CPVK2Player Offset List (Pirates, Vikings, and Knights II)
Also for use when using virtual offsets.
These are the Linux offsets. Windows offsets are 1 less.
The List
This comes from the symbol tables, so you'll have to look in the SDK for return types.
Last Updated October 23, 2012
// Auto reconstructed from vtable block @ 0x00DD7AE0 // from "server_i486py.so", by ida_vtables.idc 0 CPVK2Player::~CPVK2Player() 1 CPVK2Player::~CPVK2Player() 2 CBaseEntity::SetRefEHandle(CBaseHandle const&) 3 CBaseEntity::GetRefEHandle(void)const 4 CBaseEntity::GetCollideable(void) 5 CBaseEntity::GetNetworkable(void) 6 CBaseEntity::GetBaseEntity(void) 7 CBaseEntity::GetModelIndex(void)const 8 CBaseEntity::GetModelName(void)const 9 CBaseEntity::SetModelIndex(int) 10 CPVK2Player::GetServerClass(void) 11 CPVK2Player::YouForgotToImplementOrDeclareServerClass(void) 12 CPVK2Player::GetDataDescMap(void) 13 CPVK2Player::TestCollision(Ray_t const&,unsigned int,CGameTrace &) 14 CPVK2Player::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &) 15 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *) 16 CPVK2Player::ShouldCollide(int,int)const 17 CBaseEntity::ShouldTraceToOwner(void)const 18 CBaseEntity::SetOwnerEntity(CBaseEntity*) 19 CPVK2Player::ShouldTransmit(CCheckTransmitInfo const*) 20 CBasePlayer::UpdateTransmitState(void) 21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool) 22 CBasePlayer::GetTracerType(void) 23 CPVK2Player::Spawn(void) 24 CPVK2Player::Precache(void) 25 CBasePlayer::SetModel(char const*) 26 CBaseMultiplayerPlayer::PostConstructor(char const*) 27 CBaseEntity::PostClientActive(void) 28 CBaseEntity::ParseMapData(CEntityMapData *) 29 CBaseEntity::KeyValue(char const*,char const*) 30 CBaseEntity::KeyValue(char const*,float) 31 CBaseEntity::KeyValue(char const*,Vector const&) 32 CBaseEntity::GetKeyValue(char const*,char *,int) 33 CBasePlayer::Activate(void) 34 CBaseEntity::SetParent(CBaseEntity*,int) 35 CBasePlayer::ObjectCaps(void) 36 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int) 37 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &) 38 CBasePlayer::DrawDebugGeometryOverlays(void) 39 CBaseAnimating::DrawDebugTextOverlays(void) 40 CBasePlayer::Save(ISave &) 41 CBasePlayer::Restore(IRestore &) 42 CBasePlayer::ShouldSavePhysics(void) 43 CBaseEntity::OnSave(IEntitySaveUtils *) 44 CBasePlayer::OnRestore(void) 45 CBasePlayer::RequiredEdictIndex(void) 46 CBaseEntity::MoveDone(void) 47 CBaseEntity::Think(void) 48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void) 49 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *) 50 CBaseAnimating::GetBaseAnimating(void) 51 CBaseMultiplayerPlayer::GetResponseSystem(void) 52 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char const*) 53 CBasePlayer::Classify(void) 54 CBaseEntity::DeathNotice(CBaseEntity*) 55 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 56 CBaseEntity::GetAutoAimRadius(void) 57 CBaseEntity::GetAutoAimCenter(void) 58 CBaseEntity::GetBeamTraceFilter(void) 59 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 60 CPVK2Player::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 61 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 62 CPVK2Player::OnTakeDamage(CTakeDamageInfo const&) 63 CPVK2Player::TakeHealth(float,int) 64 CBaseEntity::IsAlive(void) 65 CPVK2Player::Event_Killed(CTakeDamageInfo const&) 66 CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo const&) 67 CBaseCombatCharacter::BloodColor(void) 68 CBaseEntity::IsTriggered(CBaseEntity*) 69 CBaseEntity::IsNPC(void)const 70 CBaseCombatCharacter::MyCombatCharacterPointer(void) 71 CBaseEntity::GetDelay(void) 72 CBaseEntity::IsMoving(void) 73 CBaseEntity::DamageDecal(int,int) 74 CBaseEntity::DecalTrace(CGameTrace *,char const*) 75 CBaseEntity::ImpactTrace(CGameTrace *,int,char *) 76 CBaseEntity::OnControls(CBaseEntity*) 77 CBaseEntity::HasTarget(string_t) 78 CBasePlayer::IsPlayer(void)const 79 CBasePlayer::IsNetClient(void)const 80 CBaseEntity::IsTemplate(void) 81 CBaseEntity::IsBaseObject(void)const 82 CBaseEntity::IsBaseTrain(void)const 