CHL2MP Player Offset List (Zombie Panic: Source)

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Revision as of 09:47, 23 April 2008 by DS (talk | contribs) (ZPS CHL2MP Player offset list (SourceMM) moved to CHL2MP Player Offset List (Zombie Panic: Source): Removing SourceMM suffix once and for all)
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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 06 Jan 2008

// Auto reconstructed from vtable block @ 0x00EA0120
// from "server_i486.so", by ida_vtables.idc
0	CHL2MP_Player::~CHL2MP_Player()
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&)
2	CBaseEntity::GetRefEHandle(void)const
3	CBaseEntity::GetCollideable(void)
4	CBaseEntity::GetNetworkable(void)
5	CBaseEntity::GetBaseEntity(void)
6	CBaseEntity::GetModelIndex(void)const
7	CBaseEntity::GetModelName(void)const
8	CBaseEntity::SetModelIndex(int)
9	CHL2MP_Player::_GetClassName(void)
10	CHL2MP_Player::GetServerClass(void)
11	CHL2MP_Player::GetClassName(void)
12	CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)
13	CHL2MP_Player::GetDataDescMap(void)
14	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
15	CHL2_Player::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
16	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
17	CBaseEntity::ShouldCollide(int,int)const
18	CBaseEntity::SetOwnerEntity(CBaseEntity*)
19	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
20	CBasePlayer::UpdateTransmitState(void)
21	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
22	CBasePlayer::GetTracerType(void)
23	CHL2MP_Player::Spawn(void)
24	CHL2MP_Player::Precache(void)
25	CBaseFlex::SetModel(char  const*)
26	CBaseEntity::PostConstructor(char  const*)
27	CBaseEntity::PostClientActive(void)
28	CBaseEntity::ParseMapData(CEntityMapData *)
29	CBaseEntity::KeyValue(char  const*,char  const*)
30	CBaseEntity::KeyValue(char  const*,float)
31	CBaseEntity::KeyValue(char  const*,Vector)
32	CHL2_Player::Activate(void)
33	CBaseEntity::SetParent(CBaseEntity*,int)
34	CBasePlayer::ObjectCaps(void)
35	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
36	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
37	CHL2_Player::DrawDebugGeometryOverlays(void)
38	CBaseAnimating::DrawDebugTextOverlays(void)
39	CBasePlayer::Save(ISave &)
40	CBasePlayer::Restore(IRestore &)
41	CBasePlayer::ShouldSavePhysics(void)
42	CBaseEntity::OnSave(IEntitySaveUtils *)
43	CHL2_Player::OnRestore(void)
44	CBasePlayer::RequiredEdictIndex(void)
45	CBaseEntity::MoveDone(void)
46	CBaseEntity::Think(void)
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
49	CBaseAnimating::GetBaseAnimating(void)
50	CBaseEntity::GetResponseSystem(void)
51	CBaseEntity::DispatchResponse(char  const*)
52	CHL2_Player::Classify(void)
53	CBaseEntity::DeathNotice(CBaseEntity*)
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55	CBaseEntity::GetAutoAimRadius(void)
56	CBaseEntity::GetAutoAimCenter(void)
57	CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&)
58	CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60	CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&)
61	CHL2MP_Player::TakeHealth(float,int)
62	CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&)
63	CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
64	CBaseCombatCharacter::BloodColor(void)
65	CBaseEntity::IsTriggered(CBaseEntity*)
66	CBaseEntity::IsNPC(void)const
67	CBaseCombatCharacter::MyCombatCharacterPointer(void)
68	CBaseEntity::GetDelay(void)
69	CBaseEntity::IsMoving(void)
70	CBaseEntity::DamageDecal(int,int)
71	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
72	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
73	CBaseEntity::OnControls(CBaseEntity*)
74	CBaseEntity::HasTarget(string_t)
75	CBasePlayer::IsPlayer(void)const
76	CBasePlayer::IsNetClient(void)const
77	CBaseEntity::IsTemplate(void)
78	CBaseEntity::IsBaseObject(void)const
79	CBaseEntity::IsPlayerUsableItem(void)
80	CBaseEntity::GetItemTypeID(void)
81	CBaseEntity::GetServerVehicle(void)
82	CBaseEntity::IsViewable(void)
83	CHL2MP_Player::ChangeTeam(int)
84	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
85	CBaseEntity::CanStandOn(CBaseEntity*)const
86	CBaseEntity::CanStandOn(edict_t *)const
87	CBaseEntity::GetEnemy(void)
88	CBaseEntity::GetEnemy(void)const
89	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
90	CBaseEntity::StartTouch(CBaseEntity*)
91	CBasePlayer::Touch(CBaseEntity *)
92	CBaseEntity::EndTouch(CBaseEntity*)
93	CBaseEntity::StartBlocked(CBaseEntity*)
94	CBaseEntity::Blocked(CBaseEntity*)
95	CBaseEntity::EndBlocked(void)
96	CBasePlayer::PhysicsSimulate(void)
97	CHL2MP_Player::UpdateOnRemove(void)
98	CHL2_Player::StopLoopingSounds(void)
99	CBaseEntity::SUB_AllowedToFade(void)
100	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
101	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
102	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
103	CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
