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

From AlliedModders Wiki
Jump to: navigation, search
 
(8 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
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 September 13 2008</b>
+
<b>Last Updated December 5, 2014</b>
 +
<b>PVKII Version 3.0</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00A402A0
+
  VTable for CBaseMultiplayerPlayer: (0, 0)
// from "server_i486.so", by ida_vtables.idc
+
 
0 CPVK2Player::~CPVK2Player()
+
  Lin  Win Function
1 CPVK2Player::~CPVK2Player()
+
    0    0 CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer()
2 CBaseEntity::SetRefEHandle(CBaseHandle const&)
+
    1   0 CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer()
3 CBaseEntity::GetRefEHandle(void)const
+
    2   1 CBaseEntity::SetRefEHandle(CBaseHandle const&)
4 CBaseEntity::GetCollideable(void)
+
    3   2 CBaseEntity::GetRefEHandle(void)const
5 CBaseEntity::GetNetworkable(void)
+
    4   3 CBaseEntity::GetCollideable(void)
6 CBaseEntity::GetBaseEntity(void)
+
    5   4 CBaseEntity::GetNetworkable(void)
7 CBaseEntity::GetModelIndex(void)const
+
    6   5 CBaseEntity::GetBaseEntity(void)
8 CBaseEntity::GetModelName(void)const
+
    7   6 CBaseEntity::GetModelIndex(void)const
9 CBaseEntity::SetModelIndex(int)
+
    8   7 CBaseEntity::GetModelName(void)const
10 CPVK2Player::_GetClassName(void)
+
    9   8 CBaseEntity::SetModelIndex(int)
11 CPVK2Player::GetServerClass(void)
+
  10   9 CBasePlayer::GetServerClass(void)
12 CPVK2Player::GetClassName(void)
+
  11   10 CBasePlayer::YouForgotToImplementOrDeclareServerClass(void)
13 CPVK2Player::YouForgotToImplementOrDeclareServerClass(void)
+
  12   11 CBasePlayer::GetDataDescMap(void)
14 CPVK2Player::GetDataDescMap(void)
+
  13   12 CBaseEntity::SetModelIndexOverride(int, int)
15 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &)
+
  14   13 CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace &)
16 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &)
+
  15  14 CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace &)
17 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
+
  16  15 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *, Vector *)
18 CBaseEntity::ShouldCollide(int,int)const
+
  17  16 CBaseEntity::ShouldCollide(int, int)const
19 CBaseEntity::ShouldTraceToOwner(void)const
+
  18  17 CBaseEntity::ShouldTraceToOwner(void)const
20 CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
  19  18 CBaseEntity::SetOwnerEntity(CBaseEntity*)
21 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
+
  20  19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
22 CBasePlayer::UpdateTransmitState(void)
+
  21  20 CBasePlayer::UpdateTransmitState(void)
23 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
+
  22  21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *, bool)
24 CBasePlayer::GetTracerType(void)
+
  23  22 CBasePlayer::GetTracerType(void)
25 CPVK2Player::Spawn(void)
+
  24  23 CBaseMultiplayerPlayer::Spawn(void)
26 CPVK2Player::Precache(void)
+
  25  24 CBaseMultiplayerPlayer::Precache(void)
27 CBaseFlex::SetModel(char const*)
+
  26  25 CBasePlayer::SetModel(char const*)
28 CBaseEntity::PostConstructor(char const*)
+
  27  26 CBaseAnimating::OnNewModel(void)
29 CBaseEntity::PostClientActive(void)
+
  28  27 CBaseMultiplayerPlayer::PostConstructor(char const*)
30 CBaseEntity::ParseMapData(CEntityMapData *)
+
  29   28 CBaseEntity::PostClientActive(void)
31 CBaseEntity::KeyValue(char const*,char const*)
+
  30   29 CBaseEntity::ParseMapData(CEntityMapData *)
32 CBaseEntity::KeyValue(char const*,float)
+
  31   32 CBaseEntity::KeyValue(char const*, char const*)
33 CBaseEntity::KeyValue(char const*,Vector)
+
  32   31 CBaseEntity::KeyValue(char const*, float)
34 CBasePlayer::Activate(void)
+
  33   30 CBaseEntity::KeyValue(char const*, Vector const&)
35 CBaseEntity::SetParent(CBaseEntity*,int)
+
  34  33 CBaseEntity::GetKeyValue(char const*, char *, int)
36 CBasePlayer::ObjectCaps(void)
+
  35  34 CBasePlayer::Activate(void)
37 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int)
+
  36  35 CBaseEntity::SetParent(CBaseEntity*, int)
38 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &)
+
  37  36 CBasePlayer::ObjectCaps(void)
39 CBasePlayer::DrawDebugGeometryOverlays(void)
+
  38  37 CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
40 CBaseAnimating::DrawDebugTextOverlays(void)
+
  39  38 CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector &, QAngle &)
41 CBasePlayer::Save(ISave &)
+
  40  39 CBasePlayer::DrawDebugGeometryOverlays(void)
42 CBasePlayer::Restore(IRestore &)
+
  41  40 CBaseAnimating::DrawDebugTextOverlays(void)
43 CBasePlayer::ShouldSavePhysics(void)
+
  42  41 CBasePlayer::Save(ISave &)
44 CBaseEntity::OnSave(IEntitySaveUtils *)
+
  43  42 CBasePlayer::Restore(IRestore &)
45 CBasePlayer::OnRestore(void)
+
  44  43 CBasePlayer::ShouldSavePhysics(void)
46 CBasePlayer::RequiredEdictIndex(void)
+
  45  44 CBaseEntity::OnSave(IEntitySaveUtils *)
47 CBaseEntity::MoveDone(void)
+
  46  45 CBasePlayer::OnRestore(void)
48 CBaseEntity::Think(void)
+
  47  46 CBasePlayer::RequiredEdictIndex(void)
49 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
+
  48  47 CBaseEntity::MoveDone(void)
50 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
+
  49  48 CBaseEntity::Think(void)
51 CBaseAnimating::GetBaseAnimating(void)
+
  50  50 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
52 CBaseEntity::GetResponseSystem(void)
+