83 CBaseEntity::GetServerVehicle(void) 84 CBaseEntity::IsViewable(void) 85 CPVK2Player::ChangeTeam(int) 86 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 87 CBaseEntity::CanStandOn(CBaseEntity*)const 88 CBaseEntity::CanStandOn(edict_t *)const 89 CBaseEntity::GetEnemy(void) 90 CBaseEntity::GetEnemy(void)const 91 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float) 92 CBaseEntity::StartTouch(CBaseEntity*) 93 CPVK2Player::Touch(CBaseEntity *) 94 CBaseEntity::EndTouch(CBaseEntity*) 95 CBaseEntity::StartBlocked(CBaseEntity*) 96 CBaseEntity::Blocked(CBaseEntity*) 97 CBaseEntity::EndBlocked(void) 98 CBasePlayer::PhysicsSimulate(void) 99 CPVK2Player::UpdateOnRemove(void) 100 CBaseEntity::StopLoopingSounds(void) 101 CBaseEntity::SUB_AllowedToFade(void) 102 CBaseFlex::Teleport(Vector const*,QAngle const*,Vector const*) 103 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 104 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int) 105 CBaseEntity::GetTracerAttachment(void) 106 CPVK2Player::FireBullets(FireBulletsInfo_t const&) 107 CBasePlayer::DoImpactEffect(CGameTrace &,int) 108 CBaseEntity::Respawn(void) 109 CBaseEntity::IsLockedByMaster(void) 110 CBaseEntity::GetMaxHealth(void)const 111 CPVK2Player::ModifyOrAppendCriteria(AI_CriteriaSet &) 112 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 113 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 114 CBasePlayer::NetworkStateChanged_m_iHealth(void) 115 CBasePlayer::NetworkStateChanged_m_iHealth(void *) 116 CBasePlayer::NetworkStateChanged_m_lifeState(void) 117 CBasePlayer::NetworkStateChanged_m_lifeState(void *) 118 CBaseEntity::NetworkStateChanged_m_takedamage(void) 119 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 120 CBaseEntity::GetDamageType(void)const 121 CBaseEntity::GetDamage(void) 122 CBaseEntity::SetDamage(float) 123 CBasePlayer::EyePosition(void) 124 CBasePlayer::EyeAngles(void) 125 CBasePlayer::LocalEyeAngles(void) 126 CBaseEntity::EarPosition(void) 127 CBasePlayer::BodyTarget(Vector const&,bool) 128 CBaseEntity::HeadTarget(Vector const&) 129 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const 130 CBaseEntity::GetViewOffset(void) 131 CBasePlayer::GetSmoothedVelocity(void) 132 CBaseAnimating::GetVelocity(Vector *,Vector *) 133 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **) 134 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **) 135 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 136 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 137 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 138 CBaseEntity::GetGroundVelocityToApply(Vector &) 139 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float) 140 CBaseEntity::Splash(void) 141 CBaseEntity::WorldSpaceCenter(void)const 142 CBaseEntity::GetSoundEmissionOrigin(void)const 143 CBaseEntity::CreateVPhysics(void) 144 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 145 CBasePlayer::VPhysicsDestroyObject(void) 146 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 147 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 148 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *) 149 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *) 150 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *) 151 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int) 152 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 153 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int) 154 CBaseEntity::VPhysicsIsFlesh(void) 155 CBaseEntity::HasPhysicsAttacker(float) 156 CPVK2Player::PhysicsSolidMaskForEntity(void)const 157 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 158 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 159 CBaseAnimating::GetStepOrigin(void)const 160 CBaseAnimating::GetStepAngles(void)const 161 CBaseEntity::ShouldDrawWaterImpacts(void) 162 CBasePlayer::NetworkStateChanged_m_fFlags(void) 163 CBasePlayer::NetworkStateChanged_m_fFlags(void *) 164 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void) 165 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 166 