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

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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 March 26 2008</b>
+
<b>Last Updated September 13 2008</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x009FEAE0
+
// Auto reconstructed from vtable block @ 0x00A402A0
 
// from "server_i486.so", by ida_vtables.idc
 
// from "server_i486.so", by ida_vtables.idc
 
0 CPVK2Player::~CPVK2Player()
 
0 CPVK2Player::~CPVK2Player()
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
+
1 CPVK2Player::~CPVK2Player()
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 CPVK2Player::_GetClassName(void)
+
9 CBaseEntity::SetModelIndex(int)
10 CPVK2Player::GetServerClass(void)
+
10 CPVK2Player::_GetClassName(void)
11 CPVK2Player::GetClassName(void)
+
11 CPVK2Player::GetServerClass(void)
12 CPVK2Player::YouForgotToImplementOrDeclareServerClass(void)
+
12 CPVK2Player::GetClassName(void)
13 CPVK2Player::GetDataDescMap(void)
+
13 CPVK2Player::YouForgotToImplementOrDeclareServerClass(void)
14 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
+
14 CPVK2Player::GetDataDescMap(void)
15 CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
+
15 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
16 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
+
16 CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
17 CBaseEntity::ShouldCollide(int,int)const
+
17 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
18 CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
18 CBaseEntity::ShouldCollide(int,int)const
19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
+
19 CBaseEntity::ShouldTraceToOwner(void)const
20 CBasePlayer::UpdateTransmitState(void)
+
20 CBaseEntity::SetOwnerEntity(CBaseEntity*)
21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
+
21 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
22 CBasePlayer::GetTracerType(void)
+
22 CBasePlayer::UpdateTransmitState(void)
23 CPVK2Player::Spawn(void)
+
23 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
24 CPVK2Player::Precache(void)
+
24 CBasePlayer::GetTracerType(void)
25 CBaseFlex::SetModel(char  const*)
+
25 CPVK2Player::Spawn(void)
26 CBaseEntity::PostConstructor(char  const*)
+
26 CPVK2Player::Precache(void)
27 CBaseEntity::PostClientActive(void)
+
27 CBaseFlex::SetModel(char  const*)
28 CBaseEntity::ParseMapData(CEntityMapData *)
+
28 CBaseEntity::PostConstructor(char  const*)
29 CBaseEntity::KeyValue(char  const*,char  const*)
+
29 CBaseEntity::PostClientActive(void)
30 CBaseEntity::KeyValue(char  const*,float)
+
30 CBaseEntity::ParseMapData(CEntityMapData *)
31 CBaseEntity::KeyValue(char  const*,Vector)
+
31 CBaseEntity::KeyValue(char  const*,char  const*)
32 CBasePlayer::Activate(void)
+
32 CBaseEntity::KeyValue(char  const*,float)
33 CBaseEntity::SetParent(CBaseEntity*,int)
+
33 CBaseEntity::KeyValue(char  const*,Vector)
34 CBasePlayer::ObjectCaps(void)
+
34 CBasePlayer::Activate(void)
35 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
+
35 CBaseEntity::SetParent(CBaseEntity*,int)
36 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
+
36 CBasePlayer::ObjectCaps(void)
37 CBasePlayer::DrawDebugGeometryOverlays(void)
+
37 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
38 CBaseAnimating::DrawDebugTextOverlays(void)
+
38 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
39 CBasePlayer::Save(ISave &)
+
39 CBasePlayer::DrawDebugGeometryOverlays(void)
40 CBasePlayer::Restore(IRestore &)
+
40 CBaseAnimating::DrawDebugTextOverlays(void)
41 CBasePlayer::ShouldSavePhysics(void)
+
41 CBasePlayer::Save(ISave &)
42 CBaseEntity::OnSave(IEntitySaveUtils *)
+
42 CBasePlayer::Restore(IRestore &)
43 CBasePlayer::OnRestore(void)
+
43 CBasePlayer::ShouldSavePhysics(void)
44 CBasePlayer::RequiredEdictIndex(void)
+
44 CBaseEntity::OnSave(IEntitySaveUtils *)
45 CBaseEntity::MoveDone(void)
+
45 CBasePlayer::OnRestore(void)
46 CBaseEntity::Think(void)
+
46 CBasePlayer::RequiredEdictIndex(void)
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
+
47 CBaseEntity::MoveDone(void)
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
+
48 CBaseEntity::Think(void)
49 CBaseAnimating::GetBaseAnimating(void)
+
49 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
50 CBaseEntity::GetResponseSystem(void)
+
50 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
51 CBaseEntity::DispatchResponse(char  const*)
+
51 CBaseAnimating::GetBaseAnimating(void)
52 CBasePlayer::Classify(void)
+
52 CBaseEntity::GetResponseSystem(void)
53 CBaseEntity::DeathNotice(CBaseEntity*)
+
53 CBaseEntity::DispatchResponse(char  const*)
54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
+
54 CBasePlayer::Classify(void)
55 CBaseEntity::GetAutoAimRadius(void)
+
55 CBaseEntity::DeathNotice(CBaseEntity*)
56 CBaseEntity::GetAutoAimCenter(void)
+
56 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
+
57 CBaseEntity::GetAutoAimRadius(void)
58 CPVK2Player::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
+
58 CBaseEntity::GetAutoAimCenter(void)
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
+
59 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
60 CPVK2Player::OnTakeDamage(CTakeDamageInfo  const&)
+
60 CPVK2Player::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
61 CBasePlayer::TakeHealth(float,int)
+
61 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
62 CPVK2Player::Event_Killed(CTakeDamageInfo  const&)
+
62 CPVK2Player::OnTakeDamage(CTakeDamageInfo  const&)
63 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
+
63 CPVK2Player::TakeHealth(float,int)
64 CBaseCombatCharacter::BloodColor(void)
+
64 CPVK2Player::Event_Killed(CTakeDamageInfo  const&)
65 CBaseEntity::IsTriggered(CBaseEntity*)
+
65 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
66 CBaseEntity::IsNPC(void)const
+
66 CBaseCombatCharacter::BloodColor(void)
67 CBaseCombatCharacter::MyCombatCharacterPointer(void)
+
67 CBaseEntity::IsTriggered(CBaseEntity*)
68 CBaseEntity::GetDelay(void)
+
68 CBaseEntity::IsNPC(void)const
69 CBaseEntity::IsMoving(void)
+
69 CBaseCombatCharacter::MyCombatCharacterPointer(void)
70 CBaseEntity::DamageDecal(int,int)
+
70 CBaseEntity::GetDelay(void)
71 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
+
71 CBaseEntity::IsMoving(void)
72 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
+
72 CBaseEntity::DamageDecal(int,int)
73 CBaseEntity::OnControls(CBaseEntity*)
+
73 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
74 CBaseEntity::HasTarget(string_t)
+
