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

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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 Oct 2008</b>
+
<b>Last Updated 30 Nov 2009</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x010DA080
+
// Auto reconstructed from vtable block @ 0x011267E0
 
// 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 33: Line 33:
 
20 CBasePlayer::GetTracerType(void)
 
20 CBasePlayer::GetTracerType(void)
 
21 CHL2MP_Player::Spawn(void)
 
21 CHL2MP_Player::Spawn(void)
22 CHL2MP_Player::Precache(void)
+
22 CBaseEntity::ZPASpawn(void)
23 CBasePlayer::SetModel(char  const*)
+
23 CHL2MP_Player::Precache(void)
24 CBaseEntity::PostConstructor(char  const*)
+
24 CBasePlayer::SetModel(char  const*)
25 CBaseEntity::PostClientActive(void)
+
25 CBaseEntity::PostConstructor(char  const*)
26 CBaseEntity::ParseMapData(CEntityMapData *)
+
26 CBaseEntity::PostClientActive(void)
27 CBaseEntity::KeyValue(char  const*,char  const*)
+
27 CBaseEntity::ParseMapData(CEntityMapData *)
28 CBaseEntity::KeyValue(char  const*,float)
+
28 CBaseEntity::KeyValue(char  const*,char  const*)
29 CBaseEntity::KeyValue(char  const*,Vector  const&)
+
29 CBaseEntity::KeyValue(char  const*,float)
30 CBaseEntity::GetKeyValue(char  const*,char *,int)
+
30 CBaseEntity::KeyValue(char  const*,Vector  const&)
31 CHL2_Player::Activate(void)
+
31 CBaseEntity::GetKeyValue(char  const*,char *,int)
32 CBaseEntity::SetParent(CBaseEntity*,int)
+
32 CHL2_Player::Activate(void)
33 CBasePlayer::ObjectCaps(void)
+
33 CBaseEntity::SetParent(CBaseEntity*,int)
34 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
+
34 CBasePlayer::ObjectCaps(void)
35 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
+
35 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
36 CHL2_Player::DrawDebugGeometryOverlays(void)
+
36 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
37 CBaseAnimating::DrawDebugTextOverlays(void)
+
37 CHL2_Player::DrawDebugGeometryOverlays(void)
38 CBasePlayer::Save(ISave &)
+
38 CBaseAnimating::DrawDebugTextOverlays(void)
39 CBasePlayer::Restore(IRestore &)
+
39 CBasePlayer::Save(ISave &)
40 CBasePlayer::ShouldSavePhysics(void)
+
40 CBasePlayer::Restore(IRestore &)
41 CBaseEntity::OnSave(IEntitySaveUtils *)
+
41 CBasePlayer::ShouldSavePhysics(void)
42 CHL2_Player::OnRestore(void)
+
42 CBaseEntity::OnSave(IEntitySaveUtils *)
43 CBasePlayer::RequiredEdictIndex(void)
+
43 CHL2_Player::OnRestore(void)
44 CBaseEntity::MoveDone(void)
+
44 CBasePlayer::RequiredEdictIndex(void)
45 CBaseEntity::Think(void)
+
45 CBaseEntity::MoveDone(void)
46 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
+
46 CBaseEntity::Think(void)
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
+
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
48 CBaseAnimating::GetBaseAnimating(void)
+
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
49 CBaseEntity::GetResponseSystem(void)
+
49 CBaseAnimating::GetBaseAnimating(void)
50 CBaseEntity::DispatchResponse(char  const*)
+
50 CBaseEntity::GetResponseSystem(void)
51 CHL2_Player::Classify(void)
+
51 CBaseEntity::DispatchResponse(char  const*)
52 CBaseEntity::DeathNotice(CBaseEntity*)
+
52 CHL2_Player::Classify(void)
53 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
+
53 CBaseEntity::DeathNotice(CBaseEntity*)
54 CBaseEntity::GetAutoAimRadius(void)
+
54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55 CBaseEntity::GetAutoAimCenter(void)
+
55 CBaseEntity::GetAutoAimRadius(void)
56 CBaseEntity::GetBeamTraceFilter(void)
+
56 CBaseEntity::GetAutoAimCenter(void)
57 CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&)
+
57 CBaseEntity::GetBeamTraceFilter(void)
58 CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
+
58 CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&)
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
+
59 CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
60 CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&)
+
60 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
61 CHL2MP_Player::TakeHealth(float,int)
+
61 CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&)
62 CBaseEntity::IsAlive(void)
+
62 CHL2MP_Player::TakeHealth(float,int)
63 CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&)
+
63 CBaseEntity::IsAlive(void)
64 CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
64 CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&)
65 CBaseCombatCharacter::BloodColor(void)
+
65 CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
66 CBaseEntity::IsTriggered(CBaseEntity*)
+
66 CBaseCombatCharacter::BloodColor(void)
67 CBaseEntity::IsNPC(void)const
+
67 CBaseEntity::IsTriggered(CBaseEntity*)
68 CBaseCombatCharacter::MyCombatCharacterPointer(void)
+
68 CBaseEntity::IsNPC(void)const
69 CBaseEntity::GetDelay(void)
+
69 CBaseCombatCharacter::MyCombatCharacterPointer(void)
70 CBaseEntity::IsMoving(void)
+
70 CBaseEntity::GetDelay(void)
71 CBaseEntity::DamageDecal(int,int)
+
71 CBaseEntity::IsMoving(void)
72 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
+
72 CBaseEntity::DamageDecal(int,int)
73 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
+
73 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
74 CBaseEntity::OnControls(CBaseEntity*)
+
74 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
75 CBaseEntity::HasTarget(string_t)
+
75 CBaseEntity::OnControls(CBaseEntity*)
76 CBasePlayer::IsPlayer(void)const
+
76 CBaseEntity::HasTarget(string_t)
77 CBasePlayer::IsNetClient(void)const
+
77 CBasePlayer::IsPlayer(void)const
78 CBaseEntity::IsTemplate(void)
+
78 CBasePlayer::IsNetClient(void)const
79 CBaseEntity::IsBaseObject(void)const
+
79 CBaseEntity::IsTemplate(void)
80 CBaseEntity::IsBaseTrain(void)const