  51  49 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
53 CBaseEntity::DispatchResponse(char const*)
+
  52  51 CBaseAnimating::GetBaseAnimating(void)
54 CBasePlayer::Classify(void)
+
  53  52 CBaseMultiplayerPlayer::GetResponseSystem(void)
55 CBaseEntity::DeathNotice(CBaseEntity*)
+
  54  53 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char const*)
56 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
+
  55  54 CBasePlayer::Classify(void)
57 CBaseEntity::GetAutoAimRadius(void)
+
  56  55 CBaseEntity::DeathNotice(CBaseEntity*)
58 CBaseEntity::GetAutoAimCenter(void)
+
  57  56 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
59 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
+
  58  57 CBaseEntity::GetAutoAimRadius(void)
60 CPVK2Player::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *)
+
  59  58 CBaseEntity::GetAutoAimCenter(void)
61 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
+
  60  59 CBaseEntity::GetBeamTraceFilter(void)
62 CPVK2Player::OnTakeDamage(CTakeDamageInfo const&)
+
  61  60 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
63 CPVK2Player::TakeHealth(float,int)
+
  62  61 CBasePlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace *, CDmgAccumulator *)
64 CPVK2Player::Event_Killed(CTakeDamageInfo const&)
+
  63  62 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
65 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
+
  64  63 CBasePlayer::OnTakeDamage(CTakeDamageInfo const&)
66 CBaseCombatCharacter::BloodColor(void)
+
  65  64 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector &, CBaseEntity*)
67 CBaseEntity::IsTriggered(CBaseEntity*)
+
  66  65 CBasePlayer::TakeHealth(float, int)
68 CBaseEntity::IsNPC(void)const
+
  67  66 CBaseEntity::IsAlive(void)
69 CBaseCombatCharacter::MyCombatCharacterPointer(void)
+
  68  67 CBasePlayer::Event_Killed(CTakeDamageInfo const&)
70 CBaseEntity::GetDelay(void)
+
  69  68 CBasePlayer::Event_KilledOther(CBaseEntity *, CTakeDamageInfo const&)
71 CBaseEntity::IsMoving(void)
+
  70  69 CBaseCombatCharacter::BloodColor(void)
72 CBaseEntity::DamageDecal(int,int)
+
  71  70 CBaseEntity::IsTriggered(CBaseEntity*)
73 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
+
  72  71 CBaseEntity::IsNPC(void)const
74 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
+
  73  72 CBaseCombatCharacter::MyCombatCharacterPointer(void)
75 CBaseEntity::OnControls(CBaseEntity*)
+
  74  73 CBaseEntity::MyNextBotPointer(void)
76 CBaseEntity::HasTarget(string_t)
+
  75  74 CBaseEntity::GetDelay(void)
77 CBasePlayer::IsPlayer(void)const
+
  76  75 CBaseEntity::IsMoving(void)
78 CBasePlayer::IsNetClient(void)const
+
  77  76 CBaseEntity::DamageDecal(int, int)
79 CBaseEntity::IsTemplate(void)
+
  78  77 CBaseEntity::DecalTrace(CGameTrace *, char const*)
80 CBaseEntity::IsBaseObject(void)const
+
  79  78 CBaseEntity::ImpactTrace(CGameTrace *, int, char const*)
81 CBaseEntity::GetServerVehicle(void)
+
  80  79 CBaseEntity::OnControls(CBaseEntity*)
82 CBaseEntity::IsViewable(void)
+
  81  80 CBaseEntity::HasTarget(string_t)
83 CPVK2Player::ChangeTeam(int)
+
  82  81 CBasePlayer::IsPlayer(void)const
84 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
+
  83  82 CBasePlayer::IsNetClient(void)const
85 CBaseEntity::CanStandOn(CBaseEntity*)const
+
  84  83 CBaseEntity::IsTemplate(void)
86 CBaseEntity::CanStandOn(edict_t *)const
+
  85  84 CBaseEntity::IsBaseObject(void)const
87 CBaseEntity::GetEnemy(void)
+
  86  85 CBaseEntity::IsBaseTrain(void)const
88 CBaseEntity::GetEnemy(void)const
+
  87  86 CBaseEntity::IsCombatItem(void)const
89 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
+
  88  87 CBaseEntity::IsBaseCombatWeapon(void)const
90 CBaseEntity::StartTouch(CBaseEntity*)
+
  89  88 CBaseEntity::IsWearable(void)const
91 CPVK2Player::Touch(CBaseEntity *)
+
  90  89 CBaseEntity::MyCombatWeaponPointer(void)
92 CBaseEntity::EndTouch(CBaseEntity*)
+
  91  90 CBaseEntity::GetServerVehicle(void)
93 CBaseEntity::StartBlocked(CBaseEntity*)
+
  92  91 CBaseEntity::IsViewable(void)
94 CBaseEntity::Blocked(CBaseEntity*)
+
  93  92 CBasePlayer::ChangeTeam(int)
95 CBaseEntity::EndBlocked(void)
+
  94  93 CBaseEntity::OnEntityEvent(EntityEvent_t, void *)
96 CBasePlayer::PhysicsSimulate(void)
+
  95  95 CBaseEntity::CanStandOn(CBaseEntity*)const
97 CPVK2Player::UpdateOnRemove(void)
+
  96  94 CBaseEntity::CanStandOn(edict_t *)const
98 CBaseEntity::StopLoopingSounds(void)
+
  97  97 CBaseEntity::GetEnemy(void)
99 CBaseEntity::SUB_AllowedToFade(void)
+
  98  96 CBaseEntity::GetEnemy(void)const
100 CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
+
  99  98 CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
101 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&)
+
  100  99 CBaseEntity::StartTouch(CBaseEntity*)
102 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
+
  101  100 CBasePlayer::Touch(CBaseEntity *)
103 CPVK2Player::FireBullets(FireBulletsInfo_t  const&)
+
  102  101 CBaseEntity::EndTouch(CBaseEntity*)
104 CBasePlayer::DoImpactEffect(CGameTrace &,int)
+
  103 102 CBaseEntity::StartBlocked(CBaseEntity*)
105 CBaseEntity::Respawn(void)
+
  104  103 CBaseEntity::Blocked(CBaseEntity*)
106 CBaseEntity::IsLockedByMaster(void)
+
  105  104 CBaseEntity::EndBlocked(void)
107 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
  106  105 CBasePlayer::PhysicsSimulate(void)
108 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
+
  107  106 CBasePlayer::UpdateOnRemove(void)
109 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
