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

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Revision as of 21:34, 24 March 2010 by MadKat (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 March 24, 2010

// Auto reconstructed from vtable block @ 0x00D2C980
// from "server_i486.so", by ida_vtables.idc
0	CBasePlayer::~CBasePlayer()
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&)
2	CBaseEntity::GetRefEHandle(void)const
3	CBaseEntity::GetCollideable(void)
4	CBaseEntity::GetNetworkable(void)
5	CBaseEntity::GetBaseEntity(void)
6	CBaseEntity::GetModelIndex(void)const
7	CBaseEntity::GetModelName(void)const
8	CBaseEntity::SetModelIndex(int)
9	CBasePlayer::GetServerClass(void)
10	CBasePlayer::YouForgotToImplementOrDeclareServerClass(void)
11	CBasePlayer::GetDataDescMap(void)
12	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
13	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15	CBaseEntity::ShouldCollide(int,int)const
16	CBaseEntity::ShouldTraceToOwner(void)const
17	CBaseEntity::SetOwnerEntity(CBaseEntity*)
18	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
19	CBasePlayer::UpdateTransmitState(void)
20	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
21	CBasePlayer::GetTracerType(void)
22	CBasePlayer::Spawn(void)
23	CBasePlayer::Precache(void)
24	CBasePlayer::SetModel(char  const*)
25	CBaseEntity::PostConstructor(char  const*)
26	CBaseEntity::PostClientActive(void)
27	CBaseEntity::ParseMapData(CEntityMapData *)
28	CBaseEntity::KeyValue(char  const*,char  const*)
29	CBaseEntity::KeyValue(char  const*,float)
30	CBaseEntity::KeyValue(char  const*,Vector  const&)
31	CBaseEntity::GetKeyValue(char  const*,char *,int)
32	CBasePlayer::Activate(void)
33	CBaseEntity::SetParent(CBaseEntity*,int)
34	CBasePlayer::ObjectCaps(void)
35	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
36	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
37	CBasePlayer::DrawDebugGeometryOverlays(void)
38	CBaseAnimating::DrawDebugTextOverlays(void)
39	CBasePlayer::Save(ISave &)
40	CBasePlayer::Restore(IRestore &)
41	CBasePlayer::ShouldSavePhysics(void)
42	CBaseEntity::OnSave(IEntitySaveUtils *)
43	CBasePlayer::OnRestore(void)
44	CBasePlayer::RequiredEdictIndex(void)
45	CBaseEntity::MoveDone(void)
46	CBaseEntity::Think(void)
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
49	CBaseAnimating::GetBaseAnimating(void)
50	CBaseEntity::GetResponseSystem(void)
51	CBaseEntity::DispatchResponse(char  const*)
52	CBasePlayer::Classify(void)
53	CBaseEntity::DeathNotice(CBaseEntity*)
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55	CBaseEntity::GetAutoAimRadius(void)
56	CBaseEntity::GetAutoAimCenter(void)
57	CBaseEntity::GetBeamTraceFilter(void)
58	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
59	CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
60	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
61	CBasePlayer::OnTakeDamage(CTakeDamageInfo  const&)
62	CBasePlayer::TakeHealth(float,int)
63	CBaseEntity::IsAlive(void)
64	CBasePlayer::Event_Killed(CTakeDamageInfo  const&)
65	CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
66	CBaseCombatCharacter::BloodColor(void)
67	CBaseEntity::IsTriggered(CBaseEntity*)
68	CBaseEntity::IsNPC(void)const
69	CBaseCombatCharacter::MyCombatCharacterPointer(void)
70	CBaseEntity::GetDelay(void)
71	CBaseEntity::IsMoving(void)
72	CBaseEntity::DamageDecal(int,int)
73	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
74	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
75	CBaseEntity::OnControls(CBaseEntity*)
76	CBaseEntity::HasTarget(string_t)
77	CBasePlayer::IsPlayer(void)const
78	CBasePlayer::IsNetClient(void)const
79	CBaseEntity::IsTemplate(void)
80	CBaseEntity::IsBaseObject(void)const
81	CBaseEntity::IsBaseTrain(void)const
82	CBaseEntity::GetServerVehicle(void)
83	CBaseEntity::IsViewable(void)
84	CBasePlayer::ChangeTeam(int)
85	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
86	CBaseEntity::CanStandOn(CBaseEntity*)const
87	CBaseEntity::CanStandOn(edict_t *)const
88	CBaseEntity::GetEnemy(void)
89	CBaseEntity::GetEnemy(void)const
90	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
91	CBaseEntity::StartTouch(CBaseEntity*)
92	CBasePlayer::Touch(CBaseEntity *)
93	CBaseEntity::EndTouch(CBaseEntity*)
94	CBaseEntity::StartBlocked(CBaseEntity*)
95	CBaseEntity::Blocked(CBaseEntity*)
96	CBaseEntity::EndBlocked(void)
97	CBasePlayer::PhysicsSimulate(void)
98	CBasePlayer::UpdateOnRemove(void)
99	CBaseEntity::StopLoopingSounds(void)
100	CBaseEntity::SUB_AllowedToFade(void)
101	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
102	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
103	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
104	CBaseEntity::GetTracerAttachment(void)
105	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
106	CBasePlayer::DoImpactEffect(CGameTrace &,int)
