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

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<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00A402A0
+
// Auto reconstructed from vtable block @ 0x00D2C980
 
// from "server_i486.so", by ida_vtables.idc
 
// from "server_i486.so", by ida_vtables.idc
0 CPVK2Player::~CPVK2Player()
+
0 CBasePlayer::~CBasePlayer()
1 CPVK2Player::~CPVK2Player()
+
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
2 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
+
2 CBaseEntity::GetRefEHandle(void)const
3 CBaseEntity::GetRefEHandle(void)const
+
3 CBaseEntity::GetCollideable(void)
4 CBaseEntity::GetCollideable(void)
+
4 CBaseEntity::GetNetworkable(void)
5 CBaseEntity::GetNetworkable(void)
+
5 CBaseEntity::GetBaseEntity(void)
6 CBaseEntity::GetBaseEntity(void)
+
6 CBaseEntity::GetModelIndex(void)const
7 CBaseEntity::GetModelIndex(void)const
+
7 CBaseEntity::GetModelName(void)const
8 CBaseEntity::GetModelName(void)const
+
8 CBaseEntity::SetModelIndex(int)
9 CBaseEntity::SetModelIndex(int)
+
9 CBasePlayer::GetServerClass(void)
10 CPVK2Player::_GetClassName(void)
+
10 CBasePlayer::YouForgotToImplementOrDeclareServerClass(void)
11 CPVK2Player::GetServerClass(void)
+
11 CBasePlayer::GetDataDescMap(void)
12 CPVK2Player::GetClassName(void)
+
12 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
13 CPVK2Player::YouForgotToImplementOrDeclareServerClass(void)
+
13 CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
14 CPVK2Player::GetDataDescMap(void)
+
14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
+
15 CBaseEntity::ShouldCollide(int,int)const
16 CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
+
16 CBaseEntity::ShouldTraceToOwner(void)const
17 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
+
17 CBaseEntity::SetOwnerEntity(CBaseEntity*)
18 CBaseEntity::ShouldCollide(int,int)const
+
18 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
19 CBaseEntity::ShouldTraceToOwner(void)const
+
19 CBasePlayer::UpdateTransmitState(void)
20 CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
20 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
21 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
+
21 CBasePlayer::GetTracerType(void)
22 CBasePlayer::UpdateTransmitState(void)
+
22 CBasePlayer::Spawn(void)
23 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
+
23 CBasePlayer::Precache(void)
24 CBasePlayer::GetTracerType(void)
+
24 CBasePlayer::SetModel(char  const*)
25 CPVK2Player::Spawn(void)
+
25 CBaseEntity::PostConstructor(char  const*)
26 CPVK2Player::Precache(void)
+
26 CBaseEntity::PostClientActive(void)
27 CBaseFlex::SetModel(char  const*)
+
27 CBaseEntity::ParseMapData(CEntityMapData *)
28 CBaseEntity::PostConstructor(char  const*)
+
28 CBaseEntity::KeyValue(char  const*,char  const*)
29 CBaseEntity::PostClientActive(void)
+
29 CBaseEntity::KeyValue(char  const*,float)
30 CBaseEntity::ParseMapData(CEntityMapData *)
+
30 CBaseEntity::KeyValue(char  const*,Vector const&)
31 CBaseEntity::KeyValue(char  const*,char  const*)
+
31 CBaseEntity::GetKeyValue(char  const*,char *,int)
32 CBaseEntity::KeyValue(char  const*,float)
+
32 CBasePlayer::Activate(void)
33 CBaseEntity::KeyValue(char  const*,Vector)
+
33 CBaseEntity::SetParent(CBaseEntity*,int)
34 CBasePlayer::Activate(void)
+
34 CBasePlayer::ObjectCaps(void)
35 CBaseEntity::SetParent(CBaseEntity*,int)
+
35 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
36 CBasePlayer::ObjectCaps(void)
+
36 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
37 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
+
37 CBasePlayer::DrawDebugGeometryOverlays(void)
38 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
+
38 CBaseAnimating::DrawDebugTextOverlays(void)
39 CBasePlayer::DrawDebugGeometryOverlays(void)
+
39 CBasePlayer::Save(ISave &)
40 CBaseAnimating::DrawDebugTextOverlays(void)
+
40 CBasePlayer::Restore(IRestore &)
41 CBasePlayer::Save(ISave &)
+
41 CBasePlayer::ShouldSavePhysics(void)
42 CBasePlayer::Restore(IRestore &)
+
42 CBaseEntity::OnSave(IEntitySaveUtils *)
43 CBasePlayer::ShouldSavePhysics(void)
+
43 CBasePlayer::OnRestore(void)
44 CBaseEntity::OnSave(IEntitySaveUtils *)
+
44 CBasePlayer::RequiredEdictIndex(void)
45 CBasePlayer::OnRestore(void)
+
45 CBaseEntity::MoveDone(void)
46 CBasePlayer::RequiredEdictIndex(void)
+
46 CBaseEntity::Think(void)
47 CBaseEntity::MoveDone(void)
+
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
48 CBaseEntity::Think(void)
+
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
49 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
+
49 CBaseAnimating::GetBaseAnimating(void)
50 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
+
50 CBaseEntity::GetResponseSystem(void)
51 CBaseAnimating::GetBaseAnimating(void)
+
51 CBaseEntity::DispatchResponse(char  const*)
52 CBaseEntity::GetResponseSystem(void)
+
52 CBasePlayer::Classify(void)
53 CBaseEntity::DispatchResponse(char  const*)
+
53 CBaseEntity::DeathNotice(CBaseEntity*)
54 CBasePlayer::Classify(void)
+
54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55 CBaseEntity::DeathNotice(CBaseEntity*)
+
55 CBaseEntity::GetAutoAimRadius(void)
56 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
+
56 CBaseEntity::GetAutoAimCenter(void)
57 CBaseEntity::GetAutoAimRadius(void)
+
57 CBaseEntity::GetBeamTraceFilter(void)
58 CBaseEntity::GetAutoAimCenter(void)
+
58 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
59 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
+
59 CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
60 CPVK2Player::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
+
60 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
61 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
+
61 CBasePlayer::OnTakeDamage(CTakeDamageInfo  const&)
62 CPVK2Player::OnTakeDamage(CTakeDamageInfo  const&)
+
62 CBasePlayer::TakeHealth(float,int)
63 CPVK2Player::TakeHealth(float,int)
+
63 CBaseEntity::IsAlive(void)
64 CPVK2Player::Event_Killed(CTakeDamageInfo  const&)
+
64 CBasePlayer::Event_Killed(CTakeDamageInfo  const&)
65 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
+
65 CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
 
