Difference between revisions of "CPVK2Player Offset List (Pirates, Vikings, and Knights II)"

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(New page: Also for use when using VFunc offsets. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b> == The List == This comes from the symbo...)
 
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Also for use when using [[Vfunc_offsets_%28SourceMM%29|VFunc offsets]].
+
Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
  
 
These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
 
These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>

Revision as of 02:26, 30 October 2007

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 08 July 2007

0	CPVK2Player::~CPVK2Player()
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	CPVK2Player::_GetClassName(void)
10	CPVK2Player::GetServerClass(void)
11	CPVK2Player::GetClassName(void)
12	CPVK2Player::YouForgotToImplementOrDeclareServerClass(void)
13	CPVK2Player::GetDataDescMap(void)
14	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
15	CBaseAnimating::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	CPVK2Player::Spawn(void)
24	CPVK2Player::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	CBasePlayer::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	CBasePlayer::DrawDebugGeometryOverlays(void)
38	CBaseAnimating::DrawDebugTextOverlays(void)
39	CBasePlayer::Save(ISave &)
40	CBasePlayer::Restore(IRestore &)
41	CBasePlayer::ShouldSavePhysics(void)
42	CBaseEntity::OnSave(IEntitySaveUtils *)
43	CBasePlayer::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	CBasePlayer::Classify(void)
53	CBaseEntity::DeathNotice(CBaseEntity*)
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55	CBaseEntity::GetAutoAimRadius(void)
56	CBaseEntity::GetAutoAimCenter(void)
57	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
58	CPVK2Player::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60	CPVK2Player::OnTakeDamage(CTakeDamageInfo  const&)
61	CBasePlayer::TakeHealth(float,int)
62	CPVK2Player::Event_Killed(CTakeDamageInfo  const&)
63	CBaseEntity::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::GetServerVehicle(void)
80	CBaseEntity::IsViewable(void)
81	CPVK2Player::ChangeTeam(int)
82	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
83	CBaseEntity::CanStandOn(CBaseEntity*) const
84	CBaseEntity::CanStandOn(edict_t *) const
85	CBaseEntity::GetEnemy(void)
86	CBaseEntity::GetEnemy(void) const
87	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
88	CBaseEntity::StartTouch(CBaseEntity*)
89	CPVK2Player::Touch(CBaseEntity *)
90	CBaseEntity::EndTouch(CBaseEntity*)
91	CBaseEntity::StartBlocked(CBaseEntity*)
92	CBaseEntity::Blocked(CBaseEntity*)
93	CBaseEntity::EndBlocked(void)
94	CBasePlayer::PhysicsSimulate(void)
95	CPVK2Player::UpdateOnRemove(void)
96	CBaseEntity::StopLoopingSounds(void)
97	CBaseEntity::SUB_AllowedToFade(void)
98	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
99	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
100	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
101	CPVK2Player::FireBullets(FireBulletsInfo_t  const&)
102	CBasePlayer::DoImpactEffect(CGameTrace &,int)
103	CBaseEntity::Respawn(void)
104	CBaseEntity::IsLockedByMaster(void)
105	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
106	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
107	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
108	CBasePlayer::NetworkStateChanged_m_iHealth(void)
109	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
110	CBasePlayer::NetworkStateChanged_m_lifeState(void)
111	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
112	CBaseEntity::NetworkStateChanged_m_takedamage(void)
113	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
114	CBaseEntity::GetDamageType(void) const
115	CBaseEntity::GetDamage(void)
116	CBaseEntity::SetDamage(float)
117	CBasePlayer::EyePosition(void)
118	CBasePlayer::EyeAngles(void)
119	CBasePlayer::LocalEyeAngles(void)
120	CBaseEntity::EarPosition(void)
121	CBasePlayer::BodyTarget(Vector  const&,bool)
122	CBaseEntity::HeadTarget(Vector  const&)
123	CBaseEntity::GetVectors(Vector *,Vector *,Vector *) const
124	CBaseEntity::GetViewOffset(void)
125	CBasePlayer::GetSmoothedVelocity(void)
126	CBaseAnimating::GetVelocity(Vector *,Vector *)
127	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