104	CBasePlayer::DoImpactEffect(CGameTrace &,int)
105	CBaseEntity::Respawn(void)
106	CBaseEntity::IsLockedByMaster(void)
107	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
108	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
109	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
110	CBasePlayer::NetworkStateChanged_m_iHealth(void)
111	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
112	CBasePlayer::NetworkStateChanged_m_lifeState(void)
113	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
114	CBaseEntity::NetworkStateChanged_m_takedamage(void)
115	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
116	CBaseEntity::GetDamageType(void)const
117	CBaseEntity::GetDamage(void)
118	CBaseEntity::SetDamage(float)
119	CBasePlayer::EyePosition(void)
120	CBasePlayer::EyeAngles(void)
121	CBasePlayer::LocalEyeAngles(void)
122	CBaseEntity::EarPosition(void)
123	CBasePlayer::BodyTarget(Vector  const&,bool)
124	CBaseEntity::HeadTarget(Vector  const&)
125	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
126	CBaseEntity::GetViewOffset(void)
127	CBasePlayer::GetSmoothedVelocity(void)
128	CBaseAnimating::GetVelocity(Vector *,Vector *)
129	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
130	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
131	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
132	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
133	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
134	CBaseEntity::CanBePoweredUp(void)
135	CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
136	CBaseEntity::GetGroundVelocityToApply(Vector &)
137	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
138	CBaseEntity::Splash(void)
139	CBaseEntity::WorldSpaceCenter(void)const
140	CBaseEntity::GetSoundEmissionOrigin(void)const
141	CBaseEntity::CreateVPhysics(void)
142	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
143	CBasePlayer::VPhysicsDestroyObject(void)
144	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
145	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
146	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
147	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
148	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
149	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
150	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
151	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
152	CBaseEntity::HasPhysicsAttacker(float)
153	CBasePlayer::PhysicsSolidMaskForEntity(void)const
154	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
155	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
156	CBaseAnimating::GetStepOrigin(void)const
157	CBaseAnimating::GetStepAngles(void)const
158	CBaseEntity::ShouldDrawWaterImpacts(void)
159	CBaseEntity::NetworkStateChanged_m_fFlags(void)
160	CBaseEntity::NetworkStateChanged_m_fFlags(void *)
161	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
162	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
163	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
164	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
165	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
166	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
167	CBasePlayer::NetworkStateChanged_m_flFriction(void)
168	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
169	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
170	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
171	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
172	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
173	CBaseAnimating::GetIdealSpeed(void)const
174	CBaseAnimating::GetIdealAccel(void)const
175	CBaseAnimatingOverlay::StudioFrameAdvance(void)
176	CBaseAnimating::IsActivityFinished(void)
177	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
178	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
179	CBaseAnimating::IsRagdoll(void)
180	CBaseAnimating::CanBecomeRagdoll(void)
181	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
182	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
183	CBaseAnimating::SetupBones(matrix3x4_t *,int)
184	CBaseAnimating::CalculateIKLocks(float)
185	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
186	CBaseAnimating::HandleAnimEvent(animevent_t *)
187	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
188	CBaseAnimating::InitBoneControllers(void)
189	CBaseAnimating::GetGroundSpeedVelocity(void)
190	CBaseAnimating::Ignite(float,bool,float,bool)
191	CBaseAnimating::Extinguish(void)
192	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
193	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
194	CBaseFlex::SetViewtarget(Vector  const&)
195	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
196	CBaseFlex::ProcessSceneEvents(void)
197	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
198	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
199	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