74 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
75 CBasePlayer::IsPlayer(void)const
+
75 CBaseEntity::OnControls(CBaseEntity*)
76 CBasePlayer::IsNetClient(void)const
+
76 CBaseEntity::HasTarget(string_t)
77 CBaseEntity::IsTemplate(void)
+
77 CBasePlayer::IsPlayer(void)const
78 CBaseEntity::IsBaseObject(void)const
+
78 CBasePlayer::IsNetClient(void)const
79 CBaseEntity::GetServerVehicle(void)
+
79 CBaseEntity::IsTemplate(void)
80 CBaseEntity::IsViewable(void)
+
80 CBaseEntity::IsBaseObject(void)const
81 CPVK2Player::ChangeTeam(int)
+
81 CBaseEntity::GetServerVehicle(void)
82 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
+
82 CBaseEntity::IsViewable(void)
83 CBaseEntity::CanStandOn(CBaseEntity*)const
+
83 CPVK2Player::ChangeTeam(int)
84 CBaseEntity::CanStandOn(edict_t *)const
+
84 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
85 CBaseEntity::GetEnemy(void)
+
85 CBaseEntity::CanStandOn(CBaseEntity*)const
86 CBaseEntity::GetEnemy(void)const
+
86 CBaseEntity::CanStandOn(edict_t *)const
87 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
+
87 CBaseEntity::GetEnemy(void)
88 CBaseEntity::StartTouch(CBaseEntity*)
+
88 CBaseEntity::GetEnemy(void)const
89 CPVK2Player::Touch(CBaseEntity *)
+
89 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
90 CBaseEntity::EndTouch(CBaseEntity*)
+
90 CBaseEntity::StartTouch(CBaseEntity*)
91 CBaseEntity::StartBlocked(CBaseEntity*)
+
91 CPVK2Player::Touch(CBaseEntity *)
92 CBaseEntity::Blocked(CBaseEntity*)
+
92 CBaseEntity::EndTouch(CBaseEntity*)
93 CBaseEntity::EndBlocked(void)
+
93 CBaseEntity::StartBlocked(CBaseEntity*)
94 CBasePlayer::PhysicsSimulate(void)
+
94 CBaseEntity::Blocked(CBaseEntity*)
95 CPVK2Player::UpdateOnRemove(void)
+
95 CBaseEntity::EndBlocked(void)
96 CBaseEntity::StopLoopingSounds(void)
+
96 CBasePlayer::PhysicsSimulate(void)
97 CBaseEntity::SUB_AllowedToFade(void)
+
97 CPVK2Player::UpdateOnRemove(void)
98 CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
+
98 CBaseEntity::StopLoopingSounds(void)
99 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
+
99 CBaseEntity::SUB_AllowedToFade(void)
100 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
+
100 CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
101 CPVK2Player::FireBullets(FireBulletsInfo_t  const&)
+
101 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
102 CBasePlayer::DoImpactEffect(CGameTrace &,int)
+
102 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
103 CBaseEntity::Respawn(void)
+
103 CPVK2Player::FireBullets(FireBulletsInfo_t  const&)
104 CBaseEntity::IsLockedByMaster(void)
+
104 CBasePlayer::DoImpactEffect(CGameTrace &,int)
105 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
105 CBaseEntity::Respawn(void)
106 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
+
106 CBaseEntity::IsLockedByMaster(void)
107 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
107 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
108 CBasePlayer::NetworkStateChanged_m_iHealth(void)
+
108 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
109 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
+
109 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
110 CBasePlayer::NetworkStateChanged_m_lifeState(void)
+
110 CBasePlayer::NetworkStateChanged_m_iHealth(void)
111 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
+
111 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
112 CBaseEntity::NetworkStateChanged_m_takedamage(void)
+
112 CBasePlayer::NetworkStateChanged_m_lifeState(void)
113 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
113 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
114 CBaseEntity::GetDamageType(void)const
+
114 CBaseEntity::NetworkStateChanged_m_takedamage(void)
115 CBaseEntity::GetDamage(void)
+
115 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
116 CBaseEntity::SetDamage(float)
+
116 CBaseEntity::GetDamageType(void)const
117 CBasePlayer::EyePosition(void)
+
117 CBaseEntity::GetDamage(void)
118 CBasePlayer::EyeAngles(void)
+
118 CBaseEntity::SetDamage(float)
119 CBasePlayer::LocalEyeAngles(void)
+
119 CBasePlayer::EyePosition(void)
120 CBaseEntity::EarPosition(void)
+
120 CBasePlayer::EyeAngles(void)
121 CBasePlayer::BodyTarget(Vector  const&,bool)
+
121 CBasePlayer::LocalEyeAngles(void)
122 CBaseEntity::HeadTarget(Vector  const&)
+
122 CBaseEntity::EarPosition(void)
123 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
+
123 CBasePlayer::BodyTarget(Vector  const&,bool)
124 CBaseEntity::GetViewOffset(void)
+
124 CBaseEntity::HeadTarget(Vector  const&)
125 CBasePlayer::GetSmoothedVelocity(void)
+
125 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
126 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
126 CBaseEntity::GetViewOffset(void)
127 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
+
127 CBasePlayer::GetSmoothedVelocity(void)
128 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
+
128 CBaseAnimating::GetVelocity(Vector *,Vector *)
129 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
+
129 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
130 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
130 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
131 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
131 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
132 CBaseEntity::CanBePoweredUp(void)
+
132 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
133 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
+
133 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
134 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
134 CBaseEntity::CanBePoweredUp(void)
135 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
+
135 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
136 CBaseEntity::Splash(void)
+
136 CBaseEntity::GetGroundVelocityToApply(Vector &)
137 CBaseEntity::WorldSpaceCenter(void)const
+
137 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
138 CBaseEntity::GetSoundEmissionOrigin(void)const
+
138 CBaseEntity::Splash(void)
139 CBaseEntity::CreateVPhysics(void)
+
139 CBaseEntity::WorldSpaceCenter(void)const
140 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
140 CBaseEntity::GetSoundEmissionOrigin(void)const
141 CBasePlayer::VPhysicsDestroyObject(void)
+
141 CBaseEntity::CreateVPhysics(void)
142 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
142 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
143 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
143 CBasePlayer::VPhysicsDestroyObject(void)
144 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
