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  1. // Empiresmod cemplayer:: VTable By 101010 11/12/15
  2.  
  3. // Auto reconstructed from vtable block @ 0x00C5B640
  4. // from "server_i486.so", by ida_vtables.idc
  5. 0 CEmpPlayer::~CEmpPlayer()
  6. 1
  7. CBaseEntity::SetRefEHandle(CBaseHandle const&)
  8. 2
  9. CBaseEntity::GetRefEHandle(void)const
  10. 3
  11. CBaseEntity::GetCollideable(void)
  12. 4
  13. CBaseEntity::GetNetworkable(void)
  14. 5
  15. CBaseEntity::GetBaseEntity(void)
  16. 6
  17. CBaseEntity::GetModelIndex(void)const
  18. 7
  19. CBaseEntity::GetModelName(void)const
  20. 8
  21. CBaseEntity::SetModelIndex(int)
  22. 9
  23. CEmpPlayer::GetServerClass(void)
  24. 10
  25. CEmpPlayer::YouForgotToImplementOrDeclareServerClass(void)
  26. 11
  27. CBasePlayer::GetDataDescMap(void)
  28. 12
  29. CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &)
  30. 13
  31. CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &)
  32. 14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
  33. 15
  34. CEmpPlayer::ShouldCollide(int,int)const
  35. 16
  36. CBaseEntity::SetOwnerEntity(CBaseEntity*)
  37. 17
  38. CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
  39. 18
  40. CBasePlayer::UpdateTransmitState(void)
  41. 19
  42. CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
  43. 20
  44. CBasePlayer::GetTracerType(void)
  45. 21
  46. CEmpPlayer::Spawn(void)
  47. 22
  48. CEmpPlayer::Precache(void)
  49. 23
  50. CBasePlayer::SetModel(char const*)
  51. 24
  52. CBaseEntity::PostConstructor(char const*)
  53. 25
  54. CBaseEntity::PostClientActive(void)
  55. 26
  56. CBaseEntity::ParseMapData(CEntityMapData *)
  57. 27
  58. CBaseEntity::KeyValue(char const*,char const*)
  59. 28
  60. CBaseEntity::KeyValue(char const*,float)
  61. 29
  62. CBaseEntity::KeyValue(char const*,Vector const&)
  63. 30
  64. CBaseEntity::GetKeyValue(char const*,char *,int)
  65. 31
  66. CBasePlayer::Activate(void)
  67. 32
  68. CBaseEntity::SetParent(CBaseEntity*,int)
  69. 33
  70. CBasePlayer::ObjectCaps(void)
  71. 34 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int)
  72. 35 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &)
  73. 36 CBasePlayer::DrawDebugGeometryOverlays(void)
  74. 37 CBaseAnimating::DrawDebugTextOverlays(void)
  75. 38 CBasePlayer::Save(ISave &)
  76. 39
  77. CBasePlayer::Restore(IRestore &)
  78. 40
  79. CBasePlayer::ShouldSavePhysics(void)
  80. 41
  81. CBaseEntity::OnSave(IEntitySaveUtils *)
  82. 42
  83. CBasePlayer::OnRestore(void)
  84. 43
  85. CBasePlayer::RequiredEdictIndex(void)
  86. 44
  87. CBaseEntity::MoveDone(void)
  88. 45
  89. CBaseEntity::Think(void)
  90. 46
  91. CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
  92. 47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
  93. 48
  94. CBaseAnimating::GetBaseAnimating(void)
  95. 49
  96. CBaseEntity::GetResponseSystem(void)
  97. 50
  98. CBaseEntity::DispatchResponse(char const*)
  99. 51
  100. CBasePlayer::Classify(void)
  101. 52
  102. CBaseEntity::DeathNotice(CBaseEntity*)
  103. 53
  104. CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
  105. 54
  106. CBaseEntity::GetAutoAimRadius(void)
  107. 55
  108. CBaseEntity::GetAutoAimCenter(void)
  109. 56
  110. CBaseEntity::GetBeamTraceFilter(void)
  111. 57
  112. CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
  113. 58
  114. CEmpPlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *)
  115. 59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
  116. 60
  117. CEmpPlayer::OnTakeDamage(CTakeDamageInfo const&)
  118. 61
  119. CBasePlayer::TakeHealth(float,int)
  120. 62
  121. CBaseEntity::IsAlive(void)
  122. 63
  123. CEmpPlayer::Event_Killed(CTakeDamageInfo const&)
  124. 64
  125. CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo const&)
  126. 65
  127. CBaseCombatCharacter::BloodColor(void)
  128. 66
  129. CBaseEntity::IsTriggered(CBaseEntity*)
  130. 67
  131. CBaseEntity::IsNPC(void)const
  132. 68
  133. CBaseCombatCharacter::MyCombatCharacterPointer(void)
  134. 69
  135. CBaseEntity::GetDelay(void)
  136. 70
  137. CBaseEntity::IsMoving(void)
