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

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(The List)
(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 09 Feb 2011</b>
+
<b>Last Updated 30 Aug 2012</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x012E4700
+
// Auto reconstructed from vtable block @ 0x01209620
 
// from "server_i486.so", by ida_vtables.idc
 
// from "server_i486.so", by ida_vtables.idc
0 CHL2MP_Player::~CHL2MP_Player()
+
0 CBasePlayer::~CBasePlayer()
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
+
1 CBasePlayer::~CBasePlayer()
2 CBaseEntity::GetRefEHandle(void)const
+
2 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
3 CBaseEntity::GetCollideable(void)
+
3 CBaseEntity::GetRefEHandle(void)const
4 CBaseEntity::GetNetworkable(void)
+
4 CBaseEntity::GetCollideable(void)
5 CBaseEntity::GetBaseEntity(void)
+
5 CBaseEntity::GetNetworkable(void)
6 CBaseEntity::GetModelIndex(void)const
+
6 CBaseEntity::GetBaseEntity(void)
7 CBaseEntity::GetModelName(void)const
+
7 CBaseEntity::GetModelIndex(void)const
8 CBaseEntity::SetModelIndex(int)
+
8 CBaseEntity::GetModelName(void)const
9 CHL2MP_Player::GetServerClass(void)
+
9 CBaseEntity::SetModelIndex(int)
10 CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)
+
10 CBasePlayer::GetServerClass(void)
11 CHL2MP_Player::GetDataDescMap(void)
+
11 CBasePlayer::YouForgotToImplementOrDeclareServerClass(void)
12 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
+
12 CBasePlayer::GetDataDescMap(void)
13 CHL2_Player::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
+
13 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
+
14 CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
15 CHL2MP_Player::ShouldCollide(int,int)const
+
15 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
16 CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
16 CBaseEntity::ShouldCollide(int,int)const
17 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
+
17 CBaseEntity::SetOwnerEntity(CBaseEntity*)
18 CBasePlayer::UpdateTransmitState(void)
+
18 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
19 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
+
19 CBasePlayer::UpdateTransmitState(void)
20 CBasePlayer::GetTracerType(void)
+
20 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
21 CHL2MP_Player::Spawn(void)
+
21 CBasePlayer::GetTracerType(void)
22 CBaseEntity::ZPASpawn(void)
+
22 CBasePlayer::Spawn(void)
23 CHL2MP_Player::Precache(void)
+
23 CBaseEntity::ZPASpawn(void)
24 CBasePlayer::SetModel(char  const*)
+
24 CBasePlayer::Precache(void)
25 CBaseEntity::PostConstructor(char  const*)
+
25 CBasePlayer::SetModel(char  const*)
26 CBaseEntity::PostClientActive(void)
+
26 CBaseEntity::PostConstructor(char  const*)
27 CBaseEntity::ParseMapData(CEntityMapData *)
+
27 CBaseEntity::PostClientActive(void)
28 CBaseEntity::KeyValue(char  const*,char  const*)
+
28 CBaseEntity::ParseMapData(CEntityMapData *)
29 CBaseEntity::KeyValue(char  const*,float)
+
29 CBaseEntity::KeyValue(char  const*,char  const*)
30 CBaseEntity::KeyValue(char  const*,Vector  const&)
+
30 CBaseEntity::KeyValue(char  const*,float)
31 CBaseEntity::GetKeyValue(char  const*,char *,int)
+
31 CBaseEntity::KeyValue(char  const*,Vector  const&)
32 CHL2_Player::Activate(void)
+
32 CBaseEntity::GetKeyValue(char  const*,char *,int)
33 CBaseEntity::SetParent(CBaseEntity*,int)
+
33 CBasePlayer::Activate(void)
34 CBasePlayer::ObjectCaps(void)
+
34 CBaseEntity::SetParent(CBaseEntity*,int)
35 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
+
35 CBasePlayer::ObjectCaps(void)
36 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
+
36 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
37 CHL2_Player::DrawDebugGeometryOverlays(void)
+
37 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
38 CBaseAnimating::DrawDebugTextOverlays(void)
+
38 CBasePlayer::DrawDebugGeometryOverlays(void)
39 CBasePlayer::Save(ISave &)
+
39 CBaseAnimating::DrawDebugTextOverlays(void)
40 CBasePlayer::Restore(IRestore &)
+
40 CBasePlayer::Save(ISave &)
41 CBasePlayer::ShouldSavePhysics(void)
+
41 CBasePlayer::Restore(IRestore &)
42 CBaseEntity::OnSave(IEntitySaveUtils *)
+
42 CBasePlayer::ShouldSavePhysics(void)
43 CHL2_Player::OnRestore(void)
+
43 CBaseEntity::OnSave(IEntitySaveUtils *)
44 CBasePlayer::RequiredEdictIndex(void)
+
44 CBasePlayer::OnRestore(void)
45 CBaseEntity::MoveDone(void)
+
45 CBasePlayer::RequiredEdictIndex(void)
46 CBaseEntity::Think(void)
+
46 CBaseEntity::MoveDone(void)
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
+
47 CBaseEntity::Think(void)
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
+
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
49 CBaseAnimating::GetBaseAnimating(void)
+
49 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
50 CBaseEntity::GetResponseSystem(void)
+
50 CBaseAnimating::GetBaseAnimating(void)
51 CBaseEntity::DispatchResponse(char  const*)
+
51 CBaseEntity::GetResponseSystem(void)
52 CHL2_Player::Classify(void)
+
52 CBaseEntity::DispatchResponse(char  const*)
53 CBaseEntity::DeathNotice(CBaseEntity*)
+
53 CBasePlayer::Classify(void)
54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
+
54 CBaseEntity::DeathNotice(CBaseEntity*)
55 CBaseEntity::GetAutoAimRadius(void)
+
55 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
56 CBaseEntity::GetAutoAimCenter(void)
+
56 CBaseEntity::GetAutoAimRadius(void)
57 CBaseEntity::GetBeamTraceFilter(void)
+
57 CBaseEntity::GetAutoAimCenter(void)
58 CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&)
+
58 CBaseEntity::GetBeamTraceFilter(void)
59 CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
+
59 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
60 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
+
60 CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
61 CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&)
+
61 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
62 CHL2MP_Player::TakeHealth(float,int)
+
62 CBasePlayer::OnTakeDamage(CTakeDamageInfo  const&)
63 CBaseEntity::IsAlive(void)
+
63 CBasePlayer::TakeHealth(float,int)
64 CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&)
+
64 CBaseEntity::IsAlive(void)
65 CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
65 CBasePlayer::Event_Killed(CTakeDamageInfo  const&)
66 CBaseCombatCharacter::BloodColor(void)
+
66 CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
67 CBaseEntity::IsTriggered(CBaseEntity*)
+
67 CBaseCombatCharacter::BloodColor(void)
68 CBaseEntity::IsNPC(void)const
+
68 CBaseEntity::IsTriggered(CBaseEntity*)
69 CBaseCombatCharacter::MyCombatCharacterPointer(void)
+
69 CBaseEntity::IsNPC(void)const
70 CBaseEntity::GetDelay(void)
+
70 CBaseCombatCharacter::MyCombatCharacterPointer(void)
71 CBaseEntity::IsMoving(void)
+
71 CBaseEntity::GetDelay(void)
72 CBaseEntity::DamageDecal(int,int)
+
72 CBaseEntity::IsMoving(void)
73 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
+
73 CBaseEntity::DamageDecal(int,int)
74 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
+
74 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
75 CBaseEntity::OnControls(CBaseEntity*)
+
75 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
76 CBaseEntity::HasTarget(string_t)
+
76 CBaseEntity::OnControls(CBaseEntity*)
77 CBasePlayer::IsPlayer(void)const
+
77 CBaseEntity::HasTarget(string_t)
78 CBasePlayer::IsNetClient(void)const
+
78 CBasePlayer::IsPlayer(void)const
79 CBaseEntity::IsTemplate(void)
+
79 CBasePlayer::IsNetClient(void)const
80 CBaseEntity::IsBaseObject(void)const
+
80 CBaseEntity::IsTemplate(void)
81 CBaseEntity::IsBaseTrain(void)const
+
81 CBaseEntity::IsBaseObject(void)const
82 CBaseEntity::IsPlayerUsableItem(void)
+
82 CBaseEntity::IsBaseTrain(void)const
83 CBaseEntity::GetItemTypeID(void)
+
83 CBaseEntity::IsPlayerUsableItem(void)
84 CBaseEntity::GetServerVehicle(void)
+
84 CBaseEntity::GetItemTypeID(void)
85 CBaseEntity::IsViewable(void)
+
85 CBaseEntity::GetServerVehicle(void)
86 CHL2MP_Player::ChangeTeam(int)
+