144 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
145 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
145 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
146 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
146 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
147 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
147 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
148 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
148 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
149 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
149 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
150 CBaseEntity::HasPhysicsAttacker(float)
+
150 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
151 CBasePlayer::PhysicsSolidMaskForEntity(void)const
+
151 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
152 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
152 CBaseEntity::HasPhysicsAttacker(float)
153 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
153 CBasePlayer::PhysicsSolidMaskForEntity(void)const
154 CBaseAnimating::GetStepOrigin(void)const
+
154 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
155 CBaseAnimating::GetStepAngles(void)const
+
155 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
156 CBaseEntity::ShouldDrawWaterImpacts(void)
+
156 CBaseAnimating::GetStepOrigin(void)const
157 CBaseEntity::NetworkStateChanged_m_fFlags(void)
+
157 CBaseAnimating::GetStepAngles(void)const
158 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
+
158 CBaseEntity::ShouldDrawWaterImpacts(void)
159 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
+
159 CBaseEntity::NetworkStateChanged_m_fFlags(void)
160 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
160 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
161 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
+
161 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
162 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
162 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
163 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
+
163 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
164 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
164 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
165 CBasePlayer::NetworkStateChanged_m_flFriction(void)
+
165 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
166 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
166 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
167 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
+
167 CBasePlayer::NetworkStateChanged_m_flFriction(void)
168 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
168 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
169 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
+
169 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
170 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
170 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
171 CBaseAnimating::GetIdealSpeed(void)const
+
171 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
172 CBaseAnimating::GetIdealAccel(void)const
+
172 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
173 CBaseAnimatingOverlay::StudioFrameAdvance(void)
+
173 CBaseAnimating::GetIdealSpeed(void)const
174 CBaseAnimating::IsActivityFinished(void)
+
174 CBaseAnimating::GetIdealAccel(void)const
175 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
175 CBaseAnimatingOverlay::StudioFrameAdvance(void)
176 CPVK2Player::BecomeRagdollOnClient(Vector  const&)
+
176 CBaseAnimating::IsActivityFinished(void)
177 CBaseAnimating::IsRagdoll(void)
+
177 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
178 CBaseAnimating::CanBecomeRagdoll(void)
+
178 CPVK2Player::BecomeRagdollOnClient(Vector  const&)
179 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
179 CBaseAnimating::IsRagdoll(void)
180 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
180 CBaseAnimating::CanBecomeRagdoll(void)
181 CBaseAnimating::SetupBones(matrix3x4_t *,int)
+
181 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
182 CBaseAnimating::CalculateIKLocks(float)
+
182 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
183 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
183 CBaseAnimating::SetupBones(matrix3x4_t *,int)
184 CBaseAnimating::HandleAnimEvent(animevent_t *)
+
184 CBaseAnimating::CalculateIKLocks(float)
185 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
185 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
186 CBaseAnimating::InitBoneControllers(void)
+
186 CBaseAnimating::HandleAnimEvent(animevent_t *)
187 CBaseAnimating::GetGroundSpeedVelocity(void)
+
187 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
188 CBaseAnimating::Ignite(float,bool,float,bool)
+
188 CBaseAnimating::InitBoneControllers(void)
189 CBaseAnimating::Extinguish(void)
+
189 CBaseAnimating::GetGroundSpeedVelocity(void)
190 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
190 CBaseAnimating::Ignite(float,bool,float,bool)
191 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
191 CBaseAnimating::Extinguish(void)
192 CBaseFlex::SetViewtarget(Vector  const&)
+
192 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
193 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
193 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
194 CBaseFlex::ProcessSceneEvents(void)
+
194 CBaseFlex::SetViewtarget(Vector  const&)
195 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
195 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
196 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
196 CBaseFlex::ProcessSceneEvents(void)
197 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
197 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
198 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
+
198 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
199 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
199 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
200 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
200 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
201 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
201 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
202 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
202 CBaseCombatCharacter::FInViewCone(Vector  const&)
203 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
203 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
204 CBaseCombatCharacter::FindMissTarget(void)
+
204 CBaseCombatCharacter::FInAimCone(Vector  const&)