  108  107 CBaseEntity::StopLoopingSounds(void)
110 CBasePlayer::NetworkStateChanged_m_iHealth(void)
+
  109  108 CBaseEntity::SUB_AllowedToFade(void)
111 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
+
  110  109 CBaseFlex::Teleport(Vector const*, QAngle const*, Vector const*)
112 CBasePlayer::NetworkStateChanged_m_lifeState(void)
+
  111  110 CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
113 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
+
  112  111 CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
114 CBaseEntity::NetworkStateChanged_m_takedamage(void)
+
  113  112 CBaseEntity::GetTracerAttachment(void)
115 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
  114  113 CBaseEntity::FireBullets(FireBulletsInfo_t const&, char const*)
116 CBaseEntity::GetDamageType(void)const
+
  115  114 CBasePlayer::DoImpactEffect(CGameTrace &, int)
117 CBaseEntity::GetDamage(void)
+
  116  115 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
118 CBaseEntity::SetDamage(float)
+
  117  116 CBaseEntity::Respawn(void)
119 CBasePlayer::EyePosition(void)
+
  118  117 CBaseEntity::IsLockedByMaster(void)
120 CBasePlayer::EyeAngles(void)
+
  119  118 CBaseEntity::GetMaxHealth(void)const
121 CBasePlayer::LocalEyeAngles(void)
+
  120  119 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
122 CBaseEntity::EarPosition(void)
+
  121  121 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
123 CBasePlayer::BodyTarget(Vector  const&,bool)
+
  122  120 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
124 CBaseEntity::HeadTarget(Vector  const&)
+
  123  123 CBasePlayer::NetworkStateChanged_m_iHealth(void)
125 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
+
  124  122 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
126 CBaseEntity::GetViewOffset(void)
+
  125  125 CBasePlayer::NetworkStateChanged_m_lifeState(void)
127 CBasePlayer::GetSmoothedVelocity(void)
+
  126  124 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
128 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
  127  127 CBaseEntity::NetworkStateChanged_m_takedamage(void)
129 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
+
  128  126 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
130 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **)
+
  129  128 CBaseEntity::GetDamageType(void)const
131 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
+
  130  129 CBaseEntity::GetDamage(void)
132 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
  131  130 CBaseEntity::SetDamage(float)
133 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
  132 131 CBasePlayer::EyePosition(void)
134 CBaseEntity::CanBePoweredUp(void)
+
  133  132 CBasePlayer::EyeAngles(void)
135 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
+
  134  133 CBasePlayer::LocalEyeAngles(void)
136 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
  135  134 CBaseEntity::EarPosition(void)
137 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float)
+
  136  135 CBasePlayer::BodyTarget(Vector const&, bool)
138 CBaseEntity::Splash(void)
+
  137  136 CBaseEntity::HeadTarget(Vector const&)
139 CBaseEntity::WorldSpaceCenter(void)const
+
  138  137 CBaseEntity::GetVectors(Vector *, Vector *, Vector *)const
140 CBaseEntity::GetSoundEmissionOrigin(void)const
+
  139  138 CBaseEntity::GetViewOffset(void)const
141 CBaseEntity::CreateVPhysics(void)
+
  140  139 CBaseEntity::SetViewOffset(Vector const&)
142 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
  141  140 CBasePlayer::GetSmoothedVelocity(void)
143 CBasePlayer::VPhysicsDestroyObject(void)
+
  142  141 CBaseAnimating::GetVelocity(Vector *, Vector *)
144 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
  143  143 CBaseCombatCharacter::FVisible(CBaseEntity *, int, CBaseEntity **)
145 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
  144  142 CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity **)
146 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
  145  144 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
147 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
  146  145 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
148 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
  147  146 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
149 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
  148  147 CBaseEntity::GetGroundVelocityToApply(Vector &)
150 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
  149  148 CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
151 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
  150  149 CBaseEntity::Splash(void)
152 CBaseEntity::HasPhysicsAttacker(float)
+
  151  150 CBaseEntity::WorldSpaceCenter(void)const
153 CBasePlayer::PhysicsSolidMaskForEntity(void)const
+
  152  151 CBaseEntity::GetSoundEmissionOrigin(void)const
154 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
  153  152 CBaseEntity::ModifyEmitSoundParams(EmitSound_t &)
155 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
  154  153 CBaseEntity::IsDeflectable(void)
156 CBaseAnimating::GetStepOrigin(void)const
+
  155  154 CBaseEntity::Deflected(CBaseEntity*, Vector &)
157 CBaseAnimating::GetStepAngles(void)const
+
  156  155 CBaseEntity::CreateVPhysics(void)
158 CBaseEntity::ShouldDrawWaterImpacts(void)
+
  157  156 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
159 CBaseEntity::NetworkStateChanged_m_fFlags(void)
+
  158  157 CBasePlayer::VPhysicsDestroyObject(void)