66 CBaseCombatCharacter::BloodColor(void)
 
66 CBaseCombatCharacter::BloodColor(void)
 
67 CBaseEntity::IsTriggered(CBaseEntity*)
 
67 CBaseEntity::IsTriggered(CBaseEntity*)
Line 92: Line 92:
 
79 CBaseEntity::IsTemplate(void)
 
79 CBaseEntity::IsTemplate(void)
 
80 CBaseEntity::IsBaseObject(void)const
 
80 CBaseEntity::IsBaseObject(void)const
81 CBaseEntity::GetServerVehicle(void)
+
81 CBaseEntity::IsBaseTrain(void)const
82 CBaseEntity::IsViewable(void)
+
82 CBaseEntity::GetServerVehicle(void)
83 CPVK2Player::ChangeTeam(int)
+
83 CBaseEntity::IsViewable(void)
84 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
+
84 CBasePlayer::ChangeTeam(int)
85 CBaseEntity::CanStandOn(CBaseEntity*)const
+
85 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
86 CBaseEntity::CanStandOn(edict_t *)const
+
86 CBaseEntity::CanStandOn(CBaseEntity*)const
87 CBaseEntity::GetEnemy(void)
+
87 CBaseEntity::CanStandOn(edict_t *)const
88 CBaseEntity::GetEnemy(void)const
+
88 CBaseEntity::GetEnemy(void)
89 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
+
89 CBaseEntity::GetEnemy(void)const
90 CBaseEntity::StartTouch(CBaseEntity*)
+
90 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
91 CPVK2Player::Touch(CBaseEntity *)
+
91 CBaseEntity::StartTouch(CBaseEntity*)
92 CBaseEntity::EndTouch(CBaseEntity*)
+
92 CBasePlayer::Touch(CBaseEntity *)
93 CBaseEntity::StartBlocked(CBaseEntity*)
+
93 CBaseEntity::EndTouch(CBaseEntity*)
94 CBaseEntity::Blocked(CBaseEntity*)
+
94 CBaseEntity::StartBlocked(CBaseEntity*)
95 CBaseEntity::EndBlocked(void)
+
95 CBaseEntity::Blocked(CBaseEntity*)
96 CBasePlayer::PhysicsSimulate(void)
+
96 CBaseEntity::EndBlocked(void)
97 CPVK2Player::UpdateOnRemove(void)
+
97 CBasePlayer::PhysicsSimulate(void)
98 CBaseEntity::StopLoopingSounds(void)
+
98 CBasePlayer::UpdateOnRemove(void)
99 CBaseEntity::SUB_AllowedToFade(void)
+
99 CBaseEntity::StopLoopingSounds(void)
100 CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
+
100 CBaseEntity::SUB_AllowedToFade(void)
101 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
+
101 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
102 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
+
102 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
103 CPVK2Player::FireBullets(FireBulletsInfo_t  const&)
+
103 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
104 CBasePlayer::DoImpactEffect(CGameTrace &,int)
+
104 CBaseEntity::GetTracerAttachment(void)
105 CBaseEntity::Respawn(void)
+
105 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
106 CBaseEntity::IsLockedByMaster(void)
+
106 CBasePlayer::DoImpactEffect(CGameTrace &,int)
107 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
107 CBaseEntity::Respawn(void)
108 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
+
108 CBaseEntity::IsLockedByMaster(void)
109 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
109 CBaseEntity::GetMaxHealth(void)const
110 CBasePlayer::NetworkStateChanged_m_iHealth(void)
+
110 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
111 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
+
111 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
112 CBasePlayer::NetworkStateChanged_m_lifeState(void)
+
112 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
113 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
+
113 CBasePlayer::NetworkStateChanged_m_iHealth(void)
114 CBaseEntity::NetworkStateChanged_m_takedamage(void)
+
114 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
115 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
115 CBasePlayer::NetworkStateChanged_m_lifeState(void)
116 CBaseEntity::GetDamageType(void)const
+
116 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
117 CBaseEntity::GetDamage(void)
+
117 CBaseEntity::NetworkStateChanged_m_takedamage(void)
118 CBaseEntity::SetDamage(float)
+
118 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
119 CBasePlayer::EyePosition(void)
+
119 CBaseEntity::GetDamageType(void)const
120 CBasePlayer::EyeAngles(void)
+
120 CBaseEntity::GetDamage(void)
121 CBasePlayer::LocalEyeAngles(void)
+
121 CBaseEntity::SetDamage(float)
122 CBaseEntity::EarPosition(void)
+
122 CBasePlayer::EyePosition(void)
123 CBasePlayer::BodyTarget(Vector  const&,bool)
+
123 CBasePlayer::EyeAngles(void)
124 CBaseEntity::HeadTarget(Vector  const&)
+
124 CBasePlayer::LocalEyeAngles(void)
125 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
+
125 CBaseEntity::EarPosition(void)
126 CBaseEntity::GetViewOffset(void)
+
126 CBasePlayer::BodyTarget(Vector  const&,bool)
127 CBasePlayer::GetSmoothedVelocity(void)
+
127 CBaseEntity::HeadTarget(Vector  const&)
128 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
128 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
129 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
+
129 CBaseEntity::GetViewOffset(void)
130 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
+
130 CBasePlayer::GetSmoothedVelocity(void)
131 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
+
131 CBaseAnimating::GetVelocity(Vector *,Vector *)
132 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
132 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
133 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
133 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
134 CBaseEntity::CanBePoweredUp(void)
+
134 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
135 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
+
135 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
136 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
136 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
137 CBaseEntity::PhysicsSplash(Vector  const&,Vector const&,float,float)
+
137 CBaseEntity::GetGroundVelocityToApply(Vector &)
138 CBaseEntity::Splash(void)
+
138 CBaseEntity::PhysicsSplash(Vector  const&,Vector const&,float,float)
139 CBaseEntity::WorldSpaceCenter(void)const
+
139 CBaseEntity::Splash(void)
140 CBaseEntity::GetSoundEmissionOrigin(void)const
+
140 CBaseEntity::WorldSpaceCenter(void)const
141 CBaseEntity::CreateVPhysics(void)
+
141 CBaseEntity::GetSoundEmissionOrigin(void)const
142 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
142 CBaseEntity::CreateVPhysics(void)
143 CBasePlayer::VPhysicsDestroyObject(void)
+
143 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
144 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