107	CBaseEntity::Respawn(void)
108	CBaseEntity::IsLockedByMaster(void)
109	CBaseEntity::GetMaxHealth(void)const
110	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
111	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
112	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
113	CBasePlayer::NetworkStateChanged_m_iHealth(void)
114	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
115	CBasePlayer::NetworkStateChanged_m_lifeState(void)
116	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
117	CBaseEntity::NetworkStateChanged_m_takedamage(void)
118	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
119	CBaseEntity::GetDamageType(void)const
120	CBaseEntity::GetDamage(void)
121	CBaseEntity::SetDamage(float)
122	CBasePlayer::EyePosition(void)
123	CBasePlayer::EyeAngles(void)
124	CBasePlayer::LocalEyeAngles(void)
125	CBaseEntity::EarPosition(void)
126	CBasePlayer::BodyTarget(Vector  const&,bool)
127	CBaseEntity::HeadTarget(Vector  const&)
128	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
129	CBaseEntity::GetViewOffset(void)
130	CBasePlayer::GetSmoothedVelocity(void)
131	CBaseAnimating::GetVelocity(Vector *,Vector *)
132	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
133	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
134	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
135	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
136	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
137	CBaseEntity::GetGroundVelocityToApply(Vector &)
138	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
139	CBaseEntity::Splash(void)
140	CBaseEntity::WorldSpaceCenter(void)const
141	CBaseEntity::GetSoundEmissionOrigin(void)const
142	CBaseEntity::CreateVPhysics(void)
143	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
144	CBasePlayer::VPhysicsDestroyObject(void)
145	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
146	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
147	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
148	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
149	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
150	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
151	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
152	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
153	CBaseEntity::VPhysicsIsFlesh(void)
154	CBaseEntity::HasPhysicsAttacker(float)
155	CBasePlayer::PhysicsSolidMaskForEntity(void)const
156	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
157	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
158	CBaseAnimating::GetStepOrigin(void)const
159	CBaseAnimating::GetStepAngles(void)const
160	CBaseEntity::ShouldDrawWaterImpacts(void)
161	CBasePlayer::NetworkStateChanged_m_fFlags(void)
162	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
163	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
164	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
165	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
166	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
167	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
168	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
169	CBasePlayer::NetworkStateChanged_m_flFriction(void)
170	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
171	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
172	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
173	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
174	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
175	CBaseAnimating::GetIdealSpeed(void)const
176	CBaseAnimating::GetIdealAccel(void)const
177	CBaseAnimatingOverlay::StudioFrameAdvance(void)
178	CBaseAnimating::IsActivityFinished(void)
179	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
180	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
181	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
182	CBaseAnimating::IsRagdoll(void)
183	CBaseAnimating::CanBecomeRagdoll(void)
184	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
185	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
186	CBaseAnimating::SetupBones(matrix3x4_t *,int)
187	CBaseAnimating::CalculateIKLocks(float)
188	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
189	CBasePlayer::HandleAnimEvent(animevent_t *)
190	CBaseAnimating::PopulatePoseParameters(void)
191	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
192	CBaseAnimating::InitBoneControllers(void)
193	CBaseAnimating::GetGroundSpeedVelocity(void)
194	CBaseAnimating::Ignite(float,bool,float,bool)
195	CBaseAnimating::IgniteLifetime(float)
196	CBaseAnimating::IgniteNumHitboxFires(int)
197	CBaseAnimating::IgniteHitboxFireScale(float)
198	CBaseAnimating::Extinguish(void)
199	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
200	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
201	CBaseFlex::SetViewtarget(Vector  const&)