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 167 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 168 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 169 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 170 CBasePlayer::NetworkStateChanged_m_flFriction(void) 171 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 172 CBasePlayer::NetworkStateChanged_m_vecVelocity(void) 173 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 174 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 175 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 176 CBaseAnimating::GetTintColor(void) 177 CBaseAnimating::SetTintColor(Vector const&) 178 CBaseAnimating::GetIdealSpeed(void)const 179 CBaseAnimating::GetIdealAccel(void)const 180 CBaseAnimatingOverlay::StudioFrameAdvance(void) 181 CBaseAnimating::IsActivityFinished(void) 182 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int) 183 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 184 CPVK2Player::BecomeRagdollOnClient(Vector const&) 185 CBaseAnimating::IsRagdoll(void) 186 CBaseAnimating::CanBecomeRagdoll(void) 187 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int) 188 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 189 CBaseAnimating::SetupBones(matrix3x4_t *,int) 190 CBaseAnimating::CalculateIKLocks(float) 191 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 192 CBasePlayer::HandleAnimEvent(animevent_t *) 193 CBaseAnimating::PopulatePoseParameters(void) 194 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 195 CBaseAnimating::InitBoneControllers(void) 196 CBaseAnimating::GetGroundSpeedVelocity(void) 197 CBaseAnimating::Ignite(float,bool,float,bool) 198 CBaseAnimating::IgniteLifetime(float) 199 CBaseAnimating::IgniteNumHitboxFires(int) 200 CBaseAnimating::IgniteHitboxFireScale(float) 201 CBaseAnimating::Extinguish(void) 202 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *) 203 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 204 CBaseFlex::SetViewtarget(Vector const&) 205 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *) 206 CBaseFlex::ProcessSceneEvents(void) 207 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *) 208 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool) 209 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *) 210 CBaseFlex::PlayScene(char const*,float,AI_Response *,IRecipientFilter *) 211 CBaseFlex::PlayAutoGeneratedSoundScene(char const*) 212 CBasePlayer::GetPhysicsImpactDamageTable(void) 213 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 214 CBaseCombatCharacter::FInViewCone(Vector const&) 215 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 216 CBaseCombatCharacter::FInAimCone(Vector const&) 217 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 218 CBaseCombatCharacter::FindMissTarget(void) 219 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*) 220 CBasePlayer::BodyAngles(void) 221 CBaseCombatCharacter::BodyDirection2D(void) 222 CBaseCombatCharacter::BodyDirection3D(void) 223 CBaseCombatCharacter::HeadDirection2D(void) 224 CBaseCombatCharacter::HeadDirection3D(void) 225 CBaseCombatCharacter::EyeDirection2D(void) 226 CBaseCombatCharacter::EyeDirection3D(void) 227 CPVK2Player::GiveAmmo(int,int,bool) 228 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 229 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *) 230 CBaseCombatCharacter::Weapon_FrameUpdate(void) 231 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *) 232 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *) 233 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *) 234 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 235 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*) 236 CPVK2Player::Weapon_Switch(CBaseCombatWeapon *,int) 237 CBasePlayer::Weapon_ShootPosition(void) 238 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *) 239 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 240 CBaseCombatCharacter::Weapon_GetSlot(int)const 241 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 242 