144 CBasePlayer::VPhysicsDestroyObject(void)
145 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
145 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
146 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
146 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
147 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
147 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
148 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
148 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
149 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
149 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
150 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
150 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
151 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
151 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
152 CBaseEntity::HasPhysicsAttacker(float)
+
152 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
153 CBasePlayer::PhysicsSolidMaskForEntity(void)const
+
153 CBaseEntity::VPhysicsIsFlesh(void)
154 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
154 CBaseEntity::HasPhysicsAttacker(float)
155 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
155 CBasePlayer::PhysicsSolidMaskForEntity(void)const
156 CBaseAnimating::GetStepOrigin(void)const
+
156 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
157 CBaseAnimating::GetStepAngles(void)const
+
157 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
158 CBaseEntity::ShouldDrawWaterImpacts(void)
+
158 CBaseAnimating::GetStepOrigin(void)const
159 CBaseEntity::NetworkStateChanged_m_fFlags(void)
+
159 CBaseAnimating::GetStepAngles(void)const
160 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
+
160 CBaseEntity::ShouldDrawWaterImpacts(void)
161 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
+
161 CBasePlayer::NetworkStateChanged_m_fFlags(void)
162 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
162 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
163 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
+
163 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
164 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
164 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
165 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
+
165 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
166 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
166 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
167 CBasePlayer::NetworkStateChanged_m_flFriction(void)
+
167 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
168 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
168 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
169 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
+
169 CBasePlayer::NetworkStateChanged_m_flFriction(void)
170 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
170 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
171 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
+
171 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
172 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
172 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
173 CBaseAnimating::GetIdealSpeed(void)const
+
173 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
174 CBaseAnimating::GetIdealAccel(void)const
+
174 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
175 CBaseAnimatingOverlay::StudioFrameAdvance(void)
+
175 CBaseAnimating::GetIdealSpeed(void)const
176 CBaseAnimating::IsActivityFinished(void)
+
176 CBaseAnimating::GetIdealAccel(void)const
177 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
177 CBaseAnimatingOverlay::StudioFrameAdvance(void)
178 CPVK2Player::BecomeRagdollOnClient(Vector  const&)
+
178 CBaseAnimating::IsActivityFinished(void)
179 CBaseAnimating::IsRagdoll(void)
+
179 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
180 CBaseAnimating::CanBecomeRagdoll(void)
+
180 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
181 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
181 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
182 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
182 CBaseAnimating::IsRagdoll(void)
183 CBaseAnimating::SetupBones(matrix3x4_t *,int)
+
183 CBaseAnimating::CanBecomeRagdoll(void)
184 CBaseAnimating::CalculateIKLocks(float)
+
184 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
185 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
185 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
186 CBaseAnimating::HandleAnimEvent(animevent_t *)
+
186 CBaseAnimating::SetupBones(matrix3x4_t *,int)
187 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
187 CBaseAnimating::CalculateIKLocks(float)
188 CBaseAnimating::InitBoneControllers(void)
+
188 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
189 CBaseAnimating::GetGroundSpeedVelocity(void)
+
189 CBasePlayer::HandleAnimEvent(animevent_t *)
190 CBaseAnimating::Ignite(float,bool,float,bool)
+
190 CBaseAnimating::PopulatePoseParameters(void)
191 CBaseAnimating::Extinguish(void)
+
191 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
192 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
192 CBaseAnimating::InitBoneControllers(void)
193 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
193 CBaseAnimating::GetGroundSpeedVelocity(void)
194 CBaseFlex::SetViewtarget(Vector  const&)
+
194 CBaseAnimating::Ignite(float,bool,float,bool)
195 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
195 CBaseAnimating::IgniteLifetime(float)
196 CBaseFlex::ProcessSceneEvents(void)
+
196 CBaseAnimating::IgniteNumHitboxFires(int)
197 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
197 CBaseAnimating::IgniteHitboxFireScale(float)
198 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
198 CBaseAnimating::Extinguish(void)
199 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
199 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
200 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
+
200 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
201 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
201 CBaseFlex::SetViewtarget(Vector  const&)
202 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
202 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
203 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