202	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
203	CBaseFlex::ProcessSceneEvents(void)
204	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
205	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
206	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
207	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
208	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
209	CBasePlayer::GetPhysicsImpactDamageTable(void)
210	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
211	CBaseCombatCharacter::FInViewCone(Vector  const&)
212	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
213	CBaseCombatCharacter::FInAimCone(Vector  const&)
214	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
215	CBaseCombatCharacter::FindMissTarget(void)
216	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
217	CBasePlayer::BodyAngles(void)
218	CBaseCombatCharacter::BodyDirection2D(void)
219	CBaseCombatCharacter::BodyDirection3D(void)
220	CBaseCombatCharacter::HeadDirection2D(void)
221	CBaseCombatCharacter::HeadDirection3D(void)
222	CBaseCombatCharacter::EyeDirection2D(void)
223	CBaseCombatCharacter::EyeDirection3D(void)
224	CBaseCombatCharacter::GiveAmmo(int,int,bool)
225	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
226	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
227	CBaseCombatCharacter::Weapon_FrameUpdate(void)
228	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
229	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
230	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
231	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
232	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
233	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
234	CBasePlayer::Weapon_ShootPosition(void)
235	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
236	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
237	CBaseCombatCharacter::Weapon_GetSlot(int)const
238	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
239	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
240	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
241	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
242	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
243	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
244	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
245	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
246	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
247	CBaseCombatCharacter::GetDeathActivity(void)
248	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
249	CBaseCombatCharacter::CorpseFade(void)
250	CBaseCombatCharacter::HasHumanGibs(void)
251	CBaseCombatCharacter::HasAlienGibs(void)
252	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
253	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
254	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
255	CBasePlayer::Event_Dying(void)
256	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
257	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
258	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
259	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
260	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
261	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
262	CBaseCombatCharacter::IRelationType(CBaseEntity *)
263	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
264	CBasePlayer::IsInAVehicle(void)const
265	CBasePlayer::GetVehicle(void)
266	CBasePlayer::GetVehicleEntity(void)
267	CBaseCombatCharacter::ExitVehicle(void)
268	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
269	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
270	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
271	CBasePlayer::DoMuzzleFlash(void)
272	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
273	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
274	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
275	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
276	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
277	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
278	CBasePlayer::CreateViewModel(int)
279	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
280	CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
281	CBasePlayer::WantsLagCompensationOnNPC(CBaseEntity  const*,CUserCmd  const*,CBitVec<2048>  const*)const
282	CBasePlayer::SharedSpawn(void)
283	CBasePlayer::ForceRespawn(void)
284	CBasePlayer::InitialSpawn(void)
285	CBasePlayer::InitHUD(void)
286	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
287	CBasePlayer::PlayerDeathThink(void)
288	CBasePlayer::Jump(void)
289	CBasePlayer::Duck(void)
290	CBasePlayer::PreThink(void)
291	CBasePlayer::PostThink(void)
292	CBasePlayer::DamageEffect(float,int)
293	CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
