2MP_Player::GiveNamedItem(char  const*)
 +
426 CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)
 +
427 CHL2MP_Player::GiveEmptyHands(void)
 +
428 CHL2MP_Player::SetPlayerTeamModel(int)
 +
429 CHL2MP_Player::ShowBriefingMenu(void)
 +
430 CHL2MP_Player::HideBriefingMenu(void)
 +
431 CHL2MP_Player::CreateAmmo(char  const*)
 +
432 CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)
 +
433 CHL2MP_Player::ScootInventory(void)
 +
434 CHL2MP_Player::PlayerDropWeapon(void)
 +
435 CHL2MP_Player::PlayerUnloadWeapon(void)
 +
436 CHL2MP_Player::PlayerCycleAmmoType(void)
 +
437 CHL2MP_Player::PlayerCycleDropAmount(void)
 +
438 CHL2MP_Player::PrepAmmoForDrop(CItem *)
 +
439 CHL2MP_Player::PlayerDropAmmo(void)
 +
440 CHL2MP_Player::GiveAmmoToPlayer(void)
 +
441 CHL2MP_Player::Panic(bool)
 +
442 CHL2MP_Player::Melee(bool)
 +
443 CHL2MP_Player::VoiceMenu(char  const*)
 +
444 CHL2MP_Player::Taunt(bool)
 +
445 CHL2MP_Player::Go(void)
 +
446 CHL2MP_Player::Camp(void)
 +
447 CHL2MP_Player::HolsterWeapon(void)
 +
448 CHL2MP_Player::Trace(void)
 +
449 CHL2MP_Player::IsOnATeam(void)
 +
450 RandomSeed
 
</pre>
 
</pre>

Revision as of 14:51, 4 October 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 Oct 2008

// Auto reconstructed from vtable block @ 0x010DA080
// 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	CHL2MP_Player::Precache(void)
23	CBasePlayer::SetModel(char  const*)
24	CBaseEntity::PostConstructor(char  const*)
25	CBaseEntity::PostClientActive(void)
26	CBaseEntity::ParseMapData(CEntityMapData *)
27	CBaseEntity::KeyValue(char  const*,char  const*)
28	CBaseEntity::KeyValue(char  const*,float)
29	CBaseEntity::KeyValue(char  const*,Vector  const&)
30	CBaseEntity::GetKeyValue(char  const*,char *,int)
31	CHL2_Player::Activate(void)
32	CBaseEntity::SetParent(CBaseEntity*,int)
33	CBasePlayer::ObjectCaps(void)
34	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
35	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
36	CHL2_Player::DrawDebugGeometryOverlays(void)
37	CBaseAnimating::DrawDebugTextOverlays(void)
38	CBasePlayer::Save(ISave &)
39	CBasePlayer::Restore(IRestore &)
40	CBasePlayer::ShouldSavePhysics(void)
41	CBaseEntity::OnSave(IEntitySaveUtils *)
42	CHL2_Player::OnRestore(void)
43	CBasePlayer::RequiredEdictIndex(void)
44	CBaseEntity::MoveDone(void)
45	CBaseEntity::Think(void)
46	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
48	CBaseAnimating::GetBaseAnimating(void)
49	CBaseEntity::GetResponseSystem(void)
50	CBaseEntity::DispatchResponse(char  const*)
51	CHL2_Player::Classify(void)
52	CBaseEntity::DeathNotice(CBaseEntity*)
53	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
54	CBaseEntity::GetAutoAimRadius(void)
55	CBaseEntity::GetAutoAimCenter(void)
56	CBaseEntity::GetBeamTraceFilter(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	CBaseEntity::IsAlive(void)
63	CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&)
64	CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
65	CBaseCombatCharacter::BloodColor(void)
66	CBaseEntity::IsTriggered(CBaseEntity*)
67	CBaseEntity::IsNPC(void)const
68	CBaseCombatCharacter::MyCombatCharacterPointer(void)
69	CBaseEntity::GetDelay(void)
70	CBaseEntity::IsMoving(void)
71	CBaseEntity::DamageDecal(int,int)
72	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
73	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
74	CBaseEntity::OnControls(CBaseEntity*)
75	CBaseEntity::HasTarget(string_t)
76	CBasePlayer::IsPlayer(void)const
77	CBasePlayer::IsNetClient(void)const
78	CBaseEntity::IsTemplate(void)
79	CBaseEntity::IsBaseObject(void)const
80	CBaseEntity::IsBaseTrain(void)const
81	CBaseEntity::IsPlayerUsableItem(void)
82	CBaseEntity::GetItemTypeID(void)
83	CBaseEntity::GetServerVehicle(void)
84	CBaseEntity::IsViewable(void)
85	CHL2MP_Player::ChangeTeam(int)
86	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
87	CBaseEntity::CanStandOn(CBaseEntity*)const
88	CBaseEntity::CanStandOn(edict_t *)const
89	CBaseEntity::GetEnemy(void)
90	CBaseEntity::GetEnemy(void)const
91	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
92	CBaseEntity::StartTouch(CBaseEntity*)
93	CBasePlayer::Touch(CBaseEntity *)
94	CBaseEntity::EndTouch(CBaseEntity*)
95	CBaseEntity::StartBlocked(CBaseEntity*)
96	CBaseEntity::Blocked(CBaseEntity*)