  138. 71
  139. CBaseEntity::DamageDecal(int,int)
  140. 72
  141. CBaseEntity::DecalTrace(CGameTrace *,char const*)
  142. 73
  143. CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
  144. 74
  145. CBaseEntity::OnControls(CBaseEntity*)
  146. 75
  147. CBaseEntity::HasTarget(string_t)
  148. 76
  149. CBasePlayer::IsPlayer(void)const
  150. 77
  151. CBasePlayer::IsNetClient(void)const
  152. 78
  153. CBaseEntity::IsVehicle(void)const
  154. 79
  155. CBaseEntity::IsAircraft(void)const
  156. 80
  157. CBaseEntity::IsBuilding(void)const
  158. 81
  159. CBaseEntity::IsTemplate(void)
  160. 82
  161. CBaseEntity::IsBaseObject(void)const
  162. 83
  163. CBaseEntity::IsBaseTrain(void)const
  164. 84
  165. CBaseEntity::GetServerVehicle(void)
  166. 85
  167. CBaseEntity::IsViewable(void)
  168. 86
  169. CEmpPlayer::ChangeTeam(int)
  170. 87
  171. CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
  172. 88
  173. CBaseEntity::CanStandOn(CBaseEntity*)const
  174. 89
  175. CBaseEntity::CanStandOn(edict_t *)const
  176. 90
  177. CBaseEntity::GetEnemy(void)
  178. 91
  179. CBaseEntity::GetEnemy(void)const
  180. 92
  181. CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
  182. 93
  183. CBaseEntity::StartTouch(CBaseEntity*)
  184. 94
  185. CBasePlayer::Touch(CBaseEntity *)
  186. 95
  187. CBaseEntity::EndTouch(CBaseEntity*)
  188. 96
  189. CBaseEntity::StartBlocked(CBaseEntity*)
  190. 97
  191. CBaseEntity::Blocked(CBaseEntity*)
  192. 98
  193. CBaseEntity::EndBlocked(void)
  194. 99
  195. CBasePlayer::PhysicsSimulate(void)
  196. 100
  197. CBasePlayer::UpdateOnRemove(void)
  198. 101
  199. CBaseEntity::StopLoopingSounds(void)
  200. 102
  201. CBaseEntity::SUB_AllowedToFade(void)
  202. 103
  203. CBaseFlex::Teleport(Vector const*,QAngle const*,Vector const*)
  204. 104
  205. CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&)
  206. 105 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int)
  207. 106
  208. CBaseEntity::GetTracerAttachment(void)
  209. 107
  210. CBaseEntity::FireBullets(FireBulletsInfo_t const&)
  211. 108
  212. CBasePlayer::DoImpactEffect(CGameTrace &,int)
  213. 109
  214. CBaseEntity::Respawn(void)
  215. 110
  216. CBaseEntity::IsLockedByMaster(void)
  217. 111
  218. CBaseEntity::GetMaxHealth(void)const
  219. 112
  220. CBaseEntity::SetMaxHealth(int)
  221. 113
  222. CBaseEntity::GetHealth(void)const
  223. 114
  224. CBaseEntity::SetHealth(int)
  225. 115
  226. CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
  227. 116
  228. CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
  229. 117
  230. CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
  231. 118
  232. CBasePlayer::NetworkStateChanged_m_iHealth(void)
  233. 119
  234. CBasePlayer::NetworkStateChanged_m_iHealth(void *)
  235. 120
  236. CBasePlayer::NetworkStateChanged_m_lifeState(void)
  237. 121
  238. CBasePlayer::NetworkStateChanged_m_lifeState(void *)
  239. 122
  240. CBaseEntity::NetworkStateChanged_m_takedamage(void)
  241. 123
  242. CBaseEntity::NetworkStateChanged_m_takedamage(void *)
  243. 124
  244. CBaseEntity::GetDamageType(void)const
  245. 125
  246. CBaseEntity::GetDamage(void)
  247. 126 CBaseEntity::SetDamage(float)
  248. 127
  249. CBasePlayer::EyePosition(void)
  250. 128
  251. CBasePlayer::EyeAngles(void)
  252. 129
  253. CBasePlayer::LocalEyeAngles(void)
  254. 130
  255. CBaseEntity::EarPosition(void)
  256. 131
  257. CBasePlayer::BodyTarget(Vector const&,bool)
  258. 132
  259. CBaseEntity::HeadTarget(Vector const&)
  260. 133
  261. CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
  262. 134
  263. CBaseEntity::GetViewOffset(void)
  264. 135
  265. CBasePlayer::GetSmoothedVelocity(void)
  266. 136
  267. CBaseAnimating::GetVelocity(Vector *,Vector *)
  268. 137
  269. CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
  270. 138
  271. CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **)
  272. 139
  273. CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
  274. 140
  275. CBaseEntity::GetAttackDamageScale(CBaseEntity*)
  276. 141
  277. CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