86 CBaseEntity::IsViewable(void)
87 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
+
87 CBasePlayer::ChangeTeam(int)
88 CBaseEntity::CanStandOn(CBaseEntity*)const
+
88 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
89 CBaseEntity::CanStandOn(edict_t *)const
+
89 CBaseEntity::CanStandOn(CBaseEntity*)const
90 CBaseEntity::GetEnemy(void)
+
90 CBaseEntity::CanStandOn(edict_t *)const
91 CBaseEntity::GetEnemy(void)const
+
91 CBaseEntity::GetEnemy(void)
92 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
+
92 CBaseEntity::GetEnemy(void)const
93 CBaseEntity::StartTouch(CBaseEntity*)
+
93 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
94 CBasePlayer::Touch(CBaseEntity *)
+
94 CBaseEntity::StartTouch(CBaseEntity*)
95 CBaseEntity::EndTouch(CBaseEntity*)
+
95 CBasePlayer::Touch(CBaseEntity *)
96 CBaseEntity::StartBlocked(CBaseEntity*)
+
96 CBaseEntity::EndTouch(CBaseEntity*)
97 CBaseEntity::Blocked(CBaseEntity*)
+
97 CBaseEntity::StartBlocked(CBaseEntity*)
98 CBaseEntity::EndBlocked(void)
+
98 CBaseEntity::Blocked(CBaseEntity*)
99 CBasePlayer::PhysicsSimulate(void)
+
99 CBaseEntity::EndBlocked(void)
100 CHL2MP_Player::UpdateOnRemove(void)
+
100 CBasePlayer::PhysicsSimulate(void)
101 CHL2_Player::StopLoopingSounds(void)
+
101 CBasePlayer::UpdateOnRemove(void)
102 CBaseEntity::SUB_AllowedToFade(void)
+
102 CBaseEntity::StopLoopingSounds(void)
103 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
+
103 CBaseEntity::SUB_AllowedToFade(void)
104 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
+
104 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
105 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
+
105 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
106 CBaseEntity::GetTracerAttachment(void)
+
106 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
107 CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
+
107 CBaseEntity::GetTracerAttachment(void)
108 CBasePlayer::DoImpactEffect(CGameTrace &,int)
+
108 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
109 CBaseEntity::Respawn(void)
+
109 CBasePlayer::DoImpactEffect(CGameTrace &,int)
110 CBaseEntity::IsLockedByMaster(void)
+
110 CBaseEntity::Respawn(void)
111 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
111 CBaseEntity::IsLockedByMaster(void)
112 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
+
112 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
113 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
113 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
114 CBasePlayer::NetworkStateChanged_m_iHealth(void)
+
114 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
115 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
+
115 CBasePlayer::NetworkStateChanged_m_iHealth(void)
116 CBasePlayer::NetworkStateChanged_m_lifeState(void)
+
116 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
117 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
+
117 CBasePlayer::NetworkStateChanged_m_lifeState(void)
118 CBaseEntity::NetworkStateChanged_m_takedamage(void)
+
118 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
119 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
119 CBaseEntity::NetworkStateChanged_m_takedamage(void)
120 CBaseEntity::GetDamageType(void)const
+
120 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
121 CBaseEntity::GetDamage(void)
+
121 CBaseEntity::GetDamageType(void)const
122 CBaseEntity::SetDamage(float)
+
122 CBaseEntity::GetDamage(void)
123 CBasePlayer::EyePosition(void)
+
123 CBaseEntity::SetDamage(float)
124 CBasePlayer::EyeAngles(void)
+
124 CBasePlayer::EyePosition(void)
125 CBasePlayer::LocalEyeAngles(void)
+
125 CBasePlayer::EyeAngles(void)
126 CBaseEntity::EarPosition(void)
+
126 CBasePlayer::LocalEyeAngles(void)
127 CBasePlayer::BodyTarget(Vector  const&,bool)
+
127 CBaseEntity::EarPosition(void)
128 CBaseEntity::HeadTarget(Vector  const&)
+
128 CBasePlayer::BodyTarget(Vector  const&,bool)
129 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
+
129 CBaseEntity::HeadTarget(Vector  const&)
130 CBaseEntity::GetViewOffset(void)
+
130 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
131 CBasePlayer::GetSmoothedVelocity(void)
+
131 CBaseEntity::GetViewOffset(void)
132 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
132 CBasePlayer::GetSmoothedVelocity(void)
133 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
+
133 CBaseAnimating::GetVelocity(Vector *,Vector *)
134 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
+
134 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
135 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
+
135 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
136 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
136 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
137 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
137 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
138 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
138 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
139 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
+
139 CBasePlayer::SetGroundEntity(CBaseEntity *)
140 CHL2_Player::Splash(void)
+
140 CBaseEntity::GetGroundEntity(void)
141 CBaseEntity::WorldSpaceCenter(void)const
+
141 CBaseEntity::GetGroundVelocityToApply(Vector &)
142 CBaseEntity::GetSoundEmissionOrigin(void)const
+
142 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
143 CBaseEntity::CreateVPhysics(void)
+
143 CBaseEntity::Splash(void)
144 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
144 CBaseEntity::WorldSpaceCenter(void)const
145 CBasePlayer::VPhysicsDestroyObject(void)
+
145 CBaseEntity::GetSoundEmissionOrigin(void)const
146 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
146 CBaseEntity::CreateVPhysics(void)
147 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
147 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
148 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
148 CBasePlayer::VPhysicsDestroyObject(void)
149 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
149 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
150 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
150 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
151 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
151 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
152 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
152 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
153 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
153 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
154 CBaseEntity::VPhysicsIsFlesh(void)
+
154 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
155 CBaseEntity::HasPhysicsAttacker(float)
+
155 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
156 CBasePlayer::PhysicsSolidMaskForEntity(void)const
+
156 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
157 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
157 CBaseEntity::VPhysicsIsFlesh(void)
158 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
158 CBaseEntity::HasPhysicsAttacker(float)
159 CBaseAnimating::GetStepOrigin(void)const
+
159 CBasePlayer::PhysicsSolidMaskForEntity(void)const
160 CBaseAnimating::GetStepAngles(void)const
+
160 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
161 CBaseEntity::ShouldDrawWaterImpacts(void)
+
161 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
162 CBasePlayer::NetworkStateChanged_m_fFlags(void)
+
162 CBaseAnimating::GetStepOrigin(void)const
163 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
+
163 CBaseAnimating::GetStepAngles(void)const
164 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
+
164 CBaseEntity::ShouldDrawWaterImpacts(void)
165 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
165 CBasePlayer::NetworkStateChanged_m_fFlags(void)
166 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
+
166 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
167 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
167 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