205 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
+
205 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
206 CBasePlayer::BodyAngles(void)
+
206 CBaseCombatCharacter::FindMissTarget(void)
207 CBaseCombatCharacter::BodyDirection2D(void)
+
207 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
208 CBaseCombatCharacter::BodyDirection3D(void)
+
208 CBasePlayer::BodyAngles(void)
209 CBaseCombatCharacter::HeadDirection2D(void)
+
209 CBaseCombatCharacter::BodyDirection2D(void)
210 CBaseCombatCharacter::HeadDirection3D(void)
+
210 CBaseCombatCharacter::BodyDirection3D(void)
211 CBaseCombatCharacter::EyeDirection2D(void)
+
211 CBaseCombatCharacter::HeadDirection2D(void)
212 CBaseCombatCharacter::EyeDirection3D(void)
+
212 CBaseCombatCharacter::HeadDirection3D(void)
213 CBaseCombatCharacter::GiveAmmo(int,int,bool)
+
213 CBaseCombatCharacter::EyeDirection2D(void)
214 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
214 CBaseCombatCharacter::EyeDirection3D(void)
215 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
215 CPVK2Player::GiveAmmo(int,int,bool)
216 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
+
216 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
217 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
+
217 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
218 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
218 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
219 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
219 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
220 CPVK2Player::Weapon_Switch(CBaseCombatWeapon *,int)
+
220 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
221 CBasePlayer::Weapon_ShootPosition(void)
+
221 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
222 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
222 CPVK2Player::Weapon_Switch(CBaseCombatWeapon *,int)
223 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
223 CBasePlayer::Weapon_ShootPosition(void)
224 CBaseCombatCharacter::Weapon_GetSlot(int)const
+
224 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
225 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
225 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
226 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
226 CBaseCombatCharacter::Weapon_GetSlot(int)const
227 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
+
227 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
228 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
228 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
229 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
229 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
230 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
230 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
231 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
231 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
232 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
+
232 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
233 CBaseCombatCharacter::GetDeathActivity(void)
+
233 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
234 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
+
234 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
235 CBaseCombatCharacter::CorpseFade(void)
+
235 CBaseCombatCharacter::GetDeathActivity(void)
236 CBaseCombatCharacter::HasHumanGibs(void)
+
236 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
237 CBaseCombatCharacter::HasAlienGibs(void)
+
237 CBaseCombatCharacter::CorpseFade(void)
238 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
+
238 CBaseCombatCharacter::HasHumanGibs(void)
239 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
239 CBaseCombatCharacter::HasAlienGibs(void)
240 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
+
240 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
241 CPVK2Player::Event_Dying(void)
+
241 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
242 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
+
242 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
243 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
243 CPVK2Player::Event_Dying(void)
244 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
+
244 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
245 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
+
245 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
246 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
+
246 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
247 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
247 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
248 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
248 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
249 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
249 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
250 CBaseCombatCharacter::IsInAVehicle(void)
+
250 CBaseCombatCharacter::IRelationType(CBaseEntity *)
251 CBasePlayer::GetVehicle(void)
+
251 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
252 CBasePlayer::GetVehicleEntity(void)
+
252 CBaseCombatCharacter::IsInAVehicle(void)
253 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
+
253 CBasePlayer::GetVehicle(void)
254 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
254 CBasePlayer::GetVehicleEntity(void)
255 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
255 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
256 CBasePlayer::DoMuzzleFlash(void)
+
256 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
257 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
257 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
258 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
258 CBasePlayer::DoMuzzleFlash(void)
259 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
259 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
260 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
260 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
261 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
+
261 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
262 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
262 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
263 CPVK2Player::CreateViewModel(int)
+
263 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
264 CPVK2Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
264 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
265 CPVK2Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