160 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
+
  159  158 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
161 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
+
  160  159 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
162 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
  161  160 CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t *)
163 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
+
  162  161 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
164 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
  163  162 CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t *)
165 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
+
  164  163 CBaseEntity::VPhysicsFriction(IPhysicsObject *, float, int, int)
166 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
  165  164 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
167 CBasePlayer::NetworkStateChanged_m_flFriction(void)
+
  166  165 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **, int)
168 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
  167  166 CBaseEntity::VPhysicsIsFlesh(void)
169 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
+
  168  167 CBaseEntity::HasPhysicsAttacker(float)
170 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
  169  168 CBasePlayer::PhysicsSolidMaskForEntity(void)const
171 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
+
  170  169 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &, Vector &)
172 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
  171  170 CBaseEntity::PerformCustomPhysics(Vector *, Vector *, QAngle *, QAngle *)
173 CBaseAnimating::GetIdealSpeed(void)const
+
  172  171 CBaseAnimating::GetStepOrigin(void)const
174 CBaseAnimating::GetIdealAccel(void)const
+
  173  172 CBaseAnimating::GetStepAngles(void)const
175 CBaseAnimatingOverlay::StudioFrameAdvance(void)
+
  174  173 CBaseEntity::ShouldDrawWaterImpacts(void)
176 CBaseAnimating::IsActivityFinished(void)
+
  175  175 CBasePlayer::NetworkStateChanged_m_fFlags(void)
177 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
  176  174 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
178 CPVK2Player::BecomeRagdollOnClient(Vector  const&)
+
  177  177 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
179 CBaseAnimating::IsRagdoll(void)
+
  178  176 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
180 CBaseAnimating::CanBecomeRagdoll(void)
+
  179  179 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
181 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
  180  178 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
182 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
  181  181 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
183 CBaseAnimating::SetupBones(matrix3x4_t *,int)
+
  182  180 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
184 CBaseAnimating::CalculateIKLocks(float)
+
  183  183 CBasePlayer::NetworkStateChanged_m_flFriction(void)
185 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
  184  182 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
186 CBaseAnimating::HandleAnimEvent(animevent_t *)
+
  185  185 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
187 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
  186 184 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
188 CBaseAnimating::InitBoneControllers(void)
+
  187 187 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
189 CBaseAnimating::GetGroundSpeedVelocity(void)
+
  188 186 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
190 CBaseAnimating::Ignite(float,bool,float,bool)
+
  189 188 CBaseAnimating::GetTintColor(void)
191 CBaseAnimating::Extinguish(void)
+
  190 189 CBaseAnimating::SetTintColor(Vector const&)
192 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
  191 190 CBaseAnimating::GetIdealSpeed(void)const
193 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
  192 191 CBaseAnimating::GetIdealAccel(void)const
194 CBaseFlex::SetViewtarget(Vector  const&)
+
  193 192 CBaseAnimatingOverlay::StudioFrameAdvance(void)
195 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
  194 193 CBaseAnimating::SetSequence(int)
196 CBaseFlex::ProcessSceneEvents(void)
+
  195 194 CBaseAnimating::IsActivityFinished(void)
197 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
  196 195 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *, int)
198 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
  197 196 CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
199 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
  198 197 CBaseAnimating::BecomeRagdollOnClient(Vector const&)
200 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
+
  199 198 CBaseAnimating::IsRagdoll(void)
201 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
  200 199 CBaseAnimating::CanBecomeRagdoll(void)
202 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
  201 200 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *, Vector *, Quaternion *, int)
203 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
  202 201 CBaseAnimating::GetBoneTransform(int, matrix3x4_t &)
204 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
  203 202 CBaseAnimating::SetupBones(matrix3x4_t *, int)
205 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
  204 203 CBaseAnimating::CalculateIKLocks(float)
206 CBaseCombatCharacter::FindMissTarget(void)
+
  205 204 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
207 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
