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

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Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
 
Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
 
These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
 
  
 
== The List ==
 
== The List ==
 
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 December 5, 2014</b>
 +
<b>PVKII Version 3.0</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x009FEAE0
+
  VTable for CBaseMultiplayerPlayer: (0, 0)
// from "server_i486.so", by ida_vtables.idc
+
 
0 CPVK2Player::~CPVK2Player()
+
  Lin  Win Function
1 CBaseEntity::SetRefEHandle(CBaseHandle const&)
+
    0    0 CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer()
2 CBaseEntity::GetRefEHandle(void)const
+
    1    0 CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer()
3 CBaseEntity::GetCollideable(void)
+
    2    1 CBaseEntity::SetRefEHandle(CBaseHandle const&)
4 CBaseEntity::GetNetworkable(void)
+
    3    2 CBaseEntity::GetRefEHandle(void)const
5 CBaseEntity::GetBaseEntity(void)
+
    4    3 CBaseEntity::GetCollideable(void)
6 CBaseEntity::GetModelIndex(void)const
+
    5    4 CBaseEntity::GetNetworkable(void)
7 CBaseEntity::GetModelName(void)const
+
    6    5 CBaseEntity::GetBaseEntity(void)
8 CBaseEntity::SetModelIndex(int)
+
    7    6 CBaseEntity::GetModelIndex(void)const
9 CPVK2Player::_GetClassName(void)
+
    8    7 CBaseEntity::GetModelName(void)const
10 CPVK2Player::GetServerClass(void)
+
    9    8 CBaseEntity::SetModelIndex(int)
11 CPVK2Player::GetClassName(void)
+
  10    9 CBasePlayer::GetServerClass(void)
12 CPVK2Player::YouForgotToImplementOrDeclareServerClass(void)
+
  11  10 CBasePlayer::YouForgotToImplementOrDeclareServerClass(void)
13 CPVK2Player::GetDataDescMap(void)
+
  12  11 CBasePlayer::GetDataDescMap(void)
14 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &)
+
  13  12 CBaseEntity::SetModelIndexOverride(int, int)
15 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &)
+
  14  13 CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace &)
16 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
+
  15   14 CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace &)
17 CBaseEntity::ShouldCollide(int,int)const
+
  16   15 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *, Vector *)
18 CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
  17   16 CBaseEntity::ShouldCollide(int, int)const
19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
+
  18  17 CBaseEntity::ShouldTraceToOwner(void)const
20 CBasePlayer::UpdateTransmitState(void)
+
  19  18 CBaseEntity::SetOwnerEntity(CBaseEntity*)
21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
+
  20  19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
22 CBasePlayer::GetTracerType(void)
+
  21  20 CBasePlayer::UpdateTransmitState(void)
23 CPVK2Player::Spawn(void)
+
  22  21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *, bool)
24 CPVK2Player::Precache(void)
+
  23  22 CBasePlayer::GetTracerType(void)
25 CBaseFlex::SetModel(char const*)
+
  24  23 CBaseMultiplayerPlayer::Spawn(void)
26 CBaseEntity::PostConstructor(char  const*)
+
  25  24 CBaseMultiplayerPlayer::Precache(void)
27 CBaseEntity::PostClientActive(void)
+
  26  25 CBasePlayer::SetModel(char const*)
28 CBaseEntity::ParseMapData(CEntityMapData *)
+
  27  26 CBaseAnimating::OnNewModel(void)
29 CBaseEntity::KeyValue(char const*,char const*)
+
  28  27 CBaseMultiplayerPlayer::PostConstructor(char const*)
30 CBaseEntity::KeyValue(char const*,float)
+
  29  28 CBaseEntity::PostClientActive(void)
31 CBaseEntity::KeyValue(char const*,Vector)
+
  30  29 CBaseEntity::ParseMapData(CEntityMapData *)
32 CBasePlayer::Activate(void)
+
  31  32 CBaseEntity::KeyValue(char const*, char const*)
33 CBaseEntity::SetParent(CBaseEntity*,int)
+
  32  31 CBaseEntity::KeyValue(char const*, float)
34 CBasePlayer::ObjectCaps(void)
+
  33  30 CBaseEntity::KeyValue(char const*, Vector const&)
35 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int)
+
  34  33 CBaseEntity::GetKeyValue(char const*, char *, int)
36 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &)
+
  35  34 CBasePlayer::Activate(void)
37 CBasePlayer::DrawDebugGeometryOverlays(void)
+
  36  35 CBaseEntity::SetParent(CBaseEntity*, int)
38 CBaseAnimating::DrawDebugTextOverlays(void)
+
  37  36 CBasePlayer::ObjectCaps(void)
39 CBasePlayer::Save(ISave &)
+
  38  37 CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
40 CBasePlayer::Restore(IRestore &)
+
  39  38 CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector &, QAngle &)
41 CBasePlayer::ShouldSavePhysics(void)
+
  40  39 CBasePlayer::DrawDebugGeometryOverlays(void)
42 CBaseEntity::OnSave(IEntitySaveUtils *)
+
  41  40 CBaseAnimating::DrawDebugTextOverlays(void)
43 CBasePlayer::OnRestore(void)
+
  42  41 CBasePlayer::Save(ISave &)
44 CBasePlayer::RequiredEdictIndex(void)
+
  43  42 CBasePlayer::Restore(IRestore &)
45 CBaseEntity::MoveDone(void)
+
  44  43 CBasePlayer::ShouldSavePhysics(void)
46 CBaseEntity::Think(void)
+
  45  44 CBaseEntity::OnSave(IEntitySaveUtils *)
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
+
  46  45 CBasePlayer::OnRestore(void)
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
+
  47  46 CBasePlayer::RequiredEdictIndex(void)
49 CBaseAnimating::GetBaseAnimating(void)
+
  48  47 CBaseEntity::MoveDone(void)
50 CBaseEntity::GetResponseSystem(void)
+
  49  48 CBaseEntity::Think(void)
51 CBaseEntity::DispatchResponse(char const*)
+
  50  50 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
52 CBasePlayer::Classify(void)
+
  51  49 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
53 CBaseEntity::DeathNotice(CBaseEntity*)
+
  52  51 CBaseAnimating::GetBaseAnimating(void)
54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
+
  53  52 CBaseMultiplayerPlayer::GetResponseSystem(void)
55 CBaseEntity::GetAutoAimRadius(void)
+
  54  53 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char const*)
56 CBaseEntity::GetAutoAimCenter(void)
+
  55  54 CBasePlayer::Classify(void)
57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
+
  56  55 CBaseEntity::DeathNotice(CBaseEntity*)
58 CPVK2Player::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *)
+
  57  56 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
+
  58  57 CBaseEntity::GetAutoAimRadius(void)
60 CPVK2Player::OnTakeDamage(CTakeDamageInfo const&)
+
  59  58 CBaseEntity::GetAutoAimCenter(void)
61 CBasePlayer::TakeHealth(float,int)
+
  60  59 CBaseEntity::GetBeamTraceFilter(void)
62 CPVK2Player::Event_Killed(CTakeDamageInfo const&)
+
  61  60 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
63 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo const&)
+
  62  61 CBasePlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace *, CDmgAccumulator *)
64 CBaseCombatCharacter::BloodColor(void)
+
  63  62 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
65 CBaseEntity::IsTriggered(CBaseEntity*)
+
  64  63 CBasePlayer::OnTakeDamage(CTakeDamageInfo const&)
66 CBaseEntity::IsNPC(void)const
+
  65  64 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector &, CBaseEntity*)
67 CBaseCombatCharacter::MyCombatCharacterPointer(void)
+
  66  65 CBasePlayer::TakeHealth(float, int)
68 CBaseEntity::GetDelay(void)
+
  67  66 CBaseEntity::IsAlive(void)
69 CBaseEntity::IsMoving(void)
+
  68  67 CBasePlayer::Event_Killed(CTakeDamageInfo const&)
70 CBaseEntity::DamageDecal(int,int)
+
  69  68 CBasePlayer::Event_KilledOther(CBaseEntity *, CTakeDamageInfo const&)
71 CBaseEntity::DecalTrace(CGameTrace *,char const*)
+
  70  69 CBaseCombatCharacter::BloodColor(void)
72 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
+
  71  70 CBaseEntity::IsTriggered(CBaseEntity*)
73 CBaseEntity::OnControls(CBaseEntity*)
+
  72  71 CBaseEntity::IsNPC(void)const
74 CBaseEntity::HasTarget(string_t)
+
  73  72 CBaseCombatCharacter::MyCombatCharacterPointer(void)
75 CBasePlayer::IsPlayer(void)const
+
  74  73 CBaseEntity::MyNextBotPointer(void)
76 CBasePlayer::IsNetClient(void)const
+
  75  74 CBaseEntity::GetDelay(void)
77 CBaseEntity::IsTemplate(void)
+
  76  75 CBaseEntity::IsMoving(void)
78 CBaseEntity::IsBaseObject(void)const
+
  77  76 CBaseEntity::DamageDecal(int, int)
79 CBaseEntity::GetServerVehicle(void)
+
  78  77 CBaseEntity::DecalTrace(CGameTrace *, char const*)
80 CBaseEntity::IsViewable(void)
+
  79  78 CBaseEntity::ImpactTrace(CGameTrace *, int, char const*)
81 CPVK2Player::ChangeTeam(int)
+
  80  79 CBaseEntity::OnControls(CBaseEntity*)
82 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
+
  81  80 CBaseEntity::HasTarget(string_t)
83 CBaseEntity::CanStandOn(CBaseEntity*)const
+
  82  81 CBasePlayer::IsPlayer(void)const
84 CBaseEntity::CanStandOn(edict_t *)const
+
  83  82 CBasePlayer::IsNetClient(void)const
85 CBaseEntity::GetEnemy(void)
+
  84  83 CBaseEntity::IsTemplate(void)
86 CBaseEntity::GetEnemy(void)const
+
  85  84 CBaseEntity::IsBaseObject(void)const
87 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
+
  86  85 CBaseEntity::IsBaseTrain(void)const
88 CBaseEntity::StartTouch(CBaseEntity*)
+
  87  86 CBaseEntity::IsCombatItem(void)const
89 CPVK2Player::Touch(CBaseEntity *)
+
  88  87 CBaseEntity::IsBaseCombatWeapon(void)const
90 CBaseEntity::EndTouch(CBaseEntity*)
+
  89  88 CBaseEntity::IsWearable(void)const
91 CBaseEntity::StartBlocked(CBaseEntity*)
+
  90  89 CBaseEntity::MyCombatWeaponPointer(void)
92 CBaseEntity::Blocked(CBaseEntity*)
+
  91  90 CBaseEntity::GetServerVehicle(void)