97	CBaseEntity::EndBlocked(void)
98	CBasePlayer::PhysicsSimulate(void)
99	CHL2MP_Player::UpdateOnRemove(void)
100	CHL2_Player::StopLoopingSounds(void)
101	CBaseEntity::SUB_AllowedToFade(void)
102	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
103	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
104	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
105	CBaseEntity::GetTracerAttachment(void)
106	CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
107	CBasePlayer::DoImpactEffect(CGameTrace &,int)
108	CBaseEntity::Respawn(void)
109	CBaseEntity::IsLockedByMaster(void)
110	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
111	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
112	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
113	CBasePlayer::NetworkStateChanged_m_iHealth(void)
114	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
115	CBasePlayer::NetworkStateChanged_m_lifeState(void)
116	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
117	CBaseEntity::NetworkStateChanged_m_takedamage(void)
118	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
119	CBaseEntity::GetDamageType(void)const
120	CBaseEntity::GetDamage(void)
121	CBaseEntity::SetDamage(float)
122	CBasePlayer::EyePosition(void)
123	CBasePlayer::EyeAngles(void)
124	CBasePlayer::LocalEyeAngles(void)
125	CBaseEntity::EarPosition(void)
126	CBasePlayer::BodyTarget(Vector  const&,bool)
127	CBaseEntity::HeadTarget(Vector  const&)
128	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
129	CBaseEntity::GetViewOffset(void)
130	CBasePlayer::GetSmoothedVelocity(void)
131	CBaseAnimating::GetVelocity(Vector *,Vector *)
132	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
133	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
134	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
135	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
136	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
137	CBaseEntity::GetGroundVelocityToApply(Vector &)
138	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
139	CHL2_Player::Splash(void)
140	CBaseEntity::WorldSpaceCenter(void)const
141	CBaseEntity::GetSoundEmissionOrigin(void)const
142	CBaseEntity::CreateVPhysics(void)
143	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
144	CBasePlayer::VPhysicsDestroyObject(void)
145	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
146	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
147	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
148	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
149	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
150	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
151	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
152	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
153	CBaseEntity::VPhysicsIsFlesh(void)
154	CBaseEntity::HasPhysicsAttacker(float)
155	CBasePlayer::PhysicsSolidMaskForEntity(void)const
156	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
157	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
158	CBaseAnimating::GetStepOrigin(void)const
159	CBaseAnimating::GetStepAngles(void)const
160	CBaseEntity::ShouldDrawWaterImpacts(void)
161	CBasePlayer::NetworkStateChanged_m_fFlags(void)
162	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
163	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
164	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
165	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
166	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
167	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
168	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
169	CBasePlayer::NetworkStateChanged_m_flFriction(void)
170	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
171	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
172	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
173	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
174	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
175	CBaseAnimating::GetIdealSpeed(void)const
176	CBaseAnimating::GetIdealAccel(void)const
177	CBaseAnimatingOverlay::StudioFrameAdvance(void)
178	CBaseAnimating::IsActivityFinished(void)
179	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
180	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