+
80 CBaseEntity::IsBaseObject(void)const
81 CBaseEntity::IsPlayerUsableItem(void)
+
81 CBaseEntity::IsBaseTrain(void)const
82 CBaseEntity::GetItemTypeID(void)
+
82 CBaseEntity::IsPlayerUsableItem(void)
83 CBaseEntity::GetServerVehicle(void)
+
83 CBaseEntity::GetItemTypeID(void)
84 CBaseEntity::IsViewable(void)
+
84 CBaseEntity::GetServerVehicle(void)
85 CHL2MP_Player::ChangeTeam(int)
+
85 CBaseEntity::IsViewable(void)
86 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
+
86 CHL2MP_Player::ChangeTeam(int)
87 CBaseEntity::CanStandOn(CBaseEntity*)const
+
87 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
88 CBaseEntity::CanStandOn(edict_t *)const
+
88 CBaseEntity::CanStandOn(CBaseEntity*)const
89 CBaseEntity::GetEnemy(void)
+
89 CBaseEntity::CanStandOn(edict_t *)const
90 CBaseEntity::GetEnemy(void)const
+
90 CBaseEntity::GetEnemy(void)
91 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
+
91 CBaseEntity::GetEnemy(void)const
92 CBaseEntity::StartTouch(CBaseEntity*)
+
92 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
93 CBasePlayer::Touch(CBaseEntity *)
+
93 CBaseEntity::StartTouch(CBaseEntity*)
94 CBaseEntity::EndTouch(CBaseEntity*)
+
94 CBasePlayer::Touch(CBaseEntity *)
95 CBaseEntity::StartBlocked(CBaseEntity*)
+
95 CBaseEntity::EndTouch(CBaseEntity*)
96 CBaseEntity::Blocked(CBaseEntity*)
+
96 CBaseEntity::StartBlocked(CBaseEntity*)
97 CBaseEntity::EndBlocked(void)
+
97 CBaseEntity::Blocked(CBaseEntity*)
98 CBasePlayer::PhysicsSimulate(void)
+
98 CBaseEntity::EndBlocked(void)
99 CHL2MP_Player::UpdateOnRemove(void)
+
99 CBasePlayer::PhysicsSimulate(void)
100 CHL2_Player::StopLoopingSounds(void)
+
100 CHL2MP_Player::UpdateOnRemove(void)
101 CBaseEntity::SUB_AllowedToFade(void)
+
101 CHL2_Player::StopLoopingSounds(void)
102 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
+
102 CBaseEntity::SUB_AllowedToFade(void)
103 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
+
103 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
104 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
+
104 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
105 CBaseEntity::GetTracerAttachment(void)
+
105 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
106 CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
+
106 CBaseEntity::GetTracerAttachment(void)
107 CBasePlayer::DoImpactEffect(CGameTrace &,int)
+
107 CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
108 CBaseEntity::Respawn(void)
+
108 CBasePlayer::DoImpactEffect(CGameTrace &,int)
109 CBaseEntity::IsLockedByMaster(void)
+
109 CBaseEntity::Respawn(void)
110 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
110 CBaseEntity::IsLockedByMaster(void)
111 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
+
111 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
112 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
112 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
113 CBasePlayer::NetworkStateChanged_m_iHealth(void)
+
113 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
114 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
+
114 CBasePlayer::NetworkStateChanged_m_iHealth(void)
115 CBasePlayer::NetworkStateChanged_m_lifeState(void)
+
115 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
116 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
+
116 CBasePlayer::NetworkStateChanged_m_lifeState(void)
117 CBaseEntity::NetworkStateChanged_m_takedamage(void)
+
117 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
118 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
118 CBaseEntity::NetworkStateChanged_m_takedamage(void)
119 CBaseEntity::GetDamageType(void)const
+
119 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
120 CBaseEntity::GetDamage(void)
+
120 CBaseEntity::GetDamageType(void)const
121 CBaseEntity::SetDamage(float)
+
121 CBaseEntity::GetDamage(void)
122 CBasePlayer::EyePosition(void)
+
122 CBaseEntity::SetDamage(float)
123 CBasePlayer::EyeAngles(void)
+
123 CBasePlayer::EyePosition(void)
124 CBasePlayer::LocalEyeAngles(void)
+
124 CBasePlayer::EyeAngles(void)
125 CBaseEntity::EarPosition(void)
+
125 CBasePlayer::LocalEyeAngles(void)
126 CBasePlayer::BodyTarget(Vector  const&,bool)
+
126 CBaseEntity::EarPosition(void)
127 CBaseEntity::HeadTarget(Vector  const&)
+
127 CBasePlayer::BodyTarget(Vector  const&,bool)
128 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
+
128 CBaseEntity::HeadTarget(Vector  const&)
129 CBaseEntity::GetViewOffset(void)
+
129 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
130 CBasePlayer::GetSmoothedVelocity(void)
+
130 CBaseEntity::GetViewOffset(void)
131 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
131 CBasePlayer::GetSmoothedVelocity(void)
132 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
+
132 CBaseAnimating::GetVelocity(Vector *,Vector *)
133 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
+
133 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
134 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
+
134 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
135 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
135 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
136 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
136 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
137 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
137 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
138 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
+
138 CBaseEntity::GetGroundVelocityToApply(Vector &)
139 CHL2_Player::Splash(void)
+
139 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
140 CBaseEntity::WorldSpaceCenter(void)const
+
140 CHL2_Player::Splash(void)
141 CBaseEntity::GetSoundEmissionOrigin(void)const