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *) 243 CBaseCombatCharacter::CanBecomeServerRagdoll(void) 244 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 245 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 246 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 247 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *) 248 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *) 249 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo const&) 250 CBaseCombatCharacter::GetDeathActivity(void) 251 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 252 CBaseCombatCharacter::CorpseFade(void) 253 CBaseCombatCharacter::HasHumanGibs(void) 254 CBaseCombatCharacter::HasAlienGibs(void) 255 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 256 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 257 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 258 CPVK2Player::Event_Dying(void) 259 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&) 260 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 261 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int) 262 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool) 263 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool) 264 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 265 CBaseCombatCharacter::IRelationType(CBaseEntity *) 266 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 267 CBasePlayer::IsInAVehicle(void)const 268 CBasePlayer::GetVehicle(void) 269 CBasePlayer::GetVehicleEntity(void) 270 CBaseCombatCharacter::ExitVehicle(void) 271 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *) 272 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 273 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 274 CBasePlayer::DoMuzzleFlash(void) 275 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int) 276 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 277 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int) 278 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *) 279 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 280 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 281 CPVK2Player::CreateViewModel(int) 282 CPVK2Player::SetupVisibility(CBaseEntity *,unsigned char *,int) 283 CPVK2Player::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const 284 CPVK2Player::WantsLagCompensationOnNPC(CBaseEntity const*,CUserCmd const*,CBitVec<2048> const*)const 285 CBasePlayer::SharedSpawn(void) 286 CBasePlayer::ForceRespawn(void) 287 CPVK2Player::InitialSpawn(void) 288 CBasePlayer::InitHUD(void) 289 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 290 CPVK2Player::PlayerDeathThink(void) 291 CBasePlayer::Jump(void) 292 CBasePlayer::Duck(void) 293 CPVK2Player::PreThink(void) 294 CPVK2Player::PostThink(void) 295 CBasePlayer::DamageEffect(float,int) 296 CPVK2Player::OnDamagedByExplosion(CTakeDamageInfo const&) 297 CBasePlayer::ShouldFadeOnDeath(void) 298 CBasePlayer::IsFakeClient(void)const 299 CBasePlayer::GetPlayerMins(void)const 300 CBasePlayer::GetPlayerMaxs(void)const 301 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 302 CBasePlayer::PackDeadPlayerItems(void) 303 CBasePlayer::RemoveAllItems(bool) 304 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 305 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *) 306 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 307 CPVK2Player::UpdateClientData(void) 308 CBasePlayer::ExitLadder(void) 309 CBasePlayer::GetLadderSurface(Vector const&) 310 CBasePlayer::SetFlashlightEnabled(bool) 311 CPVK2Player::FlashlightIsOn(void) 312 CPVK2Player::FlashlightTurnOn(void) 313 CPVK2Player::FlashlightTurnOff(void) 314 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *) 315 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 316 CPVK2Player::PlayStepSound(Vector &,surfacedata_t *,float,bool) 317 CBasePlayer::GetStepSoundVelocities(float *,float *) 318 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool) 319 CPVK2Player::DeathSound(CTakeDamageInfo const&) 320 CPVK2Player::SetAnimation(PLAYER_ANIM) 321 CBasePlayer::ImpulseCommands(void) 