93 CBaseEntity::EndBlocked(void)
+
  92  91 CBaseEntity::IsViewable(void)
94 CBasePlayer::PhysicsSimulate(void)
+
  93  92 CBasePlayer::ChangeTeam(int)
95 CPVK2Player::UpdateOnRemove(void)
+
  94  93 CBaseEntity::OnEntityEvent(EntityEvent_t, void *)
96 CBaseEntity::StopLoopingSounds(void)
+
  95  95 CBaseEntity::CanStandOn(CBaseEntity*)const
97 CBaseEntity::SUB_AllowedToFade(void)
+
  96  94 CBaseEntity::CanStandOn(edict_t *)const
98 CBaseAnimating::Teleport(Vector const*,QAngle  const*,Vector  const*)
+
  97  97 CBaseEntity::GetEnemy(void)
99 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
+
  98  96 CBaseEntity::GetEnemy(void)const
100 CBasePlayer::MakeTracer(Vector const&,CGameTrace  const&,int)
+
  99  98 CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
101 CPVK2Player::FireBullets(FireBulletsInfo_t  const&)
+
  100  99 CBaseEntity::StartTouch(CBaseEntity*)
102 CBasePlayer::DoImpactEffect(CGameTrace &,int)
+
  101  100 CBasePlayer::Touch(CBaseEntity *)
103 CBaseEntity::Respawn(void)
+
  102  101 CBaseEntity::EndTouch(CBaseEntity*)
104 CBaseEntity::IsLockedByMaster(void)
+
  103  102 CBaseEntity::StartBlocked(CBaseEntity*)
105 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
  104  103 CBaseEntity::Blocked(CBaseEntity*)
106 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
+
  105  104 CBaseEntity::EndBlocked(void)
107 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
  106  105 CBasePlayer::PhysicsSimulate(void)
108 CBasePlayer::NetworkStateChanged_m_iHealth(void)
+
  107 106 CBasePlayer::UpdateOnRemove(void)
109 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
+
  108  107 CBaseEntity::StopLoopingSounds(void)
110 CBasePlayer::NetworkStateChanged_m_lifeState(void)
+
  109  108 CBaseEntity::SUB_AllowedToFade(void)
111 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
+
  110 109 CBaseFlex::Teleport(Vector const*, QAngle const*, Vector const*)
112 CBaseEntity::NetworkStateChanged_m_takedamage(void)
+
  111  110 CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
113 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
  112  111 CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
114 CBaseEntity::GetDamageType(void)const
+
  113  112 CBaseEntity::GetTracerAttachment(void)
115 CBaseEntity::GetDamage(void)
+
  114  113 CBaseEntity::FireBullets(FireBulletsInfo_t const&, char const*)
116 CBaseEntity::SetDamage(float)
+
  115  114 CBasePlayer::DoImpactEffect(CGameTrace &, int)
117 CBasePlayer::EyePosition(void)
+
  116  115 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
118 CBasePlayer::EyeAngles(void)
+
  117  116 CBaseEntity::Respawn(void)
119 CBasePlayer::LocalEyeAngles(void)
+
  118  117 CBaseEntity::IsLockedByMaster(void)
120 CBaseEntity::EarPosition(void)
+
  119  118 CBaseEntity::GetMaxHealth(void)const
121 CBasePlayer::BodyTarget(Vector  const&,bool)
+
  120  119 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
122 CBaseEntity::HeadTarget(Vector  const&)
+
  121  121 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
123 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
+
  122  120 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
124 CBaseEntity::GetViewOffset(void)
+
  123  123 CBasePlayer::NetworkStateChanged_m_iHealth(void)
125 CBasePlayer::GetSmoothedVelocity(void)
+
  124  122 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
126 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
  125  125 CBasePlayer::NetworkStateChanged_m_lifeState(void)
127 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
+
  126  124 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
128 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **)
+
  127  127 CBaseEntity::NetworkStateChanged_m_takedamage(void)
129 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
+
  128  126 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
130 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
  129  128 CBaseEntity::GetDamageType(void)const
131 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
  130  129 CBaseEntity::GetDamage(void)
132 CBaseEntity::CanBePoweredUp(void)
+
  131  130 CBaseEntity::SetDamage(float)
133 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
+
  132  131 CBasePlayer::EyePosition(void)
134 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
  133  132 CBasePlayer::EyeAngles(void)
135 CBaseEntity::PhysicsSplash(Vector const&,Vector  const&,float,float)
+
  134  133 CBasePlayer::LocalEyeAngles(void)
136 CBaseEntity::Splash(void)
+
  135  134 CBaseEntity::EarPosition(void)
137 CBaseEntity::WorldSpaceCenter(void)const
+
  136  135 CBasePlayer::BodyTarget(Vector const&, bool)
138 CBaseEntity::GetSoundEmissionOrigin(void)const
+
  137  136 CBaseEntity::HeadTarget(Vector const&)
139 CBaseEntity::CreateVPhysics(void)
+
  138  137 CBaseEntity::GetVectors(Vector *, Vector *, Vector *)const
140 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
  139  138 CBaseEntity::GetViewOffset(void)const
141 CBasePlayer::VPhysicsDestroyObject(void)
+
  140  139 CBaseEntity::SetViewOffset(Vector const&)
142 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
  141  140 CBasePlayer::GetSmoothedVelocity(void)
143 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
  142  141 CBaseAnimating::GetVelocity(Vector *, Vector *)
144 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
  143  143 CBaseCombatCharacter::FVisible(CBaseEntity *, int, CBaseEntity **)
145 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
  144  142 CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity **)
146 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
  145  144 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
147 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
  146  145 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
148 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
  147  146 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
149 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
  148  147 CBaseEntity::GetGroundVelocityToApply(Vector &)
150 CBaseEntity::HasPhysicsAttacker(float)
+
  149  148 CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
151 CBasePlayer::PhysicsSolidMaskForEntity(void)const
+
  150  149 CBaseEntity::Splash(void)
152 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
  151  150 CBaseEntity::WorldSpaceCenter(void)const
153 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
  152  151 CBaseEntity::GetSoundEmissionOrigin(void)const
154 CBaseAnimating::GetStepOrigin(void)const
+
  153  152 CBaseEntity::ModifyEmitSoundParams(EmitSound_t &)
155 CBaseAnimating::GetStepAngles(void)const
+
  154  153 CBaseEntity::IsDeflectable(void)
156 CBaseEntity::ShouldDrawWaterImpacts(void)
+
  155  154 CBaseEntity::Deflected(CBaseEntity*, Vector &)
157 CBaseEntity::NetworkStateChanged_m_fFlags(void)
+
  156  155 CBaseEntity::CreateVPhysics(void)
158 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
+
  157  156 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
159 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
+
  158  157 CBasePlayer::VPhysicsDestroyObject(void)
160 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
  159  158 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
161 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
+
  160  159 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
162 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
  161  160 CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t *)
163 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
+
  162  161 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
164 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
  163  162 CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t *)
165 CBasePlayer::NetworkStateChanged_m_flFriction(void)
+
  164  163 CBaseEntity::VPhysicsFriction(IPhysicsObject *, float, int, int)
166 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
  165  164 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
167 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
+
  166  165 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **, int)
168 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
  167  166 CBaseEntity::VPhysicsIsFlesh(void)
169 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
+
  168  167 CBaseEntity::HasPhysicsAttacker(float)
170 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
  169  168 CBasePlayer::PhysicsSolidMaskForEntity(void)const
171 CBaseAnimating::GetIdealSpeed(void)const
+
  170  169 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &, Vector &)
172 CBaseAnimating::GetIdealAccel(void)const
+
  171  170 CBaseEntity::PerformCustomPhysics(Vector *, Vector *, QAngle *, QAngle *)
173 CBaseAnimatingOverlay::StudioFrameAdvance(void)
+
  172  171 CBaseAnimating::GetStepOrigin(void)const
174 CBaseAnimating::IsActivityFinished(void)
+
  173  172 CBaseAnimating::GetStepAngles(void)const
175 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
  174  173 CBaseEntity::ShouldDrawWaterImpacts(void)
176 CPVK2Player::BecomeRagdollOnClient(Vector  const&)
+
  175  175 CBasePlayer::NetworkStateChanged_m_fFlags(void)
177 CBaseAnimating::IsRagdoll(void)
+
  176  174 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
178 CBaseAnimating::CanBecomeRagdoll(void)
+
  177  177 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
179 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
  178  176 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
180 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