+
141 CBaseEntity::WorldSpaceCenter(void)const
142 CBaseEntity::CreateVPhysics(void)
+
142 CBaseEntity::GetSoundEmissionOrigin(void)const
143 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
143 CBaseEntity::CreateVPhysics(void)
144 CBasePlayer::VPhysicsDestroyObject(void)
+
144 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
145 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
145 CBasePlayer::VPhysicsDestroyObject(void)
146 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
146 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
147 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
147 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
148 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
148 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
149 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
149 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
150 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
150 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
151 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
151 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
152 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
152 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
153 CBaseEntity::VPhysicsIsFlesh(void)
+
153 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
154 CBaseEntity::HasPhysicsAttacker(float)
+
154 CBaseEntity::VPhysicsIsFlesh(void)
155 CBasePlayer::PhysicsSolidMaskForEntity(void)const
+
155 CBaseEntity::HasPhysicsAttacker(float)
156 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
156 CBasePlayer::PhysicsSolidMaskForEntity(void)const
157 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
157 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
158 CBaseAnimating::GetStepOrigin(void)const
+
158 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
159 CBaseAnimating::GetStepAngles(void)const
+
159 CBaseAnimating::GetStepOrigin(void)const
160 CBaseEntity::ShouldDrawWaterImpacts(void)
+
160 CBaseAnimating::GetStepAngles(void)const
161 CBasePlayer::NetworkStateChanged_m_fFlags(void)
+
161 CBaseEntity::ShouldDrawWaterImpacts(void)
162 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
+
162 CBasePlayer::NetworkStateChanged_m_fFlags(void)
163 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
+
163 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
164 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
164 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
165 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
+
165 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
166 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
166 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
167 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
+
167 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
168 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
168 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
169 CBasePlayer::NetworkStateChanged_m_flFriction(void)
+
169 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
170 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
170 CBasePlayer::NetworkStateChanged_m_flFriction(void)
171 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
+
171 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
172 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
172 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
173 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
+
173 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
174 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
174 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
175 CBaseAnimating::GetIdealSpeed(void)const
+
175 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
176 CBaseAnimating::GetIdealAccel(void)const
+
176 CBaseAnimating::GetIdealSpeed(void)const
177 CBaseAnimatingOverlay::StudioFrameAdvance(void)
+
177 CBaseAnimating::GetIdealAccel(void)const
178 CBaseAnimating::IsActivityFinished(void)
+
178 CBaseAnimatingOverlay::StudioFrameAdvance(void)
179 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
+
179 CBaseAnimating::IsActivityFinished(void)
180 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
180 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
181 CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
+
181 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
182 CBaseAnimating::IsRagdoll(void)
+
182 CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
183 CBaseAnimating::CanBecomeRagdoll(void)
+
183 CBaseAnimating::IsRagdoll(void)
184 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
184 CBaseAnimating::CanBecomeRagdoll(void)
185 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
185 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
186 CBaseAnimating::SetupBones(matrix3x4_t *,int)
+
186 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
187 CBaseAnimating::CalculateIKLocks(float)
+
187 CBaseAnimating::SetupBones(matrix3x4_t *,int)
188 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
188 CBaseAnimating::CalculateIKLocks(float)
189 CBasePlayer::HandleAnimEvent(animevent_t *)
+
189 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
190 CBaseAnimating::PopulatePoseParameters(void)
+
190 CBasePlayer::HandleAnimEvent(animevent_t *)
191 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
191 CBaseAnimating::PopulatePoseParameters(void)
192 CBaseAnimating::InitBoneControllers(void)
+
192 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
193 CBaseAnimating::GetGroundSpeedVelocity(void)
+
193 CBaseAnimating::InitBoneControllers(void)
194 CBaseAnimating::Ignite(float,bool,float,bool)
+
194 CBaseAnimating::GetGroundSpeedVelocity(void)