+
  206 205 CBasePlayer::HandleAnimEvent(animevent_t *)
208 CBasePlayer::BodyAngles(void)
+
  207 206 CBaseAnimating::PopulatePoseParameters(void)
209 CBaseCombatCharacter::BodyDirection2D(void)
+
  208 207 CBaseAnimating::GetAttachment(int, matrix3x4_t &)
210 CBaseCombatCharacter::BodyDirection3D(void)
+
  209 208 CBaseAnimating::InitBoneControllers(void)
211 CBaseCombatCharacter::HeadDirection2D(void)
+
  210 209 CBaseAnimating::GetGroundSpeedVelocity(void)
212 CBaseCombatCharacter::HeadDirection3D(void)
+
  211 210 CBasePlayer::RefreshCollisionBounds(void)
213 CBaseCombatCharacter::EyeDirection2D(void)
+
  212 211 CBaseAnimating::Ignite(float, bool, float, bool)
214 CBaseCombatCharacter::EyeDirection3D(void)
+
  213 212 CBaseAnimating::IgniteLifetime(float)
215 CPVK2Player::GiveAmmo(int,int,bool)
+
  214 213 CBaseAnimating::IgniteNumHitboxFires(int)
216 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
  215 214 CBaseAnimating::IgniteHitboxFireScale(float)
217 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
  216 215 CBaseAnimating::Extinguish(void)
218 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
+
  217 216 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
219 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
+
  218 217 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
220 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
  219 218 CBaseFlex::SetViewtarget(Vector const&)
221 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
  220 219 CBaseFlex::StartSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *, CChoreoActor *, CBaseEntity *)
222 CPVK2Player::Weapon_Switch(CBaseCombatWeapon *,int)
+
  221 220 CBaseFlex::ProcessSceneEvents(void)
223 CBasePlayer::Weapon_ShootPosition(void)
+
  222 221 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *)
224 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
  223 222 CBaseFlex::ClearSceneEvent(CSceneEventInfo *, bool, bool)
225 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
  224 223 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *, float, CChoreoScene *, CChoreoEvent *)
226 CBaseCombatCharacter::Weapon_GetSlot(int)const
+
  225 224 CBaseFlex::PlayScene(char const*, float, AI_Response *, IRecipientFilter *)
227 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
  226 225 CBaseFlex::PlayAutoGeneratedSoundScene(char const*)
228 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
  227 226 CBaseFlex::GetSpecialDSP(void)
229 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
+
  228 227 CBasePlayer::GetPhysicsImpactDamageTable(void)
230 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
  229  229 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
231 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
  230 228 CBaseCombatCharacter::FInViewCone(Vector const&)
232 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
  231  231 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
233 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
  232 230 CBaseCombatCharacter::FInAimCone(Vector const&)
234 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
+
  233 232 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
235 CBaseCombatCharacter::GetDeathActivity(void)
+
  234 233 CBaseCombatCharacter::FindMissTarget(void)
236 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
+
  235 234 CBaseCombatCharacter::HandleInteraction(int, void *, CBaseCombatCharacter*)
237 CBaseCombatCharacter::CorpseFade(void)
+
  236 235 CBasePlayer::BodyAngles(void)
238 CBaseCombatCharacter::HasHumanGibs(void)
+
  237 236 CBaseCombatCharacter::BodyDirection2D(void)
239 CBaseCombatCharacter::HasAlienGibs(void)
+
  238 237 CBaseCombatCharacter::BodyDirection3D(void)
240 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
+
  239 238 CBaseCombatCharacter::HeadDirection2D(void)
241 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
  240 239 CBaseCombatCharacter::HeadDirection3D(void)
242 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
+
  241 240 CBaseCombatCharacter::EyeDirection2D(void)
243 CPVK2Player::Event_Dying(void)
+
  242 241 CBaseCombatCharacter::EyeDirection3D(void)
244 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
+
  243 244 CBaseCombatCharacter::IsHiddenByFog(Vector const&)const
245 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
  244 243 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
246 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int)
+
  245 242 CBaseCombatCharacter::IsHiddenByFog(float)const
247 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector const&,int,int,float,bool)
+
  246 247 CBaseCombatCharacter::GetFogObscuredRatio(Vector const&)const
248 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector const&,Vector const&,int,int,float,bool)
+
  247 246 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
249 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
  248 245 CBaseCombatCharacter::GetFogObscuredRatio(float)const
250 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
  249  249 CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float)const
251 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
  250 248 CBaseCombatCharacter::IsLookingTowards(Vector const&, float)const
252 CBaseCombatCharacter::IsInAVehicle(void)
+
  251  251 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
253 CBasePlayer::GetVehicle(void)
+
  252  250 CBaseCombatCharacter::IsInFieldOfView(Vector const&)const
254 CBasePlayer::GetVehicleEntity(void)