  179  179 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
181 CBaseAnimating::SetupBones(matrix3x4_t *,int)
+
  180  178 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
182 CBaseAnimating::CalculateIKLocks(float)
+
  181  181 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
183 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
  182  180 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
184 CBaseAnimating::HandleAnimEvent(animevent_t *)
+
  183  183 CBasePlayer::NetworkStateChanged_m_flFriction(void)
185 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
  184  182 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
186 CBaseAnimating::InitBoneControllers(void)
+
  185  185 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
187 CBaseAnimating::GetGroundSpeedVelocity(void)
+
  186  184 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
188 CBaseAnimating::Ignite(float,bool,float,bool)
+
  187  187 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
189 CBaseAnimating::Extinguish(void)
+
  188  186 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
190 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
  189  188 CBaseAnimating::GetTintColor(void)
191 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
  190  189 CBaseAnimating::SetTintColor(Vector const&)
192 CBaseFlex::SetViewtarget(Vector const&)
+
  191  190 CBaseAnimating::GetIdealSpeed(void)const
193 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
  192  191 CBaseAnimating::GetIdealAccel(void)const
194 CBaseFlex::ProcessSceneEvents(void)
+
  193  192 CBaseAnimatingOverlay::StudioFrameAdvance(void)
195 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
  194  193 CBaseAnimating::SetSequence(int)
196 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
  195  194 CBaseAnimating::IsActivityFinished(void)
197 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
  196  195 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *, int)
198 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
+
  197  196 CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
199 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
  198  197 CBaseAnimating::BecomeRagdollOnClient(Vector const&)
200 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
  199  198 CBaseAnimating::IsRagdoll(void)
201 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
  200 199 CBaseAnimating::CanBecomeRagdoll(void)
202 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
  201  200 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *, Vector *, Quaternion *, int)
203 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
  202  201 CBaseAnimating::GetBoneTransform(int, matrix3x4_t &)
204 CBaseCombatCharacter::FindMissTarget(void)
+
  203  202 CBaseAnimating::SetupBones(matrix3x4_t *, int)
205 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
+
  204  203 CBaseAnimating::CalculateIKLocks(float)
206 CBasePlayer::BodyAngles(void)
+
  205  204 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
207 CBaseCombatCharacter::BodyDirection2D(void)
+
  206  205 CBasePlayer::HandleAnimEvent(animevent_t *)
208 CBaseCombatCharacter::BodyDirection3D(void)
+
  207  206 CBaseAnimating::PopulatePoseParameters(void)
209 CBaseCombatCharacter::HeadDirection2D(void)
+
  208  207 CBaseAnimating::GetAttachment(int, matrix3x4_t &)
210 CBaseCombatCharacter::HeadDirection3D(void)
+
  209  208 CBaseAnimating::InitBoneControllers(void)
211 CBaseCombatCharacter::EyeDirection2D(void)
+
  210  209 CBaseAnimating::GetGroundSpeedVelocity(void)
212 CBaseCombatCharacter::EyeDirection3D(void)
+
  211  210 CBasePlayer::RefreshCollisionBounds(void)
213 CBaseCombatCharacter::GiveAmmo(int,int,bool)
+
  212  211 CBaseAnimating::Ignite(float, bool, float, bool)
214 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
  213  212 CBaseAnimating::IgniteLifetime(float)
215 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
  214  213 CBaseAnimating::IgniteNumHitboxFires(int)
216 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
+
  215  214 CBaseAnimating::IgniteHitboxFireScale(float)
217 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
+
  216  215 CBaseAnimating::Extinguish(void)
218 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
  217  216 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
219 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
  218  217 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
220 CPVK2Player::Weapon_Switch(CBaseCombatWeapon *,int)
+
  219  218 CBaseFlex::SetViewtarget(Vector const&)
221 CBasePlayer::Weapon_ShootPosition(void)
+
  220  219 CBaseFlex::StartSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *, CChoreoActor *, CBaseEntity *)
222 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
  221  220 CBaseFlex::ProcessSceneEvents(void)
223 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
  222  221 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *)
224 CBaseCombatCharacter::Weapon_GetSlot(int)const
+
  223  222 CBaseFlex::ClearSceneEvent(CSceneEventInfo *, bool, bool)
225 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
  224  223 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *, float, CChoreoScene *, CChoreoEvent *)
226 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
  225  224 CBaseFlex::PlayScene(char const*, float, AI_Response *, IRecipientFilter *)
227 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
+
  226  225 CBaseFlex::PlayAutoGeneratedSoundScene(char const*)
228 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
  227  226 CBaseFlex::GetSpecialDSP(void)
229 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
  228  227 CBasePlayer::GetPhysicsImpactDamageTable(void)
230 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
  229  229 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
231 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
  230  228 CBaseCombatCharacter::FInViewCone(Vector const&)
232 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
+
  231  231 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
233 CBaseCombatCharacter::GetDeathActivity(void)
+
  232  230 CBaseCombatCharacter::FInAimCone(Vector const&)
234 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
+
  233  232 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
235 CBaseCombatCharacter::CorpseFade(void)
+
  234  233 CBaseCombatCharacter::FindMissTarget(void)
236 CBaseCombatCharacter::HasHumanGibs(void)
+
  235  234 CBaseCombatCharacter::HandleInteraction(int, void *, CBaseCombatCharacter*)
237 CBaseCombatCharacter::HasAlienGibs(void)
+
  236  235 CBasePlayer::BodyAngles(void)
238 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
+
  237  236 CBaseCombatCharacter::BodyDirection2D(void)
239 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
  238  237 CBaseCombatCharacter::BodyDirection3D(void)
240 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
+
  239  238 CBaseCombatCharacter::HeadDirection2D(void)
241 CPVK2Player::Event_Dying(void)
+
  240  239 CBaseCombatCharacter::HeadDirection3D(void)
242 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
+
  241  240 CBaseCombatCharacter::EyeDirection2D(void)
243 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
  242  241 CBaseCombatCharacter::EyeDirection3D(void)
244 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int)
+
  243  244 CBaseCombatCharacter::IsHiddenByFog(Vector const&)const
245 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector const&,int,int,float,bool)
+
  244  243 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
246 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector  const&,Vector  const&,Vector const&,int,int,float,bool)
+
  245  242 CBaseCombatCharacter::IsHiddenByFog(float)const
247 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
  246 247 CBaseCombatCharacter::GetFogObscuredRatio(Vector const&)const
248 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
  247  246 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
249 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
  248  245 CBaseCombatCharacter::GetFogObscuredRatio(float)const
250 CBaseCombatCharacter::IsInAVehicle(void)
+
  249  249 CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float)const
251 CBasePlayer::GetVehicle(void)
+
  250  248 CBaseCombatCharacter::IsLookingTowards(Vector const&, float)const
252 CBasePlayer::GetVehicleEntity(void)
+
  251  251 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
253 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
+
  252  250 CBaseCombatCharacter::IsInFieldOfView(Vector const&)const
254 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
  253  253 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *, CBaseCombatCharacter::LineOfSightCheckType)const
255 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
  254 252 CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity *)const
256 CBasePlayer::DoMuzzleFlash(void)
+
  255 254 CBaseCombatCharacter::GiveAmmo(int, int, bool)
257 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
  256  256 CBaseCombatCharacter::RemoveAmmo(int, int)
258 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
  257  255 CBaseCombatCharacter::RemoveAmmo(int, char const*)
259 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
  258  257 CBaseCombatCharacter::GetAmmoCount(int)const
260 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
  259  258 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
