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

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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)