+
  253  253 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *, CBaseCombatCharacter::LineOfSightCheckType)const
255 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
+
  254  252 CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity *)const
256 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
  255  254 CBaseCombatCharacter::GiveAmmo(int, int, bool)
257 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
  256  256 CBaseCombatCharacter::RemoveAmmo(int, int)
258 CBasePlayer::DoMuzzleFlash(void)
+
  257  255 CBaseCombatCharacter::RemoveAmmo(int, char const*)
259 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
  258  257 CBaseCombatCharacter::GetAmmoCount(int)const
260 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
  259  258 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
261 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
  260  259 CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool *)
262 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
  261  260 CBaseCombatCharacter::Weapon_FrameUpdate(void)
263 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
+
  262  261 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
264 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
  263  262 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
265 CPVK2Player::CreateViewModel(int)
+
  264  263 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
266 CPVK2Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
  265  264 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
267 CPVK2Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
+
  266  265 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *, Vector const*, Vector const*)
268 CBasePlayer::SharedSpawn(void)
+
  267 266 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *, int)
269 CPVK2Player::InitialSpawn(void)
+
  268 267 CBasePlayer::Weapon_ShootPosition(void)
270 CBasePlayer::InitHUD(void)
+
  269 268 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
271 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
  270 269 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
272 CPVK2Player::PlayerDeathThink(void)
+
  271 270 CBaseCombatCharacter::Weapon_GetSlot(int)const
273 CBasePlayer::Jump(void)
+
  272 271 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
274 CBasePlayer::Duck(void)
+
  273 272 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
275 CPVK2Player::PreThink(void)
+
  274 273 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
276 CPVK2Player::PostThink(void)
+
  275 274 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
277 CBasePlayer::DamageEffect(float,int)
+
  276 275 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
278 CPVK2Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
+
  277 276 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
279 CBasePlayer::ShouldFadeOnDeath(void)
+
  278 277 CBaseCombatCharacter::GetAliveDuration(void)const
280 CBasePlayer::IsFakeClient(void)const
+
  279 278 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity *)
281 CBasePlayer::GetPlayerMins(void)const
+
  280 279 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
282 CBasePlayer::GetPlayerMaxs(void)const
+
  281 280 CBaseCombatCharacter::HasEverBeenInjured(int)const
283 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
+
  282 281 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
284 CBasePlayer::PackDeadPlayerItems(void)
+
  283 282 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *, CTakeDamageInfo const&)
285 CBasePlayer::RemoveAllItems(bool)
+
  284 283 CBaseCombatCharacter::GetDeathActivity(void)
286 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
  285 284 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
287 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
  286 285 CBaseCombatCharacter::CorpseFade(void)
288 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
  287 286 CBaseCombatCharacter::HasHumanGibs(void)
289 CPVK2Player::UpdateClientData(void)
+
  288 287 CBaseCombatCharacter::HasAlienGibs(void)
290 CBasePlayer::ExitLadder(void)
+
  289 288 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
291 CPVK2Player::FlashlightIsOn(void)
+
  290 289 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
292 CPVK2Player::FlashlightTurnOn(void)
+
  291 290 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
293 CPVK2Player::FlashlightTurnOff(void)
+
  292 291 CBasePlayer::Event_Dying(CTakeDamageInfo const&)
294 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
  293  292 CBaseCombatCharacter::Event_Dying(void)
295 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector  const&)
+
  294  293 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
296 CPVK2Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
  295  294 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
297 CPVK2Player::DeathSound(CTakeDamageInfo  const&)
+
  296  295 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *, Vector const&, float, int)
298 CPVK2Player::SetAnimation(PLAYER_ANIM)
+
  297  297 CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
299 CBasePlayer::ImpulseCommands(void)
+
  298  296 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
300 CPVK2Player::CheatImpulseCommands(int)
+
  299 298 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
301 CPVK2Player::ClientCommand(char  const*)
+
  300 299 CBaseCombatCharacter::IRelationType(CBaseEntity *)
302 CBasePlayer::StartObserverMode(int)
+