195 CBaseAnimating::IgniteLifetime(float)
+
195 CBaseAnimating::Ignite(float,bool,float,bool)
196 CBaseAnimating::IgniteNumHitboxFires(int)
+
196 CBaseAnimating::IgniteLifetime(float)
197 CBaseAnimating::IgniteHitboxFireScale(float)
+
197 CBaseAnimating::IgniteNumHitboxFires(int)
198 CBaseAnimating::Extinguish(void)
+
198 CBaseAnimating::IgniteHitboxFireScale(float)
199 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
199 CBaseAnimating::Extinguish(void)
200 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
200 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
201 CBaseFlex::SetViewtarget(Vector  const&)
+
201 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
202 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
202 CBaseFlex::SetViewtarget(Vector  const&)
203 CBaseFlex::ProcessSceneEvents(void)
+
203 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
204 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
204 CBaseFlex::ProcessSceneEvents(void)
205 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
205 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
206 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
206 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
207 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
+
207 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
208 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
+
208 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
209 CHL2_Player::GetPhysicsImpactDamageTable(void)
+
209 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
210 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
210 CHL2_Player::GetPhysicsImpactDamageTable(void)
211 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
211 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
212 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
212 CBaseCombatCharacter::FInViewCone(Vector  const&)
213 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
213 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
214 CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
+
214 CBaseCombatCharacter::FInAimCone(Vector  const&)
215 CBaseCombatCharacter::FindMissTarget(void)
+
215 CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
216 CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
+
216 CBaseCombatCharacter::FindMissTarget(void)
217 CBasePlayer::BodyAngles(void)
+
217 CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
218 CBaseCombatCharacter::BodyDirection2D(void)
+
218 CBasePlayer::BodyAngles(void)
219 CBaseCombatCharacter::BodyDirection3D(void)
+
219 CBaseCombatCharacter::BodyDirection2D(void)
220 CBaseCombatCharacter::HeadDirection2D(void)
+
220 CBaseCombatCharacter::BodyDirection3D(void)
221 CBaseCombatCharacter::HeadDirection3D(void)
+
221 CBaseCombatCharacter::HeadDirection2D(void)
222 CHL2_Player::EyeDirection2D(void)
+
222 CBaseCombatCharacter::HeadDirection3D(void)
223 CHL2_Player::EyeDirection3D(void)
+
223 CHL2_Player::EyeDirection2D(void)
224 CHL2_Player::GiveAmmo(int,int,bool)
+
224 CHL2_Player::EyeDirection3D(void)
225 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
225 CHL2_Player::GiveAmmo(int,int,bool)
226 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
226 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
227 CBaseCombatCharacter::Weapon_FrameUpdate(void)
+
227 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
228 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
+
228 CBaseCombatCharacter::Weapon_FrameUpdate(void)
229 CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
+
229 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
230 CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
+
230 CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
231 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
231 CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
232 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
232 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
233 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int,bool)
+
233 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
234 CBasePlayer::Weapon_ShootPosition(void)
+
234 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int,bool)
235 CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
235 CBasePlayer::Weapon_ShootPosition(void)
236 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
236 CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
237 CBaseCombatCharacter::Weapon_GetSlot(int)const
+
237 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
238 CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *)
+
238 CBaseCombatCharacter::Weapon_GetSlot(int)const
239 CBaseCombatCharacter::Weapon_CleanupSlot(int)
+
239 CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *)
240 CBaseCombatCharacter::Weapon_DeleteSlot(int)
+
240 CBaseCombatCharacter::Weapon_CleanupSlot(int)
241 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
241 CBaseCombatCharacter::Weapon_DeleteSlot(int)
242 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
242 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
243 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
+
243 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
244 CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
244 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
245 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
245 CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&)
246 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
246 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
247 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
247 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