128	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
129	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
130	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
131	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
132	CBaseEntity::CanBePoweredUp(void)
133	CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
134	CBaseEntity::GetGroundVelocityToApply(Vector &)
135	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
136	CBaseEntity::Splash(void)
137	CBaseEntity::WorldSpaceCenter(void) const
138	CBaseEntity::GetSoundEmissionOrigin(void) const
139	CBaseEntity::CreateVPhysics(void)
140	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
141	CBasePlayer::VPhysicsDestroyObject(void)
142	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
143	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
144	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
145	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
146	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
147	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
148	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
149	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
150	CBaseEntity::HasPhysicsAttacker(float)
151	CBasePlayer::PhysicsSolidMaskForEntity(void) const
152	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
153	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
154	CBaseAnimating::GetStepOrigin(void) const
155	CBaseAnimating::GetStepAngles(void) const
156	CBaseEntity::ShouldDrawWaterImpacts(void)
157	CBaseEntity::NetworkStateChanged_m_fFlags(void)
158	CBaseEntity::NetworkStateChanged_m_fFlags(void *)
159	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
160	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
161	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
162	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
163	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
164	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
165	CBasePlayer::NetworkStateChanged_m_flFriction(void)
166	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
167	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
168	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
169	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
170	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
171	CBaseAnimating::GetIdealSpeed(void) const
172	CBaseAnimating::GetIdealAccel(void) const
173	CBaseAnimatingOverlay::StudioFrameAdvance(void)
174	CBaseAnimating::IsActivityFinished(void)
175	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
176	CPVK2Player::BecomeRagdollOnClient(Vector  const&)
177	CBaseAnimating::IsRagdoll(void)
178	CBaseAnimating::CanBecomeRagdoll(void)
179	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
180	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
181	CBaseAnimating::SetupBones(matrix3x4_t *,int)
182	CBaseAnimating::CalculateIKLocks(float)
183	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
184	CBaseAnimating::HandleAnimEvent(animevent_t *)
185	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
186	CBaseAnimating::InitBoneControllers(void)
187	CBaseAnimating::GetGroundSpeedVelocity(void)
188	CBaseAnimating::Ignite(float,bool,float,bool)
189	CBaseAnimating::Extinguish(void)
190	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
191	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
192	CBaseFlex::SetViewtarget(Vector  const&)
193	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
194	CBaseFlex::ProcessSceneEvents(void)
195	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
196	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
197	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
198	CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
199	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
200	CBaseCombatCharacter::FInViewCone(Vector  const&)
201	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
202	CBaseCombatCharacter::FInAimCone(Vector  const&)
203	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
204	CBaseCombatCharacter::FindMissTarget(void)
205	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
206	CBasePlayer::BodyAngles(void)
207	CBaseCombatCharacter::BodyDirection2D(void)
208	CBaseCombatCharacter::BodyDirection3D(void)
209	CBaseCombatCharacter::HeadDirection2D(void)
210	CBaseCombatCharacter::HeadDirection3D(void)