  301 300 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
303 CBasePlayer::StopObserverMode(void)
+
  302 301 CBasePlayer::IsInAVehicle(void)const
304 CBasePlayer::SetObserverMode(int)
+
  303 302 CBasePlayer::GetVehicle(void)
305 CBasePlayer::GetObserverMode(void)
+
  304 303 CBasePlayer::GetVehicleEntity(void)
306 CBasePlayer::SetObserverTarget(CBaseEntity *)
+
  305 304 CBaseCombatCharacter::ExitVehicle(void)
307 CBasePlayer::ObserverUse(bool)
+
  306 305 CBaseCombatCharacter::RemoveAllWeapons(void)
308 CBasePlayer::GetObserverTarget(void)
+
  307 306 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
309 CBasePlayer::FindNextObserverTarget(bool)
+
  308 307 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *, CBaseEntity *)
310 CBasePlayer::GetNextObserverSearchStartPoint(bool)
+
  309 308 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *, CBaseEntity *)
311 CPVK2Player::IsValidObserverTarget(CBaseEntity *)
+
  310 309 CBasePlayer::DoMuzzleFlash(void)
312 CBasePlayer::CheckObserverSettings(void)
+
  311 310 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *, Disposition_t, int)
313 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
+
  312 311 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
314 CBasePlayer::ForceObserverMode(int)
+
  313 312 CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
315 CBasePlayer::ResetObserverMode(void)
+
  314 313 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *, CBaseCombatWeapon *)
316 CBasePlayer::StartReplayMode(float,float,int)
+
  315 314 CBaseCombatCharacter::GetLastKnownArea(void)const
317 CBasePlayer::StopReplayMode(void)
+
  316 315 CBaseCombatCharacter::IsAreaTraversable(CNavArea const*)const
318 CBasePlayer::GetDelayTicks(void)
+
  317 316 CBaseCombatCharacter::ClearLastKnownArea(void)
319 CBasePlayer::GetReplayEntity(void)
+
  318 317 CBaseCombatCharacter::UpdateLastKnownArea(void)
320 CBasePlayer::CreateCorpse(void)
+
  319 318 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *, CNavArea *)
321 CPVK2Player::EntSelectSpawnPoint(void)
+
  320 319 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
322 CBasePlayer::GetInVehicle(IServerVehicle *,int)
+
  321 320 CBaseCombatCharacter::OnPursuedBy(INextBot *)
323 CPVK2Player::LeaveVehicle(Vector  const&,QAngle  const&)
+
  322  322 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
324 CBasePlayer::OnVehicleStart(void)
+
  323 321 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
325 CBasePlayer::OnVehicleEnd(Vector &)
+
  324 323 CBasePlayer::CreateViewModel(int)
326 CPVK2Player::BumpWeapon(CBaseCombatWeapon *)
+
  325 324 CBasePlayer::SetupVisibility(CBaseEntity *, unsigned char *, int)
327 CBasePlayer::SelectLastItem(void)
+
  326 325 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*)const
328 CBasePlayer::SelectItem(char  const*,int)
+
  327  326 CBasePlayer::WantsLagCompensationOnNPC(CBaseEntity const*, CUserCmd const*, CBitVec<2048> const*)const
329 CBasePlayer::ItemPostFrame(void)
+
  328  327 CBasePlayer::SharedSpawn(void)
330 CPVK2Player::GiveNamedItem(char const*,int)
+
  329  328 CBasePlayer::ForceRespawn(void)
331 CBasePlayer::CheckTrainUpdate(void)
+
  330 329 CBasePlayer::InitialSpawn(void)
332 CBasePlayer::SetPlayerUnderwater(bool)
+
  331 330 CBasePlayer::InitHUD(void)
333 CBasePlayer::CanBreatheUnderwater(void)const
+
  332 331 CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues *)
334 CBasePlayer::PlayerUse(void)
+
  333 332 CBasePlayer::PlayerDeathThink(void)
335 CBasePlayer::PlayUseDenySound(void)
+
  334 333 CBasePlayer::Jump(void)
336 CBasePlayer::FindUseEntity(void)
+
  335 334 CBasePlayer::Duck(void)
337 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
  336 335 CBasePlayer::PreThink(void)
338 CBasePlayer::PickupObject(CBaseEntity *,bool)
+
  337 336 CBasePlayer::PostThink(void)
339 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
  338 337 CBasePlayer::DamageEffect(float, int)
340 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
+
  339 338 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
341 CBasePlayer::UpdateGeigerCounter(void)
+
  340 339 CBasePlayer::ShouldFadeOnDeath(void)
342 CPVK2Player::GetAutoaimVector(float)
+
  341 340 CBasePlayer::IsFakeClient(void)const
343 CBasePlayer::GetAutoaimVector(float,float)
+
  342 341 CBasePlayer::GetPlayerMins(void)const
344 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
+
  343 342 CBasePlayer::GetPlayerMaxs(void)const
345 CBasePlayer::ShouldAutoaim(void)
+
  344 343 CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
346 CBasePlayer::ForceClientDllUpdate(void)
+
  345 344 CBasePlayer::PackDeadPlayerItems(void)
347 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
  346 345 CBasePlayer::RemoveAllItems(bool)
348 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
  347 346 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
349 CBasePlayer::CanSpeak(void)
+
  348 347 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *, CBaseCombatWeapon *)
350 CBasePlayer::CanHearChatFrom(CBasePlayer*)
+
  349 348 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
351 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
  350 349 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
352 CBasePlayer::CheckChatText(char *,int)
+
  351 350 CBasePlayer::GetTimeSinceWeaponFired(void)const
353 CBasePlayer::IsFollowingPhysics(void)
+
  352 351 CBasePlayer::IsFiringWeapon(void)const
354 CBasePlayer::InitVCollision(void)
+
  353 352 CBasePlayer::UpdateClientData(void)