+
265 CPVK2Player::CreateViewModel(int)
266 CBasePlayer::SharedSpawn(void)
+
266 CPVK2Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
267 CPVK2Player::InitialSpawn(void)
+
267 CPVK2Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
268 CBasePlayer::InitHUD(void)
+
268 CBasePlayer::SharedSpawn(void)
269 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
269 CPVK2Player::InitialSpawn(void)
270 CBasePlayer::PlayerDeathThink(void)
+
270 CBasePlayer::InitHUD(void)
271 CBasePlayer::Jump(void)
+
271 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
272 CBasePlayer::Duck(void)
+
272 CPVK2Player::PlayerDeathThink(void)
273 CPVK2Player::PreThink(void)
+
273 CBasePlayer::Jump(void)
274 CPVK2Player::PostThink(void)
+
274 CBasePlayer::Duck(void)
275 CBasePlayer::DamageEffect(float,int)
+
275 CPVK2Player::PreThink(void)
276 CPVK2Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
+
276 CPVK2Player::PostThink(void)
277 CBasePlayer::ShouldFadeOnDeath(void)
+
277 CBasePlayer::DamageEffect(float,int)
278 CBasePlayer::IsFakeClient(void)const
+
278 CPVK2Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
279 CBasePlayer::GetPlayerMins(void)const
+
279 CBasePlayer::ShouldFadeOnDeath(void)
280 CBasePlayer::GetPlayerMaxs(void)const
+
280 CBasePlayer::IsFakeClient(void)const
281 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
+
281 CBasePlayer::GetPlayerMins(void)const
282 CBasePlayer::PackDeadPlayerItems(void)
+
282 CBasePlayer::GetPlayerMaxs(void)const
283 CBasePlayer::RemoveAllItems(bool)
+
283 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
284 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
284 CBasePlayer::PackDeadPlayerItems(void)
285 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
285 CBasePlayer::RemoveAllItems(bool)
286 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
286 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
287 CPVK2Player::UpdateClientData(void)
+
287 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
288 CBasePlayer::ExitLadder(void)
+
288 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
289 CPVK2Player::FlashlightIsOn(void)
+
289 CPVK2Player::UpdateClientData(void)
290 CPVK2Player::FlashlightTurnOn(void)
+
290 CBasePlayer::ExitLadder(void)
291 CPVK2Player::FlashlightTurnOff(void)
+
291 CPVK2Player::FlashlightIsOn(void)
292 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
292 CPVK2Player::FlashlightTurnOn(void)
293 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
+
293 CPVK2Player::FlashlightTurnOff(void)
294 CPVK2Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
294 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
295 CPVK2Player::DeathSound(CTakeDamageInfo  const&)
+
295 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
296 CPVK2Player::SetAnimation(PLAYER_ANIM)
+
296 CPVK2Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
297 CBasePlayer::ImpulseCommands(void)
+
297 CPVK2Player::DeathSound(CTakeDamageInfo  const&)
298 CPVK2Player::CheatImpulseCommands(int)
+
298 CPVK2Player::SetAnimation(PLAYER_ANIM)
299 CPVK2Player::ClientCommand(char  const*)
+
299 CBasePlayer::ImpulseCommands(void)
300 CBasePlayer::StartObserverMode(int)
+
300 CPVK2Player::CheatImpulseCommands(int)
301 CBasePlayer::StopObserverMode(void)
+
301 CPVK2Player::ClientCommand(char  const*)
302 CBasePlayer::SetObserverMode(int)
+
302 CBasePlayer::StartObserverMode(int)
303 CBasePlayer::GetObserverMode(void)
+
303 CBasePlayer::StopObserverMode(void)
304 CBasePlayer::SetObserverTarget(CBaseEntity *)
+
304 CBasePlayer::SetObserverMode(int)
305 CBasePlayer::ObserverUse(bool)
+
305 CBasePlayer::GetObserverMode(void)
306 CBasePlayer::GetObserverTarget(void)
+
306 CBasePlayer::SetObserverTarget(CBaseEntity *)
307 CBasePlayer::FindNextObserverTarget(bool)
+
307 CBasePlayer::ObserverUse(bool)
308 CBasePlayer::GetNextObserverSearchStartPoint(bool)
+
308 CBasePlayer::GetObserverTarget(void)
309 CPVK2Player::IsValidObserverTarget(CBaseEntity *)
+
309 CBasePlayer::FindNextObserverTarget(bool)
310 CBasePlayer::CheckObserverSettings(void)
+
310 CBasePlayer::GetNextObserverSearchStartPoint(bool)
311 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
+
311 CPVK2Player::IsValidObserverTarget(CBaseEntity *)
312 CBasePlayer::ForceObserverMode(int)
+
312 CBasePlayer::CheckObserverSettings(void)
313 CBasePlayer::ResetObserverMode(void)
+
313 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
314 CBasePlayer::StartReplayMode(float,float,int)
+
314 CBasePlayer::ForceObserverMode(int)
315 CBasePlayer::StopReplayMode(void)
+
315 CBasePlayer::ResetObserverMode(void)
316 CBasePlayer::GetDelayTicks(void)
+
316 CBasePlayer::StartReplayMode(float,float,int)
317 CBasePlayer::GetReplayEntity(void)
+
317 CBasePlayer::StopReplayMode(void)
318 CBasePlayer::CreateCorpse(void)
+
318 CBasePlayer::GetDelayTicks(void)
319 CPVK2Player::EntSelectSpawnPoint(void)
+
319 CBasePlayer::GetReplayEntity(void)
320 CBasePlayer::GetInVehicle(IServerVehicle *,int)
+
320 CBasePlayer::CreateCorpse(void)
321 CPVK2Player::LeaveVehicle(Vector  const&,QAngle  const&)
+
321 CPVK2Player::EntSelectSpawnPoint(void)
322 CBasePlayer::OnVehicleStart(void)
+
322 CBasePlayer::GetInVehicle(IServerVehicle *,int)
323 CBasePlayer::OnVehicleEnd(Vector &)
+
323 CPVK2Player::LeaveVehicle(Vector  const&,QAngle  const&)
324 CPVK2Player::BumpWeapon(CBaseCombatWeapon *)
+
324 CBasePlayer::OnVehicleStart(void)
325 CBasePlayer::SelectLastItem(void)
+
325 CBasePlayer::OnVehicleEnd(Vector &)
326 CBasePlayer::SelectItem(char  const*,int)
+
326 CPVK2Player::BumpWeapon(CBaseCombatWeapon *)
327 CBasePlayer::ItemPostFrame(void)
+
327 CBasePlayer::SelectLastItem(void)
328 CPVK2Player::GiveNamedItem(char  const*,int)
+
328 CBasePlayer::SelectItem(char  const*,int)
329 CBasePlayer::CheckTrainUpdate(void)
+
329 CBasePlayer::ItemPostFrame(void)
330 CBasePlayer::SetPlayerUnderwater(bool)
+
330 CPVK2Player::GiveNamedItem(char  const*,int)
331 CBasePlayer::CanBreatheUnderwater(void)const
+
331 CBasePlayer::CheckTrainUpdate(void)
332 CBasePlayer::PlayerUse(void)
+
332 CBasePlayer::SetPlayerUnderwater(bool)
333 CBasePlayer::PlayUseDenySound(void)
+
333 CBasePlayer::CanBreatheUnderwater(void)const
334 CBasePlayer::FindUseEntity(void)
+
334 CBasePlayer::PlayerUse(void)
335 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
335 CBasePlayer::PlayUseDenySound(void)
336 CBasePlayer::PickupObject(CBaseEntity *,bool)
+
336 CBasePlayer::FindUseEntity(void)
337 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
337 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