203 CBaseFlex::ProcessSceneEvents(void)
204 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
204 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
205 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
205 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
206 CBaseCombatCharacter::FindMissTarget(void)
+
206 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
207 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
+
207 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
208 CBasePlayer::BodyAngles(void)
+
208 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
209 CBaseCombatCharacter::BodyDirection2D(void)
+
209 CBasePlayer::GetPhysicsImpactDamageTable(void)
210 CBaseCombatCharacter::BodyDirection3D(void)
+
210 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
211 CBaseCombatCharacter::HeadDirection2D(void)
+
211 CBaseCombatCharacter::FInViewCone(Vector  const&)
212 CBaseCombatCharacter::HeadDirection3D(void)
+
212 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
213 CBaseCombatCharacter::EyeDirection2D(void)
+
213 CBaseCombatCharacter::FInAimCone(Vector  const&)
214 CBaseCombatCharacter::EyeDirection3D(void)
+
214 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
215 CPVK2Player::GiveAmmo(int,int,bool)
+
215 CBaseCombatCharacter::FindMissTarget(void)
216 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
216 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
217 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
217 CBasePlayer::BodyAngles(void)
218 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
+
218 CBaseCombatCharacter::BodyDirection2D(void)
219 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
+
219 CBaseCombatCharacter::BodyDirection3D(void)
220 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
220 CBaseCombatCharacter::HeadDirection2D(void)
221 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
221 CBaseCombatCharacter::HeadDirection3D(void)
222 CPVK2Player::Weapon_Switch(CBaseCombatWeapon *,int)
+
222 CBaseCombatCharacter::EyeDirection2D(void)
223 CBasePlayer::Weapon_ShootPosition(void)
+
223 CBaseCombatCharacter::EyeDirection3D(void)
224 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
224 CBaseCombatCharacter::GiveAmmo(int,int,bool)
225 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
225 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
226 CBaseCombatCharacter::Weapon_GetSlot(int)const
+
226 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
227 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
227 CBaseCombatCharacter::Weapon_FrameUpdate(void)
228 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
228 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
229 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
+
229 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
230 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
230 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
231 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
231 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
232 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
232 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
233 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
233 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
234 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
+
234 CBasePlayer::Weapon_ShootPosition(void)
235 CBaseCombatCharacter::GetDeathActivity(void)
+
235 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
236 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
+
236 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
237 CBaseCombatCharacter::CorpseFade(void)
+
237 CBaseCombatCharacter::Weapon_GetSlot(int)const
238 CBaseCombatCharacter::HasHumanGibs(void)
+
238 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
239 CBaseCombatCharacter::HasAlienGibs(void)
+
239 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
240 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
+
240 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
241 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
241 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
242 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
+
242 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
243 CPVK2Player::Event_Dying(void)
+
243 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
244 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
+
244 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
245 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
245 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
246 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
+
246 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
247 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
+
247 CBaseCombatCharacter::GetDeathActivity(void)
248 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
+
248 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
249 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
249 CBaseCombatCharacter::CorpseFade(void)
250 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
250 CBaseCombatCharacter::HasHumanGibs(void)
251 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
251 CBaseCombatCharacter::HasAlienGibs(void)
252 CBaseCombatCharacter::IsInAVehicle(void)
+
252 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
253 CBasePlayer::GetVehicle(void)
+
253 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
254 CBasePlayer::GetVehicleEntity(void)
+
254 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
255 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
+
255 CBasePlayer::Event_Dying(void)
256 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
256 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
257 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
257 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
258 CBasePlayer::DoMuzzleFlash(void)
+
258 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
259 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
259 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
260 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
260 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
261 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
261 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
262 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