261 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
+
  260  259 CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool *)
262 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
  261  260 CBaseCombatCharacter::Weapon_FrameUpdate(void)
263 CPVK2Player::CreateViewModel(int)
+
  262  261 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
264 CPVK2Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
  263  262 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
265 CPVK2Player::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
+
  264  263 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
266 CBasePlayer::SharedSpawn(void)
+
  265  264 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
267 CPVK2Player::InitialSpawn(void)
+
  266  265 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *, Vector const*, Vector const*)
268 CBasePlayer::InitHUD(void)
+
  267  266 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *, int)
269 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
  268  267 CBasePlayer::Weapon_ShootPosition(void)
270 CBasePlayer::PlayerDeathThink(void)
+
  269  268 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
271 CBasePlayer::Jump(void)
+
  270  269 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
272 CBasePlayer::Duck(void)
+
  271  270 CBaseCombatCharacter::Weapon_GetSlot(int)const
273 CPVK2Player::PreThink(void)
+
  272  271 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
274 CPVK2Player::PostThink(void)
+
  273  272 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
275 CBasePlayer::DamageEffect(float,int)
+
  274 273 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
276 CPVK2Player::OnDamagedByExplosion(CTakeDamageInfo const&)
+
  275  274 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
277 CBasePlayer::ShouldFadeOnDeath(void)
+
  276  275 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
278 CBasePlayer::IsFakeClient(void)const
+
  277  276 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
279 CBasePlayer::GetPlayerMins(void)const
+
  278  277 CBaseCombatCharacter::GetAliveDuration(void)const
280 CBasePlayer::GetPlayerMaxs(void)const
+
  279  278 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity *)
281 CBasePlayer::CalcRoll(QAngle const&,Vector  const&,float,float)
+
  280  279 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
282 CBasePlayer::PackDeadPlayerItems(void)
+
  281  280 CBaseCombatCharacter::HasEverBeenInjured(int)const
283 CBasePlayer::RemoveAllItems(bool)
+
  282  281 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
284 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
  283  282 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *, CTakeDamageInfo const&)
285 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
  284  283 CBaseCombatCharacter::GetDeathActivity(void)
286 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
  285  284 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
287 CPVK2Player::UpdateClientData(void)
+
  286  285 CBaseCombatCharacter::CorpseFade(void)
288 CBasePlayer::ExitLadder(void)
+
  287  286 CBaseCombatCharacter::HasHumanGibs(void)
289 CPVK2Player::FlashlightIsOn(void)
+
  288  287 CBaseCombatCharacter::HasAlienGibs(void)
290 CPVK2Player::FlashlightTurnOn(void)
+
  289  288 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
291 CPVK2Player::FlashlightTurnOff(void)
+
  290  289 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
292 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
  291 290 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
293 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
+
  292  291 CBasePlayer::Event_Dying(CTakeDamageInfo const&)
294 CPVK2Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
  293  292 CBaseCombatCharacter::Event_Dying(void)
295 CPVK2Player::DeathSound(CTakeDamageInfo  const&)
+
  294  293 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
296 CPVK2Player::SetAnimation(PLAYER_ANIM)
+
  295  294 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
297 CBasePlayer::ImpulseCommands(void)
+
  296  295 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *, Vector const&, float, int)
298 CPVK2Player::CheatImpulseCommands(int)
+
  297  297 CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
299 CPVK2Player::ClientCommand(char  const*)
+
  298  296 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
300 CBasePlayer::StartObserverMode(int)
+
  299  298 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
301 CBasePlayer::StopObserverMode(void)
+
  300  299 CBaseCombatCharacter::IRelationType(CBaseEntity *)
302 CBasePlayer::SetObserverMode(int)
+
  301  300 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
303 CBasePlayer::GetObserverMode(void)
+
  302  301 CBasePlayer::IsInAVehicle(void)const
304 CBasePlayer::SetObserverTarget(CBaseEntity *)
+
  303  302 CBasePlayer::GetVehicle(void)
305 CBasePlayer::ObserverUse(bool)
+
  304  303 CBasePlayer::GetVehicleEntity(void)
306 CBasePlayer::GetObserverTarget(void)
+
  305  304 CBaseCombatCharacter::ExitVehicle(void)
307 CBasePlayer::FindNextObserverTarget(bool)
+
  306  305 CBaseCombatCharacter::RemoveAllWeapons(void)
308 CBasePlayer::GetNextObserverSearchStartPoint(bool)
+
  307  306 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
309 CPVK2Player::IsValidObserverTarget(CBaseEntity *)
+
  308  307 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *, CBaseEntity *)
310 CBasePlayer::CheckObserverSettings(void)
+
  309  308 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *, CBaseEntity *)
311 CBasePlayer::JumptoPosition(Vector  const&,QAngle const&)
+
  310  309 CBasePlayer::DoMuzzleFlash(void)
312 CBasePlayer::ForceObserverMode(int)
+
  311  310 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *, Disposition_t, int)
313 CBasePlayer::ResetObserverMode(void)
+
  312  311 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
314 CBasePlayer::StartReplayMode(float,float,int)
+
  313  312 CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
315 CBasePlayer::StopReplayMode(void)
+
  314  313 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *, CBaseCombatWeapon *)
316 CBasePlayer::GetDelayTicks(void)
+
  315  314 CBaseCombatCharacter::GetLastKnownArea(void)const
317 CBasePlayer::GetReplayEntity(void)
+
  316  315 CBaseCombatCharacter::IsAreaTraversable(CNavArea const*)const
318 CBasePlayer::CreateCorpse(void)
+
  317  316 CBaseCombatCharacter::ClearLastKnownArea(void)
319 CPVK2Player::EntSelectSpawnPoint(void)
+
  318  317 CBaseCombatCharacter::UpdateLastKnownArea(void)
320 CBasePlayer::GetInVehicle(IServerVehicle *,int)
+
  319  318 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *, CNavArea *)
321 CPVK2Player::LeaveVehicle(Vector const&,QAngle  const&)
+
  320 319 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
322 CBasePlayer::OnVehicleStart(void)
+
  321  320 CBaseCombatCharacter::OnPursuedBy(INextBot *)
323 CBasePlayer::OnVehicleEnd(Vector &)
+
  322  322 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
324 CPVK2Player::BumpWeapon(CBaseCombatWeapon *)
+
  323  321 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
325 CBasePlayer::SelectLastItem(void)
+
  324  323 CBasePlayer::CreateViewModel(int)
326 CBasePlayer::SelectItem(char const*,int)
+
  325  324 CBasePlayer::SetupVisibility(CBaseEntity *, unsigned char *, int)
327 CBasePlayer::ItemPostFrame(void)
+
  326  325 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*)const
328 CPVK2Player::GiveNamedItem(char  const*,int)
+
  327  326 CBasePlayer::WantsLagCompensationOnNPC(CBaseEntity const*, CUserCmd const*, CBitVec<2048> const*)const
329 CBasePlayer::CheckTrainUpdate(void)
+
  328  327 CBasePlayer::SharedSpawn(void)
330 CBasePlayer::SetPlayerUnderwater(bool)
+
  329 328 CBasePlayer::ForceRespawn(void)
331 CBasePlayer::CanBreatheUnderwater(void)const
+
  330  329 CBasePlayer::InitialSpawn(void)
332 CBasePlayer::PlayerUse(void)
+
  331  330 CBasePlayer::InitHUD(void)
333 CBasePlayer::PlayUseDenySound(void)
+
  332  331 CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues *)
334 CBasePlayer::FindUseEntity(void)
+
  333  332 CBasePlayer::PlayerDeathThink(void)
335 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
  334  333 CBasePlayer::Jump(void)
336 CBasePlayer::PickupObject(CBaseEntity *,bool)
+
  335  334 CBasePlayer::Duck(void)
337 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
  336  335 CBasePlayer::PreThink(void)
338 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
+
  337  336 CBasePlayer::PostThink(void)
339 CBasePlayer::UpdateGeigerCounter(void)
+
  338  337 CBasePlayer::DamageEffect(float, int)
340 CPVK2Player::GetAutoaimVector(float)
+
  339  338 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
341 CBasePlayer::GetAutoaimVector(float,float)
+
  340  339 CBasePlayer::ShouldFadeOnDeath(void)
342 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
+
  341  340 CBasePlayer::IsFakeClient(void)const
343 CBasePlayer::ShouldAutoaim(void)
+
  342  341 CBasePlayer::GetPlayerMins(void)const
344 CBasePlayer::ForceClientDllUpdate(void)
+
  343  342 CBasePlayer::GetPlayerMaxs(void)const
345 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
  344  343 CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
346 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
  345  344 CBasePlayer::PackDeadPlayerItems(void)
347 CBasePlayer::CanSpeak(void)
+
  346  345 CBasePlayer::RemoveAllItems(bool)
348 CBasePlayer::CanHearChatFrom(CBasePlayer*)
+
  347  346 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