338 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
+
338 CBasePlayer::PickupObject(CBaseEntity *,bool)
339 CBasePlayer::UpdateGeigerCounter(void)
+
339 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
340 CPVK2Player::GetAutoaimVector(float)
+
340 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
341 CBasePlayer::GetAutoaimVector(float,float)
+
341 CBasePlayer::UpdateGeigerCounter(void)
342 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
+
342 CPVK2Player::GetAutoaimVector(float)
343 CBasePlayer::ShouldAutoaim(void)
+
343 CBasePlayer::GetAutoaimVector(float,float)
344 CBasePlayer::ForceClientDllUpdate(void)
+
344 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
345 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
345 CBasePlayer::ShouldAutoaim(void)
346 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
346 CBasePlayer::ForceClientDllUpdate(void)
347 CBasePlayer::CanSpeak(void)
+
347 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
348 CBasePlayer::CanHearChatFrom(CBasePlayer*)
+
348 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
349 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
349 CBasePlayer::CanSpeak(void)
350 CBasePlayer::CheckChatText(char *,int)
+
350 CBasePlayer::CanHearChatFrom(CBasePlayer*)
351 CBasePlayer::IsFollowingPhysics(void)
+
351 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
352 CBasePlayer::InitVCollision(void)
+
352 CBasePlayer::CheckChatText(char *,int)
353 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
+
353 CBasePlayer::IsFollowingPhysics(void)
354 CBasePlayer::EquipSuit(bool)
+
354 CBasePlayer::InitVCollision(void)
355 CBasePlayer::RemoveSuit(void)
+
355 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
356 CBasePlayer::CommitSuicide(void)
+
356 CBasePlayer::EquipSuit(bool)
357 CBasePlayer::IsBot(void)const
+
357 CBasePlayer::RemoveSuit(void)
358 CBasePlayer::SpawnArmorValue(void)const
+
358 CPVK2Player::CommitSuicide(void)
359 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
359 CBasePlayer::IsBot(void)const
360 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
360 CBasePlayer::SpawnArmorValue(void)const
361 CPVK2Player::HandleSpeedChanges(void)
+
361 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
362 CPVK2Player::SetMaxArmor(int)
+
362 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
363 CPVK2Player::GetMaxArmor(void)
+
363 CPVK2Player::HandleSpeedChanges(void)
364 CPVK2Player::SetSpecial(int)
+
364 CPVK2Player::Event_Falling(float,float,int,Vector *,QAngle *)
365 CPVK2Player::GetSpecial(void)const
+
365 CPVK2Player::SetMaxArmor(int)
366 CPVK2Player::IncrementSpecial(int)
+
366 CPVK2Player::GetMaxArmor(void)
367 CPVK2Player::ReduceSpecial(int)
+
367 CPVK2Player::SetSpecial(int)
368 CPVK2Player::Knockback(float,CPVK2Player*)
+
368 CPVK2Player::GetSpecial(void)const
369 CPVK2Player::IsGrenadeFrame(void)
+
369 CPVK2Player::IncrementSpecial(int)
370 CPVK2Player::GetRespawnTime(void)
+
370 CPVK2Player::ReduceSpecial(int)
371 CPVK2Player::IsBerserking(void)
+
371 CPVK2Player::Knockback(float,CPVK2Player*)
372 CPVK2Player::SetBerserkTime(float)
+
372 CPVK2Player::IsGrenadeFrame(void)
373 CPVK2Player::GetBerserkTime(void)
+
373 CPVK2Player::GetRespawnTime(void)
374 CPVK2Player::SetAngleLimit(float,float)
+
374 CPVK2Player::IsBerserking(void)
375 CPVK2Player::DisableAngleLimit(void)
+
375 CPVK2Player::SetBerserkTime(float)
376 CPVK2Player::CanBeStunned(void)
+
376 CPVK2Player::GetBerserkTime(void)
377 CPVK2Player::SetSummonedNPC(CBaseEntity *)
+
377 CPVK2Player::SetAngleLimit(float,float)
378 CPVK2Player::GetSummonedNPC(void)
+
378 CPVK2Player::DisableAngleLimit(void)
379 CPVK2Player::SetCarriedFlag(CBaseEntity *)
+
379 CPVK2Player::CanBeStunned(void)
380 CPVK2Player::GetCarriedFlag(void)
+
380 CPVK2Player::SetSummonedNPC(CBaseEntity *)
381 CPVK2Player::IsCarryingFlag(void)
+
381 CPVK2Player::GetSummonedNPC(void)
382 CPVK2Player::SDKAnim_GetActiveWeapon(void)
+
382 CPVK2Player::SetCarriedItem(CBaseEntity *)
383 CPVK2Player::SDKAnim_CanMove(void)
+
383 CPVK2Player::GetCarriedItem(void)
384 CPVK2Player::NoteWeaponFired(void)
+
384 CPVK2Player::IsCarryingItem(void)
385 CPVK2Player::StartInitialObserver(void)
+
385 CPVK2Player::SetDevStatus(int)
386 CPVK2Player::ChangeClass(int)
+
386 CPVK2Player::GetDevstatus(void)
387 CPVK2Player::InitClass(int)
+
387 CPVK2Player::SetSummonedName(char  const*)
388 CPVK2Player::YellSound(int)
+
388 CPVK2Player::GetSummonedName(void)
389 CPVK2Player::SetDefaultSpeed(float)
+
389 CPVK2Player::SDKAnim_GetActiveWeapon(void)
390 CPVK2Player::GetDefaultSpeed(void)const
+
390 CPVK2Player::SDKAnim_CanMove(void)
391 CPVK2Player::GetPlayerClass(void)const
+
391 CPVK2Player::NoteWeaponFired(void)
392 CPVK2Player::ClearAttachedModels(void)
+
392 CPVK2Player::StartInitialObserver(void)
393 CPVK2Player::AddAttachedModel(char  const*,char  const*)
+
393 CPVK2Player::ChangeClass(int)
394 CPVK2Player::ReAttachModels(void)
+
394 CPVK2Player::InitClass(int)
395 CPVK2Player::GetAttachedModel(char  const*)
+
395 CPVK2Player::YellSound(int)
396 CPVK2Player::SetKnockbackTime(float)
+
396 CPVK2Player::SetDefaultSpeed(float)
397 CPVK2Player::IsStunned(void)
+
397 CPVK2Player::GetDefaultSpeed(void)const
398 CPVK2Player::GetStunAmount(void)
+
398 CPVK2Player::GetPlayerClass(void)const
399 CPVK2Player::StartBerserk(void)
+
399 CPVK2Player::ClearAttachedModels(void)
400 CPVK2Player::StopBerserk(void)
+
400 CPVK2Player::AddAttachedModel(char  const*,char  const*)
401 CPVK2Player::ResetTeamChanges(void)
+
401 CPVK2Player::ReAttachModels(void)
402 CPVK2Player::ForceTeam(int)
+
402 CPVK2Player::GetAttachedModel(char  const*)
403 CPVK2Player::GetForcedTeam(void)const
+
403 CPVK2Player::SetKnockbackTime(float)
404 CPVK2Player::CreateRagdollEntity(void)
+
404 CPVK2Player::IsStunned(void)
 +
405 CPVK2Player::GetStunAmount(void)
 +
406 CPVK2Player::StartBerserk(void)
 +
407 CPVK2Player::StopBerserk(void)
 +
408 CPVK2Player::ResetTeamChanges(void)
 +
409 CPVK2Player::ForceTeam(int)
 +
410 CPVK2Player::GetForcedTeam(void)const
 +
411 CPVK2Player::DelayRemoveBuffs(void)
 +
412 CPVK2Player::CreateRagdollEntity(void)
 
</pre>
 
</pre>

Revision as of 21:29, 13 September 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 September 13 2008

// Auto reconstructed from vtable block @ 0x00A402A0
// from "server_i486.so", by ida_vtables.idc
0	CPVK2Player::~CPVK2Player()
1	CPVK2Player::~CPVK2Player()
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	CPVK2Player::_GetClassName(void)