211	CBaseCombatCharacter::EyeDirection2D(void)
212	CBaseCombatCharacter::EyeDirection3D(void)
213	CBaseCombatCharacter::GiveAmmo(int,int,bool)
214	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
215	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
216	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
217	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
218	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
219	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
220	CPVK2Player::Weapon_Switch(CBaseCombatWeapon *,int)
221	CBasePlayer::Weapon_ShootPosition(void)
222	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
223	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
224	CBaseCombatCharacter::Weapon_GetSlot(int) const
225	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
226	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
227	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
228	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
229	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
230	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
231	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
232	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
233	CBaseCombatCharacter::GetDeathActivity(void)
234	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
235	CBaseCombatCharacter::CorpseFade(void)
236	CBaseCombatCharacter::HasHumanGibs(void)
237	CBaseCombatCharacter::HasAlienGibs(void)
238	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
239	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
240	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
241	CPVK2Player::Event_Dying(void)
242	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
243	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
244	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
245	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
246	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
247	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
248	CBaseCombatCharacter::IRelationType(CBaseEntity *)
249	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
250	CBaseCombatCharacter::IsInAVehicle(void)
251	CBasePlayer::GetVehicle(void)
252	CBasePlayer::GetVehicleEntity(void)
253	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
254	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
255	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
256	CBasePlayer::DoMuzzleFlash(void)
257	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
258	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
259	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
260	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
261	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
262	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
263	CPVK2Player::CreateViewModel(int)
264	CPVK2Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
265	CPVK2Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*) const
266	CBasePlayer::SharedSpawn(void)
267	CPVK2Player::InitialSpawn(void)
268	CBasePlayer::InitHUD(void)
269	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
270	CBasePlayer::PlayerDeathThink(void)
271	CBasePlayer::Jump(void)
272	CBasePlayer::Duck(void)
273	CPVK2Player::PreThink(void)
274	CPVK2Player::PostThink(void)
275	CBasePlayer::DamageEffect(float,int)
276	CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
277	CBasePlayer::ShouldFadeOnDeath(void)
278	CBasePlayer::IsFakeClient(void) const
279	CBasePlayer::GetPlayerMins(void) const
280	CBasePlayer::GetPlayerMaxs(void) const
281	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
282	CBasePlayer::PackDeadPlayerItems(void)
283	CBasePlayer::RemoveAllItems(bool)
284	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
285	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
286	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
287	CPVK2Player::UpdateClientData(void)
288	CBasePlayer::ExitLadder(void)
289	CPVK2Player::FlashlightIsOn(void)
290	CPVK2Player::FlashlightTurnOn(void)
291	CPVK2Player::FlashlightTurnOff(void)
292	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
293	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
294	CPVK2Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
295	CPVK2Player::DeathSound(CTakeDamageInfo  const&)
296	CPVK2Player::SetAnimation(PLAYER_ANIM)
297	CBasePlayer::ImpulseCommands(void)