181	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
182	CBaseAnimating::IsRagdoll(void)
183	CBaseAnimating::CanBecomeRagdoll(void)
184	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
185	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
186	CBaseAnimating::SetupBones(matrix3x4_t *,int)
187	CBaseAnimating::CalculateIKLocks(float)
188	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
189	CBasePlayer::HandleAnimEvent(animevent_t *)
190	CBaseAnimating::PopulatePoseParameters(void)
191	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
192	CBaseAnimating::InitBoneControllers(void)
193	CBaseAnimating::GetGroundSpeedVelocity(void)
194	CBaseAnimating::Ignite(float,bool,float,bool)
195	CBaseAnimating::IgniteLifetime(float)
196	CBaseAnimating::IgniteNumHitboxFires(int)
197	CBaseAnimating::IgniteHitboxFireScale(float)
198	CBaseAnimating::Extinguish(void)
199	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
200	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
201	CBaseFlex::SetViewtarget(Vector  const&)
202	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
203	CBaseFlex::ProcessSceneEvents(void)
204	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
205	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
206	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
207	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
208	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
209	CHL2_Player::GetPhysicsImpactDamageTable(void)
210	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
211	CBaseCombatCharacter::FInViewCone(Vector  const&)
212	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
213	CBaseCombatCharacter::FInAimCone(Vector  const&)
214	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
215	CBaseCombatCharacter::FindMissTarget(void)
216	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
217	CBasePlayer::BodyAngles(void)
218	CBaseCombatCharacter::BodyDirection2D(void)
219	CBaseCombatCharacter::BodyDirection3D(void)
220	CBaseCombatCharacter::HeadDirection2D(void)
221	CBaseCombatCharacter::HeadDirection3D(void)
222	CHL2_Player::EyeDirection2D(void)
223	CHL2_Player::EyeDirection3D(void)
224	CHL2_Player::GiveAmmo(int,int,bool)
225	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
226	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
227	CBaseCombatCharacter::Weapon_FrameUpdate(void)
228	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
229	CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
230	CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
231	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
232	CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
233	CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int,bool)
234	CBasePlayer::Weapon_ShootPosition(void)
235	CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
236	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
237	CBaseCombatCharacter::Weapon_GetSlot(int)const
238	CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *)
239	CBaseCombatCharacter::Weapon_CleanupSlot(int)
240	CBaseCombatCharacter::Weapon_DeleteSlot(int)
241	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
242	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
243	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
244	CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&)
245	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
246	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
247	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
248	CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
249	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
250	CBaseCombatCharacter::GetDeathActivity(void)
251	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
252	CBaseCombatCharacter::CorpseFade(void)
253	CBaseCombatCharacter::HasHumanGibs(void)
254	CBaseCombatCharacter::HasAlienGibs(void)
255	CHL2MP_Player::ShouldGib(CTakeDamageInfo  const&)
256	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
257	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
258	CBasePlayer::Event_Dying(void)
259	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
260	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
261	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