11	CPVK2Player::GetServerClass(void)
12	CPVK2Player::GetClassName(void)
13	CPVK2Player::YouForgotToImplementOrDeclareServerClass(void)
14	CPVK2Player::GetDataDescMap(void)
15	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
16	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
17	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
18	CBaseEntity::ShouldCollide(int,int)const
19	CBaseEntity::ShouldTraceToOwner(void)const
20	CBaseEntity::SetOwnerEntity(CBaseEntity*)
21	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
22	CBasePlayer::UpdateTransmitState(void)
23	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
24	CBasePlayer::GetTracerType(void)
25	CPVK2Player::Spawn(void)
26	CPVK2Player::Precache(void)
27	CBaseFlex::SetModel(char  const*)
28	CBaseEntity::PostConstructor(char  const*)
29	CBaseEntity::PostClientActive(void)
30	CBaseEntity::ParseMapData(CEntityMapData *)
31	CBaseEntity::KeyValue(char  const*,char  const*)
32	CBaseEntity::KeyValue(char  const*,float)
33	CBaseEntity::KeyValue(char  const*,Vector)
34	CBasePlayer::Activate(void)
35	CBaseEntity::SetParent(CBaseEntity*,int)
36	CBasePlayer::ObjectCaps(void)
37	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
38	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
39	CBasePlayer::DrawDebugGeometryOverlays(void)
40	CBaseAnimating::DrawDebugTextOverlays(void)
41	CBasePlayer::Save(ISave &)
42	CBasePlayer::Restore(IRestore &)
43	CBasePlayer::ShouldSavePhysics(void)
44	CBaseEntity::OnSave(IEntitySaveUtils *)
45	CBasePlayer::OnRestore(void)
46	CBasePlayer::RequiredEdictIndex(void)
47	CBaseEntity::MoveDone(void)
48	CBaseEntity::Think(void)
49	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
50	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
51	CBaseAnimating::GetBaseAnimating(void)
52	CBaseEntity::GetResponseSystem(void)
53	CBaseEntity::DispatchResponse(char  const*)
54	CBasePlayer::Classify(void)
55	CBaseEntity::DeathNotice(CBaseEntity*)
56	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
57	CBaseEntity::GetAutoAimRadius(void)
58	CBaseEntity::GetAutoAimCenter(void)
59	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
60	CPVK2Player::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
61	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
62	CPVK2Player::OnTakeDamage(CTakeDamageInfo  const&)
63	CPVK2Player::TakeHealth(float,int)
64	CPVK2Player::Event_Killed(CTakeDamageInfo  const&)
65	CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
66	CBaseCombatCharacter::BloodColor(void)
67	CBaseEntity::IsTriggered(CBaseEntity*)
68	CBaseEntity::IsNPC(void)const
69	CBaseCombatCharacter::MyCombatCharacterPointer(void)
70	CBaseEntity::GetDelay(void)
71	CBaseEntity::IsMoving(void)
72	CBaseEntity::DamageDecal(int,int)
73	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
74	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
75	CBaseEntity::OnControls(CBaseEntity*)
76	CBaseEntity::HasTarget(string_t)
77	CBasePlayer::IsPlayer(void)const
78	CBasePlayer::IsNetClient(void)const
79	CBaseEntity::IsTemplate(void)
80	CBaseEntity::IsBaseObject(void)const
81	CBaseEntity::GetServerVehicle(void)
82	CBaseEntity::IsViewable(void)
83	CPVK2Player::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	CPVK2Player::Touch(CBaseEntity *)
92	CBaseEntity::EndTouch(CBaseEntity*)
93	CBaseEntity::StartBlocked(CBaseEntity*)
94	CBaseEntity::Blocked(CBaseEntity*)
95	CBaseEntity::EndBlocked(void)
96	CBasePlayer::PhysicsSimulate(void)
97	CPVK2Player::UpdateOnRemove(void)
98	CBaseEntity::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	CPVK2Player::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	CPVK2Player::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	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
206	CBaseCombatCharacter::FindMissTarget(void)
207	CBaseCombatCharacter::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	CBaseCombatCharacter::EyeDirection2D(void)
214	CBaseCombatCharacter::EyeDirection3D(void)
215	CPVK2Player::GiveAmmo(int,int,bool)
216	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
217	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
218	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
219	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
220	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
221	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
222	CPVK2Player::Weapon_Switch(CBaseCombatWeapon *,int)
223	CBasePlayer::Weapon_ShootPosition(void)
224	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
225	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
226	CBaseCombatCharacter::Weapon_GetSlot(int)const
227	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
228	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
229	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
230	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
231	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
232	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
233	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
234	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
235	CBaseCombatCharacter::GetDeathActivity(void)
236	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
237	CBaseCombatCharacter::CorpseFade(void)
238	CBaseCombatCharacter::HasHumanGibs(void)
239	CBaseCombatCharacter::HasAlienGibs(void)
240	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
241	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
242	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
243	CPVK2Player::Event_Dying(void)
244	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
245	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
246	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
247	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
248	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
249	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
250	CBaseCombatCharacter::IRelationType(CBaseEntity *)
251	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
252	CBaseCombatCharacter::IsInAVehicle(void)
253	CBasePlayer::GetVehicle(void)
254	CBasePlayer::GetVehicleEntity(void)
255	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
256	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
257	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
258	CBasePlayer::DoMuzzleFlash(void)
259	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
260	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
261	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
262	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