298	CPVK2Player::CheatImpulseCommands(int)
299	CPVK2Player::ClientCommand(char  const*)
300	CBasePlayer::StartObserverMode(int)
301	CBasePlayer::StopObserverMode(void)
302	CBasePlayer::SetObserverMode(int)
303	CBasePlayer::GetObserverMode(void)
304	CBasePlayer::SetObserverTarget(CBaseEntity *)
305	CBasePlayer::ObserverUse(bool)
306	CBasePlayer::GetObserverTarget(void)
307	CBasePlayer::FindNextObserverTarget(bool)
308	CBasePlayer::GetNextObserverSearchStartPoint(bool)
309	CPVK2Player::IsValidObserverTarget(CBaseEntity *)
310	CBasePlayer::CheckObserverSettings(void)
311	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
312	CBasePlayer::ForceObserverMode(int)
313	CBasePlayer::ResetObserverMode(void)
314	CBasePlayer::StartReplayMode(float,float,int)
315	CBasePlayer::StopReplayMode(void)
316	CBasePlayer::GetDelayTicks(void)
317	CBasePlayer::GetReplayEntity(void)
318	CBasePlayer::CreateCorpse(void)
319	CPVK2Player::EntSelectSpawnPoint(void)
320	CBasePlayer::GetInVehicle(IServerVehicle *,int)
321	CPVK2Player::LeaveVehicle(Vector  const&,QAngle  const&)
322	CBasePlayer::OnVehicleStart(void)
323	CBasePlayer::OnVehicleEnd(Vector &)
324	CPVK2Player::BumpWeapon(CBaseCombatWeapon *)
325	CBasePlayer::SelectLastItem(void)
326	CBasePlayer::SelectItem(char  const*,int)
327	CBasePlayer::ItemPostFrame(void)
328	CPVK2Player::GiveNamedItem(char  const*,int)
329	CBasePlayer::CheckTrainUpdate(void)
330	CBasePlayer::SetPlayerUnderwater(bool)
331	CBasePlayer::CanBreatheUnderwater(void) const
332	CBasePlayer::PlayerUse(void)
333	CBasePlayer::PlayUseDenySound(void)
334	CBasePlayer::FindUseEntity(void)
335	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
336	CBasePlayer::PickupObject(CBaseEntity *,bool)
337	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
338	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
339	CBasePlayer::UpdateGeigerCounter(void)
340	CPVK2Player::GetAutoaimVector(float)
341	CBasePlayer::GetAutoaimVector(float,float)
342	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
343	CBasePlayer::ShouldAutoaim(void)
344	CBasePlayer::ForceClientDllUpdate(void)
345	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
346	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
347	CBasePlayer::CanSpeak(void)
348	CBasePlayer::CanHearChatFrom(CBasePlayer*)
349	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
350	CBasePlayer::CheckChatText(char *,int)
351	CBasePlayer::IsFollowingPhysics(void)
352	CBasePlayer::InitVCollision(void)
353	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
354	CBasePlayer::EquipSuit(bool)
355	CBasePlayer::RemoveSuit(void)
356	CBasePlayer::CommitSuicide(void)
357	CBasePlayer::IsBot(void) const
358	CBasePlayer::SpawnArmorValue(void) const
359	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
360	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
361	CPVK2Player::HandleSpeedChanges(void)
362	CPVK2Player::SetMaxArmor(int)
363	CPVK2Player::GetMaxArmor(void)
364	CPVK2Player::SetSpecial(int)
365	CPVK2Player::GetSpecial(void) const
366	CPVK2Player::IncrementSpecial(int)
367	CPVK2Player::ReduceSpecial(int)
368	CPVK2Player::Knockback(float,CPVK2Player*)
369	CPVK2Player::IsGrenadeFrame(void)
370	CPVK2Player::GetRespawnTime(void)
371	CPVK2Player::IsBerserking(void)
372	CPVK2Player::SetBerserkTime(float)
373	CPVK2Player::GetBerserkTime(void)
374	CPVK2Player::SetAngleLimit(float,float)
375	CPVK2Player::DisableAngleLimit(void)
376	CPVK2Player::CanBeStunned(void)
377	CPVK2Player::SDKAnim_GetActiveWeapon(void)
378	CPVK2Player::SDKAnim_CanMove(void)
379	CPVK2Player::NoteWeaponFired(void)
380	CPVK2Player::StartInitialObserver(void)
381	CPVK2Player::ChangeClass(int)
382	CPVK2Player::InitClass(int)
383	CPVK2Player::YellSound(int)
384	CPVK2Player::SetDefaultSpeed(float)
385	CPVK2Player::GetDefaultSpeed(void) const
386	CPVK2Player::GetPlayerClass(void) const
387	CPVK2Player::ClearAttachedModels(void)
388	CPVK2Player::AddAttachedModel(char  const*,char  const*)
389	CPVK2Player::ReAttachModels(void)
390	CPVK2Player::GetAttachedModel(char  const*)
391	CPVK2Player::SetKnockbackTime(float)
392	CPVK2Player::IsStunned(void)
393	CPVK2Player::GetStunAmount(void)
394	CPVK2Player::StartBerserk(void)
395	CPVK2Player::StopBerserk(void)
396	CPVK2Player::ResetTeamChanges(void)
397	CPVK2Player::ForceTeam(int)
398	CPVK2Player::GetForcedTeam(void) const
399	CPVK2Player::CreateRagdollEntity(void)