  278. 142
  279. CBaseEntity::GetGroundVelocityToApply(Vector &)
  280. 143
  281. CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float)
  282. 144
  283. CBaseEntity::Splash(void)
  284. 145
  285. CBaseEntity::WorldSpaceCenter(void)const
  286. 146
  287. CBaseEntity::GetSoundEmissionOrigin(void)const
  288. 147
  289. CBaseEntity::CreateVPhysics(void)
  290. 148
  291. CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
  292. 149
  293. CBasePlayer::VPhysicsDestroyObject(void)
  294. 150
  295. CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
  296. 151
  297. CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
  298. 152
  299. CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
  300. 153 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
  301. 154
  302. CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
  303. 155
  304. CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
  305. 156 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
  306. 157
  307. CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
  308. 158
  309. CBaseEntity::VPhysicsIsFlesh(void)
  310. 159
  311. CBaseEntity::HasPhysicsAttacker(float)
  312. 160
  313. CEmpPlayer::PhysicsSolidMaskForEntity(void)const
  314. 161
  315. CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
  316. 162
  317. CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
  318. 163
  319. CBaseAnimating::GetStepOrigin(void)const
  320. 164
  321. CBaseAnimating::GetStepAngles(void)const
  322. 165
  323. CBaseEntity::ShouldDrawWaterImpacts(void)
  324. 166
  325. CBasePlayer::NetworkStateChanged_m_fFlags(void)
  326. 167
  327. CBasePlayer::NetworkStateChanged_m_fFlags(void *)
  328. 168
  329. CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
  330. 169
  331. CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
  332. 170 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
  333. 171 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
  334. 172 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
  335. 173 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
  336. 174
  337. CBasePlayer::NetworkStateChanged_m_flFriction(void)
  338. 175
  339. CBasePlayer::NetworkStateChanged_m_flFriction(void *)
  340. 176
  341. CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
  342. 177
  343. CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
  344. 178 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
  345. 179 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
  346. 180
  347. CBaseAnimating::GetIdealSpeed(void)const
  348. 181
  349. CBaseAnimating::GetIdealAccel(void)const
  350. 182
  351. CBaseAnimatingOverlay::StudioFrameAdvance(void)
  352. 183
  353. CBaseAnimating::IsActivityFinished(void)
  354. 184
  355. CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
  356. 185
  357. CBaseAnimating::ClampRagdollForce(Vector const&,Vector*)
  358. 186
  359. CBaseAnimating::BecomeRagdollOnClient(Vector const&)
  360. 187
  361. CBaseAnimating::IsRagdoll(void)
  362. 188
  363. CBaseAnimating::CanBecomeRagdoll(void)
  364. 189
  365. CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
  366. 190 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
  367. 191
  368. CBaseAnimating::SetupBones(matrix3x4_t *,int)
  369. 192
  370. CBaseAnimating::CalculateIKLocks(float)
  371. 193
  372. CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
  373. 194
  374. CBasePlayer::HandleAnimEvent(animevent_t *)
  375. 195
  376. CBaseAnimating::PopulatePoseParameters(void)
  377. 196
  378. CBaseAnimating::GetAttachment(int,matrix3x4_t &)
  379. 197
  380. CBaseAnimating::InitBoneControllers(void)
  381. 198
  382. CBaseAnimating::GetGroundSpeedVelocity(void)
  383. 199
  384. CBaseAnimating::Ignite(float,bool,float,bool)
  385. 200
  386. CBaseAnimating::IgniteLifetime(float)
  387. 201
  388. CBaseAnimating::IgniteNumHitboxFires(int)
  389. 202
  390. CBaseAnimating::IgniteHitboxFireScale(float)
  391. 203
  392. CBaseAnimating::Extinguish(void)
  393. 204
  394. CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
