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

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(The List)
Line 6: Line 6:
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
  
<b>Last Updated 08 July 2007</b>
+
<b>Last Updated March 26 2008</b>
  
 
<pre>
 
<pre>

Revision as of 15:17, 26 March 2008

Also for use when using virtual offsets.

These are the Windows offsets. Linux offsets are 1 greater.

The List

This comes from the symbol tables, so you'll have to look in the SDK for return types.

Last Updated March 26 2008

// Auto reconstructed from vtable block @ 0x009FEAE0
// from "server_i486.so", by ida_vtables.idc
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	CPVK2Player::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::SetSummonedNPC(CBaseEntity *)
378	CPVK2Player::GetSummonedNPC(void)
379	CPVK2Player::SetCarriedFlag(CBaseEntity *)
380	CPVK2Player::GetCarriedFlag(void)
381	CPVK2Player::IsCarryingFlag(void)
382	CPVK2Player::SDKAnim_GetActiveWeapon(void)
383	CPVK2Player::SDKAnim_CanMove(void)
384	CPVK2Player::NoteWeaponFired(void)
385	CPVK2Player::StartInitialObserver(void)
386	CPVK2Player::ChangeClass(int)
387	CPVK2Player::InitClass(int)
388	CPVK2Player::YellSound(int)
389	CPVK2Player::SetDefaultSpeed(float)
390	CPVK2Player::GetDefaultSpeed(void)const
391	CPVK2Player::GetPlayerClass(void)const
392	CPVK2Player::ClearAttachedModels(void)
393	CPVK2Player::AddAttachedModel(char  const*,char  const*)
394	CPVK2Player::ReAttachModels(void)
395	CPVK2Player::GetAttachedModel(char  const*)
396	CPVK2Player::SetKnockbackTime(float)
397	CPVK2Player::IsStunned(void)
398	CPVK2Player::GetStunAmount(void)
399	CPVK2Player::StartBerserk(void)
400	CPVK2Player::StopBerserk(void)
401	CPVK2Player::ResetTeamChanges(void)
402	CPVK2Player::ForceTeam(int)
403	CPVK2Player::GetForcedTeam(void)const
404	CPVK2Player::CreateRagdollEntity(void)