168 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
+
168 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
169 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
169 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
170 CBasePlayer::NetworkStateChanged_m_flFriction(void)
+
170 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
171 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
171 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
172 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
+
172 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
173 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
173 CBasePlayer::NetworkStateChanged_m_flFriction(void)
174 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
+
174 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
175 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
175 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
176 CBaseAnimating::GetIdealSpeed(void)const
+
176 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
177 CBaseAnimating::GetIdealAccel(void)const
+
177 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
178 CBaseAnimatingOverlay::StudioFrameAdvance(void)
+
178 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
179 CBaseAnimating::IsActivityFinished(void)
+
179 CBaseAnimating::Hide(void)
180 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
+
180 CBaseAnimating::GetIdealSpeed(void)const
181 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
181 CBaseAnimating::GetIdealAccel(void)const
182 CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
+
182 CBaseAnimatingOverlay::StudioFrameAdvance(void)
183 CBaseAnimating::IsRagdoll(void)
+
183 CBaseAnimating::IsActivityFinished(void)
184 CBaseAnimating::CanBecomeRagdoll(void)
+
184 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
185 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
185 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
186 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
186 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
187 CBaseAnimating::SetupBones(matrix3x4_t *,int)
+
187 CBaseAnimating::IsRagdoll(void)
188 CBaseAnimating::CalculateIKLocks(float)
+
188 CBaseAnimating::CanBecomeRagdoll(void)
189 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
189 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
190 CBasePlayer::HandleAnimEvent(animevent_t *)
+
190 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
191 CBaseAnimating::PopulatePoseParameters(void)
+
191 CBaseAnimating::SetupBones(matrix3x4_t *,int)
192 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
192 CBaseAnimating::CalculateIKLocks(float)
193 CBaseAnimating::InitBoneControllers(void)
+
193 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
194 CBaseAnimating::GetGroundSpeedVelocity(void)
+
194 CBasePlayer::HandleAnimEvent(animevent_t *)
195 CBaseAnimating::Ignite(float,bool,float,bool)
+
195 CBaseAnimating::PopulatePoseParameters(void)
196 CBaseAnimating::IgniteLifetime(float)
+
196 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
197 CBaseAnimating::IgniteNumHitboxFires(int)
+
197 CBaseAnimating::InitBoneControllers(void)
198 CBaseAnimating::IgniteHitboxFireScale(float)
+
198 CBaseAnimating::GetGroundSpeedVelocity(void)
199 CBaseAnimating::Extinguish(void)
+
199 CBaseAnimating::Ignite(float,bool,float,bool)
200 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
200 CBaseAnimating::IgniteLifetime(float)
201 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
201 CBaseAnimating::IgniteNumHitboxFires(int)
202 CBaseFlex::SetViewtarget(Vector  const&)
+
202 CBaseAnimating::IgniteHitboxFireScale(float)
203 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
203 CBaseAnimating::Extinguish(void)
204 CBaseFlex::ProcessSceneEvents(void)
+
204 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
205 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
205 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
206 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
206 CBaseFlex::SetViewtarget(Vector  const&)
207 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
207 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
208 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
+
208 CBaseFlex::ProcessSceneEvents(void)
209 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
+
209 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
210 CHL2_Player::GetPhysicsImpactDamageTable(void)
+
210 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
211 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
211 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
212 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
212 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
213 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
213 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
214 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
214 CBasePlayer::GetPhysicsImpactDamageTable(void)
215 CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
+
215 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
216 CBaseCombatCharacter::FindMissTarget(void)
+
216 CBaseCombatCharacter::FInViewCone(Vector  const&)
217 CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
+
217 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
218 CBasePlayer::BodyAngles(void)
+
218 CBaseCombatCharacter::FInAimCone(Vector  const&)
219 CBaseCombatCharacter::BodyDirection2D(void)
+
219 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
220 CBaseCombatCharacter::BodyDirection3D(void)
+
220 CBaseCombatCharacter::FindMissTarget(void)
221 CBaseCombatCharacter::HeadDirection2D(void)
+
221 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
222 CBaseCombatCharacter::HeadDirection3D(void)
+
222 CBasePlayer::BodyAngles(void)
223 CHL2_Player::EyeDirection2D(void)
+
223 CBaseCombatCharacter::BodyDirection2D(void)
224 CHL2_Player::EyeDirection3D(void)
+
224 CBaseCombatCharacter::BodyDirection3D(void)
225 CHL2MP_Player::GiveAmmo(int,int,bool)
+
225 CBaseCombatCharacter::HeadDirection2D(void)
226 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
226 CBaseCombatCharacter::HeadDirection3D(void)
227 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
227 CBaseCombatCharacter::EyeDirection2D(void)
228 CBaseCombatCharacter::Weapon_FrameUpdate(void)
+
228 CBaseCombatCharacter::EyeDirection3D(void)
229 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
+
229 CBaseCombatCharacter::GiveAmmo(int,int,bool)
230 CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
+
230 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
231 CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
+
231 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
232 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
232 CBaseCombatCharacter::Weapon_FrameUpdate(void)
233 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
233 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
234 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int,bool)
+
234 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
235 CBasePlayer::Weapon_ShootPosition(void)
+
235 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
236 CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
236 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
237 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
237 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
238 CBaseCombatCharacter::Weapon_GetSlot(int)const
+
238 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int,bool)
239 CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *)
+
239 CBasePlayer::Weapon_ShootPosition(void)
240 CBaseCombatCharacter::Weapon_CleanupSlot(int)
+
240 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
241 CBaseCombatCharacter::Weapon_DeleteSlot(int)
+
241 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
242 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
242 CBaseCombatCharacter::Weapon_GetSlot(int)const