248 CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
+
248 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
249 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
249 CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
250 CBaseCombatCharacter::GetDeathActivity(void)
+
250 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
251 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
+
251 CBaseCombatCharacter::GetDeathActivity(void)
252 CBaseCombatCharacter::CorpseFade(void)
+
252 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
253 CBaseCombatCharacter::HasHumanGibs(void)
+
253 CBaseCombatCharacter::CorpseFade(void)
254 CBaseCombatCharacter::HasAlienGibs(void)
+
254 CBaseCombatCharacter::HasHumanGibs(void)
255 CHL2MP_Player::ShouldGib(CTakeDamageInfo  const&)
+
255 CBaseCombatCharacter::HasAlienGibs(void)
256 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
256 CHL2MP_Player::ShouldGib(CTakeDamageInfo  const&)
257 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
+
257 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
258 CBasePlayer::Event_Dying(void)
+
258 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
259 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
+
259 CBasePlayer::Event_Dying(void)
260 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
260 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
261 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
+
261 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
262 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
+
262 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
263 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
+
263 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
264 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
264 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
265 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
265 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
266 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
266 CBaseCombatCharacter::IRelationType(CBaseEntity *)
267 CBasePlayer::IsInAVehicle(void)const
+
267 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
268 CBasePlayer::GetVehicle(void)
+
268 CBasePlayer::IsInAVehicle(void)const
269 CBasePlayer::GetVehicleEntity(void)
+
269 CBasePlayer::GetVehicle(void)
270 CBaseCombatCharacter::ExitVehicle(void)
+
270 CBasePlayer::GetVehicleEntity(void)
271 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
+
271 CBaseCombatCharacter::ExitVehicle(void)
272 CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
272 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
273 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
273 CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
274 CBasePlayer::DoMuzzleFlash(void)
+
274 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
275 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
275 CBasePlayer::DoMuzzleFlash(void)
276 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
276 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
277 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
277 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
278 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
278 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
279 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
+
279 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
280 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
280 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
281 CHL2MP_Player::CreateViewModel(int)
+
281 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
282 CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
282 CHL2MP_Player::CreateViewModel(int)
283 CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
+
283 CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
284 CHL2MP_Player::SharedSpawn(void)
+
284 CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
285 CBasePlayer::ForceRespawn(void)
+
285 CHL2MP_Player::SharedSpawn(void)
286 CBasePlayer::InitialSpawn(void)
+
286 CBasePlayer::ForceRespawn(void)
287 CBasePlayer::InitHUD(void)
+
287 CHL2MP_Player::InitialSpawn(void)
288 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
288 CBasePlayer::InitHUD(void)
289 CHL2MP_Player::PlayerDeathThink(void)
+
289 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
290 CHL2MP_Player::Jump(void)
+
290 CHL2MP_Player::PlayerDeathThink(void)
291 CBasePlayer::Duck(void)
+
291 CHL2MP_Player::Jump(void)
292 CHL2MP_Player::PreThink(void)
+
292 CBasePlayer::Duck(void)
293 CHL2MP_Player::PostThink(void)
+
293 CHL2MP_Player::PreThink(void)
294 CHL2MP_Player::DamageEffect(float,int)
+
294 CHL2MP_Player::PostThink(void)
295 CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
+
295 CHL2MP_Player::DamageEffect(float,int)
296 CBasePlayer::ShouldFadeOnDeath(void)
+
296 CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
297 CBasePlayer::IsFakeClient(void)const
+
297 CBasePlayer::ShouldFadeOnDeath(void)
298 CBasePlayer::GetPlayerMins(void)const
+
298 CBasePlayer::IsFakeClient(void)const
299 CBasePlayer::GetPlayerMaxs(void)const
+
299 CBasePlayer::GetPlayerMins(void)const
300 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
+
300 CBasePlayer::GetPlayerMaxs(void)const
301 CBasePlayer::PackDeadPlayerItems(void)
+
301 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
302 CBasePlayer::RemoveAllItems(bool)
+
302 CBasePlayer::PackDeadPlayerItems(void)
303 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
303 CBasePlayer::RemoveAllItems(bool)
304 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
304 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
305 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