262 CBaseCombatCharacter::IRelationType(CBaseEntity *)
263 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
+
263 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
264 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
264 CBasePlayer::IsInAVehicle(void)const
265 CPVK2Player::CreateViewModel(int)
+
265 CBasePlayer::GetVehicle(void)
266 CPVK2Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
266 CBasePlayer::GetVehicleEntity(void)
267 CPVK2Player::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
+
267 CBaseCombatCharacter::ExitVehicle(void)
268 CBasePlayer::SharedSpawn(void)
+
268 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
269 CPVK2Player::InitialSpawn(void)
+
269 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
270 CBasePlayer::InitHUD(void)
+
270 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
271 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *)
+
271 CBasePlayer::DoMuzzleFlash(void)
272 CPVK2Player::PlayerDeathThink(void)
+
272 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
273 CBasePlayer::Jump(void)
+
273 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
274 CBasePlayer::Duck(void)
+
274 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
275 CPVK2Player::PreThink(void)
+
275 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
276 CPVK2Player::PostThink(void)
+
276 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
277 CBasePlayer::DamageEffect(float,int)
+
277 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
278 CPVK2Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
+
278 CBasePlayer::CreateViewModel(int)
279 CBasePlayer::ShouldFadeOnDeath(void)
+
279 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
280 CBasePlayer::IsFakeClient(void)const
+
280 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
281 CBasePlayer::GetPlayerMins(void)const
+
281 CBasePlayer::WantsLagCompensationOnNPC(CBaseEntity  const*,CUserCmd  const*,CBitVec<2048>  const*)const
282 CBasePlayer::GetPlayerMaxs(void)const
+
282 CBasePlayer::SharedSpawn(void)
283 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
+
283 CBasePlayer::ForceRespawn(void)
284 CBasePlayer::PackDeadPlayerItems(void)
+
284 CBasePlayer::InitialSpawn(void)
285 CBasePlayer::RemoveAllItems(bool)
+
285 CBasePlayer::InitHUD(void)
286 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
286 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *)
287 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
287 CBasePlayer::PlayerDeathThink(void)
288 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
288 CBasePlayer::Jump(void)
289 CPVK2Player::UpdateClientData(void)
+
289 CBasePlayer::Duck(void)
290 CBasePlayer::ExitLadder(void)
+
290 CBasePlayer::PreThink(void)
291 CPVK2Player::FlashlightIsOn(void)
+
291 CBasePlayer::PostThink(void)
292 CPVK2Player::FlashlightTurnOn(void)
+
292 CBasePlayer::DamageEffect(float,int)
293 CPVK2Player::FlashlightTurnOff(void)
+
293 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
294 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
294 CBasePlayer::ShouldFadeOnDeath(void)
295 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
+
295 CBasePlayer::IsFakeClient(void)const
296 CPVK2Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
296 CBasePlayer::GetPlayerMins(void)const
297 CPVK2Player::DeathSound(CTakeDamageInfo  const&)
+
297 CBasePlayer::GetPlayerMaxs(void)const
298 CPVK2Player::SetAnimation(PLAYER_ANIM)
+
298 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
299 CBasePlayer::ImpulseCommands(void)
+
299 CBasePlayer::PackDeadPlayerItems(void)
300 CPVK2Player::CheatImpulseCommands(int)
+
300 CBasePlayer::RemoveAllItems(bool)
301 CPVK2Player::ClientCommand(char const*)
+
301 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
302 CBasePlayer::StartObserverMode(int)
+
302 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
303 CBasePlayer::StopObserverMode(void)
+
303 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
304 CBasePlayer::SetObserverMode(int)
+
304 CBasePlayer::UpdateClientData(void)
305 CBasePlayer::GetObserverMode(void)
+
305 CBasePlayer::ExitLadder(void)
306 CBasePlayer::SetObserverTarget(CBaseEntity *)
+
306 CBasePlayer::GetLadderSurface(Vector  const&)
307 CBasePlayer::ObserverUse(bool)
+
307 CBasePlayer::SetFlashlightEnabled(bool)
308 CBasePlayer::GetObserverTarget(void)
+
308 CBasePlayer::FlashlightIsOn(void)
309 CBasePlayer::FindNextObserverTarget(bool)
+
309 CBasePlayer::FlashlightTurnOn(void)
310 CBasePlayer::GetNextObserverSearchStartPoint(bool)
+
310 CBasePlayer::FlashlightTurnOff(void)
311 CPVK2Player::IsValidObserverTarget(CBaseEntity *)
+
311 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
312 CBasePlayer::CheckObserverSettings(void)
+
312 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
313 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
+
313 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
314 CBasePlayer::ForceObserverMode(int)
+
314 CBasePlayer::GetStepSoundVelocities(float *,float *)
315 CBasePlayer::ResetObserverMode(void)
+
315 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
316 CBasePlayer::StartReplayMode(float,float,int)
+
316 CBasePlayer::DeathSound(CTakeDamageInfo  const&)
317 CBasePlayer::StopReplayMode(void)
+
317 CBasePlayer::SetAnimation(PLAYER_ANIM)
318 CBasePlayer::GetDelayTicks(void)
+
318 CBasePlayer::ImpulseCommands(void)
319 CBasePlayer::GetReplayEntity(void)
+
319 CBasePlayer::CheatImpulseCommands(int)
320 CBasePlayer::CreateCorpse(void)
+
320 CBasePlayer::ClientCommand(CCommand const&)
321 CPVK2Player::EntSelectSpawnPoint(void)
+
321 CBasePlayer::StartObserverMode(int)
322 CBasePlayer::GetInVehicle(IServerVehicle *,int)
+
322 CBasePlayer::StopObserverMode(void)
323 CPVK2Player::LeaveVehicle(Vector  const&,QAngle  const&)
+
323 CBasePlayer::ModeWantsSpectatorGUI(int)
324 CBasePlayer::OnVehicleStart(void)
+
324 CBasePlayer::SetObserverMode(int)
325 CBasePlayer::OnVehicleEnd(Vector &)
+
325 CBasePlayer::GetObserverMode(void)
326 CPVK2Player::BumpWeapon(CBaseCombatWeapon *)
+
326 CBasePlayer::SetObserverTarget(CBaseEntity *)
327 CBasePlayer::SelectLastItem(void)
+
327 CBasePlayer::ObserverUse(bool)
328 CBasePlayer::SelectItem(char  const*,int)
+
328 CBasePlayer::GetObserverTarget(void)
329 CBasePlayer::ItemPostFrame(void)
+
329 CBasePlayer::FindNextObserverTarget(bool)