263	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
264	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
265	CPVK2Player::CreateViewModel(int)
266	CPVK2Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
267	CPVK2Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
268	CBasePlayer::SharedSpawn(void)
269	CPVK2Player::InitialSpawn(void)
270	CBasePlayer::InitHUD(void)
271	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
272	CPVK2Player::PlayerDeathThink(void)
273	CBasePlayer::Jump(void)
274	CBasePlayer::Duck(void)
275	CPVK2Player::PreThink(void)
276	CPVK2Player::PostThink(void)
277	CBasePlayer::DamageEffect(float,int)
278	CPVK2Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
279	CBasePlayer::ShouldFadeOnDeath(void)
280	CBasePlayer::IsFakeClient(void)const
281	CBasePlayer::GetPlayerMins(void)const
282	CBasePlayer::GetPlayerMaxs(void)const
283	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
284	CBasePlayer::PackDeadPlayerItems(void)
285	CBasePlayer::RemoveAllItems(bool)
286	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
287	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
288	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
289	CPVK2Player::UpdateClientData(void)
290	CBasePlayer::ExitLadder(void)
291	CPVK2Player::FlashlightIsOn(void)
292	CPVK2Player::FlashlightTurnOn(void)
293	CPVK2Player::FlashlightTurnOff(void)
294	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
295	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
296	CPVK2Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
297	CPVK2Player::DeathSound(CTakeDamageInfo  const&)
298	CPVK2Player::SetAnimation(PLAYER_ANIM)
299	CBasePlayer::ImpulseCommands(void)
300	CPVK2Player::CheatImpulseCommands(int)
301	CPVK2Player::ClientCommand(char  const*)
302	CBasePlayer::StartObserverMode(int)
303	CBasePlayer::StopObserverMode(void)
304	CBasePlayer::SetObserverMode(int)
305	CBasePlayer::GetObserverMode(void)
306	CBasePlayer::SetObserverTarget(CBaseEntity *)
307	CBasePlayer::ObserverUse(bool)
308	CBasePlayer::GetObserverTarget(void)
309	CBasePlayer::FindNextObserverTarget(bool)
310	CBasePlayer::GetNextObserverSearchStartPoint(bool)
311	CPVK2Player::IsValidObserverTarget(CBaseEntity *)
312	CBasePlayer::CheckObserverSettings(void)
313	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
314	CBasePlayer::ForceObserverMode(int)
315	CBasePlayer::ResetObserverMode(void)
316	CBasePlayer::StartReplayMode(float,float,int)
317	CBasePlayer::StopReplayMode(void)
318	CBasePlayer::GetDelayTicks(void)
319	CBasePlayer::GetReplayEntity(void)
320	CBasePlayer::CreateCorpse(void)
321	CPVK2Player::EntSelectSpawnPoint(void)
322	CBasePlayer::GetInVehicle(IServerVehicle *,int)
323	CPVK2Player::LeaveVehicle(Vector  const&,QAngle  const&)
324	CBasePlayer::OnVehicleStart(void)
325	CBasePlayer::OnVehicleEnd(Vector &)
326	CPVK2Player::BumpWeapon(CBaseCombatWeapon *)
327	CBasePlayer::SelectLastItem(void)
328	CBasePlayer::SelectItem(char  const*,int)
329	CBasePlayer::ItemPostFrame(void)
330	CPVK2Player::GiveNamedItem(char  const*,int)
331	CBasePlayer::CheckTrainUpdate(void)
332	CBasePlayer::SetPlayerUnderwater(bool)
333	CBasePlayer::CanBreatheUnderwater(void)const
334	CBasePlayer::PlayerUse(void)
335	CBasePlayer::PlayUseDenySound(void)
336	CBasePlayer::FindUseEntity(void)
337	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
338	CBasePlayer::PickupObject(CBaseEntity *,bool)
339	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
340	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
341	CBasePlayer::UpdateGeigerCounter(void)
342	CPVK2Player::GetAutoaimVector(float)
343	CBasePlayer::GetAutoaimVector(float,float)
344	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
345	CBasePlayer::ShouldAutoaim(void)
346	CBasePlayer::ForceClientDllUpdate(void)
347	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
348	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
349	CBasePlayer::CanSpeak(void)
350	CBasePlayer::CanHearChatFrom(CBasePlayer*)
351	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
352	CBasePlayer::CheckChatText(char *,int)
353	CBasePlayer::IsFollowingPhysics(void)
354	CBasePlayer::InitVCollision(void)
355	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
356	CBasePlayer::EquipSuit(bool)
357	CBasePlayer::RemoveSuit(void)
358	CPVK2Player::CommitSuicide(void)
359	CBasePlayer::IsBot(void)const
360	CBasePlayer::SpawnArmorValue(void)const
361	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
362	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
363	CPVK2Player::HandleSpeedChanges(void)
364	CPVK2Player::Event_Falling(float,float,int,Vector *,QAngle *)
365	CPVK2Player::SetMaxArmor(int)
366	CPVK2Player::GetMaxArmor(void)
367	CPVK2Player::SetSpecial(int)
368	CPVK2Player::GetSpecial(void)const
369	CPVK2Player::IncrementSpecial(int)
370	CPVK2Player::ReduceSpecial(int)
371	CPVK2Player::Knockback(float,CPVK2Player*)
372	CPVK2Player::IsGrenadeFrame(void)
373	CPVK2Player::GetRespawnTime(void)
374	CPVK2Player::IsBerserking(void)
375	CPVK2Player::SetBerserkTime(float)
376	CPVK2Player::GetBerserkTime(void)
377	CPVK2Player::SetAngleLimit(float,float)
378	CPVK2Player::DisableAngleLimit(void)
379	CPVK2Player::CanBeStunned(void)
380	CPVK2Player::SetSummonedNPC(CBaseEntity *)
381	CPVK2Player::GetSummonedNPC(void)
382	CPVK2Player::SetCarriedItem(CBaseEntity *)
383	CPVK2Player::GetCarriedItem(void)
384	CPVK2Player::IsCarryingItem(void)
385	CPVK2Player::SetDevStatus(int)
386	CPVK2Player::GetDevstatus(void)
387	CPVK2Player::SetSummonedName(char  const*)
388	CPVK2Player::GetSummonedName(void)
389	CPVK2Player::SDKAnim_GetActiveWeapon(void)
390	CPVK2Player::SDKAnim_CanMove(void)
391	CPVK2Player::NoteWeaponFired(void)
392	CPVK2Player::StartInitialObserver(void)
393	CPVK2Player::ChangeClass(int)
394	CPVK2Player::InitClass(int)
395	CPVK2Player::YellSound(int)
396	CPVK2Player::SetDefaultSpeed(float)
397	CPVK2Player::GetDefaultSpeed(void)const
398	CPVK2Player::GetPlayerClass(void)const
399	CPVK2Player::ClearAttachedModels(void)
400	CPVK2Player::AddAttachedModel(char  const*,char  const*)
401	CPVK2Player::ReAttachModels(void)
402	CPVK2Player::GetAttachedModel(char  const*)
403	CPVK2Player::SetKnockbackTime(float)
404	CPVK2Player::IsStunned(void)
405	CPVK2Player::GetStunAmount(void)
406	CPVK2Player::StartBerserk(void)
407	CPVK2Player::StopBerserk(void)
408	CPVK2Player::ResetTeamChanges(void)
409	CPVK2Player::ForceTeam(int)
410	CPVK2Player::GetForcedTeam(void)const
411	CPVK2Player::DelayRemoveBuffs(void)
412	CPVK2Player::CreateRagdollEntity(void)