243 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
243 CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *)
244 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
+
244 CBaseCombatCharacter::Weapon_CleanupSlot(int)
245 CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
245 CBaseCombatCharacter::Weapon_DeleteSlot(int)
246 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
246 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
247 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
247 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
248 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
248 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
249 CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
+
249 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
250 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
250 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
251 CBaseCombatCharacter::GetDeathActivity(void)
+
251 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
252 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
+
252 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
253 CBaseCombatCharacter::CorpseFade(void)
+
253 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
254 CBaseCombatCharacter::HasHumanGibs(void)
+
254 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
255 CBaseCombatCharacter::HasAlienGibs(void)
+
255 CBaseCombatCharacter::GetDeathActivity(void)
256 CHL2MP_Player::ShouldGib(CTakeDamageInfo  const&)
+
256 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
257 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
257 CBaseCombatCharacter::CorpseFade(void)
258 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
+
258 CBaseCombatCharacter::HasHumanGibs(void)
259 CBasePlayer::Event_Dying(void)
+
259 CBaseCombatCharacter::HasAlienGibs(void)
260 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
+
260 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
261 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
261 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
262 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
+
262 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
263 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
+
263 CBasePlayer::Event_Dying(void)
264 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
+
264 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
265 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
265 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
266 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
266 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
267 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
267 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
268 CBasePlayer::IsInAVehicle(void)const
+
268 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
269 CBasePlayer::GetVehicle(void)
+
269 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
270 CBasePlayer::GetVehicleEntity(void)
+
270 CBaseCombatCharacter::IRelationType(CBaseEntity *)
271 CBaseCombatCharacter::ExitVehicle(void)
+
271 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
272 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
+
272 CBasePlayer::IsInAVehicle(void)const
273 CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
273 CBasePlayer::GetVehicle(void)
274 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
274 CBasePlayer::GetVehicleEntity(void)
275 CBasePlayer::DoMuzzleFlash(void)
+
275 CBaseCombatCharacter::ExitVehicle(void)
276 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
276 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
277 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
277 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
278 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
278 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
279 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
279 CBasePlayer::DoMuzzleFlash(void)
280 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
+
280 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
281 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
281 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
282 CHL2MP_Player::CreateViewModel(int)
+
282 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
283 CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
283 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
284 CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
+
284 CBasePlayer::CreateViewModel(int)
285 CHL2MP_Player::SharedSpawn(void)
+
285 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
286 CBasePlayer::ForceRespawn(void)
+
286 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
287 CHL2MP_Player::InitialSpawn(void)
+
287 CBasePlayer::SharedSpawn(void)
288 CBasePlayer::InitHUD(void)
+
288 CBasePlayer::ForceRespawn(void)
289 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
289 CBasePlayer::InitialSpawn(void)
290 CHL2MP_Player::PlayerDeathThink(void)
+
290 CBasePlayer::InitHUD(void)
291 CHL2MP_Player::Jump(void)
+
291 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
292 CBasePlayer::Duck(void)
+
292 CBasePlayer::PlayerDeathThink(void)
293 CHL2MP_Player::PreThink(void)
+
293 CBasePlayer::Jump(void)
294 CHL2MP_Player::PostThink(void)
+
294 CBasePlayer::Duck(void)
295 CHL2MP_Player::DamageEffect(float,int)
+
295 CBasePlayer::PreThink(void)
296 CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
+
296 CBasePlayer::PostThink(void)
297 CBasePlayer::ShouldFadeOnDeath(void)
+
297 CBasePlayer::DamageEffect(float,int)
298 CBasePlayer::IsFakeClient(void)const
+
298 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
299 CBasePlayer::GetPlayerMins(void)const
+
299 CBasePlayer::ShouldFadeOnDeath(void)
300 CBasePlayer::GetPlayerMaxs(void)const
+
300 CBasePlayer::IsFakeClient(void)const
301 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
+
301 CBasePlayer::GetPlayerMins(void)const
302 CBasePlayer::PackDeadPlayerItems(void)
+
302 CBasePlayer::GetPlayerMaxs(void)const
303 CBasePlayer::RemoveAllItems(bool)
+
303 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
304 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
304 CBasePlayer::PackDeadPlayerItems(void)
305 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
305 CBasePlayer::RemoveAllItems(bool)
306 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
306 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
307 CHL2_Player::UpdateClientData(void)
+
307 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
308 CHL2_Player::ExitLadder(void)
+
308 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
309 CHL2_Player::GetLadderSurface(Vector  const&)
+
309 CBasePlayer::UpdateClientData(void)
310 CHL2_Player::SetFlashlightEnabled(bool)
+
310 CBasePlayer::ExitLadder(void)
311 CHL2MP_Player::FlashlightIsOn(void)
+
311 CBasePlayer::GetLadderSurface(Vector  const&)
312 CHL2MP_Player::FlashlightTurnOn(void)
+
312 CBasePlayer::SetFlashlightEnabled(bool)
313 CHL2MP_Player::FlashlightTurnOff(void)
+
313 CBasePlayer::FlashlightIsOn(void)
314 CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
314 CBasePlayer::FlashlightTurnOn(void)
315 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
+
315 CBasePlayer::FlashlightTurnOff(void)
316 CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
316 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
317 CBasePlayer::GetStepSoundVelocities(float *,float *)
+
317 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
318 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
+
318 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
319 CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
+
319 CBasePlayer::GetStepSoundVelocities(float *,float *)
320 CHL2MP_Player::SetAnimation(PLAYER_ANIM)
+
320 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
321 CBasePlayer::ImpulseCommands(void)
+
321 CBasePlayer::DeathSound(CTakeDamageInfo  const&)
322 CHL2_Player::CheatImpulseCommands(int)
+
322 CBasePlayer::SetAnimation(PLAYER_ANIM)