  395. 205
  396. CBaseAnimating::SetLightingOrigin(CBaseEntity *)
  397. 206
  398. CBaseFlex::SetViewtarget(Vector const&)
  399. 207
  400. CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
  401. 208 CBaseFlex::ProcessSceneEvents(void)
  402. 209
  403. CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
  404. 210 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
  405. 211
  406. CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
  407. 212 CBaseFlex::PlayScene(char const*,float,AI_Response *,IRecipientFilter *)
  408. 213 CBaseFlex::PlayAutoGeneratedSoundScene(char const*)
  409. 214
  410. CBasePlayer::GetPhysicsImpactDamageTable(void)
  411. 215
  412. CBaseCombatCharacter::FInViewCone(CBaseEntity *)
  413. 216
  414. CBaseCombatCharacter::FInViewCone(Vector const&)
  415. 217
  416. CBaseCombatCharacter::FInAimCone(CBaseEntity *)
  417. 218
  418. CBaseCombatCharacter::FInAimCone(Vector const&)
  419. 219
  420. CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
  421. 220
  422. CBaseCombatCharacter::FindMissTarget(void)
  423. 221
  424. CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
  425. 222
  426. CBasePlayer::BodyAngles(void)
  427. 223
  428. CBaseCombatCharacter::BodyDirection2D(void)
  429. 224
  430. CBaseCombatCharacter::BodyDirection3D(void)
  431. 225
  432. CBaseCombatCharacter::HeadDirection2D(void)
  433. 226
  434. CBaseCombatCharacter::HeadDirection3D(void)
  435. 227
  436. CBaseCombatCharacter::EyeDirection2D(void)
  437. 228
  438. CBaseCombatCharacter::EyeDirection3D(void)
  439. 229
  440. CBaseCombatCharacter::GiveAmmo(int,int,bool)
  441. 230
  442. CBaseCombatCharacter::NPC_TranslateActivity(Activity)
  443. 231
  444. CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
  445. 232 CBaseCombatCharacter::Weapon_FrameUpdate(void)
  446. 233
  447. CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
  448. 234
  449. CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
  450. 235
  451. CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
  452. 236
  453. CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
  454. 237
  455. CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*)
  456. 238
  457. CEmpPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
  458. 239
  459. CBasePlayer::Weapon_ShootPosition(void)
  460. 240
  461. CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
  462. 241 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
  463. 242
  464. CBaseCombatCharacter::Weapon_GetSlot(int)const
  465. 243
  466. CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
  467. 244
  468. CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
  469. 245
  470. CBaseCombatCharacter::CanBecomeServerRagdoll(void)
  471. 246
  472. CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
  473. 247
  474. CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
  475. 248 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
  476. 249
  477. CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
  478. 250 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
  479. 251
  480. CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo const&)
  481. 252 CBaseCombatCharacter::GetDeathActivity(void)
  482. 253
  483. CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
  484. 254
  485. CBaseCombatCharacter::CorpseFade(void)
  486. 255
  487. CBaseCombatCharacter::HasHumanGibs(void)
  488. 256
  489. CBaseCombatCharacter::HasAlienGibs(void)
  490. 257
  491. CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
  492. 258
  493. CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
  494. 259
  495. CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
  496. 260
  497. CBasePlayer::Event_Dying(void)
  498. 261
  499. CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&)
  500. 262 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
  501. 263 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int)
  502. 264 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool)
  503. 265 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool)
  504. 266
  505. CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