262	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
263	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
264	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
265	CBaseCombatCharacter::IRelationType(CBaseEntity *)
266	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
267	CBasePlayer::IsInAVehicle(void)const
268	CBasePlayer::GetVehicle(void)
269	CBasePlayer::GetVehicleEntity(void)
270	CBaseCombatCharacter::ExitVehicle(void)
271	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
272	CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
273	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
274	CBasePlayer::DoMuzzleFlash(void)
275	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
276	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
277	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
278	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
279	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
280	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
281	CHL2MP_Player::CreateViewModel(int)
282	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
283	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
284	CHL2MP_Player::SharedSpawn(void)
285	CBasePlayer::ForceRespawn(void)
286	CBasePlayer::InitialSpawn(void)
287	CBasePlayer::InitHUD(void)
288	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
289	CHL2MP_Player::PlayerDeathThink(void)
290	CHL2MP_Player::Jump(void)
291	CBasePlayer::Duck(void)
292	CHL2MP_Player::PreThink(void)
293	CHL2MP_Player::PostThink(void)
294	CHL2MP_Player::DamageEffect(float,int)
295	CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
296	CBasePlayer::ShouldFadeOnDeath(void)
297	CBasePlayer::IsFakeClient(void)const
298	CBasePlayer::GetPlayerMins(void)const
299	CBasePlayer::GetPlayerMaxs(void)const
300	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
301	CBasePlayer::PackDeadPlayerItems(void)
302	CBasePlayer::RemoveAllItems(bool)
303	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
304	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
305	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
306	CHL2_Player::UpdateClientData(void)
307	CHL2_Player::ExitLadder(void)
308	CHL2_Player::GetLadderSurface(Vector  const&)
309	CHL2_Player::SetFlashlightEnabled(bool)
310	CHL2MP_Player::FlashlightIsOn(void)
311	CHL2MP_Player::FlashlightTurnOn(void)
312	CHL2MP_Player::FlashlightTurnOff(void)
313	CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
314	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
315	CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
316	CBasePlayer::GetStepSoundVelocities(float *,float *)
317	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
318	CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
319	CHL2MP_Player::SetAnimation(PLAYER_ANIM)
320	CBasePlayer::ImpulseCommands(void)
321	CHL2_Player::CheatImpulseCommands(int)
322	CHL2MP_Player::ClientCommand(CCommand  const&)
323	CHL2MP_Player::StartObserverMode(int)
324	CHL2MP_Player::StopObserverMode(void)
325	CBasePlayer::ModeWantsSpectatorGUI(int)
326	CBasePlayer::SetObserverMode(int)
327	CBasePlayer::GetObserverMode(void)
328	CBasePlayer::SetObserverTarget(CBaseEntity *)
329	CBasePlayer::ObserverUse(bool)
330	CBasePlayer::GetObserverTarget(void)
331	CBasePlayer::FindNextObserverTarget(bool)
332	CBasePlayer::GetNextObserverSearchStartPoint(bool)
333	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
334	CBasePlayer::CheckObserverSettings(void)
335	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
336	CBasePlayer::ForceObserverMode(int)
337	CBasePlayer::ResetObserverMode(void)
338	CBasePlayer::ValidateCurrentObserverTarget(void)
339	CBasePlayer::AttemptToExitFreezeCam(void)
340	CBasePlayer::StartReplayMode(float,float,int)
341	CBasePlayer::StopReplayMode(void)
342	CBasePlayer::GetDelayTicks(void)
343	CBasePlayer::GetReplayEntity(void)
344	CHL2_Player::CreateCorpse(void)
345	CHL2MP_Player::EntSelectSpawnPoint(void)
346	CBasePlayer::GetInVehicle(IServerVehicle *,int)
347	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
348	CBasePlayer::OnVehicleStart(void)
349	CBasePlayer::OnVehicleEnd(Vector &)
350	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
351	CBasePlayer::SelectLastItem(void)