323 CHL2MP_Player::ClientCommand(CCommand  const&)
+
323 CBasePlayer::ImpulseCommands(void)
324 CHL2MP_Player::StartObserverMode(int)
+
324 CBasePlayer::CheatImpulseCommands(int)
325 CHL2MP_Player::StopObserverMode(void)
+
325 CBasePlayer::ClientCommand(CCommand  const&)
326 CBasePlayer::ModeWantsSpectatorGUI(int)
+
326 CBasePlayer::StartObserverMode(int)
327 CBasePlayer::SetObserverMode(int)
+
327 CBasePlayer::StopObserverMode(void)
328 CBasePlayer::GetObserverMode(void)
+
328 CBasePlayer::ModeWantsSpectatorGUI(int)
329 CBasePlayer::SetObserverTarget(CBaseEntity *)
+
329 CBasePlayer::SetObserverMode(int)
330 CBasePlayer::ObserverUse(bool)
+
330 CBasePlayer::GetObserverMode(void)
331 CBasePlayer::GetObserverTarget(void)
+
331 CBasePlayer::SetObserverTarget(CBaseEntity *)
332 CBasePlayer::FindNextObserverTarget(bool)
+
332 CBasePlayer::ObserverUse(bool)
333 CBasePlayer::GetNextObserverSearchStartPoint(bool)
+
333 CBasePlayer::GetObserverTarget(void)
334 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
+
334 CBasePlayer::FindNextObserverTarget(bool)
335 CBasePlayer::CheckObserverSettings(void)
+
335 CBasePlayer::GetNextObserverSearchStartPoint(bool)
336 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
+
336 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
337 CBasePlayer::ForceObserverMode(int)
+
337 CBasePlayer::CheckObserverSettings(void)
338 CBasePlayer::ResetObserverMode(void)
+
338 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
339 CBasePlayer::ValidateCurrentObserverTarget(void)
+
339 CBasePlayer::ForceObserverMode(int)
340 CBasePlayer::AttemptToExitFreezeCam(void)
+
340 CBasePlayer::ResetObserverMode(void)
341 CBasePlayer::StartReplayMode(float,float,int)
+
341 CBasePlayer::ValidateCurrentObserverTarget(void)
342 CBasePlayer::StopReplayMode(void)
+
342 CBasePlayer::AttemptToExitFreezeCam(void)
343 CBasePlayer::GetDelayTicks(void)
+
343 CBasePlayer::StartReplayMode(float,float,int)
344 CBasePlayer::GetReplayEntity(void)
+
344 CBasePlayer::StopReplayMode(void)
345 CHL2_Player::CreateCorpse(void)
+
345 CBasePlayer::GetDelayTicks(void)
346 CHL2MP_Player::EntSelectSpawnPoint(void)
+
346 CBasePlayer::GetReplayEntity(void)
347 CBasePlayer::GetInVehicle(IServerVehicle *,int)
+
347 CBasePlayer::CreateCorpse(void)
348 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
+
348 CBasePlayer::EntSelectSpawnPoint(void)
349 CBasePlayer::OnVehicleStart(void)
+
349 CBasePlayer::GetInVehicle(IServerVehicle *,int)
350 CBasePlayer::OnVehicleEnd(Vector &)
+
350 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
351 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
+
351 CBasePlayer::OnVehicleStart(void)
352 CBasePlayer::SelectLastItem(void)
+
352 CBasePlayer::OnVehicleEnd(Vector &)
353 CBasePlayer::SelectItem(char  const*,int)
+
353 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
354 CBasePlayer::SelectItem(int,int)
+
354 CBasePlayer::SelectLastItem(void)
355 CHL2MP_Player::ItemPostFrame(void)
+
355 CBasePlayer::SelectItem(char  const*,int)
356 CBasePlayer::GiveNamedItem(char  const*,int)
+
356 CBasePlayer::SelectItem(int,int)
357 CBasePlayer::CheckTrainUpdate(void)
+
357 CBasePlayer::ItemPostFrame(void)
358 CHL2_Player::SetPlayerUnderwater(bool)
+
358 CBasePlayer::GiveNamedItem(char  const*,int)
359 CHL2MP_Player::CanBreatheUnderwater(void)const
+
359 CBasePlayer::CheckTrainUpdate(void)
360 CHL2MP_Player::PlayerUse(void)
+
360 CBasePlayer::SetPlayerUnderwater(bool)
361 CHL2_Player::PlayUseDenySound(void)
+
361 CBasePlayer::CanBreatheUnderwater(void)const
362 CBasePlayer::FindUseEntity(void)
+
362 CBasePlayer::PlayerUse(void)
363 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
363 CBasePlayer::PlayUseDenySound(void)
364 CHL2MP_Player::PickupObject(CBaseEntity *,bool)
+
364 CBasePlayer::FindUseEntity(void)
365 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
365 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
366 CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
+
366 CBasePlayer::PickupObject(CBaseEntity *,bool)
367 CHL2_Player::GetHeldObject(void)
+
367 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
368 CBasePlayer::UpdateGeigerCounter(void)
+
368 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
369 CBasePlayer::GetAutoaimVector(float)
+
369 CBasePlayer::GetHeldObject(void)
370 CBasePlayer::GetAutoaimVector(float,float)
+
370 CBasePlayer::UpdateGeigerCounter(void)
371 CHL2_Player::GetAutoaimVector(autoaim_params_t &)
+
371 CBasePlayer::GetAutoaimVector(float)
372 CBasePlayer::ShouldAutoaim(void)
+
372 CBasePlayer::GetAutoaimVector(float,float)
373 CBasePlayer::ForceClientDllUpdate(void)
+
373 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
374 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
374 CBasePlayer::ShouldAutoaim(void)
375 CHL2MP_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
375 CBasePlayer::ForceClientDllUpdate(void)
376 CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)
+
376 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
377 CHL2MP_Player::CanSpeak(void)
+
377 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
378 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
378 CBasePlayer::CanHearAndReadChatFrom(CBasePlayer*)
379 CHL2MP_Player::CheckChatText(char *,int)
+
379 CBasePlayer::CanSpeak(void)
380 CHL2MP_Player::CreateRagdollEntity(void)
+
380 CBasePlayer::GetPlayerModelSoundPrefix(void)
381 CBasePlayer::ShouldAnnounceAchievement(void)
+
381 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
382 CHL2_Player::OnDoneDamage(void)
+
382 CBasePlayer::CheckChatText(char *,int)
383 CHL2_Player::IsWalking(void)
+
383 CBasePlayer::CreateRagdollEntity(void)
384 CHL2MP_Player::IsPracticallyZombie(void)const
+
384 CBasePlayer::ShouldAnnounceAchievement(void)
385 CHL2MP_Player::IsInfectionKnown(void)const
+
385 CBasePlayer::OnDoneDamage(void)
386 CHL2_Player::IsFollowingPhysics(void)
+
386 CBasePlayer::IsWalking(void)
387 CHL2_Player::InitVCollision(Vector  const&,Vector  const&)
+
387 CBasePlayer::IsPracticallyZombie(void)const
388 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
+
388 CBasePlayer::IsInfectionKnown(void)const
389 CBasePlayer::Hints(void)
+
389 CBasePlayer::DidZombieJustTurn(void)const
390 CBasePlayer::IsReadyToPlay(void)
+
390 CBasePlayer::InfectPlayer(float)
391 CBasePlayer::IsReadyToSpawn(void)
+
391 CBasePlayer::IsFollowingPhysics(void)
392 CBasePlayer::ShouldGainInstantSpawn(void)
+
392 CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
393 CBasePlayer::ResetPerRoundStats(void)
+
393 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
394 CBasePlayer::ResetScores(void)
+
394 CBasePlayer::Hints(void)
395 CHL2_Player::EquipSuit(bool)
+
395 CBasePlayer::IsReadyToPlay(void)
396 CHL2_Player::RemoveSuit(void)
+
396 CBasePlayer::IsReadyToSpawn(void)
397 CHL2MP_Player::CommitSuicide(bool,bool)
+
397 CBasePlayer::ShouldGainInstantSpawn(void)
398 CHL2MP_Player::CommitSuicide(Vector  const&,bool,bool)
+
398 CBasePlayer::ResetPerRoundStats(void)
399 CBasePlayer::IsBot(void)const
+
399 CBasePlayer::ResetScores(void)
400 CHL2MP_Player::NotePlayerTalked(void)
+
400 CBasePlayer::EquipSuit(bool)
401 CBasePlayer::GetExpresser(void)
+
401 CBasePlayer::RemoveSuit(void)
402 CBasePlayer::SpawnArmorValue(void)const
+
402 CBasePlayer::CommitSuicide(bool,bool)
403 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
403 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
404 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
404 CBasePlayer::IsBot(void)const
405 CHL2_Player::SuspendUse(float)
+
405 CBasePlayer::NotePlayerTalked(void)
406 CHL2_Player::CommanderMode(void)
+
406 CBasePlayer::GetExpresser(void)
407 CHL2MP_Player::StartSprinting(void)
+
407 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
408 CHL2_Player::GetIdleTime(void)const
+
408 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
409 CHL2_Player::GetMoveTime(void)const
+
409 CBasePlayer::SpawnArmorValue(void)const
410 CHL2_Player::GetLastDamageTime(void)const
 