  506. 267
  507. CBaseCombatCharacter::IRelationType(CBaseEntity *)
  508. 268
  509. CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
  510. 269
  511. CBasePlayer::IsInAVehicle(void)const
  512. 270
  513. CBasePlayer::GetVehicle(void)
  514. 271
  515. CBasePlayer::GetVehicleEntity(void)
  516. 272
  517. CBaseCombatCharacter::ExitVehicle(void)
  518. 273
  519. CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
  520. 274
  521. CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
  522. 275
  523. CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
  524. 276
  525. CBasePlayer::DoMuzzleFlash(void)
  526. 277
  527. CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
  528. 278 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
  529. 279 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
  530. 280 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
  531. 281 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
  532. 282 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
  533. 283 CEmpPlayer::CreateViewModel(int)
  534. 284 CEmpPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
  535. 285 CEmpPlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const
  536. 286 CBasePlayer::SharedSpawn(void)
  537. 287
  538. CBasePlayer::ForceRespawn(void)
  539. 288
  540. CEmpPlayer::InitialSpawn(void)
  541. 289
  542. CBasePlayer::InitHUD(void)
  543. 290
  544. CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *)
  545. 291
  546. CBasePlayer::PlayerDeathThink(void)
  547. 292
  548. CBasePlayer::Jump(void)
  549. 293
  550. CBasePlayer::Duck(void)
  551. 294
  552. CEmpPlayer::PreThink(void)
  553. 295
  554. CEmpPlayer::PostThink(void)
  555. 296
  556. CBasePlayer::DamageEffect(float,int)
  557. 297
  558. CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
  559. 298
  560. CBasePlayer::ShouldFadeOnDeath(void)
  561. 299
  562. CBasePlayer::IsFakeClient(void)const
  563. 300
  564. CBasePlayer::GetPlayerMins(void)const
  565. 301
  566. CBasePlayer::GetPlayerMaxs(void)const
  567. 302
  568. CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float)
  569. 303
  570. CBasePlayer::PackDeadPlayerItems(void)
  571. 304
  572. CBasePlayer::RemoveAllItems(bool)
  573. 305
  574. CBasePlayer::Weapon_TracerPosition(void)
  575. 306
  576. CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
  577. 307
  578. CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
  579. 308
  580. CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
  581. 309
  582. CBasePlayer::UpdateClientData(void)
  583. 310
  584. CBasePlayer::ExitLadder(void)
  585. 311
  586. CBasePlayer::GetLadderSurface(Vector const&)
  587. 312
  588. CBasePlayer::SetFlashlightEnabled(bool)
  589. 313
  590. CEmpPlayer::FlashlightIsOn(void)
  591. 314
  592. CEmpPlayer::FlashlightTurnOn(void)
  593. 315
  594. CEmpPlayer::FlashlightTurnOff(void)
  595. 316
  596. CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
  597. 317
  598. CBasePlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&)
  599. 318
  600. CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
  601. 319
  602. CBasePlayer::GetStepSoundVelocities(float *,float *)
  603. 320
  604. CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
  605. 321
  606. CBasePlayer::DeathSound(CTakeDamageInfo const&)
  607. 322
  608. CEmpPlayer::SetAnimation(PLAYER_ANIM)
  609. 323
  610. CBasePlayer::ImpulseCommands(void)
  611. 324
  612. CEmpPlayer::CheatImpulseCommands(int)
  613. 325
  614. CEmpPlayer::ClientCommand(CCommand const&)
  615. 326
  616. CBasePlayer::StartObserverMode(int)
  617. 327
  618. CBasePlayer::StopObserverMode(void)
  619. 328
  620. CBasePlayer::ModeWantsSpectatorGUI(int)
  621. 329
  622. CBasePlayer::SetObserverMode(int)
  623. 330
  624. CBasePlayer::GetObserverMode(void)
  625. 331
  626. CBasePlayer::SetObserverTarget(CBaseEntity *)
  627. 332
  628. CBasePlayer::ObserverUse(bool)
  629. 333
  630. CBasePlayer::GetObserverTarget(void)
  631. 334
  632. CBasePlayer::FindNextObserverTarget(bool)
  633. 335
  634. CBasePlayer::GetNextObserverSearchStartPoint(bool)