305 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
306 CHL2_Player::UpdateClientData(void)
+
306 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
307 CHL2_Player::ExitLadder(void)
+
307 CHL2_Player::UpdateClientData(void)
308 CHL2_Player::GetLadderSurface(Vector  const&)
+
308 CHL2_Player::ExitLadder(void)
309 CHL2_Player::SetFlashlightEnabled(bool)
+
309 CHL2_Player::GetLadderSurface(Vector  const&)
310 CHL2MP_Player::FlashlightIsOn(void)
+
310 CHL2_Player::SetFlashlightEnabled(bool)
311 CHL2MP_Player::FlashlightTurnOn(void)
+
311 CHL2MP_Player::FlashlightIsOn(void)
312 CHL2MP_Player::FlashlightTurnOff(void)
+
312 CHL2MP_Player::FlashlightTurnOn(void)
313 CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
313 CHL2MP_Player::FlashlightTurnOff(void)
314 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
+
314 CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
315 CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
315 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
316 CBasePlayer::GetStepSoundVelocities(float *,float *)
+
316 CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
317 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
+
317 CBasePlayer::GetStepSoundVelocities(float *,float *)
318 CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
+
318 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
319 CHL2MP_Player::SetAnimation(PLAYER_ANIM)
+
319 CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
320 CBasePlayer::ImpulseCommands(void)
+
320 CHL2MP_Player::SetAnimation(PLAYER_ANIM)
321 CHL2_Player::CheatImpulseCommands(int)
+
321 CBasePlayer::ImpulseCommands(void)
322 CHL2MP_Player::ClientCommand(CCommand  const&)
+
322 CHL2_Player::CheatImpulseCommands(int)
323 CHL2MP_Player::StartObserverMode(int)
+
323 CHL2MP_Player::ClientCommand(CCommand  const&)
324 CHL2MP_Player::StopObserverMode(void)
+
324 CHL2MP_Player::StartObserverMode(int)
325 CBasePlayer::ModeWantsSpectatorGUI(int)
+
325 CHL2MP_Player::StopObserverMode(void)
326 CBasePlayer::SetObserverMode(int)
+
326 CBasePlayer::ModeWantsSpectatorGUI(int)
327 CBasePlayer::GetObserverMode(void)
+
327 CBasePlayer::SetObserverMode(int)
328 CBasePlayer::SetObserverTarget(CBaseEntity *)
+
328 CBasePlayer::GetObserverMode(void)
329 CBasePlayer::ObserverUse(bool)
+
329 CBasePlayer::SetObserverTarget(CBaseEntity *)
330 CBasePlayer::GetObserverTarget(void)
+
330 CBasePlayer::ObserverUse(bool)
331 CBasePlayer::FindNextObserverTarget(bool)
+
331 CBasePlayer::GetObserverTarget(void)
332 CBasePlayer::GetNextObserverSearchStartPoint(bool)
+
332 CBasePlayer::FindNextObserverTarget(bool)
333 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
+
333 CBasePlayer::GetNextObserverSearchStartPoint(bool)
334 CBasePlayer::CheckObserverSettings(void)
+
334 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
335 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
+
335 CBasePlayer::CheckObserverSettings(void)
336 CBasePlayer::ForceObserverMode(int)
+
336 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
337 CBasePlayer::ResetObserverMode(void)
+
337 CBasePlayer::ForceObserverMode(int)
338 CBasePlayer::ValidateCurrentObserverTarget(void)
+
338 CBasePlayer::ResetObserverMode(void)
339 CBasePlayer::AttemptToExitFreezeCam(void)
+
339 CBasePlayer::ValidateCurrentObserverTarget(void)
340 CBasePlayer::StartReplayMode(float,float,int)
+
340 CBasePlayer::AttemptToExitFreezeCam(void)
341 CBasePlayer::StopReplayMode(void)
+
341 CBasePlayer::StartReplayMode(float,float,int)
342 CBasePlayer::GetDelayTicks(void)
+
342 CBasePlayer::StopReplayMode(void)
343 CBasePlayer::GetReplayEntity(void)
+
343 CBasePlayer::GetDelayTicks(void)
344 CHL2_Player::CreateCorpse(void)
+
344 CBasePlayer::GetReplayEntity(void)
345 CHL2MP_Player::EntSelectSpawnPoint(void)
+
345 CHL2_Player::CreateCorpse(void)
346 CBasePlayer::GetInVehicle(IServerVehicle *,int)
+
346 CHL2MP_Player::EntSelectSpawnPoint(void)
347 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
+
347 CBasePlayer::GetInVehicle(IServerVehicle *,int)
348 CBasePlayer::OnVehicleStart(void)
+
348 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
349 CBasePlayer::OnVehicleEnd(Vector &)
+
349 CBasePlayer::OnVehicleStart(void)
350 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
+
350 CBasePlayer::OnVehicleEnd(Vector &)
351 CBasePlayer::SelectLastItem(void)
+
351 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
352 CBasePlayer::SelectItem(char  const*,int)
+
352 CBasePlayer::SelectLastItem(void)
353 CBasePlayer::SelectItem(int,int)
+
353 CBasePlayer::SelectItem(char  const*,int)
354 CHL2MP_Player::ItemPostFrame(void)
+
354 CBasePlayer::SelectItem(int,int)
355 CBasePlayer::GiveNamedItem(char  const*,int)
+
355 CHL2MP_Player::ItemPostFrame(void)
356 CBasePlayer::CheckTrainUpdate(void)
+
356 CBasePlayer::GiveNamedItem(char  const*,int)
357 CHL2_Player::SetPlayerUnderwater(bool)
+
357 CBasePlayer::CheckTrainUpdate(void)
358 CHL2MP_Player::CanBreatheUnderwater(void)const
+
358 CHL2_Player::SetPlayerUnderwater(bool)
359 CHL2MP_Player::PlayerUse(void)
+
359 CHL2MP_Player::CanBreatheUnderwater(void)const
360 CHL2_Player::PlayUseDenySound(void)
+
360 CHL2MP_Player::PlayerUse(void)
361 CBasePlayer::FindUseEntity(void)
+
361 CHL2_Player::PlayUseDenySound(void)
362 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
362 CBasePlayer::FindUseEntity(void)
363 CHL2MP_Player::PickupObject(CBaseEntity *,bool)
+
363 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
364 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
364 CHL2MP_Player::PickupObject(CBaseEntity *,bool)
365 CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
+
365 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
366 CHL2_Player::GetHeldObject(void)