411 CHL2_Player::IsDucking(void)const
 
412 CHL2_Player::Weapon_Lower(void)
 
413 CHL2_Player::Weapon_Ready(void)
 
414 CHL2_Player::IsHoldingEntity(CBaseEntity *)
 
415 CHL2_Player::UpdateWeaponPosture(void)
 
416 CHL2_Player::NetworkStateChanged_m_fIsWalking(void)
 
417 CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)
 
418 CHL2MP_Player::GhostSpawn(void)
 
419 CHL2MP_Player::WaitSpawn(void)
 
420 CHL2MP_Player::ObserverSpawn(void)
 
421 CHL2MP_Player::HandleCommand_JoinTeam(int)
 
422 CHL2MP_Player::CanHearChatFrom(CBasePlayer *)
 
423 CHL2MP_Player::RemoveWeight(float)
 
424 CHL2MP_Player::RemoveAllItems(void)
 
425 CHL2MP_Player::ItemReticleSearch(void)
 
426 CHL2MP_Player::InventoryStatus(void)
 
427 CHL2MP_Player::GiveNamedItem(char  const*)
 
428 CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)
 
429 CHL2MP_Player::GiveEmptyHands(void)
 
430 CHL2MP_Player::GivePhone(void)
 
431 CHL2MP_Player::SetPlayerTeamModel(int)
 
432 CHL2MP_Player::ShowBriefingMenu(void)
 
433 CHL2MP_Player::HideBriefingMenu(void)
 
434 CHL2MP_Player::CreateAmmo(char  const*)
 
435 CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)
 
436 CHL2MP_Player::ScootInventory(void)
 
437 CHL2MP_Player::PlayerDropWeapon(void)
 
438 CHL2MP_Player::PlayerUnloadWeapon(void)
 
439 CHL2MP_Player::PlayerCycleAmmoType(void)
 
440 CHL2MP_Player::PlayerCycleDropAmount(void)
 
441 CHL2MP_Player::PrepAmmoForDrop(CItem *)
 
442 CHL2MP_Player::PlayerDropAmmo(void)
 
443 CHL2MP_Player::GiveAmmoToPlayer(void)
 
444 CHL2MP_Player::ResetTeamSwitch(void)
 
445 CHL2MP_Player::Panic(bool)
 
446 CHL2MP_Player::Melee(bool)
 
447 CHL2MP_Player::VoiceMenu(char  const*,char  const*)
 
448 CHL2MP_Player::VoiceMenuText(char  const*)
 
449 CHL2MP_Player::Taunt(bool)
 
450 CHL2MP_Player::KillTaunt(bool)
 
451 CHL2MP_Player::Berzerk(void)
 
452 CHL2MP_Player::Go(void)
 
453 CHL2MP_Player::Roar(void)
 
454 CHL2MP_Player::Camp(void)
 
455 CHL2MP_Player::HolsterWeapon(void)
 
456 CHL2MP_Player::SwitchToPhone(void)
 
457 CHL2MP_Player::Trace(void)
 
458 CHL2MP_Player::IsOnATeam(void)
 
 
</pre>
 
</pre>

Revision as of 09:04, 30 August 2012

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 Aug 2012

// Auto reconstructed from vtable block @ 0x01209620
// from "server_i486.so", by ida_vtables.idc
0	CBasePlayer::~CBasePlayer()
1	CBasePlayer::~CBasePlayer()
2	CBaseEntity::SetRefEHandle(CBaseHandle  const&)
3	CBaseEntity::GetRefEHandle(void)const
4	CBaseEntity::GetCollideable(void)
5	CBaseEntity::GetNetworkable(void)
6	CBaseEntity::GetBaseEntity(void)
7	CBaseEntity::GetModelIndex(void)const
8	CBaseEntity::GetModelName(void)const
9	CBaseEntity::SetModelIndex(int)
10	CBasePlayer::GetServerClass(void)
11	CBasePlayer::YouForgotToImplementOrDeclareServerClass(void)
12	CBasePlayer::GetDataDescMap(void)
13	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
14	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
15	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
16	CBaseEntity::ShouldCollide(int,int)const
17	CBaseEntity::SetOwnerEntity(CBaseEntity*)
18	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
19	CBasePlayer::UpdateTransmitState(void)
20	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
21	CBasePlayer::GetTracerType(void)
22	CBasePlayer::Spawn(void)
23	CBaseEntity::ZPASpawn(void)
24	CBasePlayer::Precache(void)
25	CBasePlayer::SetModel(char  const*)
26	CBaseEntity::PostConstructor(char  const*)
27	CBaseEntity::PostClientActive(void)
28	CBaseEntity::ParseMapData(CEntityMapData *)
29	CBaseEntity::KeyValue(char  const*,char  const*)
30	CBaseEntity::KeyValue(char  const*,float)
31	CBaseEntity::KeyValue(char  const*,Vector  const&)
32	CBaseEntity::GetKeyValue(char  const*,char *,int)
33	CBasePlayer::Activate(void)
34	CBaseEntity::SetParent(CBaseEntity*,int)
35	CBasePlayer::ObjectCaps(void)
36	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
37	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
38	CBasePlayer::DrawDebugGeometryOverlays(void)
39	CBaseAnimating::DrawDebugTextOverlays(void)
40	CBasePlayer::Save(ISave &)
41	CBasePlayer::Restore(IRestore &)
42	CBasePlayer::ShouldSavePhysics(void)
43	CBaseEntity::OnSave(IEntitySaveUtils *)
44	CBasePlayer::OnRestore(void)
45	CBasePlayer::RequiredEdictIndex(void)
46	CBaseEntity::MoveDone(void)
47	CBaseEntity::Think(void)
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
49	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
50	CBaseAnimating::GetBaseAnimating(void)
51	CBaseEntity::GetResponseSystem(void)
52	CBaseEntity::DispatchResponse(char  const*)
53	CBasePlayer::Classify(void)
54	CBaseEntity::DeathNotice(CBaseEntity*)
55	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
56	CBaseEntity::GetAutoAimRadius(void)
57	CBaseEntity::GetAutoAimCenter(void)
58	CBaseEntity::GetBeamTraceFilter(void)
59	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
60	CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
61	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
62	CBasePlayer::OnTakeDamage(CTakeDamageInfo  const&)
63	CBasePlayer::TakeHealth(float,int)
64	CBaseEntity::IsAlive(void)
65	CBasePlayer::Event_Killed(CTakeDamageInfo  const&)
66	CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
67	CBaseCombatCharacter::BloodColor(void)
68	CBaseEntity::IsTriggered(CBaseEntity*)
69	CBaseEntity::IsNPC(void)const
70	CBaseCombatCharacter::MyCombatCharacterPointer(void)
71	CBaseEntity::GetDelay(void)
72	CBaseEntity::IsMoving(void)
73	CBaseEntity::DamageDecal(int,int)
74	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
75	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
76	CBaseEntity::OnControls(CBaseEntity*)
77	CBaseEntity::HasTarget(string_t)
78	CBasePlayer::IsPlayer(void)const
79	CBasePlayer::IsNetClient(void)const
80	CBaseEntity::IsTemplate(void)
81	CBaseEntity::IsBaseObject(void)const
82	CBaseEntity::IsBaseTrain(void)const
83	CBaseEntity::IsPlayerUsableItem(void)
84	CBaseEntity::GetItemTypeID(void)
85	CBaseEntity::GetServerVehicle(void)
86	CBaseEntity::IsViewable(void)
87	CBasePlayer::ChangeTeam(int)
88	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
89	CBaseEntity::CanStandOn(CBaseEntity*)const
90	CBaseEntity::CanStandOn(edict_t *)const
91	CBaseEntity::GetEnemy(void)
92	CBaseEntity::GetEnemy(void)const
93	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
94	CBaseEntity::StartTouch(CBaseEntity*)
95	CBasePlayer::Touch(CBaseEntity *)
96	CBaseEntity::EndTouch(CBaseEntity*)
97	CBaseEntity::StartBlocked(CBaseEntity*)
98	CBaseEntity::Blocked(CBaseEntity*)
99	CBaseEntity::EndBlocked(void)
100	CBasePlayer::PhysicsSimulate(void)
101	CBasePlayer::UpdateOnRemove(void)
102	CBaseEntity::StopLoopingSounds(void)
103	CBaseEntity::SUB_AllowedToFade(void)
104	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
105	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
106	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
107	CBaseEntity::GetTracerAttachment(void)
108	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
109	CBasePlayer::DoImpactEffect(CGameTrace &,int)
110	CBaseEntity::Respawn(void)
111	CBaseEntity::IsLockedByMaster(void)
112	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
113	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