200	CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
201	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
202	CBaseCombatCharacter::FInViewCone(Vector  const&)
203	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
204	CBaseCombatCharacter::FInAimCone(Vector  const&)
205	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
206	CBaseCombatCharacter::FindMissTarget(void)
207	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
208	CBasePlayer::BodyAngles(void)
209	CBaseCombatCharacter::BodyDirection2D(void)
210	CBaseCombatCharacter::BodyDirection3D(void)
211	CBaseCombatCharacter::HeadDirection2D(void)
212	CBaseCombatCharacter::HeadDirection3D(void)
213	CHL2_Player::EyeDirection2D(void)
214	CHL2_Player::EyeDirection3D(void)
215	CHL2_Player::GiveAmmo(int,int,bool)
216	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
217	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
218	CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
219	CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
220	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
221	CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
222	CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int)
223	CBasePlayer::Weapon_ShootPosition(void)
224	CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
225	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
226	CBaseCombatCharacter::Weapon_GetSlot(int)const
227	CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *)
228	CBaseCombatCharacter::Weapon_DeleteSlot(int)
229	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
230	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
231	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
232	CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&)
233	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
234	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
235	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
236	CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
237	CBaseCombatCharacter::GetDeathActivity(void)
238	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
239	CBaseCombatCharacter::CorpseFade(void)
240	CBaseCombatCharacter::HasHumanGibs(void)
241	CBaseCombatCharacter::HasAlienGibs(void)
242	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
243	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
244	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
245	CBasePlayer::Event_Dying(void)
246	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
247	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
248	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
249	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
250	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
251	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
252	CBaseCombatCharacter::IRelationType(CBaseEntity *)
253	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
254	CBaseCombatCharacter::IsInAVehicle(void)
255	CBasePlayer::GetVehicle(void)
256	CBasePlayer::GetVehicleEntity(void)
257	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
258	CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
259	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
260	CBasePlayer::DoMuzzleFlash(void)
261	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
262	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
263	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
264	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
265	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
266	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
267	CHL2MP_Player::CreateViewModel(int)
268	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
269	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
270	CHL2MP_Player::SharedSpawn(void)
271	CBasePlayer::InitialSpawn(void)
272	CBasePlayer::InitHUD(void)
273	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
274	CHL2MP_Player::PlayerDeathThink(void)
275	CHL2MP_Player::Jump(void)
276	CBasePlayer::Duck(void)
277	CHL2MP_Player::PreThink(void)
278	CHL2MP_Player::PostThink(void)
279	CHL2MP_Player::DamageEffect(float,int)
280	CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
281	CBasePlayer::ShouldFadeOnDeath(void)
282	CBasePlayer::IsFakeClient(void)const
283	CBasePlayer::GetPlayerMins(void)const
284	CBasePlayer::GetPlayerMaxs(void)const
285	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
286	CBasePlayer::PackDeadPlayerItems(void)
287	CBasePlayer::RemoveAllItems(bool)
288	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
289	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
290	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
291	CHL2_Player::UpdateClientData(void)
292	CHL2_Player::ExitLadder(void)
293	CHL2MP_Player::FlashlightIsOn(void)
294	CHL2MP_Player::FlashlightTurnOn(void)
295	CHL2MP_Player::FlashlightTurnOff(void)
296	CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
