CPVK2Player Offset List (Pirates, Vikings, and Knights II)

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Revision as of 21:29, 13 September 2008 by Noob cannon lol (talk | contribs)
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Also for use when using virtual offsets.

These are the Windows offsets. Linux offsets are 1 greater.

The List

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

Last Updated September 13 2008

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