322 CPVK2Player::CheatImpulseCommands(int) 323 CPVK2Player::ClientCommand(CCommand const&) 324 CBasePlayer::StartObserverMode(int) 325 CBasePlayer::StopObserverMode(void) 326 CPVK2Player::ModeWantsSpectatorGUI(int) 327 CBasePlayer::SetObserverMode(int) 328 CBasePlayer::GetObserverMode(void) 329 CBasePlayer::SetObserverTarget(CBaseEntity *) 330 CBasePlayer::ObserverUse(bool) 331 CBasePlayer::GetObserverTarget(void) 332 CBasePlayer::FindNextObserverTarget(bool) 333 CBasePlayer::GetNextObserverSearchStartPoint(bool) 334 CPVK2Player::IsValidObserverTarget(CBaseEntity *) 335 CBasePlayer::CheckObserverSettings(void) 336 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 337 CBasePlayer::ForceObserverMode(int) 338 CBasePlayer::ResetObserverMode(void) 339 CBasePlayer::ValidateCurrentObserverTarget(void) 340 CPVK2Player::AttemptToExitFreezeCam(void) 341 CBasePlayer::StartReplayMode(float,float,int) 342 CBasePlayer::StopReplayMode(void) 343 CBasePlayer::GetDelayTicks(void) 344 CBasePlayer::GetReplayEntity(void) 345 CBasePlayer::CreateCorpse(void) 346 CPVK2Player::EntSelectSpawnPoint(void) 347 CBasePlayer::GetInVehicle(IServerVehicle *,int) 348 CPVK2Player::LeaveVehicle(Vector const&,QAngle const&) 349 CBasePlayer::OnVehicleStart(void) 350 CBasePlayer::OnVehicleEnd(Vector &) 351 CPVK2Player::BumpWeapon(CBaseCombatWeapon *) 352 CBasePlayer::SelectLastItem(void) 353 CBasePlayer::SelectItem(char const*,int) 354 CBasePlayer::ItemPostFrame(void) 355 CPVK2Player::GiveNamedItem(char const*,int) 356 CBasePlayer::CheckTrainUpdate(void) 357 CBasePlayer::SetPlayerUnderwater(bool) 358 CBasePlayer::CanBreatheUnderwater(void)const 359 CBasePlayer::PlayerUse(void) 360 CBasePlayer::PlayUseDenySound(void) 361 CBasePlayer::FindUseEntity(void) 362 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int) 363 CBasePlayer::PickupObject(CBaseEntity *,bool) 364 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *) 365 CBasePlayer::GetHeldObjectMass(IPhysicsObject *) 366 CBasePlayer::GetHeldObject(void) 367 CBasePlayer::CheckSuitUpdate(void) 368 CBasePlayer::UpdateGeigerCounter(void) 369 CPVK2Player::GetAutoaimVector(float) 370 CBasePlayer::GetAutoaimVector(float,float) 371 CBasePlayer::GetAutoaimVector(autoaim_params_t &) 372 CBasePlayer::ShouldAutoaim(void) 373 CBasePlayer::ForceClientDllUpdate(void) 374 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 375 CPVK2Player::PlayerRunCommand(CUserCmd *,IMoveHelper *) 376 CBasePlayer::ChangeTeam(int,bool,bool) 377 CPVK2Player::CanHearAndReadChatFrom(CBasePlayer *) 378 CBaseMultiplayerPlayer::CanSpeak(void) 379 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 380 CBasePlayer::CheckChatText(char *,int) 381 CBasePlayer::CreateRagdollEntity(void) 382 CBasePlayer::ShouldAnnounceAchievement(void) 383 CBasePlayer::IsFollowingPhysics(void) 384 CBasePlayer::InitVCollision(Vector const&,Vector const&) 385 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 386 CBasePlayer::Hints(void) 387 CBasePlayer::ArmorValue(void)const 388 CBasePlayer::IsReadyToPlay(void) 389 CBasePlayer::IsReadyToSpawn(void) 390 CBasePlayer::ShouldGainInstantSpawn(void) 391 CBasePlayer::ResetPerRoundStats(void) 392 CBasePlayer::ResetScores(void) 393 CBasePlayer::EquipSuit(bool) 394 CBasePlayer::RemoveSuit(void) 395 CBasePlayer::CommitSuicide(bool,bool) 396 CBasePlayer::CommitSuicide(Vector const&,bool,bool) 397 CPVK2Player::CommitSuicide_Kill(Vector const&,bool,bool) 398 CBasePlayer::IsBot(void)const 399 CBaseMultiplayerPlayer::GetExpresser(void) 400 CBasePlayer::SpawnArmorValue(void)const 401 CBasePlayer::NetworkStateChanged_m_ArmorValue(void) 402 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *) 403 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float) 404 CAI_ExpresserHost<CBasePlayer>::Speak(char const*,char const*,char *,unsigned int,IRecipientFilter *) 405 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char const*,AI_Response *) 406 CBaseMultiplayerPlayer::SpeakIfAllowed(char const*,char const*,bool,bool,char *,unsigned int,IRecipientFilter *) 407 