+
366 CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
367 CBasePlayer::UpdateGeigerCounter(void)
+
367 CHL2_Player::GetHeldObject(void)
368 CBasePlayer::GetAutoaimVector(float)
+
368 CBasePlayer::UpdateGeigerCounter(void)
369 CBasePlayer::GetAutoaimVector(float,float)
+
369 CBasePlayer::GetAutoaimVector(float)
370 CHL2_Player::GetAutoaimVector(autoaim_params_t &)
+
370 CBasePlayer::GetAutoaimVector(float,float)
371 CBasePlayer::ShouldAutoaim(void)
+
371 CHL2_Player::GetAutoaimVector(autoaim_params_t &)
372 CBasePlayer::ForceClientDllUpdate(void)
+
372 CBasePlayer::ShouldAutoaim(void)
373 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
373 CBasePlayer::ForceClientDllUpdate(void)
374 CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
374 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
375 CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)
+
375 CHL2MP_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
376 CBasePlayer::CanSpeak(void)
+
376 CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)
377 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
377 CBasePlayer::CanSpeak(void)
378 CHL2MP_Player::CheckChatText(char *,int)
+
378 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
379 CHL2MP_Player::CreateRagdollEntity(void)
+
379 CHL2MP_Player::CheckChatText(char *,int)
380 CBasePlayer::ShouldAnnounceAchievement(void)
+
380 CHL2MP_Player::CreateRagdollEntity(void)
381 CHL2_Player::OnDoneDamage(void)
+
381 CBasePlayer::ShouldAnnounceAchievement(void)
382 CHL2_Player::IsWalking(void)
+
382 CHL2_Player::OnDoneDamage(void)
383 CHL2MP_Player::IsPracticallyZombie(void)const
+
383 CHL2_Player::IsWalking(void)
384 CHL2_Player::IsFollowingPhysics(void)
+
384 CHL2MP_Player::IsPracticallyZombie(void)const
385 CHL2_Player::InitVCollision(Vector  const&,Vector  const&)
+
385 CHL2_Player::IsFollowingPhysics(void)
386 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
+
386 CHL2_Player::InitVCollision(Vector  const&,Vector  const&)
387 CBasePlayer::Hints(void)
+
387 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
388 CBasePlayer::IsReadyToPlay(void)
+
388 CBasePlayer::Hints(void)
389 CBasePlayer::IsReadyToSpawn(void)
+
389 CBasePlayer::IsReadyToPlay(void)
390 CBasePlayer::ShouldGainInstantSpawn(void)
+
390 CBasePlayer::IsReadyToSpawn(void)
391 CBasePlayer::ResetPerRoundStats(void)
+
391 CBasePlayer::ShouldGainInstantSpawn(void)
392 CBasePlayer::ResetScores(void)
+
392 CBasePlayer::ResetPerRoundStats(void)
393 CHL2_Player::EquipSuit(bool)
+
393 CBasePlayer::ResetScores(void)
394 CHL2_Player::RemoveSuit(void)
+
394 CHL2_Player::EquipSuit(bool)
395 CHL2MP_Player::CommitSuicide(bool,bool)
+
395 CHL2_Player::RemoveSuit(void)
396 CHL2MP_Player::CommitSuicide(Vector  const&,bool,bool)
+
396 CHL2MP_Player::CommitSuicide(bool,bool)
397 CBasePlayer::IsBot(void)const
+
397 CHL2MP_Player::CommitSuicide(Vector  const&,bool,bool)
398 CHL2MP_Player::NotePlayerTalked(void)
+
398 CBasePlayer::IsBot(void)const
399 CBasePlayer::GetExpresser(void)
+
399 CHL2MP_Player::NotePlayerTalked(void)
400 CBasePlayer::SpawnArmorValue(void)const
+
400 CBasePlayer::GetExpresser(void)
401 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
401 CBasePlayer::SpawnArmorValue(void)const
402 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
402 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
403 CHL2_Player::SuspendUse(float)
+
403 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
404 CHL2_Player::CommanderMode(void)
+
404 CHL2_Player::SuspendUse(float)
405 CHL2MP_Player::StartSprinting(void)
+
405 CHL2_Player::CommanderMode(void)
406 CHL2_Player::GetIdleTime(void)const
+
406 CHL2MP_Player::StartSprinting(void)
407 CHL2_Player::GetMoveTime(void)const
+
407 CHL2_Player::GetIdleTime(void)const
408 CHL2_Player::GetLastDamageTime(void)const
+
408 CHL2_Player::GetMoveTime(void)const
409 CHL2_Player::IsDucking(void)const
+
409 CHL2_Player::GetLastDamageTime(void)const
410 CHL2_Player::Weapon_Lower(void)
+
410 CHL2_Player::IsDucking(void)const
411 CHL2_Player::Weapon_Ready(void)
+
411 CHL2_Player::Weapon_Lower(void)
412 CHL2_Player::IsHoldingEntity(CBaseEntity *)
+
412 CHL2_Player::Weapon_Ready(void)
413 CHL2_Player::UpdateWeaponPosture(void)
+
413 CHL2_Player::IsHoldingEntity(CBaseEntity *)
414 CHL2_Player::NetworkStateChanged_m_fIsWalking(void)
+
414 CHL2_Player::UpdateWeaponPosture(void)
415 CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)
+
415 CHL2_Player::NetworkStateChanged_m_fIsWalking(void)
416 CHL2MP_Player::GhostSpawn(void)
+
416 CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)
417 CHL2MP_Player::WaitSpawn(void)
+
417 CHL2MP_Player::GhostSpawn(void)
418 CHL2MP_Player::ObserverSpawn(void)
+
418 CHL2MP_Player::WaitSpawn(void)
419 CHL2MP_Player::HandleCommand_JoinTeam(int)
+
419 CHL2MP_Player::ObserverSpawn(void)
420 CHL2MP_Player::CanHearChatFrom(CBasePlayer *)
+
420 CHL2MP_Player::HandleCommand_JoinTeam(int)
421 CHL2MP_Player::RemoveWeight(float)
+
421 CHL2MP_Player::CanHearChatFrom(CBasePlayer *)
422 CHL2MP_Player::RemoveAllItems(void)
+
422 CHL2MP_Player::RemoveWeight(float)
423 CHL2MP_Player::ItemReticleSearch(void)
+
423 CHL2MP_Player::RemoveAllItems(void)
424 CHL2MP_Player::InventoryStatus(void)
+
424 CHL2MP_Player::ItemReticleSearch(void)
425 CHL2MP_Player::GiveNamedItem(char  const*)
+
425 CHL2MP_Player::InventoryStatus(void)
426 CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)
+
426 CHL2MP_Player::GiveNamedItem(char  const*)
427 CHL2MP_Player::GiveEmptyHands(void)
+
427 CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)
428 CHL2MP_Player::SetPlayerTeamModel(int)
+
428 CHL2MP_Player::GiveEmptyHands(void)
429 CHL2MP_Player::ShowBriefingMenu(void)
+