294	CBasePlayer::ShouldFadeOnDeath(void)
295	CBasePlayer::IsFakeClient(void)const
296	CBasePlayer::GetPlayerMins(void)const
297	CBasePlayer::GetPlayerMaxs(void)const
298	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
299	CBasePlayer::PackDeadPlayerItems(void)
300	CBasePlayer::RemoveAllItems(bool)
301	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
302	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
303	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
304	CBasePlayer::UpdateClientData(void)
305	CBasePlayer::ExitLadder(void)
306	CBasePlayer::GetLadderSurface(Vector  const&)
307	CBasePlayer::SetFlashlightEnabled(bool)
308	CBasePlayer::FlashlightIsOn(void)
309	CBasePlayer::FlashlightTurnOn(void)
310	CBasePlayer::FlashlightTurnOff(void)
311	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
312	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
313	CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
314	CBasePlayer::GetStepSoundVelocities(float *,float *)
315	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
316	CBasePlayer::DeathSound(CTakeDamageInfo  const&)
317	CBasePlayer::SetAnimation(PLAYER_ANIM)
318	CBasePlayer::ImpulseCommands(void)
319	CBasePlayer::CheatImpulseCommands(int)
320	CBasePlayer::ClientCommand(CCommand  const&)
321	CBasePlayer::StartObserverMode(int)
322	CBasePlayer::StopObserverMode(void)
323	CBasePlayer::ModeWantsSpectatorGUI(int)
324	CBasePlayer::SetObserverMode(int)
325	CBasePlayer::GetObserverMode(void)
326	CBasePlayer::SetObserverTarget(CBaseEntity *)
327	CBasePlayer::ObserverUse(bool)
328	CBasePlayer::GetObserverTarget(void)
329	CBasePlayer::FindNextObserverTarget(bool)
330	CBasePlayer::GetNextObserverSearchStartPoint(bool)
331	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
332	CBasePlayer::CheckObserverSettings(void)
333	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
334	CBasePlayer::ForceObserverMode(int)
335	CBasePlayer::ResetObserverMode(void)
336	CBasePlayer::ValidateCurrentObserverTarget(void)
337	CBasePlayer::AttemptToExitFreezeCam(void)
338	CBasePlayer::StartReplayMode(float,float,int)
339	CBasePlayer::StopReplayMode(void)
340	CBasePlayer::GetDelayTicks(void)
341	CBasePlayer::GetReplayEntity(void)
342	CBasePlayer::CreateCorpse(void)
343	CBasePlayer::EntSelectSpawnPoint(void)
344	CBasePlayer::GetInVehicle(IServerVehicle *,int)
345	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
346	CBasePlayer::OnVehicleStart(void)
347	CBasePlayer::OnVehicleEnd(Vector &)
348	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
349	CBasePlayer::SelectLastItem(void)
350	CBasePlayer::SelectItem(char  const*,int)
351	CBasePlayer::ItemPostFrame(void)
352	CBasePlayer::GiveNamedItem(char  const*,int)
353	CBasePlayer::CheckTrainUpdate(void)
354	CBasePlayer::SetPlayerUnderwater(bool)
355	CBasePlayer::CanBreatheUnderwater(void)const
356	CBasePlayer::PlayerUse(void)
357	CBasePlayer::PlayUseDenySound(void)
358	CBasePlayer::FindUseEntity(void)
359	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
360	CBasePlayer::PickupObject(CBaseEntity *,bool)
361	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
362	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
363	CBasePlayer::GetHeldObject(void)
364	CBasePlayer::CheckSuitUpdate(void)
365	CBasePlayer::UpdateGeigerCounter(void)
366	CBasePlayer::GetAutoaimVector(float)
367	CBasePlayer::GetAutoaimVector(float,float)
368	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
369	CBasePlayer::ShouldAutoaim(void)
370	CBasePlayer::ForceClientDllUpdate(void)
371	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
372	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
373	CBasePlayer::ChangeTeam(int,bool,bool)
374	CBasePlayer::CanHearAndReadChatFrom(CBasePlayer*)
375	CBasePlayer::CanSpeak(void)
376	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
377	CBasePlayer::CheckChatText(char *,int)
378	CBasePlayer::CreateRagdollEntity(void)
379	CBasePlayer::ShouldAnnounceAchievement(void)
380	CBasePlayer::IsFollowingPhysics(void)
381	CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
382	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
383	CBasePlayer::Hints(void)
384	CBasePlayer::ArmorValue(void)const
385	CBasePlayer::IsReadyToPlay(void)
386	CBasePlayer::IsReadyToSpawn(void)
387	CBasePlayer::ShouldGainInstantSpawn(void)
388	CBasePlayer::ResetPerRoundStats(void)
389	CBasePlayer::ResetScores(void)
390	CBasePlayer::EquipSuit(bool)
391	CBasePlayer::RemoveSuit(void)
392	CBasePlayer::CommitSuicide(bool,bool)
393	CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
394	CBasePlayer::CommitSuicide_Kill(Vector  const&,bool,bool)
395	CBasePlayer::IsBot(void)const
396	CBasePlayer::GetExpresser(void)
397	CBasePlayer::SpawnArmorValue(void)const
398	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
399	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)