349 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
  348  347 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *, CBaseCombatWeapon *)
350 CBasePlayer::CheckChatText(char *,int)
+
  349  348 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
351 CBasePlayer::IsFollowingPhysics(void)
+
  350  349 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
352 CBasePlayer::InitVCollision(void)
+
  351  350 CBasePlayer::GetTimeSinceWeaponFired(void)const
353 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
+
  352  351 CBasePlayer::IsFiringWeapon(void)const
354 CBasePlayer::EquipSuit(bool)
+
  353  352 CBasePlayer::UpdateClientData(void)
355 CBasePlayer::RemoveSuit(void)
+
  354  353 CBasePlayer::ExitLadder(void)
356 CBasePlayer::CommitSuicide(void)
+
  355  354 CBasePlayer::GetLadderSurface(Vector const&)
357 CBasePlayer::IsBot(void)const
+
  356  355 CBasePlayer::SetFlashlightEnabled(bool)
358 CBasePlayer::SpawnArmorValue(void)const
+
  357  356 CBasePlayer::FlashlightIsOn(void)
359 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
  358  357 CBasePlayer::FlashlightTurnOn(void)
360 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
  359  358 CBasePlayer::FlashlightTurnOff(void)
361 CPVK2Player::HandleSpeedChanges(void)
+
  360  359 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *, float *)
362 CPVK2Player::SetMaxArmor(int)
+
  361  360 CBasePlayer::UpdateStepSound(surfacedata_t *, Vector const&, Vector const&)
363 CPVK2Player::GetMaxArmor(void)
+
  362  361 CBasePlayer::PlayStepSound(Vector &, surfacedata_t *, float, bool)
364 CPVK2Player::SetSpecial(int)
+
  363  362 CBasePlayer::GetOverrideStepSound(char const*)
365 CPVK2Player::GetSpecial(void)const
+
  364  363 CBasePlayer::GetStepSoundVelocities(float *, float *)
366 CPVK2Player::IncrementSpecial(int)
+
  365  364 CBasePlayer::SetStepSoundTime(stepsoundtimes_t, bool)
367 CPVK2Player::ReduceSpecial(int)
+
  366  365 CBasePlayer::DeathSound(CTakeDamageInfo const&)
368 CPVK2Player::Knockback(float,CPVK2Player*)
+
  367  366 CBasePlayer::GetSceneSoundToken(void)
369 CPVK2Player::IsGrenadeFrame(void)
+
  368  367 CBasePlayer::OnEmitFootstepSound(CSoundParameters const&, Vector const&, float)
370 CPVK2Player::GetRespawnTime(void)
+
  369  368 CBasePlayer::SetAnimation(PLAYER_ANIM)
371 CPVK2Player::IsBerserking(void)
+
  370  369 CBasePlayer::ImpulseCommands(void)
372 CPVK2Player::SetBerserkTime(float)
+
  371  370 CBasePlayer::CheatImpulseCommands(int)
373 CPVK2Player::GetBerserkTime(void)
+
  372  371 CBaseMultiplayerPlayer::ClientCommand(CCommand const&)
374 CPVK2Player::SetAngleLimit(float,float)
+
  373  372 CBasePlayer::StartObserverMode(int)
375 CPVK2Player::DisableAngleLimit(void)
+
  374  373 CBasePlayer::StopObserverMode(void)
376 CPVK2Player::CanBeStunned(void)
+
  375  374 CBasePlayer::ModeWantsSpectatorGUI(int)
377 CPVK2Player::SetSummonedNPC(CBaseEntity *)
+
  376  375 CBasePlayer::SetObserverMode(int)
378 CPVK2Player::GetSummonedNPC(void)
+
  377  376 CBasePlayer::GetObserverMode(void)
379 CPVK2Player::SetCarriedFlag(CBaseEntity *)
+
  378  377 CBasePlayer::SetObserverTarget(CBaseEntity *)
380 CPVK2Player::GetCarriedFlag(void)
+
  379  378 CBasePlayer::ObserverUse(bool)
381 CPVK2Player::IsCarryingFlag(void)
+
  380  379 CBasePlayer::GetObserverTarget(void)
382 CPVK2Player::SDKAnim_GetActiveWeapon(void)
+
  381  380 CBasePlayer::FindNextObserverTarget(bool)
383 CPVK2Player::SDKAnim_CanMove(void)
+
  382  381 CBasePlayer::GetNextObserverSearchStartPoint(bool)
384 CPVK2Player::NoteWeaponFired(void)
+
  383  382 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
385 CPVK2Player::StartInitialObserver(void)
+
  384  383 CBasePlayer::CheckObserverSettings(void)
386 CPVK2Player::ChangeClass(int)
+
  385  384 CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
387 CPVK2Player::InitClass(int)
+
  386  385 CBasePlayer::ForceObserverMode(int)
388 CPVK2Player::YellSound(int)
+
  387  386 CBasePlayer::ResetObserverMode(void)
389 CPVK2Player::SetDefaultSpeed(float)
+
  388  387 CBasePlayer::ValidateCurrentObserverTarget(void)
390 CPVK2Player::GetDefaultSpeed(void)const
+
  389  388 CBasePlayer::AttemptToExitFreezeCam(void)
391 CPVK2Player::GetPlayerClass(void)const
+
  390  389 CBasePlayer::StartReplayMode(float, float, int)
392 CPVK2Player::ClearAttachedModels(void)
+
  391  390 CBasePlayer::StopReplayMode(void)
393 CPVK2Player::AddAttachedModel(char  const*,char  const*)
+
  392  391 CBasePlayer::GetDelayTicks(void)
394 CPVK2Player::ReAttachModels(void)
+
  393  392 CBasePlayer::GetReplayEntity(void)
395 CPVK2Player::GetAttachedModel(char  const*)
+
  394  393 CBasePlayer::CreateCorpse(void)
396 CPVK2Player::SetKnockbackTime(float)
+
  395  394 CBasePlayer::EntSelectSpawnPoint(void)
397 CPVK2Player::IsStunned(void)
+
  396  395 CBasePlayer::GetInVehicle(IServerVehicle *, int)
398 CPVK2Player::GetStunAmount(void)
+
  397  396 CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
399 CPVK2Player::StartBerserk(void)
+
  398  397 CBasePlayer::OnVehicleStart(void)
400 CPVK2Player::StopBerserk(void)
+
  399  398 CBasePlayer::OnVehicleEnd(Vector &)
401 CPVK2Player::ResetTeamChanges(void)
+
  400  399 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
402 CPVK2Player::ForceTeam(int)
+
  401  400 CBasePlayer::SelectLastItem(void)
403 CPVK2Player::GetForcedTeam(void)const
+
  402  401 CBasePlayer::SelectItem(char const*, int)
404 CPVK2Player::CreateRagdollEntity(void)
+
  403  402 CBasePlayer::ItemPostFrame(void)
 +
  404  403 CBasePlayer::GiveNamedItem(char const*, int)
 +
  405  404 CBasePlayer::CheckTrainUpdate(void)
 +
  406  405 CBasePlayer::SetPlayerUnderwater(bool)
 +
  407  406 CBasePlayer::CanBreatheUnderwater(void)const
 +
  408  407 CBasePlayer::PlayerUse(void)
 +
  409  408 CBasePlayer::PlayUseDenySound(void)
 +
  410  409 CBasePlayer::FindUseEntity(void)
 +
  411  410 CBasePlayer::IsUseableEntity(CBaseEntity *, unsigned int)
 +
  412  411 CBasePlayer::PickupObject(CBaseEntity *, bool)
 +
  413  412 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
 +
  414  413 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
 +
  415  414 CBasePlayer::UpdateGeigerCounter(void)
 +
  416  417 CBasePlayer::GetAutoaimVector(float)
 +
  417  416 CBasePlayer::GetAutoaimVector(float, float)
 +
  418  415 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
 +
  419  418 CBasePlayer::ShouldAutoaim(void)
 +
  420  419 CBasePlayer::ForceClientDllUpdate(void)
 +
  421  420 CBasePlayer::ProcessUsercmds(CUserCmd *, int, int, int, bool)
 +
  422  421 CBasePlayer::PlayerRunCommand(CUserCmd *, IMoveHelper *)
 +
  423  422 CBasePlayer::ChangeTeam(int, bool, bool)
 +
  424  423 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
 +
  425  424 CBaseMultiplayerPlayer::CanSpeak(void)
 +
  426  425 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
 +
  427  426 CBasePlayer::CheckChatText(char *, int)
 +
  428  427 CBasePlayer::CreateRagdollEntity(void)
 +
  429  428 CBasePlayer::ShouldAnnounceAchievement(void)
 +
  430  429 CBasePlayer::IsFollowingPhysics(void)
 +
  431  430 CBasePlayer::InitVCollision(Vector const&, Vector const&)
 +
  432  431 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
 +
  433  432 CBasePlayer::Hints(void)
 +
  434  433 CBasePlayer::IsReadyToPlay(void)
 +
  435  434 CBasePlayer::IsReadyToSpawn(void)
 +
  436  435 CBasePlayer::ShouldGainInstantSpawn(void)
 +
  437  436 CBasePlayer::ResetPerRoundStats(void)
 +
  438  437 CBasePlayer::ResetScores(void)
 +
  439  438 CBasePlayer::EquipSuit(bool)
 +
  440  439 CBasePlayer::RemoveSuit(void)
 +
  441  440 CBasePlayer::GetPlayerMaxSpeed(void)
 +
  442  442 CBasePlayer::CommitSuicide(bool, bool)
 +
  443  441 CBasePlayer::CommitSuicide(Vector const&, bool, bool)
 +
  444  443 CBasePlayer::CommitSuicide_Kill(Vector const&, bool, bool)
 +
  445  444 CBasePlayer::IsBot(void)const
 +
  446  445 CBasePlayer::IsBotOfType(int)const
 +
  447  446 CBasePlayer::GetBotType(void)const
 +
  448  447 CBaseMultiplayerPlayer::GetExpresser(void)
 +
  449  448 CBasePlayer::Internal_HandleMapEvent(inputdata_t &)
 +
  450  449 CBasePlayer::SpawnArmorValue(void)const
 +
  451  451 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
 +
  452  450 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
 +
  453  452 CBasePlayer::HasHaptics(void)
 +
  454  453 CBasePlayer::SetHaptics(bool)
 +
  455  454 CBasePlayer::PlayerSolidMask(bool)const
 +
  456  455 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float, float)
 +
  457  456 CAI_ExpresserHost<CBasePlayer>::Speak(char const*, char const*, char *, unsigned long, IRecipientFilter *)
 +
  458  457 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char const*, AI_Response &)
 +
  459  458 CBaseMultiplayerPlayer::SpeakIfAllowed(char const*, char const*, bool, bool, char *, unsigned long, IRecipientFilter *)
 +
  460  459 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int, char const*, bool, bool, char *, unsigned long, IRecipientFilter *)
 +
  461  460 CBaseMultiplayerPlayer::CanBeAutobalanced(void)
 +
  462  461 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
 +
  463  462 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
 +
  464  463 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char const*)
 +
  465  464 CBaseMultiplayerPlayer::OnAchievementEarned(int)
 +
  466  465 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
 +
  467  466 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
 +
  468  467 CBaseMultiplayerPlayer::CreateExpresser(void)
 