352	CBasePlayer::SelectItem(char  const*,int)
353	CBasePlayer::SelectItem(int,int)
354	CHL2MP_Player::ItemPostFrame(void)
355	CBasePlayer::GiveNamedItem(char  const*,int)
356	CBasePlayer::CheckTrainUpdate(void)
357	CHL2_Player::SetPlayerUnderwater(bool)
358	CHL2MP_Player::CanBreatheUnderwater(void)const
359	CHL2MP_Player::PlayerUse(void)
360	CHL2_Player::PlayUseDenySound(void)
361	CBasePlayer::FindUseEntity(void)
362	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
363	CHL2MP_Player::PickupObject(CBaseEntity *,bool)
364	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
365	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
366	CHL2_Player::GetHeldObject(void)
367	CBasePlayer::UpdateGeigerCounter(void)
368	CBasePlayer::GetAutoaimVector(float)
369	CBasePlayer::GetAutoaimVector(float,float)
370	CHL2_Player::GetAutoaimVector(autoaim_params_t &)
371	CBasePlayer::ShouldAutoaim(void)
372	CBasePlayer::ForceClientDllUpdate(void)
373	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
374	CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
375	CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)
376	CBasePlayer::CanSpeak(void)
377	CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
378	CHL2MP_Player::CheckChatText(char *,int)
379	CHL2MP_Player::CreateRagdollEntity(void)
380	CBasePlayer::ShouldAnnounceAchievement(void)
381	CHL2_Player::OnDoneDamage(void)
382	CHL2_Player::IsWalking(void)
383	CHL2MP_Player::IsPracticallyZombie(void)const
384	CHL2_Player::IsFollowingPhysics(void)
385	CHL2_Player::InitVCollision(Vector  const&,Vector  const&)
386	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
387	CBasePlayer::Hints(void)
388	CBasePlayer::IsReadyToPlay(void)
389	CBasePlayer::IsReadyToSpawn(void)
390	CBasePlayer::ShouldGainInstantSpawn(void)
391	CBasePlayer::ResetPerRoundStats(void)
392	CBasePlayer::ResetScores(void)
393	CHL2_Player::EquipSuit(bool)
394	CHL2_Player::RemoveSuit(void)
395	CHL2MP_Player::CommitSuicide(bool,bool)
396	CHL2MP_Player::CommitSuicide(Vector  const&,bool,bool)
397	CBasePlayer::IsBot(void)const
398	CHL2MP_Player::NotePlayerTalked(void)
399	CBasePlayer::GetExpresser(void)
400	CBasePlayer::SpawnArmorValue(void)const
401	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
402	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
403	CHL2_Player::SuspendUse(float)
404	CHL2_Player::CommanderMode(void)
405	CHL2MP_Player::StartSprinting(void)
406	CHL2_Player::GetIdleTime(void)const
407	CHL2_Player::GetMoveTime(void)const
408	CHL2_Player::GetLastDamageTime(void)const
409	CHL2_Player::IsDucking(void)const
410	CHL2_Player::Weapon_Lower(void)
411	CHL2_Player::Weapon_Ready(void)
412	CHL2_Player::IsHoldingEntity(CBaseEntity *)
413	CHL2_Player::UpdateWeaponPosture(void)
414	CHL2_Player::NetworkStateChanged_m_fIsWalking(void)
415	CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)
416	CHL2MP_Player::GhostSpawn(void)
417	CHL2MP_Player::WaitSpawn(void)
418	CHL2MP_Player::ObserverSpawn(void)
419	CHL2MP_Player::HandleCommand_JoinTeam(int)
420	CHL2MP_Player::CanHearChatFrom(CBasePlayer *)
421	CHL2MP_Player::RemoveWeight(float)
422	CHL2MP_Player::RemoveAllItems(void)
423	CHL2MP_Player::ItemReticleSearch(void)
424	CHL2MP_Player::InventoryStatus(void)
425	CHL2MP_Player::GiveNamedItem(char  const*)
426	CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)
427	CHL2MP_Player::GiveEmptyHands(void)
428	CHL2MP_Player::SetPlayerTeamModel(int)
429	CHL2MP_Player::ShowBriefingMenu(void)
430	CHL2MP_Player::HideBriefingMenu(void)
431	CHL2MP_Player::CreateAmmo(char  const*)
432	CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)
433	CHL2MP_Player::ScootInventory(void)
434	CHL2MP_Player::PlayerDropWeapon(void)
435	CHL2MP_Player::PlayerUnloadWeapon(void)
436	CHL2MP_Player::PlayerCycleAmmoType(void)
437	CHL2MP_Player::PlayerCycleDropAmount(void)
438	CHL2MP_Player::PrepAmmoForDrop(CItem *)
439	CHL2MP_Player::PlayerDropAmmo(void)
440	CHL2MP_Player::GiveAmmoToPlayer(void)
441	CHL2MP_Player::Panic(bool)
442	CHL2MP_Player::Melee(bool)
443	CHL2MP_Player::VoiceMenu(char  const*)
444	CHL2MP_Player::Taunt(bool)
445	CHL2MP_Player::Go(void)
446	CHL2MP_Player::Camp(void)
447	CHL2MP_Player::HolsterWeapon(void)
448	CHL2MP_Player::Trace(void)
449	CHL2MP_Player::IsOnATeam(void)
450	RandomSeed