330 CPVK2Player::GiveNamedItem(char  const*,int)
+
330 CBasePlayer::GetNextObserverSearchStartPoint(bool)
331 CBasePlayer::CheckTrainUpdate(void)
+
331 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
332 CBasePlayer::SetPlayerUnderwater(bool)
+
332 CBasePlayer::CheckObserverSettings(void)
333 CBasePlayer::CanBreatheUnderwater(void)const
+
333 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
334 CBasePlayer::PlayerUse(void)
+
334 CBasePlayer::ForceObserverMode(int)
335 CBasePlayer::PlayUseDenySound(void)
+
335 CBasePlayer::ResetObserverMode(void)
336 CBasePlayer::FindUseEntity(void)
+
336 CBasePlayer::ValidateCurrentObserverTarget(void)
337 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
337 CBasePlayer::AttemptToExitFreezeCam(void)
338 CBasePlayer::PickupObject(CBaseEntity *,bool)
+
338 CBasePlayer::StartReplayMode(float,float,int)
339 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
339 CBasePlayer::StopReplayMode(void)
340 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
+
340 CBasePlayer::GetDelayTicks(void)
341 CBasePlayer::UpdateGeigerCounter(void)
+
341 CBasePlayer::GetReplayEntity(void)
342 CPVK2Player::GetAutoaimVector(float)
+
342 CBasePlayer::CreateCorpse(void)
343 CBasePlayer::GetAutoaimVector(float,float)
+
343 CBasePlayer::EntSelectSpawnPoint(void)
344 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
+
344 CBasePlayer::GetInVehicle(IServerVehicle *,int)
345 CBasePlayer::ShouldAutoaim(void)
+
345 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
346 CBasePlayer::ForceClientDllUpdate(void)
+
346 CBasePlayer::OnVehicleStart(void)
347 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
347 CBasePlayer::OnVehicleEnd(Vector &)
348 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
348 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
349 CBasePlayer::CanSpeak(void)
+
349 CBasePlayer::SelectLastItem(void)
350 CBasePlayer::CanHearChatFrom(CBasePlayer*)
+
350 CBasePlayer::SelectItem(char  const*,int)
351 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
351 CBasePlayer::ItemPostFrame(void)
352 CBasePlayer::CheckChatText(char *,int)
+
352 CBasePlayer::GiveNamedItem(char  const*,int)
353 CBasePlayer::IsFollowingPhysics(void)
+
353 CBasePlayer::CheckTrainUpdate(void)
354 CBasePlayer::InitVCollision(void)
+
354 CBasePlayer::SetPlayerUnderwater(bool)
355 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
+
355 CBasePlayer::CanBreatheUnderwater(void)const
356 CBasePlayer::EquipSuit(bool)
+
356 CBasePlayer::PlayerUse(void)
357 CBasePlayer::RemoveSuit(void)
+
357 CBasePlayer::PlayUseDenySound(void)
358 CPVK2Player::CommitSuicide(void)
+
358 CBasePlayer::FindUseEntity(void)
359 CBasePlayer::IsBot(void)const
+
359 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
360 CBasePlayer::SpawnArmorValue(void)const
+
360 CBasePlayer::PickupObject(CBaseEntity *,bool)
361 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
361 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
362 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
362 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
363 CPVK2Player::HandleSpeedChanges(void)
+
363 CBasePlayer::GetHeldObject(void)
364 CPVK2Player::Event_Falling(float,float,int,Vector *,QAngle *)
+
364 CBasePlayer::CheckSuitUpdate(void)
365 CPVK2Player::SetMaxArmor(int)
+
365 CBasePlayer::UpdateGeigerCounter(void)
366 CPVK2Player::GetMaxArmor(void)
+
366 CBasePlayer::GetAutoaimVector(float)
367 CPVK2Player::SetSpecial(int)
+
367 CBasePlayer::GetAutoaimVector(float,float)
368 CPVK2Player::GetSpecial(void)const
+
368 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
369 CPVK2Player::IncrementSpecial(int)
+
369 CBasePlayer::ShouldAutoaim(void)
370 CPVK2Player::ReduceSpecial(int)
+
370 CBasePlayer::ForceClientDllUpdate(void)
371 CPVK2Player::Knockback(float,CPVK2Player*)
+
371 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
372 CPVK2Player::IsGrenadeFrame(void)
+
372 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
373 CPVK2Player::GetRespawnTime(void)
+
373 CBasePlayer::ChangeTeam(int,bool,bool)
374 CPVK2Player::IsBerserking(void)
+
374 CBasePlayer::CanHearAndReadChatFrom(CBasePlayer*)
375 CPVK2Player::SetBerserkTime(float)
+
375 CBasePlayer::CanSpeak(void)
376 CPVK2Player::GetBerserkTime(void)
+
376 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
377 CPVK2Player::SetAngleLimit(float,float)
+
377 CBasePlayer::CheckChatText(char *,int)
378 CPVK2Player::DisableAngleLimit(void)
+
378 CBasePlayer::CreateRagdollEntity(void)
379 CPVK2Player::CanBeStunned(void)
+
379 CBasePlayer::ShouldAnnounceAchievement(void)
380 CPVK2Player::SetSummonedNPC(CBaseEntity *)
+
380 CBasePlayer::IsFollowingPhysics(void)
381 CPVK2Player::GetSummonedNPC(void)
+
381 CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
382 CPVK2Player::SetCarriedItem(CBaseEntity *)
+
382 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
383 CPVK2Player::GetCarriedItem(void)
+
383 CBasePlayer::Hints(void)
384 CPVK2Player::IsCarryingItem(void)
+
384 CBasePlayer::ArmorValue(void)const
385 CPVK2Player::SetDevStatus(int)
+
385 CBasePlayer::IsReadyToPlay(void)
386 CPVK2Player::GetDevstatus(void)
+
386 CBasePlayer::IsReadyToSpawn(void)
387 CPVK2Player::SetSummonedName(char  const*)
+
387 CBasePlayer::ShouldGainInstantSpawn(void)
388 CPVK2Player::GetSummonedName(void)
+
388 CBasePlayer::ResetPerRoundStats(void)
389 CPVK2Player::SDKAnim_GetActiveWeapon(void)
+
389 CBasePlayer::ResetScores(void)
390 CPVK2Player::SDKAnim_CanMove(void)
+
390 CBasePlayer::EquipSuit(bool)
391 CPVK2Player::NoteWeaponFired(void)
+
391 CBasePlayer::RemoveSuit(void)
392 CPVK2Player::StartInitialObserver(void)
+
392 CBasePlayer::CommitSuicide(bool,bool)
393 CPVK2Player::ChangeClass(int)
+
393 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
394 CPVK2Player::InitClass(int)
+
394 CBasePlayer::CommitSuicide_Kill(Vector  const&,bool,bool)
395 CPVK2Player::YellSound(int)
+
395 CBasePlayer::IsBot(void)const
396 CPVK2Player::SetDefaultSpeed(float)
+
396 CBasePlayer::GetExpresser(void)
397 CPVK2Player::GetDefaultSpeed(void)const
+
397 CBasePlayer::SpawnArmorValue(void)const
398 CPVK2Player::GetPlayerClass(void)const
+
398 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
399 CPVK2Player::ClearAttachedModels(void)
+
399 CBasePlayer::NetworkStateChanged_m_ArmorValue(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)
 