</pre>
 
</pre>

Latest revision as of 17:16, 5 December 2014

Also for use when using virtual offsets.

The List

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

Last Updated December 5, 2014 PVKII Version 3.0

  VTable for CBaseMultiplayerPlayer: (0, 0)

  Lin  Win Function
    0    0 CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer()
    1    0 CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer()
    2    1 CBaseEntity::SetRefEHandle(CBaseHandle const&)
    3    2 CBaseEntity::GetRefEHandle(void)const
    4    3 CBaseEntity::GetCollideable(void)
    5    4 CBaseEntity::GetNetworkable(void)
    6    5 CBaseEntity::GetBaseEntity(void)
    7    6 CBaseEntity::GetModelIndex(void)const
    8    7 CBaseEntity::GetModelName(void)const
    9    8 CBaseEntity::SetModelIndex(int)
   10    9 CBasePlayer::GetServerClass(void)
   11   10 CBasePlayer::YouForgotToImplementOrDeclareServerClass(void)
   12   11 CBasePlayer::GetDataDescMap(void)
   13   12 CBaseEntity::SetModelIndexOverride(int, int)
   14   13 CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace &)
   15   14 CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace &)
   16   15 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *, Vector *)
   17   16 CBaseEntity::ShouldCollide(int, int)const
   18   17 CBaseEntity::ShouldTraceToOwner(void)const
   19   18 CBaseEntity::SetOwnerEntity(CBaseEntity*)
   20   19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
   21   20 CBasePlayer::UpdateTransmitState(void)
   22   21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *, bool)
   23   22 CBasePlayer::GetTracerType(void)
   24   23 CBaseMultiplayerPlayer::Spawn(void)
   25   24 CBaseMultiplayerPlayer::Precache(void)
   26   25 CBasePlayer::SetModel(char const*)
   27   26 CBaseAnimating::OnNewModel(void)
   28   27 CBaseMultiplayerPlayer::PostConstructor(char const*)
   29   28 CBaseEntity::PostClientActive(void)
   30   29 CBaseEntity::ParseMapData(CEntityMapData *)
   31   32 CBaseEntity::KeyValue(char const*, char const*)
   32   31 CBaseEntity::KeyValue(char const*, float)
   33   30 CBaseEntity::KeyValue(char const*, Vector const&)
   34   33 CBaseEntity::GetKeyValue(char const*, char *, int)
   35   34 CBasePlayer::Activate(void)
   36   35 CBaseEntity::SetParent(CBaseEntity*, int)
   37   36 CBasePlayer::ObjectCaps(void)
   38   37 CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
   39   38 CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector &, QAngle &)
   40   39 CBasePlayer::DrawDebugGeometryOverlays(void)
   41   40 CBaseAnimating::DrawDebugTextOverlays(void)
   42   41 CBasePlayer::Save(ISave &)
   43   42 CBasePlayer::Restore(IRestore &)
   44   43 CBasePlayer::ShouldSavePhysics(void)
   45   44 CBaseEntity::OnSave(IEntitySaveUtils *)
   46   45 CBasePlayer::OnRestore(void)
   47   46 CBasePlayer::RequiredEdictIndex(void)
   48   47 CBaseEntity::MoveDone(void)
   49   48 CBaseEntity::Think(void)
   50   50 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
   51   49 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
   52   51 CBaseAnimating::GetBaseAnimating(void)
   53   52 CBaseMultiplayerPlayer::GetResponseSystem(void)
   54   53 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char const*)
   55   54 CBasePlayer::Classify(void)
   56   55 CBaseEntity::DeathNotice(CBaseEntity*)
   57   56 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
   58   57 CBaseEntity::GetAutoAimRadius(void)
   59   58 CBaseEntity::GetAutoAimCenter(void)
   60   59 CBaseEntity::GetBeamTraceFilter(void)
   61   60 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
   62   61 CBasePlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace *, CDmgAccumulator *)
   63   62 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
   64   63 CBasePlayer::OnTakeDamage(CTakeDamageInfo const&)
   65   64 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector &, CBaseEntity*)
   66   65 CBasePlayer::TakeHealth(float, int)
   67   66 CBaseEntity::IsAlive(void)
   68   67 CBasePlayer::Event_Killed(CTakeDamageInfo const&)
   69   68 CBasePlayer::Event_KilledOther(CBaseEntity *, CTakeDamageInfo const&)
   70   69 CBaseCombatCharacter::BloodColor(void)
   71   70 CBaseEntity::IsTriggered(CBaseEntity*)
   72   71 CBaseEntity::IsNPC(void)const
   73   72 CBaseCombatCharacter::MyCombatCharacterPointer(void)
   74   73 CBaseEntity::MyNextBotPointer(void)
   75   74 CBaseEntity::GetDelay(void)
   76   75 CBaseEntity::IsMoving(void)
   77   76 CBaseEntity::DamageDecal(int, int)
   78   77 CBaseEntity::DecalTrace(CGameTrace *, char const*)
   79   78 CBaseEntity::ImpactTrace(CGameTrace *, int, char const*)
   80   79 CBaseEntity::OnControls(CBaseEntity*)
   81   80 CBaseEntity::HasTarget(string_t)
   82   81 CBasePlayer::IsPlayer(void)const
   83   82 CBasePlayer::IsNetClient(void)const
   84   83 CBaseEntity::IsTemplate(void)
   85   84 CBaseEntity::IsBaseObject(void)const
   86   85 CBaseEntity::IsBaseTrain(void)const
   87   86 CBaseEntity::IsCombatItem(void)const
   88   87 CBaseEntity::IsBaseCombatWeapon(void)const
   89   88 CBaseEntity::IsWearable(void)const
   90   89 CBaseEntity::MyCombatWeaponPointer(void)
   91   90 CBaseEntity::GetServerVehicle(void)
   92   91 CBaseEntity::IsViewable(void)
   93   92 CBasePlayer::ChangeTeam(int)
   94   93 CBaseEntity::OnEntityEvent(EntityEvent_t, void *)
   95   95 CBaseEntity::CanStandOn(CBaseEntity*)const
   96   94 CBaseEntity::CanStandOn(edict_t *)const
   97   97 CBaseEntity::GetEnemy(void)
   98   96 CBaseEntity::GetEnemy(void)const
   99   98 CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
  100   99 CBaseEntity::StartTouch(CBaseEntity*)
  101  100 CBasePlayer::Touch(CBaseEntity *)
  102  101 CBaseEntity::EndTouch(CBaseEntity*)
  103  102 CBaseEntity::StartBlocked(CBaseEntity*)
  104  103 CBaseEntity::Blocked(CBaseEntity*)
  105  104 CBaseEntity::EndBlocked(void)
  106  105 CBasePlayer::PhysicsSimulate(void)
  107  106 CBasePlayer::UpdateOnRemove(void)
  108  107 CBaseEntity::StopLoopingSounds(void)
  109  108 CBaseEntity::SUB_AllowedToFade(void)
  110  109 CBaseFlex::Teleport(Vector const*, QAngle const*, Vector const*)
  111  110 CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
  112  111 CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
  113  112 CBaseEntity::GetTracerAttachment(void)
  114  113 CBaseEntity::FireBullets(FireBulletsInfo_t const&, char const*)
  115  114 CBasePlayer::DoImpactEffect(CGameTrace &, int)
  116  115 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
  117  116 CBaseEntity::Respawn(void)
  118  117 CBaseEntity::IsLockedByMaster(void)
  119  118 CBaseEntity::GetMaxHealth(void)const
  120  119 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
  121  121 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
  122  120 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
  123  123 CBasePlayer::NetworkStateChanged_m_iHealth(void)
  124  122 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
  125  125 CBasePlayer::NetworkStateChanged_m_lifeState(void)
  126  124 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
  127  127 CBaseEntity::NetworkStateChanged_m_takedamage(void)
  128  126 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
  129  128 CBaseEntity::GetDamageType(void)const
  130  129 CBaseEntity::GetDamage(void)
  131  130 CBaseEntity::SetDamage(float)
  132  131 CBasePlayer::EyePosition(void)
  133  132 CBasePlayer::EyeAngles(void)
  134  133 CBasePlayer::LocalEyeAngles(void)
  135  134 CBaseEntity::EarPosition(void)
  136  135 CBasePlayer::BodyTarget(Vector const&, bool)
  137  136 CBaseEntity::HeadTarget(Vector const&)
  138  137 CBaseEntity::GetVectors(Vector *, Vector *, Vector *)const
  139  138 CBaseEntity::GetViewOffset(void)const
  140  139 CBaseEntity::SetViewOffset(Vector const&)
  141  140 CBasePlayer::GetSmoothedVelocity(void)
  142  141 CBaseAnimating::GetVelocity(Vector *, Vector *)
  143  143 CBaseCombatCharacter::FVisible(CBaseEntity *, int, CBaseEntity **)
  144  142 CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity **)
  145  144 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
  146  145 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
  147  146 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
  148  147 CBaseEntity::GetGroundVelocityToApply(Vector &)
  149  148 CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
  150  149 CBaseEntity::Splash(void)
  151  150 CBaseEntity::WorldSpaceCenter(void)const
  152  151 CBaseEntity::GetSoundEmissionOrigin(void)const
  153  152 CBaseEntity::ModifyEmitSoundParams(EmitSound_t &)
  154  153 CBaseEntity::IsDeflectable(void)
  155  154 CBaseEntity::Deflected(CBaseEntity*, Vector &)
  156  155 CBaseEntity::CreateVPhysics(void)
  157  156 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
  158  157 CBasePlayer::VPhysicsDestroyObject(void)
  159  158 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
  160  159 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
  161  160 CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t *)
  162  161 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