297	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
298	CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
299	CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
300	CHL2MP_Player::SetAnimation(PLAYER_ANIM)
301	CBasePlayer::ImpulseCommands(void)
302	CHL2_Player::CheatImpulseCommands(int)
303	CHL2MP_Player::ClientCommand(char  const*)
304	CHL2MP_Player::StartObserverMode(int)
305	CHL2MP_Player::StopObserverMode(void)
306	CBasePlayer::SetObserverMode(int)
307	CBasePlayer::GetObserverMode(void)
308	CBasePlayer::SetObserverTarget(CBaseEntity *)
309	CBasePlayer::ObserverUse(bool)
310	CBasePlayer::GetObserverTarget(void)
311	CBasePlayer::FindNextObserverTarget(bool)
312	CBasePlayer::GetNextObserverSearchStartPoint(bool)
313	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
314	CBasePlayer::CheckObserverSettings(void)
315	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
316	CBasePlayer::ForceObserverMode(int)
317	CBasePlayer::ResetObserverMode(void)
318	CBasePlayer::StartReplayMode(float,float,int)
319	CBasePlayer::StopReplayMode(void)
320	CBasePlayer::GetDelayTicks(void)
321	CBasePlayer::GetReplayEntity(void)
322	CHL2_Player::CreateCorpse(void)
323	CHL2MP_Player::EntSelectSpawnPoint(void)
324	CBasePlayer::GetInVehicle(IServerVehicle *,int)
325	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
326	CBasePlayer::OnVehicleStart(void)
327	CBasePlayer::OnVehicleEnd(Vector &)
328	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
329	CBasePlayer::SelectLastItem(void)
330	CBasePlayer::SelectItem(char  const*,int)
331	CBasePlayer::SelectItem(int,int)
332	CHL2MP_Player::ItemPostFrame(void)
333	CBasePlayer::GiveNamedItem(char  const*,int)
334	CBasePlayer::CheckTrainUpdate(void)
335	CHL2_Player::SetPlayerUnderwater(bool)
336	CHL2MP_Player::CanBreatheUnderwater(void)const
337	CHL2MP_Player::PlayerUse(void)
338	CHL2_Player::PlayUseDenySound(void)
339	CBasePlayer::FindUseEntity(void)
340	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
341	CHL2MP_Player::PickupObject(CBaseEntity *,bool)
342	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
343	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
344	CBasePlayer::UpdateGeigerCounter(void)
345	CBasePlayer::GetAutoaimVector(float)
346	CBasePlayer::GetAutoaimVector(float,float)
347	CHL2_Player::GetAutoaimVector(autoaim_params_t &)
348	CBasePlayer::ShouldAutoaim(void)
349	CBasePlayer::ForceClientDllUpdate(void)
350	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
351	CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
352	CBasePlayer::CanSpeak(void)
353	CHL2MP_Player::CanHearChatFrom(CBasePlayer *)
354	CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
355	CHL2MP_Player::CheckChatText(char *,int)
356	CHL2_Player::IsFollowingPhysics(void)
357	CHL2_Player::InitVCollision(void)
358	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
359	CHL2_Player::EquipSuit(bool)
360	CHL2_Player::RemoveSuit(void)
361	CHL2MP_Player::CommitSuicide(void)
362	CBasePlayer::IsBot(void)const
363	CBasePlayer::SpawnArmorValue(void)const
364	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
365	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
366	CHL2_Player::SuspendUse(float)
367	CHL2_Player::CommanderMode(void)
368	CHL2MP_Player::StartSprinting(void)
369	CHL2_Player::GetIdleTime(void)const
370	CHL2_Player::GetMoveTime(void)const
371	CHL2_Player::GetLastDamageTime(void)const
372	CHL2_Player::IsDucking(void)const
373	CHL2_Player::OnDoneDamage(void)
374	CHL2_Player::Weapon_Lower(void)
375	CHL2_Player::Weapon_Ready(void)
376	CHL2_Player::IsHoldingEntity(CBaseEntity *)
377	CHL2_Player::UpdateWeaponPosture(void)
378	CHL2MP_Player::GhostSpawn(void)
379	CHL2MP_Player::WaitSpawn(void)
380	CHL2MP_Player::ObserverSpawn(void)
381	CHL2MP_Player::HandleCommand_JoinTeam(int)
382	CHL2MP_Player::RemoveWeight(float)
383	CHL2MP_Player::RemoveAllItems(void)
384	CHL2MP_Player::ItemReticleSearch(void)
385	CHL2MP_Player::InventoryStatus(void)
386	CHL2MP_Player::GiveNamedItem(char  const*)
387	CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)
388	CHL2MP_Player::GiveEmptyHands(void)
389	CHL2MP_Player::SetPlayerTeamModel(int)
390	CHL2MP_Player::ShowBriefingMenu(void)
391	CHL2MP_Player::HideBriefingMenu(void)
392	CHL2MP_Player::CreateAmmo(char  const*)
393	CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)
394	CHL2MP_Player::PlayerDropWeapon(void)
395	CHL2MP_Player::PlayerUnloadWeapon(void)
396	CHL2MP_Player::PlayerCycleAmmoType(void)
397	CHL2MP_Player::PlayerCycleDropAmount(void)
398	CHL2MP_Player::PrepAmmoForDrop(CItem *)
399	CHL2MP_Player::PlayerDropAmmo(void)
400	CHL2MP_Player::GiveAmmoToPlayer(void)
401	CHL2MP_Player::Panic(void)
402	CHL2MP_Player::Melee(void)
403	CHL2MP_Player::VoiceMenu(char  const*)
404	CHL2MP_Player::Taunt(void)
405	CHL2MP_Player::Go(void)
406	CHL2MP_Player::HolsterWeapon(void)
407	CHL2MP_Player::Trace(void)
408	CHL2MP_Player::IsOnATeam(void)
409	std::bad_cast::~bad_cast()