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char const*,bool,bool,char *,unsigned int,IRecipientFilter *) 408 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void) 409 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void) 410 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char const*) 411 CBaseMultiplayerPlayer::OnAchievementEarned(int) 412 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void) 413 CPVK2Player::CalculateTeamBalanceScore(void) 414 CBaseMultiplayerPlayer::CreateExpresser(void) 415 CPVK2Player::ChoreoProp(void) 416 CPVK2Player::HandleSpeedChanges(void) 417 CPVK2Player::Event_Falling(float,float,int,Vector *,QAngle *) 418 CPVK2Player::SetMaxArmor(int) 419 CPVK2Player::GetMaxArmor(void) 420 CPVK2Player::SetSpecial(int) 421 CPVK2Player::GetSpecial(void)const 422 CPVK2Player::GetMaxSpecial(void)const 423 CPVK2Player::IsSpecialAvailable(void)const 424 CPVK2Player::IncrementSpecial(int) 425 CPVK2Player::ReduceSpecial(int) 426 CPVK2Player::CancelSpecial(void) 427 CPVK2Player::HandleBlocking(CTakeDamageInfo &,CGameTrace *) 428 CPVK2Player::ApplyBlockingDamagePenalty(CTakeDamageInfo &) 429 CPVK2Player::Knockback(float,CPVK2Player*) 430 CPVK2Player::IsGrenadeFrame(void) 431 CPVK2Player::GetRespawnTime(void) 432 CPVK2Player::IsBerserking(void) 433 CPVK2Player::SetBerserkTime(float) 434 CPVK2Player::GetBerserkTime(void) 435 CPVK2Player::HasHealthEffect(void) 436 CPVK2Player::AddHealthEffect(int,float,float,int,CBaseEntity *,CBaseEntity *) 437 CPVK2Player::ClearHealthEffects(void) 438 CPVK2Player::PerformHealthEffects(void) 439 CPVK2Player::GetFullHealthAdjustedHealthEffects(void) 440 CPVK2Player::NotePlayerAssistDamage(CPVK2Player*,float) 441 CPVK2Player::FindPlayerAssistEntry(CPVK2Player*) 442 CPVK2Player::UpdatePlayerAssistList(void) 443 CPVK2Player::ChooseBestKillAssister(CPVK2Player*) 444 CPVK2Player::ClearPlayerAssistList(void) 445 CPVK2Player::WouldSuicideBeAssisted(void) 446 CPVK2Player::SetAngleLimit(float,float) 447 CPVK2Player::DisableAngleLimit(void) 448 CPVK2Player::CanBeStunned(void) 449 CPVK2Player::SetSummonedNPC(CBaseEntity *) 450 CPVK2Player::GetSummonedNPC(void) 451 CPVK2Player::SetCarriedItem(CBaseEntity *) 452 CPVK2Player::GetCarriedItem(void) 453 CPVK2Player::IsCarryingItem(void) 454 CPVK2Player::SetSummonedName(char const*) 455 CPVK2Player::GetSummonedName(void) 456 CPVK2Player::SetCurrentTerritory(CPVK2Territory *) 457 CPVK2Player::OnTerritoryGuardBegin(void) 458 CPVK2Player::OnTerritoryGuardEnd(void) 459 CPVK2Player::OnGrailTeamGraceBegin(void) 460 CPVK2Player::OnGrailTeamGraceEnd(void) 461 CPVK2Player::MarkPlayerScoreDirty(void) 462 CPVK2Player::UpdateLocalPlayerScores(void) 463 CPVK2Player::AddToRoundScore(float) 464 CPVK2Player::ResetRoundScore(void) 465 CPVK2Player::GetRoundScore(void) 466 CPVK2Player::SetYellTime(float) 467 CPVK2Player::GetYellTime(void) 468 CPVK2Player::GetLastMoveTime(void)const 469 CPVK2Player::GetAutoBlockDir(void) 470 CPVK2Player::SDKAnim_GetActiveWeapon(void) 471 CPVK2Player::SDKAnim_CanMove(void) 472 CPVK2Player::NoteWeaponFired(void) 473 CPVK2Player::StartInitialObserver(void) 474 CPVK2Player::ChangeClass(int) 475 CPVK2Player::InitClass(int) 476 CPVK2Player::YellSound(int) 477 CPVK2Player::SetDefaultSpeed(float) 478 CPVK2Player::GetDefaultSpeed(void)const 479 CPVK2Player::GetPlayerClass(void)const 480 CPVK2Player::ClearAttachedModels(void) 481 CPVK2Player::AddAttachedModel(char const*,char const*) 482 CPVK2Player::ReAttachModels(void) 483 CPVK2Player::GetAttachedModel(char const*) 484 CPVK2Player::SetKnockbackTime(float) 485 CPVK2Player::IsStunned(void) 486 CPVK2Player::GetStunAmount(void) 487 CPVK2Player::StartBerserk(void) 488 CPVK2Player::StopBerserk(void) 489 CPVK2Player::ResetTeamChanges(void) 490 CPVK2Player::ForceTeam(int) 491 CPVK2Player::GetForcedTeam(void)const 492 CPVK2Player::DelayRemoveBuffs(void) 493 CPVK2Player::GetScoreManager(void) 494 CPVK2Player::CanDoubleJump(void) 495 CPVK2Player::GetJumpCount(void) 496 CPVK2Player::NoteJumped(void) 497 CPVK2Player::CreateRagdollEntity(int)