  163  162 CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t *)
  164  163 CBaseEntity::VPhysicsFriction(IPhysicsObject *, float, int, int)
  165  164 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
  166  165 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **, int)
  167  166 CBaseEntity::VPhysicsIsFlesh(void)
  168  167 CBaseEntity::HasPhysicsAttacker(float)
  169  168 CBasePlayer::PhysicsSolidMaskForEntity(void)const
  170  169 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &, Vector &)
  171  170 CBaseEntity::PerformCustomPhysics(Vector *, Vector *, QAngle *, QAngle *)
  172  171 CBaseAnimating::GetStepOrigin(void)const
  173  172 CBaseAnimating::GetStepAngles(void)const
  174  173 CBaseEntity::ShouldDrawWaterImpacts(void)
  175  175 CBasePlayer::NetworkStateChanged_m_fFlags(void)
  176  174 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
  177  177 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
  178  176 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
  179  179 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
  180  178 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
  181  181 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
  182  180 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
  183  183 CBasePlayer::NetworkStateChanged_m_flFriction(void)
  184  182 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
  185  185 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
  186  184 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
  187  187 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
  188  186 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
  189  188 CBaseAnimating::GetTintColor(void)
  190  189 CBaseAnimating::SetTintColor(Vector const&)
  191  190 CBaseAnimating::GetIdealSpeed(void)const
  192  191 CBaseAnimating::GetIdealAccel(void)const
  193  192 CBaseAnimatingOverlay::StudioFrameAdvance(void)
  194  193 CBaseAnimating::SetSequence(int)
  195  194 CBaseAnimating::IsActivityFinished(void)
  196  195 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *, int)
  197  196 CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
  198  197 CBaseAnimating::BecomeRagdollOnClient(Vector const&)
  199  198 CBaseAnimating::IsRagdoll(void)
  200  199 CBaseAnimating::CanBecomeRagdoll(void)
  201  200 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *, Vector *, Quaternion *, int)
  202  201 CBaseAnimating::GetBoneTransform(int, matrix3x4_t &)
  203  202 CBaseAnimating::SetupBones(matrix3x4_t *, int)
  204  203 CBaseAnimating::CalculateIKLocks(float)
  205  204 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
  206  205 CBasePlayer::HandleAnimEvent(animevent_t *)
  207  206 CBaseAnimating::PopulatePoseParameters(void)
  208  207 CBaseAnimating::GetAttachment(int, matrix3x4_t &)
  209  208 CBaseAnimating::InitBoneControllers(void)
  210  209 CBaseAnimating::GetGroundSpeedVelocity(void)
  211  210 CBasePlayer::RefreshCollisionBounds(void)
  212  211 CBaseAnimating::Ignite(float, bool, float, bool)
  213  212 CBaseAnimating::IgniteLifetime(float)
  214  213 CBaseAnimating::IgniteNumHitboxFires(int)
  215  214 CBaseAnimating::IgniteHitboxFireScale(float)
  216  215 CBaseAnimating::Extinguish(void)
  217  216 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
  218  217 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
  219  218 CBaseFlex::SetViewtarget(Vector const&)
  220  219 CBaseFlex::StartSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *, CChoreoActor *, CBaseEntity *)
  221  220 CBaseFlex::ProcessSceneEvents(void)
  222  221 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *)
  223  222 CBaseFlex::ClearSceneEvent(CSceneEventInfo *, bool, bool)
  224  223 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *, float, CChoreoScene *, CChoreoEvent *)
  225  224 CBaseFlex::PlayScene(char const*, float, AI_Response *, IRecipientFilter *)
  226  225 CBaseFlex::PlayAutoGeneratedSoundScene(char const*)
  227  226 CBaseFlex::GetSpecialDSP(void)
  228  227 CBasePlayer::GetPhysicsImpactDamageTable(void)
  229  229 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
  230  228 CBaseCombatCharacter::FInViewCone(Vector const&)
  231  231 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
  232  230 CBaseCombatCharacter::FInAimCone(Vector const&)
  233  232 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
  234  233 CBaseCombatCharacter::FindMissTarget(void)
  235  234 CBaseCombatCharacter::HandleInteraction(int, void *, CBaseCombatCharacter*)
  236  235 CBasePlayer::BodyAngles(void)
  237  236 CBaseCombatCharacter::BodyDirection2D(void)
  238  237 CBaseCombatCharacter::BodyDirection3D(void)
  239  238 CBaseCombatCharacter::HeadDirection2D(void)
  240  239 CBaseCombatCharacter::HeadDirection3D(void)
  241  240 CBaseCombatCharacter::EyeDirection2D(void)
  242  241 CBaseCombatCharacter::EyeDirection3D(void)
  243  244 CBaseCombatCharacter::IsHiddenByFog(Vector const&)const
  244  243 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
  245  242 CBaseCombatCharacter::IsHiddenByFog(float)const
  246  247 CBaseCombatCharacter::GetFogObscuredRatio(Vector const&)const
  247  246 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
  248  245 CBaseCombatCharacter::GetFogObscuredRatio(float)const
  249  249 CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float)const
  250  248 CBaseCombatCharacter::IsLookingTowards(Vector const&, float)const
  251  251 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
  252  250 CBaseCombatCharacter::IsInFieldOfView(Vector const&)const
  253  253 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *, CBaseCombatCharacter::LineOfSightCheckType)const
  254  252 CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity *)const
  255  254 CBaseCombatCharacter::GiveAmmo(int, int, bool)
  256  256 CBaseCombatCharacter::RemoveAmmo(int, int)
  257  255 CBaseCombatCharacter::RemoveAmmo(int, char const*)
  258  257 CBaseCombatCharacter::GetAmmoCount(int)const
  259  258 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
  260  259 CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool *)
  261  260 CBaseCombatCharacter::Weapon_FrameUpdate(void)
  262  261 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
  263  262 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
  264  263 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
  265  264 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
  266  265 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *, Vector const*, Vector const*)
  267  266 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *, int)
  268  267 CBasePlayer::Weapon_ShootPosition(void)
  269  268 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
  270  269 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
  271  270 CBaseCombatCharacter::Weapon_GetSlot(int)const
  272  271 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
  273  272 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
  274  273 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
  275  274 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
  276  275 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
  277  276 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
  278  277 CBaseCombatCharacter::GetAliveDuration(void)const
  279  278 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity *)
  280  279 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
  281  280 CBaseCombatCharacter::HasEverBeenInjured(int)const
  282  281 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
  283  282 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *, CTakeDamageInfo const&)
  284  283 CBaseCombatCharacter::GetDeathActivity(void)
  285  284 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
  286  285 CBaseCombatCharacter::CorpseFade(void)
  287  286 CBaseCombatCharacter::HasHumanGibs(void)
  288  287 CBaseCombatCharacter::HasAlienGibs(void)
  289  288 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
  290  289 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
  291  290 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
  292  291 CBasePlayer::Event_Dying(CTakeDamageInfo const&)
  293  292 CBaseCombatCharacter::Event_Dying(void)
  294  293 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
  295  294 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
  296  295 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *, Vector const&, float, int)
  297  297 CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
  298  296 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
  299  298 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
  300  299 CBaseCombatCharacter::IRelationType(CBaseEntity *)
  301  300 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
  302  301 CBasePlayer::IsInAVehicle(void)const
  303  302 CBasePlayer::GetVehicle(void)
  304  303 CBasePlayer::GetVehicleEntity(void)
  305  304 CBaseCombatCharacter::ExitVehicle(void)
  306  305 CBaseCombatCharacter::RemoveAllWeapons(void)
  307  306 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
  308  307 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *, CBaseEntity *)