 
</pre>
 
</pre>

Revision as of 21:34, 24 March 2010

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 @ 0x00D2C980
// from "server_i486.so", by ida_vtables.idc
0	CBasePlayer::~CBasePlayer()
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	CBasePlayer::GetServerClass(void)
10	CBasePlayer::YouForgotToImplementOrDeclareServerClass(void)
11	CBasePlayer::GetDataDescMap(void)
12	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
13	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15	CBaseEntity::ShouldCollide(int,int)const
16	CBaseEntity::ShouldTraceToOwner(void)const
17	CBaseEntity::SetOwnerEntity(CBaseEntity*)
18	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
19	CBasePlayer::UpdateTransmitState(void)
20	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
21	CBasePlayer::GetTracerType(void)
22	CBasePlayer::Spawn(void)
23	CBasePlayer::Precache(void)
24	CBasePlayer::SetModel(char  const*)
25	CBaseEntity::PostConstructor(char  const*)
26	CBaseEntity::PostClientActive(void)
27	CBaseEntity::ParseMapData(CEntityMapData *)
28	CBaseEntity::KeyValue(char  const*,char  const*)
29	CBaseEntity::KeyValue(char  const*,float)
30	CBaseEntity::KeyValue(char  const*,Vector  const&)
31	CBaseEntity::GetKeyValue(char  const*,char *,int)
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::GetBeamTraceFilter(void)
58	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
59	CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
60	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
61	CBasePlayer::OnTakeDamage(CTakeDamageInfo  const&)
62	CBasePlayer::TakeHealth(float,int)
63	CBaseEntity::IsAlive(void)
64	CBasePlayer::Event_Killed(CTakeDamageInfo  const&)
65	CBasePlayer::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::IsBaseTrain(void)const
82	CBaseEntity::GetServerVehicle(void)
83	CBaseEntity::IsViewable(void)
84	CBasePlayer::ChangeTeam(int)
85	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
86	CBaseEntity::CanStandOn(CBaseEntity*)const
87	CBaseEntity::CanStandOn(edict_t *)const
88	CBaseEntity::GetEnemy(void)
89	CBaseEntity::GetEnemy(void)const
90	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
91	CBaseEntity::StartTouch(CBaseEntity*)
92	CBasePlayer::Touch(CBaseEntity *)
93	CBaseEntity::EndTouch(CBaseEntity*)
94	CBaseEntity::StartBlocked(CBaseEntity*)
95	CBaseEntity::Blocked(CBaseEntity*)
96	CBaseEntity::EndBlocked(void)
97	CBasePlayer::PhysicsSimulate(void)
98	CBasePlayer::UpdateOnRemove(void)
99	CBaseEntity::StopLoopingSounds(void)
100	CBaseEntity::SUB_AllowedToFade(void)
101	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
102	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
103	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
104	CBaseEntity::GetTracerAttachment(void)
105	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
106	CBasePlayer::DoImpactEffect(CGameTrace &,int)
107	CBaseEntity::Respawn(void)
108	CBaseEntity::IsLockedByMaster(void)
109	CBaseEntity::GetMaxHealth(void)const
110	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
111	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
112	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
113	CBasePlayer::NetworkStateChanged_m_iHealth(void)
114	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
115	CBasePlayer::NetworkStateChanged_m_lifeState(void)
116	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
117	CBaseEntity::NetworkStateChanged_m_takedamage(void)
118	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
119	CBaseEntity::GetDamageType(void)const
120	CBaseEntity::GetDamage(void)
121	CBaseEntity::SetDamage(float)
122	CBasePlayer::EyePosition(void)
123	CBasePlayer::EyeAngles(void)
124	CBasePlayer::LocalEyeAngles(void)
125	CBaseEntity::EarPosition(void)
126	CBasePlayer::BodyTarget(Vector  const&,bool)
127	CBaseEntity::HeadTarget(Vector  const&)
128	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
129	CBaseEntity::GetViewOffset(void)
130	CBasePlayer::GetSmoothedVelocity(void)
131	CBaseAnimating::GetVelocity(Vector *,Vector *)
132	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
133	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
134	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
135	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
136	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
137	CBaseEntity::GetGroundVelocityToApply(Vector &)
138	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
139	CBaseEntity::Splash(void)
140	CBaseEntity::WorldSpaceCenter(void)const
141	CBaseEntity::GetSoundEmissionOrigin(void)const
142	CBaseEntity::CreateVPhysics(void)
143	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
144	CBasePlayer::VPhysicsDestroyObject(void)
145	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
146	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
147	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
148	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
149	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
150	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
151	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
152	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
153	CBaseEntity::VPhysicsIsFlesh(void)
154	CBaseEntity::HasPhysicsAttacker(float)
155	CBasePlayer::PhysicsSolidMaskForEntity(void)const
156	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
157	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
158	CBaseAnimating::GetStepOrigin(void)const
159	CBaseAnimating::GetStepAngles(void)const
160	CBaseEntity::ShouldDrawWaterImpacts(void)
161	CBasePlayer::NetworkStateChanged_m_fFlags(void)
162	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
163	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
164	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
165	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
166	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
167	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
168	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
169	CBasePlayer::NetworkStateChanged_m_flFriction(void)
170	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
171	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
172	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
173	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
174	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
175	CBaseAnimating::GetIdealSpeed(void)const
176	CBaseAnimating::GetIdealAccel(void)const
177	CBaseAnimatingOverlay::StudioFrameAdvance(void)
178	CBaseAnimating::IsActivityFinished(void)
179	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
180	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
181	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
182	CBaseAnimating::IsRagdoll(void)
183	CBaseAnimating::CanBecomeRagdoll(void)
184	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
185	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
186	CBaseAnimating::SetupBones(matrix3x4_t *,int)
187	CBaseAnimating::CalculateIKLocks(float)
188	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
189	CBasePlayer::HandleAnimEvent(animevent_t *)
190	CBaseAnimating::PopulatePoseParameters(void)
191	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
192	CBaseAnimating::InitBoneControllers(void)
193	CBaseAnimating::GetGroundSpeedVelocity(void)
194	CBaseAnimating::Ignite(float,bool,float,bool)
195	CBaseAnimating::IgniteLifetime(float)
196	CBaseAnimating::IgniteNumHitboxFires(int)
197	CBaseAnimating::IgniteHitboxFireScale(float)
198	CBaseAnimating::Extinguish(void)
199	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
200	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
201	CBaseFlex::SetViewtarget(Vector  const&)
202	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
203	CBaseFlex::ProcessSceneEvents(void)
204	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
205	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
206	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
207	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
208	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
209	CBasePlayer::GetPhysicsImpactDamageTable(void)
210	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
211	CBaseCombatCharacter::FInViewCone(Vector  const&)
212	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
213	CBaseCombatCharacter::FInAimCone(Vector  const&)
214	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
215	CBaseCombatCharacter::FindMissTarget(void)
216	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
217	CBasePlayer::BodyAngles(void)
218	CBaseCombatCharacter::BodyDirection2D(void)
219	CBaseCombatCharacter::BodyDirection3D(void)