114	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
115	CBasePlayer::NetworkStateChanged_m_iHealth(void)
116	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
117	CBasePlayer::NetworkStateChanged_m_lifeState(void)
118	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
119	CBaseEntity::NetworkStateChanged_m_takedamage(void)
120	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
121	CBaseEntity::GetDamageType(void)const
122	CBaseEntity::GetDamage(void)
123	CBaseEntity::SetDamage(float)
124	CBasePlayer::EyePosition(void)
125	CBasePlayer::EyeAngles(void)
126	CBasePlayer::LocalEyeAngles(void)
127	CBaseEntity::EarPosition(void)
128	CBasePlayer::BodyTarget(Vector  const&,bool)
129	CBaseEntity::HeadTarget(Vector  const&)
130	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
131	CBaseEntity::GetViewOffset(void)
132	CBasePlayer::GetSmoothedVelocity(void)
133	CBaseAnimating::GetVelocity(Vector *,Vector *)
134	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
135	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
136	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
137	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
138	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
139	CBasePlayer::SetGroundEntity(CBaseEntity *)
140	CBaseEntity::GetGroundEntity(void)
141	CBaseEntity::GetGroundVelocityToApply(Vector &)
142	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
143	CBaseEntity::Splash(void)
144	CBaseEntity::WorldSpaceCenter(void)const
145	CBaseEntity::GetSoundEmissionOrigin(void)const
146	CBaseEntity::CreateVPhysics(void)
147	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
148	CBasePlayer::VPhysicsDestroyObject(void)
149	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
150	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
151	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
152	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
153	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
154	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
155	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
156	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
157	CBaseEntity::VPhysicsIsFlesh(void)
158	CBaseEntity::HasPhysicsAttacker(float)
159	CBasePlayer::PhysicsSolidMaskForEntity(void)const
160	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
161	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
162	CBaseAnimating::GetStepOrigin(void)const
163	CBaseAnimating::GetStepAngles(void)const
164	CBaseEntity::ShouldDrawWaterImpacts(void)
165	CBasePlayer::NetworkStateChanged_m_fFlags(void)
166	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
167	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
168	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
169	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
170	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
171	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
172	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
173	CBasePlayer::NetworkStateChanged_m_flFriction(void)
174	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
175	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
176	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
177	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
178	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
179	CBaseAnimating::Hide(void)
180	CBaseAnimating::GetIdealSpeed(void)const
181	CBaseAnimating::GetIdealAccel(void)const
182	CBaseAnimatingOverlay::StudioFrameAdvance(void)
183	CBaseAnimating::IsActivityFinished(void)
184	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
185	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
186	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
187	CBaseAnimating::IsRagdoll(void)
188	CBaseAnimating::CanBecomeRagdoll(void)
189	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
190	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
191	CBaseAnimating::SetupBones(matrix3x4_t *,int)
192	CBaseAnimating::CalculateIKLocks(float)
193	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
194	CBasePlayer::HandleAnimEvent(animevent_t *)
195	CBaseAnimating::PopulatePoseParameters(void)
196	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
197	CBaseAnimating::InitBoneControllers(void)
198	CBaseAnimating::GetGroundSpeedVelocity(void)
199	CBaseAnimating::Ignite(float,bool,float,bool)
200	CBaseAnimating::IgniteLifetime(float)
201	CBaseAnimating::IgniteNumHitboxFires(int)
202	CBaseAnimating::IgniteHitboxFireScale(float)
203	CBaseAnimating::Extinguish(void)
204	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
205	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
206	CBaseFlex::SetViewtarget(Vector  const&)
207	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
208	CBaseFlex::ProcessSceneEvents(void)
209	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
210	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
211	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
212	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
213	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
214	CBasePlayer::GetPhysicsImpactDamageTable(void)
215	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
216	CBaseCombatCharacter::FInViewCone(Vector  const&)
217	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
218	CBaseCombatCharacter::FInAimCone(Vector  const&)
219	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
220	CBaseCombatCharacter::FindMissTarget(void)
221	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
222	CBasePlayer::BodyAngles(void)
223	CBaseCombatCharacter::BodyDirection2D(void)
224	CBaseCombatCharacter::BodyDirection3D(void)
225	CBaseCombatCharacter::HeadDirection2D(void)
226	CBaseCombatCharacter::HeadDirection3D(void)
227	CBaseCombatCharacter::EyeDirection2D(void)
228	CBaseCombatCharacter::EyeDirection3D(void)
229	CBaseCombatCharacter::GiveAmmo(int,int,bool)
230	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
231	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
232	CBaseCombatCharacter::Weapon_FrameUpdate(void)
233	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
234	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
235	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
236	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
237	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
238	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int,bool)
239	CBasePlayer::Weapon_ShootPosition(void)
240	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
241	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
242	CBaseCombatCharacter::Weapon_GetSlot(int)const
243	CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *)
244	CBaseCombatCharacter::Weapon_CleanupSlot(int)
245	CBaseCombatCharacter::Weapon_DeleteSlot(int)
246	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
247	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
248	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
249	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
250	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
251	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
252	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
253	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