  309  308 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *, CBaseEntity *)
  310  309 CBasePlayer::DoMuzzleFlash(void)
  311  310 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *, Disposition_t, int)
  312  311 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
  313  312 CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
  314  313 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *, CBaseCombatWeapon *)
  315  314 CBaseCombatCharacter::GetLastKnownArea(void)const
  316  315 CBaseCombatCharacter::IsAreaTraversable(CNavArea const*)const
  317  316 CBaseCombatCharacter::ClearLastKnownArea(void)
  318  317 CBaseCombatCharacter::UpdateLastKnownArea(void)
  319  318 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *, CNavArea *)
  320  319 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
  321  320 CBaseCombatCharacter::OnPursuedBy(INextBot *)
  322  322 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
  323  321 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
  324  323 CBasePlayer::CreateViewModel(int)
  325  324 CBasePlayer::SetupVisibility(CBaseEntity *, unsigned char *, int)
  326  325 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*)const
  327  326 CBasePlayer::WantsLagCompensationOnNPC(CBaseEntity const*, CUserCmd const*, CBitVec<2048> const*)const
  328  327 CBasePlayer::SharedSpawn(void)
  329  328 CBasePlayer::ForceRespawn(void)
  330  329 CBasePlayer::InitialSpawn(void)
  331  330 CBasePlayer::InitHUD(void)
  332  331 CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues *)
  333  332 CBasePlayer::PlayerDeathThink(void)
  334  333 CBasePlayer::Jump(void)
  335  334 CBasePlayer::Duck(void)
  336  335 CBasePlayer::PreThink(void)
  337  336 CBasePlayer::PostThink(void)
  338  337 CBasePlayer::DamageEffect(float, int)
  339  338 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
  340  339 CBasePlayer::ShouldFadeOnDeath(void)
  341  340 CBasePlayer::IsFakeClient(void)const
  342  341 CBasePlayer::GetPlayerMins(void)const
  343  342 CBasePlayer::GetPlayerMaxs(void)const
  344  343 CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
  345  344 CBasePlayer::PackDeadPlayerItems(void)
  346  345 CBasePlayer::RemoveAllItems(bool)
  347  346 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
  348  347 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *, CBaseCombatWeapon *)
  349  348 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
  350  349 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
  351  350 CBasePlayer::GetTimeSinceWeaponFired(void)const
  352  351 CBasePlayer::IsFiringWeapon(void)const
  353  352 CBasePlayer::UpdateClientData(void)
  354  353 CBasePlayer::ExitLadder(void)
  355  354 CBasePlayer::GetLadderSurface(Vector const&)
  356  355 CBasePlayer::SetFlashlightEnabled(bool)
  357  356 CBasePlayer::FlashlightIsOn(void)
  358  357 CBasePlayer::FlashlightTurnOn(void)
  359  358 CBasePlayer::FlashlightTurnOff(void)
  360  359 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *, float *)
  361  360 CBasePlayer::UpdateStepSound(surfacedata_t *, Vector const&, Vector const&)
  362  361 CBasePlayer::PlayStepSound(Vector &, surfacedata_t *, float, bool)
  363  362 CBasePlayer::GetOverrideStepSound(char const*)
  364  363 CBasePlayer::GetStepSoundVelocities(float *, float *)
  365  364 CBasePlayer::SetStepSoundTime(stepsoundtimes_t, bool)
  366  365 CBasePlayer::DeathSound(CTakeDamageInfo const&)
  367  366 CBasePlayer::GetSceneSoundToken(void)
  368  367 CBasePlayer::OnEmitFootstepSound(CSoundParameters const&, Vector const&, float)
  369  368 CBasePlayer::SetAnimation(PLAYER_ANIM)
  370  369 CBasePlayer::ImpulseCommands(void)
  371  370 CBasePlayer::CheatImpulseCommands(int)
  372  371 CBaseMultiplayerPlayer::ClientCommand(CCommand const&)
  373  372 CBasePlayer::StartObserverMode(int)
  374  373 CBasePlayer::StopObserverMode(void)
  375  374 CBasePlayer::ModeWantsSpectatorGUI(int)
  376  375 CBasePlayer::SetObserverMode(int)
  377  376 CBasePlayer::GetObserverMode(void)
  378  377 CBasePlayer::SetObserverTarget(CBaseEntity *)
  379  378 CBasePlayer::ObserverUse(bool)
  380  379 CBasePlayer::GetObserverTarget(void)
  381  380 CBasePlayer::FindNextObserverTarget(bool)
  382  381 CBasePlayer::GetNextObserverSearchStartPoint(bool)
  383  382 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
  384  383 CBasePlayer::CheckObserverSettings(void)
  385  384 CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
  386  385 CBasePlayer::ForceObserverMode(int)
  387  386 CBasePlayer::ResetObserverMode(void)
  388  387 CBasePlayer::ValidateCurrentObserverTarget(void)
  389  388 CBasePlayer::AttemptToExitFreezeCam(void)
  390  389 CBasePlayer::StartReplayMode(float, float, int)
  391  390 CBasePlayer::StopReplayMode(void)
  392  391 CBasePlayer::GetDelayTicks(void)
  393  392 CBasePlayer::GetReplayEntity(void)
  394  393 CBasePlayer::CreateCorpse(void)
  395  394 CBasePlayer::EntSelectSpawnPoint(void)
  396  395 CBasePlayer::GetInVehicle(IServerVehicle *, int)
  397  396 CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
  398  397 CBasePlayer::OnVehicleStart(void)
  399  398 CBasePlayer::OnVehicleEnd(Vector &)
  400  399 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
  401  400 CBasePlayer::SelectLastItem(void)
  402  401 CBasePlayer::SelectItem(char const*, int)
  403  402 CBasePlayer::ItemPostFrame(void)
  404  403 CBasePlayer::GiveNamedItem(char const*, int)
  405  404 CBasePlayer::CheckTrainUpdate(void)
  406  405 CBasePlayer::SetPlayerUnderwater(bool)
  407  406 CBasePlayer::CanBreatheUnderwater(void)const
  408  407 CBasePlayer::PlayerUse(void)
  409  408 CBasePlayer::PlayUseDenySound(void)
  410  409 CBasePlayer::FindUseEntity(void)
  411  410 CBasePlayer::IsUseableEntity(CBaseEntity *, unsigned int)
  412  411 CBasePlayer::PickupObject(CBaseEntity *, bool)
  413  412 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
  414  413 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
  415  414 CBasePlayer::UpdateGeigerCounter(void)
  416  417 CBasePlayer::GetAutoaimVector(float)
  417  416 CBasePlayer::GetAutoaimVector(float, float)
  418  415 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
  419  418 CBasePlayer::ShouldAutoaim(void)
  420  419 CBasePlayer::ForceClientDllUpdate(void)
  421  420 CBasePlayer::ProcessUsercmds(CUserCmd *, int, int, int, bool)
  422  421 CBasePlayer::PlayerRunCommand(CUserCmd *, IMoveHelper *)
  423  422 CBasePlayer::ChangeTeam(int, bool, bool)
  424  423 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
  425  424 CBaseMultiplayerPlayer::CanSpeak(void)
  426  425 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
  427  426 CBasePlayer::CheckChatText(char *, int)
  428  427 CBasePlayer::CreateRagdollEntity(void)
  429  428 CBasePlayer::ShouldAnnounceAchievement(void)
  430  429 CBasePlayer::IsFollowingPhysics(void)
  431  430 CBasePlayer::InitVCollision(Vector const&, Vector const&)
  432  431 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
  433  432 CBasePlayer::Hints(void)
  434  433 CBasePlayer::IsReadyToPlay(void)
  435  434 CBasePlayer::IsReadyToSpawn(void)
  436  435 CBasePlayer::ShouldGainInstantSpawn(void)
  437  436 CBasePlayer::ResetPerRoundStats(void)
  438  437 CBasePlayer::ResetScores(void)
  439  438 CBasePlayer::EquipSuit(bool)
  440  439 CBasePlayer::RemoveSuit(void)
  441  440 CBasePlayer::GetPlayerMaxSpeed(void)
  442  442 CBasePlayer::CommitSuicide(bool, bool)
  443  441 CBasePlayer::CommitSuicide(Vector const&, bool, bool)
  444  443 CBasePlayer::CommitSuicide_Kill(Vector const&, bool, bool)
  445  444 CBasePlayer::IsBot(void)const
  446  445 CBasePlayer::IsBotOfType(int)const
  447  446 CBasePlayer::GetBotType(void)const
  448  447 CBaseMultiplayerPlayer::GetExpresser(void)
  449  448 CBasePlayer::Internal_HandleMapEvent(inputdata_t &)
  450  449 CBasePlayer::SpawnArmorValue(void)const
  451  451 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
  452  450 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
  453  452 CBasePlayer::HasHaptics(void)
  454  453 CBasePlayer::SetHaptics(bool)
  455  454 CBasePlayer::PlayerSolidMask(bool)const
  456  455 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float, float)
  457  456 CAI_ExpresserHost<CBasePlayer>::Speak(char const*, char const*, char *, unsigned long, IRecipientFilter *)
  458  457 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char const*, AI_Response &)
  459  458 CBaseMultiplayerPlayer::SpeakIfAllowed(char const*, char const*, bool, bool, char *, unsigned long, IRecipientFilter *)
  460  459 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int, char const*, bool, bool, char *, unsigned long, IRecipientFilter *)
  461  460 CBaseMultiplayerPlayer::CanBeAutobalanced(void)
  462  461 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
  463  462 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
  464  463 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char const*)
  465  464 CBaseMultiplayerPlayer::OnAchievementEarned(int)
  466  465 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
  467  466 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
  468  467 CBaseMultiplayerPlayer::CreateExpresser(void)