355 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
+
  354 353 CBasePlayer::ExitLadder(void)
356 CBasePlayer::EquipSuit(bool)
+
  355 354 CBasePlayer::GetLadderSurface(Vector const&)
357 CBasePlayer::RemoveSuit(void)
+
  356 355 CBasePlayer::SetFlashlightEnabled(bool)
358 CPVK2Player::CommitSuicide(void)
+
  357 356 CBasePlayer::FlashlightIsOn(void)
359 CBasePlayer::IsBot(void)const
+
  358 357 CBasePlayer::FlashlightTurnOn(void)
360 CBasePlayer::SpawnArmorValue(void)const
+
  359 358 CBasePlayer::FlashlightTurnOff(void)
361 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
  360 359 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *, float *)
362 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
  361 360 CBasePlayer::UpdateStepSound(surfacedata_t *, Vector const&, Vector const&)
363 CPVK2Player::HandleSpeedChanges(void)
+
  362 361 CBasePlayer::PlayStepSound(Vector &, surfacedata_t *, float, bool)
364 CPVK2Player::Event_Falling(float,float,int,Vector *,QAngle *)
+
  363 362 CBasePlayer::GetOverrideStepSound(char const*)
365 CPVK2Player::SetMaxArmor(int)
+
  364 363 CBasePlayer::GetStepSoundVelocities(float *, float *)
366 CPVK2Player::GetMaxArmor(void)
+
  365 364 CBasePlayer::SetStepSoundTime(stepsoundtimes_t, bool)
367 CPVK2Player::SetSpecial(int)
+
  366 365 CBasePlayer::DeathSound(CTakeDamageInfo const&)
368 CPVK2Player::GetSpecial(void)const
+
  367 366 CBasePlayer::GetSceneSoundToken(void)
369 CPVK2Player::IncrementSpecial(int)
+
  368 367 CBasePlayer::OnEmitFootstepSound(CSoundParameters const&, Vector const&, float)
370 CPVK2Player::ReduceSpecial(int)
+
  369 368 CBasePlayer::SetAnimation(PLAYER_ANIM)
371 CPVK2Player::Knockback(float,CPVK2Player*)
+
  370 369 CBasePlayer::ImpulseCommands(void)
372 CPVK2Player::IsGrenadeFrame(void)
+
  371 370 CBasePlayer::CheatImpulseCommands(int)
373 CPVK2Player::GetRespawnTime(void)
+
  372 371 CBaseMultiplayerPlayer::ClientCommand(CCommand const&)
374 CPVK2Player::IsBerserking(void)
+
  373 372 CBasePlayer::StartObserverMode(int)
375 CPVK2Player::SetBerserkTime(float)
+
  374 373 CBasePlayer::StopObserverMode(void)
376 CPVK2Player::GetBerserkTime(void)
+
  375 374 CBasePlayer::ModeWantsSpectatorGUI(int)
377 CPVK2Player::SetAngleLimit(float,float)
+
  376 375 CBasePlayer::SetObserverMode(int)
378 CPVK2Player::DisableAngleLimit(void)
+
  377 376 CBasePlayer::GetObserverMode(void)
379 CPVK2Player::CanBeStunned(void)
+
  378 377 CBasePlayer::SetObserverTarget(CBaseEntity *)
380 CPVK2Player::SetSummonedNPC(CBaseEntity *)
+
  379 378 CBasePlayer::ObserverUse(bool)
381 CPVK2Player::GetSummonedNPC(void)
+
  380 379 CBasePlayer::GetObserverTarget(void)
382 CPVK2Player::SetCarriedItem(CBaseEntity *)
+
  381 380 CBasePlayer::FindNextObserverTarget(bool)
383 CPVK2Player::GetCarriedItem(void)
+
  382 381 CBasePlayer::GetNextObserverSearchStartPoint(bool)
384 CPVK2Player::IsCarryingItem(void)
+
  383 382 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
385 CPVK2Player::SetDevStatus(int)
+
  384 383 CBasePlayer::CheckObserverSettings(void)
386 CPVK2Player::GetDevstatus(void)
+
  385 384 CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
387 CPVK2Player::SetSummonedName(char  const*)
+
  386 385 CBasePlayer::ForceObserverMode(int)
388 CPVK2Player::GetSummonedName(void)
+
  387 386 CBasePlayer::ResetObserverMode(void)
389 CPVK2Player::SDKAnim_GetActiveWeapon(void)
+
  388 387 CBasePlayer::ValidateCurrentObserverTarget(void)
390 CPVK2Player::SDKAnim_CanMove(void)
+
  389 388 CBasePlayer::AttemptToExitFreezeCam(void)
391 CPVK2Player::NoteWeaponFired(void)
+
  390 389 CBasePlayer::StartReplayMode(float, float, int)
392 CPVK2Player::StartInitialObserver(void)
+
  391 390 CBasePlayer::StopReplayMode(void)
393 CPVK2Player::ChangeClass(int)
+
  392 391 CBasePlayer::GetDelayTicks(void)
394 CPVK2Player::InitClass(int)
+
  393 392 CBasePlayer::GetReplayEntity(void)
395 CPVK2Player::YellSound(int)
+
  394 393 CBasePlayer::CreateCorpse(void)
396 CPVK2Player::SetDefaultSpeed(float)
+
  395 394 CBasePlayer::EntSelectSpawnPoint(void)
397 CPVK2Player::GetDefaultSpeed(void)const
+
  396 395 CBasePlayer::GetInVehicle(IServerVehicle *, int)
398 CPVK2Player::GetPlayerClass(void)const
+
  397 396 CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
399 CPVK2Player::ClearAttachedModels(void)
+
  398 397 CBasePlayer::OnVehicleStart(void)
400 CPVK2Player::AddAttachedModel(char  const*,char  const*)
+
  399 398 CBasePlayer::OnVehicleEnd(Vector &)
401 CPVK2Player::ReAttachModels(void)
+
  400 399 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
402 CPVK2Player::GetAttachedModel(char const*)
+
  401 400 CBasePlayer::SelectLastItem(void)
403 CPVK2Player::SetKnockbackTime(float)
+
  402 401 CBasePlayer::SelectItem(char const*, int)
404 CPVK2Player::IsStunned(void)
+
  403 402 CBasePlayer::ItemPostFrame(void)
405 CPVK2Player::GetStunAmount(void)
+
  404 403 CBasePlayer::GiveNamedItem(char const*, int)
406 CPVK2Player::StartBerserk(void)
+
  405 404 CBasePlayer::CheckTrainUpdate(void)
407 CPVK2Player::StopBerserk(void)
+
  406 405 CBasePlayer::SetPlayerUnderwater(bool)
408 CPVK2Player::ResetTeamChanges(void)
+
  407 406 CBasePlayer::CanBreatheUnderwater(void)const
409 CPVK2Player::ForceTeam(int)
+
  408 407 CBasePlayer::PlayerUse(void)
410 CPVK2Player::GetForcedTeam(void)const
+
  409 408 CBasePlayer::PlayUseDenySound(void)
411 CPVK2Player::DelayRemoveBuffs(void)
+
  410 409 CBasePlayer::FindUseEntity(void)
412 CPVK2Player::CreateRagdollEntity(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)