220	CBaseCombatCharacter::HeadDirection2D(void)
221	CBaseCombatCharacter::HeadDirection3D(void)
222	CBaseCombatCharacter::EyeDirection2D(void)
223	CBaseCombatCharacter::EyeDirection3D(void)
224	CBaseCombatCharacter::GiveAmmo(int,int,bool)
225	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
226	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
227	CBaseCombatCharacter::Weapon_FrameUpdate(void)
228	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
229	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
230	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
231	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
232	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
233	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
234	CBasePlayer::Weapon_ShootPosition(void)
235	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
236	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
237	CBaseCombatCharacter::Weapon_GetSlot(int)const
238	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
239	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
240	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
241	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
242	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
243	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
244	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
245	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
246	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
247	CBaseCombatCharacter::GetDeathActivity(void)
248	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
249	CBaseCombatCharacter::CorpseFade(void)
250	CBaseCombatCharacter::HasHumanGibs(void)
251	CBaseCombatCharacter::HasAlienGibs(void)
252	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
253	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
254	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
255	CBasePlayer::Event_Dying(void)
256	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
257	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
258	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
259	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
260	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
261	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
262	CBaseCombatCharacter::IRelationType(CBaseEntity *)
263	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
264	CBasePlayer::IsInAVehicle(void)const
265	CBasePlayer::GetVehicle(void)
266	CBasePlayer::GetVehicleEntity(void)
267	CBaseCombatCharacter::ExitVehicle(void)
268	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
269	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
270	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
271	CBasePlayer::DoMuzzleFlash(void)
272	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
273	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
274	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
275	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
276	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
277	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
278	CBasePlayer::CreateViewModel(int)
279	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
280	CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
281	CBasePlayer::WantsLagCompensationOnNPC(CBaseEntity  const*,CUserCmd  const*,CBitVec<2048>  const*)const
282	CBasePlayer::SharedSpawn(void)
283	CBasePlayer::ForceRespawn(void)
284	CBasePlayer::InitialSpawn(void)
285	CBasePlayer::InitHUD(void)
286	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
287	CBasePlayer::PlayerDeathThink(void)
288	CBasePlayer::Jump(void)
289	CBasePlayer::Duck(void)
290	CBasePlayer::PreThink(void)
291	CBasePlayer::PostThink(void)
292	CBasePlayer::DamageEffect(float,int)
293	CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
294	CBasePlayer::ShouldFadeOnDeath(void)
295	CBasePlayer::IsFakeClient(void)const
296	CBasePlayer::GetPlayerMins(void)const
297	CBasePlayer::GetPlayerMaxs(void)const
298	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
299	CBasePlayer::PackDeadPlayerItems(void)
300	CBasePlayer::RemoveAllItems(bool)
301	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
302	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
303	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
304	CBasePlayer::UpdateClientData(void)
305	CBasePlayer::ExitLadder(void)
306	CBasePlayer::GetLadderSurface(Vector  const&)
307	CBasePlayer::SetFlashlightEnabled(bool)
308	CBasePlayer::FlashlightIsOn(void)
309	CBasePlayer::FlashlightTurnOn(void)
310	CBasePlayer::FlashlightTurnOff(void)
311	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
312	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
313	CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
314	CBasePlayer::GetStepSoundVelocities(float *,float *)
315	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
316	CBasePlayer::DeathSound(CTakeDamageInfo  const&)
317	CBasePlayer::SetAnimation(PLAYER_ANIM)
318	CBasePlayer::ImpulseCommands(void)
319	CBasePlayer::CheatImpulseCommands(int)
320	CBasePlayer::ClientCommand(CCommand  const&)
321	CBasePlayer::StartObserverMode(int)
322	CBasePlayer::StopObserverMode(void)
323	CBasePlayer::ModeWantsSpectatorGUI(int)
324	CBasePlayer::SetObserverMode(int)
325	CBasePlayer::GetObserverMode(void)
326	CBasePlayer::SetObserverTarget(CBaseEntity *)
327	CBasePlayer::ObserverUse(bool)
328	CBasePlayer::GetObserverTarget(void)
329	CBasePlayer::FindNextObserverTarget(bool)
330	CBasePlayer::GetNextObserverSearchStartPoint(bool)
331	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
332	CBasePlayer::CheckObserverSettings(void)
333	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
334	CBasePlayer::ForceObserverMode(int)
335	CBasePlayer::ResetObserverMode(void)
336	CBasePlayer::ValidateCurrentObserverTarget(void)
337	CBasePlayer::AttemptToExitFreezeCam(void)
338	CBasePlayer::StartReplayMode(float,float,int)
339	CBasePlayer::StopReplayMode(void)
340	CBasePlayer::GetDelayTicks(void)
341	CBasePlayer::GetReplayEntity(void)
342	CBasePlayer::CreateCorpse(void)
343	CBasePlayer::EntSelectSpawnPoint(void)
344	CBasePlayer::GetInVehicle(IServerVehicle *,int)
345	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
346	CBasePlayer::OnVehicleStart(void)
347	CBasePlayer::OnVehicleEnd(Vector &)
348	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
349	CBasePlayer::SelectLastItem(void)
350	CBasePlayer::SelectItem(char  const*,int)
351	CBasePlayer::ItemPostFrame(void)
352	CBasePlayer::GiveNamedItem(char  const*,int)
353	CBasePlayer::CheckTrainUpdate(void)
354	CBasePlayer::SetPlayerUnderwater(bool)
355	CBasePlayer::CanBreatheUnderwater(void)const
356	CBasePlayer::PlayerUse(void)
357	CBasePlayer::PlayUseDenySound(void)
358	CBasePlayer::FindUseEntity(void)
359	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
360	CBasePlayer::PickupObject(CBaseEntity *,bool)
361	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
362	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
363	CBasePlayer::GetHeldObject(void)
364	CBasePlayer::CheckSuitUpdate(void)
365	CBasePlayer::UpdateGeigerCounter(void)
366	CBasePlayer::GetAutoaimVector(float)
367	CBasePlayer::GetAutoaimVector(float,float)
368	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
369	CBasePlayer::ShouldAutoaim(void)
370	CBasePlayer::ForceClientDllUpdate(void)
371	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
372	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
373	CBasePlayer::ChangeTeam(int,bool,bool)
374	CBasePlayer::CanHearAndReadChatFrom(CBasePlayer*)
375	CBasePlayer::CanSpeak(void)
376	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
377	CBasePlayer::CheckChatText(char *,int)
378	CBasePlayer::CreateRagdollEntity(void)
379	CBasePlayer::ShouldAnnounceAchievement(void)
380	CBasePlayer::IsFollowingPhysics(void)
381	CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
382	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
383	CBasePlayer::Hints(void)
384	CBasePlayer::ArmorValue(void)const
385	CBasePlayer::IsReadyToPlay(void)
386	CBasePlayer::IsReadyToSpawn(void)
387	CBasePlayer::ShouldGainInstantSpawn(void)
388	CBasePlayer::ResetPerRoundStats(void)
389	CBasePlayer::ResetScores(void)
390	CBasePlayer::EquipSuit(bool)
391	CBasePlayer::RemoveSuit(void)
392	CBasePlayer::CommitSuicide(bool,bool)
393	CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
394	CBasePlayer::CommitSuicide_Kill(Vector  const&,bool,bool)
395	CBasePlayer::IsBot(void)const
396	CBasePlayer::GetExpresser(void)
397	CBasePlayer::SpawnArmorValue(void)const
398	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
399	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)