254	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
255	CBaseCombatCharacter::GetDeathActivity(void)
256	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
257	CBaseCombatCharacter::CorpseFade(void)
258	CBaseCombatCharacter::HasHumanGibs(void)
259	CBaseCombatCharacter::HasAlienGibs(void)
260	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
261	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
262	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
263	CBasePlayer::Event_Dying(void)
264	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
265	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
266	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
267	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
268	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
269	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
270	CBaseCombatCharacter::IRelationType(CBaseEntity *)
271	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
272	CBasePlayer::IsInAVehicle(void)const
273	CBasePlayer::GetVehicle(void)
274	CBasePlayer::GetVehicleEntity(void)
275	CBaseCombatCharacter::ExitVehicle(void)
276	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
277	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
278	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
279	CBasePlayer::DoMuzzleFlash(void)
280	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
281	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
282	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
283	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
284	CBasePlayer::CreateViewModel(int)
285	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
286	CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
287	CBasePlayer::SharedSpawn(void)
288	CBasePlayer::ForceRespawn(void)
289	CBasePlayer::InitialSpawn(void)
290	CBasePlayer::InitHUD(void)
291	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
292	CBasePlayer::PlayerDeathThink(void)
293	CBasePlayer::Jump(void)
294	CBasePlayer::Duck(void)
295	CBasePlayer::PreThink(void)
296	CBasePlayer::PostThink(void)
297	CBasePlayer::DamageEffect(float,int)
298	CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
299	CBasePlayer::ShouldFadeOnDeath(void)
300	CBasePlayer::IsFakeClient(void)const
301	CBasePlayer::GetPlayerMins(void)const
302	CBasePlayer::GetPlayerMaxs(void)const
303	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
304	CBasePlayer::PackDeadPlayerItems(void)
305	CBasePlayer::RemoveAllItems(bool)
306	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
307	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
308	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
309	CBasePlayer::UpdateClientData(void)
310	CBasePlayer::ExitLadder(void)
311	CBasePlayer::GetLadderSurface(Vector  const&)
312	CBasePlayer::SetFlashlightEnabled(bool)
313	CBasePlayer::FlashlightIsOn(void)
314	CBasePlayer::FlashlightTurnOn(void)
315	CBasePlayer::FlashlightTurnOff(void)
316	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
317	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
318	CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
319	CBasePlayer::GetStepSoundVelocities(float *,float *)
320	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
321	CBasePlayer::DeathSound(CTakeDamageInfo  const&)
322	CBasePlayer::SetAnimation(PLAYER_ANIM)
323	CBasePlayer::ImpulseCommands(void)
324	CBasePlayer::CheatImpulseCommands(int)
325	CBasePlayer::ClientCommand(CCommand  const&)
326	CBasePlayer::StartObserverMode(int)
327	CBasePlayer::StopObserverMode(void)
328	CBasePlayer::ModeWantsSpectatorGUI(int)
329	CBasePlayer::SetObserverMode(int)
330	CBasePlayer::GetObserverMode(void)
331	CBasePlayer::SetObserverTarget(CBaseEntity *)
332	CBasePlayer::ObserverUse(bool)
333	CBasePlayer::GetObserverTarget(void)
334	CBasePlayer::FindNextObserverTarget(bool)
335	CBasePlayer::GetNextObserverSearchStartPoint(bool)
336	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
337	CBasePlayer::CheckObserverSettings(void)
338	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
339	CBasePlayer::ForceObserverMode(int)
340	CBasePlayer::ResetObserverMode(void)
341	CBasePlayer::ValidateCurrentObserverTarget(void)
342	CBasePlayer::AttemptToExitFreezeCam(void)
343	CBasePlayer::StartReplayMode(float,float,int)
344	CBasePlayer::StopReplayMode(void)
345	CBasePlayer::GetDelayTicks(void)
346	CBasePlayer::GetReplayEntity(void)
347	CBasePlayer::CreateCorpse(void)
348	CBasePlayer::EntSelectSpawnPoint(void)
349	CBasePlayer::GetInVehicle(IServerVehicle *,int)
350	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
351	CBasePlayer::OnVehicleStart(void)
352	CBasePlayer::OnVehicleEnd(Vector &)
353	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
354	CBasePlayer::SelectLastItem(void)
355	CBasePlayer::SelectItem(char  const*,int)
356	CBasePlayer::SelectItem(int,int)
357	CBasePlayer::ItemPostFrame(void)
358	CBasePlayer::GiveNamedItem(char  const*,int)
359	CBasePlayer::CheckTrainUpdate(void)
360	CBasePlayer::SetPlayerUnderwater(bool)
361	CBasePlayer::CanBreatheUnderwater(void)const
362	CBasePlayer::PlayerUse(void)
363	CBasePlayer::PlayUseDenySound(void)
364	CBasePlayer::FindUseEntity(void)
365	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
366	CBasePlayer::PickupObject(CBaseEntity *,bool)
367	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
368	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
369	CBasePlayer::GetHeldObject(void)
370	CBasePlayer::UpdateGeigerCounter(void)
371	CBasePlayer::GetAutoaimVector(float)
372	CBasePlayer::GetAutoaimVector(float,float)
373	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
374	CBasePlayer::ShouldAutoaim(void)
375	CBasePlayer::ForceClientDllUpdate(void)
376	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
377	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
378	CBasePlayer::CanHearAndReadChatFrom(CBasePlayer*)
379	CBasePlayer::CanSpeak(void)
380	CBasePlayer::GetPlayerModelSoundPrefix(void)
381	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
382	CBasePlayer::CheckChatText(char *,int)
383	CBasePlayer::CreateRagdollEntity(void)
384	CBasePlayer::ShouldAnnounceAchievement(void)
385	CBasePlayer::OnDoneDamage(void)
386	CBasePlayer::IsWalking(void)
387	CBasePlayer::IsPracticallyZombie(void)const
388	CBasePlayer::IsInfectionKnown(void)const
389	CBasePlayer::DidZombieJustTurn(void)const
390	CBasePlayer::InfectPlayer(float)
391	CBasePlayer::IsFollowingPhysics(void)
392	CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
393	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
394	CBasePlayer::Hints(void)
395	CBasePlayer::IsReadyToPlay(void)
396	CBasePlayer::IsReadyToSpawn(void)
397	CBasePlayer::ShouldGainInstantSpawn(void)
398	CBasePlayer::ResetPerRoundStats(void)
399	CBasePlayer::ResetScores(void)
400	CBasePlayer::EquipSuit(bool)
401	CBasePlayer::RemoveSuit(void)
402	CBasePlayer::CommitSuicide(bool,bool)
403	CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
404	CBasePlayer::IsBot(void)const
405	CBasePlayer::NotePlayerTalked(void)
406	CBasePlayer::GetExpresser(void)
407	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
408	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
409	CBasePlayer::SpawnArmorValue(void)const