429 CHL2MP_Player::GivePhone(void)
430 CHL2MP_Player::HideBriefingMenu(void)
+
430 CHL2MP_Player::SetPlayerTeamModel(int)
431 CHL2MP_Player::CreateAmmo(char  const*)
+
431 CHL2MP_Player::ShowBriefingMenu(void)
432 CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)
+
432 CHL2MP_Player::HideBriefingMenu(void)
433 CHL2MP_Player::ScootInventory(void)
+
433 CHL2MP_Player::CreateAmmo(char  const*)
434 CHL2MP_Player::PlayerDropWeapon(void)
+
434 CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)
435 CHL2MP_Player::PlayerUnloadWeapon(void)
+
435 CHL2MP_Player::ScootInventory(void)
436 CHL2MP_Player::PlayerCycleAmmoType(void)
+
436 CHL2MP_Player::PlayerDropWeapon(void)
437 CHL2MP_Player::PlayerCycleDropAmount(void)
+
437 CHL2MP_Player::PlayerUnloadWeapon(void)
438 CHL2MP_Player::PrepAmmoForDrop(CItem *)
+
438 CHL2MP_Player::PlayerCycleAmmoType(void)
439 CHL2MP_Player::PlayerDropAmmo(void)
+
439 CHL2MP_Player::PlayerCycleDropAmount(void)
440 CHL2MP_Player::GiveAmmoToPlayer(void)
+
440 CHL2MP_Player::PrepAmmoForDrop(CItem *)
441 CHL2MP_Player::Panic(bool)
+
441 CHL2MP_Player::PlayerDropAmmo(void)
442 CHL2MP_Player::Melee(bool)
+
442 CHL2MP_Player::GiveAmmoToPlayer(void)
443 CHL2MP_Player::VoiceMenu(char  const*)
+
443 CHL2MP_Player::ResetTeamSwitch(void)
444 CHL2MP_Player::Taunt(bool)
+
444 CHL2MP_Player::Panic(bool)
445 CHL2MP_Player::Go(void)
+
445 CHL2MP_Player::Melee(bool)
446 CHL2MP_Player::Camp(void)
+
446 CHL2MP_Player::VoiceMenu(char  const*,char  const*)
447 CHL2MP_Player::HolsterWeapon(void)
+
447 CHL2MP_Player::VoiceMenuText(char  const*)
448 CHL2MP_Player::Trace(void)
+
448 CHL2MP_Player::Taunt(bool)
449 CHL2MP_Player::IsOnATeam(void)
+
449 CHL2MP_Player::KillTaunt(bool)
450 RandomSeed
+
450 CHL2MP_Player::Berzerk(void)
 +
451 CHL2MP_Player::Go(void)
 +
452 CHL2MP_Player::Camp(void)
 +
453 CHL2MP_Player::HolsterWeapon(void)
 +
454 CHL2MP_Player::SwitchToPhone(void)
 +
455 CHL2MP_Player::Trace(void)
 +
456 CHL2MP_Player::IsOnATeam(void)
 +
457 RandomSeed
 +
458 `typeinfo name for'CHL2MP_Player
 +
459 `typeinfo for'CHL2_Player
 +
460 RandomSeed
 +
461 `typeinfo name for'CHL2MPRagdoll
 +
462 `typeinfo for'CBaseAnimatingOverlay
 
</pre>
 
</pre>

Revision as of 22:08, 29 November 2009

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 30 Nov 2009

// Auto reconstructed from vtable block @ 0x011267E0
// 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	CHL2_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	CBasePlayer::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	CHL2_Player::IsFollowingPhysics(void)
386	CHL2_Player::InitVCollision(Vector  const&,Vector  const&)
387	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
388	CBasePlayer::Hints(void)
389	CBasePlayer::IsReadyToPlay(void)
390	CBasePlayer::IsReadyToSpawn(void)
391	CBasePlayer::ShouldGainInstantSpawn(void)
392	CBasePlayer::ResetPerRoundStats(void)
393	CBasePlayer::ResetScores(void)
394	CHL2_Player::EquipSuit(bool)
395	CHL2_Player::RemoveSuit(void)
396	CHL2MP_Player::CommitSuicide(bool,bool)
397	CHL2MP_Player::CommitSuicide(Vector  const&,bool,bool)
398	CBasePlayer::IsBot(void)const
399	CHL2MP_Player::NotePlayerTalked(void)
400	CBasePlayer::GetExpresser(void)
401	CBasePlayer::SpawnArmorValue(void)const
402	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
403	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
404	CHL2_Player::SuspendUse(float)
405	CHL2_Player::CommanderMode(void)
406	CHL2MP_Player::StartSprinting(void)
407	CHL2_Player::GetIdleTime(void)const
408	CHL2_Player::GetMoveTime(void)const
409	CHL2_Player::GetLastDamageTime(void)const
410	CHL2_Player::IsDucking(void)const
411	CHL2_Player::Weapon_Lower(void)
412	CHL2_Player::Weapon_Ready(void)
413	CHL2_Player::IsHoldingEntity(CBaseEntity *)
414	CHL2_Player::UpdateWeaponPosture(void)
415	CHL2_Player::NetworkStateChanged_m_fIsWalking(void)
416	CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)
417	CHL2MP_Player::GhostSpawn(void)
418	CHL2MP_Player::WaitSpawn(void)
419	CHL2MP_Player::ObserverSpawn(void)
420	CHL2MP_Player::HandleCommand_JoinTeam(int)
421	CHL2MP_Player::CanHearChatFrom(CBasePlayer *)
422	CHL2MP_Player::RemoveWeight(float)
423	CHL2MP_Player::RemoveAllItems(void)
424	CHL2MP_Player::ItemReticleSearch(void)
425	CHL2MP_Player::InventoryStatus(void)
426	CHL2MP_Player::GiveNamedItem(char  const*)
427	CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)
428	CHL2MP_Player::GiveEmptyHands(void)
429	CHL2MP_Player::GivePhone(void)
430	CHL2MP_Player::SetPlayerTeamModel(int)
431	CHL2MP_Player::ShowBriefingMenu(void)
432	CHL2MP_Player::HideBriefingMenu(void)
433	CHL2MP_Player::CreateAmmo(char  const*)
434	CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)
435	CHL2MP_Player::ScootInventory(void)
436	CHL2MP_Player::PlayerDropWeapon(void)
437	CHL2MP_Player::PlayerUnloadWeapon(void)
438	CHL2MP_Player::PlayerCycleAmmoType(void)
439	CHL2MP_Player::PlayerCycleDropAmount(void)
440	CHL2MP_Player::PrepAmmoForDrop(CItem *)
441	CHL2MP_Player::PlayerDropAmmo(void)
442	CHL2MP_Player::GiveAmmoToPlayer(void)
443	CHL2MP_Player::ResetTeamSwitch(void)
444	CHL2MP_Player::Panic(bool)
445	CHL2MP_Player::Melee(bool)
446	CHL2MP_Player::VoiceMenu(char  const*,char  const*)
447	CHL2MP_Player::VoiceMenuText(char  const*)
448	CHL2MP_Player::Taunt(bool)
449	CHL2MP_Player::KillTaunt(bool)
450	CHL2MP_Player::Berzerk(void)
451	CHL2MP_Player::Go(void)
452	CHL2MP_Player::Camp(void)
453	CHL2MP_Player::HolsterWeapon(void)
454	CHL2MP_Player::SwitchToPhone(void)
455	CHL2MP_Player::Trace(void)
456	CHL2MP_Player::IsOnATeam(void)
457	RandomSeed
458	`typeinfo name for'CHL2MP_Player
459	`typeinfo for'CHL2_Player
460	RandomSeed
461	`typeinfo name for'CHL2MPRagdoll
462	`typeinfo for'CBaseAnimatingOverlay