  635. 336
  636. CBasePlayer::IsValidObserverTarget(CBaseEntity *)
  637. 337
  638. CBasePlayer::CheckObserverSettings(void)
  639. 338
  640. CBasePlayer::JumptoPosition(Vector const&,QAngle const&)
  641. 339
  642. CBasePlayer::ForceObserverMode(int)
  643. 340
  644. CBasePlayer::ResetObserverMode(void)
  645. 341
  646. CBasePlayer::ValidateCurrentObserverTarget(void)
  647. 342
  648. CBasePlayer::AttemptToExitFreezeCam(void)
  649. 343
  650. CBasePlayer::StartReplayMode(float,float,int)
  651. 344
  652. CBasePlayer::StopReplayMode(void)
  653. 345
  654. CBasePlayer::GetDelayTicks(void)
  655. 346
  656. CBasePlayer::GetReplayEntity(void)
  657. 347
  658. CBasePlayer::CreateCorpse(void)
  659. 348
  660. CBasePlayer::EntSelectSpawnPoint(void)
  661. 349
  662. CBasePlayer::GetInVehicle(IServerVehicle *,int)
  663. 350
  664. CEmpPlayer::LeaveVehicle(Vector const&,QAngle const&)
  665. 351
  666. CBasePlayer::OnVehicleStart(void)
  667. 352
  668. CBasePlayer::OnVehicleEnd(Vector &)
  669. 353
  670. CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
  671. 354
  672. CBasePlayer::SelectLastItem(void)
  673. 355
  674. CBasePlayer::SelectItem(char const*,int)
  675. 356
  676. CBasePlayer::ItemPostFrame(void)
  677. 357
  678. CBasePlayer::GiveNamedItem(char const*,int)
  679. 358
  680. CBasePlayer::CheckTrainUpdate(void)
  681. 359
  682. CBasePlayer::SetPlayerUnderwater(bool)
  683. 360
  684. CBasePlayer::CanBreatheUnderwater(void)const
  685. 361
  686. CBasePlayer::PlayerUse(void)
  687. 362
  688. CBasePlayer::PlayUseDenySound(void)
  689. 363
  690. CBasePlayer::FindUseEntity(void)
  691. 364
  692. CEmpPlayer::IsUseableEntity(CBaseEntity *,unsigned int)
  693. 365
  694. CBasePlayer::PickupObject(CBaseEntity *,bool)
  695. 366
  696. CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
  697. 367
  698. CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
  699. 368
  700. CBasePlayer::GetHeldObject(void)
  701. 369
  702. CBasePlayer::UpdateGeigerCounter(void)
  703. 370
  704. CBasePlayer::GetAutoaimVector(float)
  705. 371
  706. CBasePlayer::GetAutoaimVector(float,float)
  707. 372
  708. CBasePlayer::GetAutoaimVector(autoaim_params_t &)
  709. 373
  710. CBasePlayer::ShouldAutoaim(void)
  711. 374
  712. CBasePlayer::ForceClientDllUpdate(void)
  713. 375
  714. CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
  715. 376
  716. CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
  717. 377
  718. CBasePlayer::CanHearAndReadChatFrom(CBasePlayer*)
  719. 378
  720. CBasePlayer::CanSpeak(void)
  721. 379
  722. CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
  723. 380
  724. CBasePlayer::CheckChatText(char *,int)
  725. 381
  726. CEmpPlayer::CreateRagdollEntity(void)
  727. 382
  728. CBasePlayer::ShouldAnnounceAchievement(void)
  729. 383
  730. CBasePlayer::IsFollowingPhysics(void)
  731. 384
  732. CBasePlayer::InitVCollision(Vector const&,Vector const&)
  733. 385 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
  734. 386 C
  735. BasePlayer::IsReadyToPlay(void)
  736. 387
  737. CBasePlayer::IsReadyToSpawn(void)
  738. 388
  739. CBasePlayer::ShouldGainInstantSpawn(void)
  740. 389
  741. CBasePlayer::ResetPerRoundStats(void)
  742. 390
  743. CBasePlayer::ResetScores(void)
  744. 391
  745. CEmpPlayer::IncrementFragCount(int)
  746. 392
  747. CEmpPlayer::IncrementDeathCount(int)
  748. 393
  749. CBasePlayer::EquipSuit(bool)
  750. 394
  751. CBasePlayer::RemoveSuit(void)
  752. 395
  753. CBasePlayer::CommitSuicide(bool,bool)
  754. 396
  755. CBasePlayer::CommitSuicide(Vector const&,bool,bool)
  756. 397
  757. CBasePlayer::IsBot(void)const
  758. 398
  759. CBasePlayer::GetExpresser(void)
  760. 399
  761. CEmpPlayer::IsCommander(void)const
  762. 400
  763. CBasePlayer::SpawnArmorValue(void)const
  764. 401
  765. CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
  766. 402
  767. CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
  768. 403
  769. CEmpPlayer::CommitSuicide(void)
  770. 404
  771. CEmpPlayer::WantsCommand(void)const
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