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 September 13 2008</b>
+
<b>Last Updated March 24, 2010</b>
  
 
<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 March 24, 2010

// 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 *)