Lin Win Function 0 0 CCSPlayer::~CCSPlayer() 1 0 CCSPlayer::~CCSPlayer() 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 CCSPlayer::GetServerClass(void) 11 10 CCSPlayer::YouForgotToImplementOrDeclareServerClass(void) 12 11 CCSPlayer::GetDataDescMap(void) 13 12 CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace &) 14 13 CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace &) 15 14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *, Vector *) 16 15 CBaseEntity::ShouldCollide(int, int)const 17 16 CBaseEntity::SetOwnerEntity(CBaseEntity*) 18 17 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*) 19 18 CBasePlayer::UpdateTransmitState(void) 20 19 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *, bool) 21 20 CBasePlayer::GetTracerType(void) 22 21 CCSPlayer::Spawn(void) 23 22 CCSPlayer::Precache(void) 24 23 CBasePlayer::SetModel(char const*) 25 24 CBaseAnimating::OnNewModel(void) 26 25 CBaseMultiplayerPlayer::PostConstructor(char const*) 27 26 CBaseEntity::PostClientActive(void) 28 27 CBaseEntity::ParseMapData(CEntityMapData *) 29 30 CBaseEntity::KeyValue(char const*, char const*) 30 29 CBaseEntity::KeyValue(char const*, float) 31 28 CBaseEntity::KeyValue(char const*, Vector const&) 32 31 CBaseEntity::GetKeyValue(char const*, char *, int) 33 32 CBasePlayer::Activate(void) 34 33 CBaseEntity::SetParent(CBaseEntity*, int) 35 34 CBasePlayer::ObjectCaps(void) 36 35 CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) 37 36 CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector &, QAngle &) 38 37 CBasePlayer::DrawDebugGeometryOverlays(void) 39 38 CBaseAnimating::DrawDebugTextOverlays(void) 40 39 CBasePlayer::Save(ISave &) 41 40 CBasePlayer::Restore(IRestore &) 42 41 CBasePlayer::ShouldSavePhysics(void) 43 42 CBaseEntity::OnSave(IEntitySaveUtils *) 44 43 CBasePlayer::OnRestore(void) 45 44 CBasePlayer::RequiredEdictIndex(void) 46 45 CBaseEntity::MoveDone(void) 47 46 CBaseEntity::Think(void) 48 48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void) 49 47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *) 50 49 CBaseAnimating::GetBaseAnimating(void) 51 50 CBaseMultiplayerPlayer::GetResponseSystem(void) 52 51 CAI_ExpresserHost::DispatchResponse(char const*) 53 52 CBasePlayer::Classify(void) 54 53 CBaseEntity::DeathNotice(CBaseEntity*) 55 54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 56 55 CBaseEntity::GetAutoAimRadius(void) 57 56 CBaseEntity::GetAutoAimCenter(void) 58 57 CBaseEntity::GetBeamTraceFilter(void) 59 58 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 60 59 CCSPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace *) 61 60 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 62 61 CCSPlayer::OnTakeDamage(CTakeDamageInfo const&) 63 62 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector &, CBaseEntity*) 64 63 CBasePlayer::TakeHealth(float, int) 65 64 CBaseEntity::IsAlive(void) 66 65 CCSPlayer::Event_Killed(CTakeDamageInfo const&) 67 66 CCSPlayer::Event_KilledOther(CBaseEntity *, CTakeDamageInfo const&) 68 67 CBaseCombatCharacter::BloodColor(void) 69 68 CBaseEntity::IsTriggered(CBaseEntity*) 70 69 CBaseEntity::IsNPC(void)const 71 70 CBaseCombatCharacter::MyCombatCharacterPointer(void) 72 71 CBaseEntity::MyNextBotPointer(void) 73 72 CBaseEntity::GetDelay(void) 74 73 CBaseEntity::IsMoving(void) 75 74 CBaseEntity::DamageDecal(int, int) 76 75 CBaseEntity::DecalTrace(CGameTrace *, char const*) 77 76 CBaseEntity::ImpactTrace(CGameTrace *, int, char const*) 78 77 CBaseEntity::OnControls(CBaseEntity*) 79 78 CBaseEntity::HasTarget(string_t) 80 79 CBasePlayer::IsPlayer(void)const 81 80 CBasePlayer::IsNetClient(void)const 82 81 CBaseEntity::IsTemplate(void) 83 82 CBaseEntity::IsBaseObject(void)const 84 83 CBaseEntity::IsBaseTrain(void)const 85 84 CBaseEntity::IsBaseCombatWeapon(void)const 86 85 CBaseEntity::IsWearable(void)const 87 86 CBaseEntity::MyCombatWeaponPointer(void) 88 87 CBaseEntity::GetServerVehicle(void) 89 88 CBaseEntity::IsViewable(void) 90 89 CCSPlayer::ChangeTeam(int) 91 90 CBaseEntity::OnEntityEvent(EntityEvent_t, void *) 92 92 CBaseEntity::CanStandOn(CBaseEntity*)const 93 91 CBaseEntity::CanStandOn(edict_t *)const 94 94 CBaseEntity::GetEnemy(void) 95 93 CBaseEntity::GetEnemy(void)const 96 95 CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) 97 96 CBaseEntity::StartTouch(CBaseEntity*) 98 97 CBasePlayer::Touch(CBaseEntity *) 99 98 CBaseEntity::EndTouch(CBaseEntity*) 100 99 CBaseEntity::StartBlocked(CBaseEntity*) 101 100 CBaseEntity::Blocked(CBaseEntity*) 102 101 CBaseEntity::EndBlocked(void) 103 102 CBasePlayer::PhysicsSimulate(void) 104 103 CBasePlayer::UpdateOnRemove(void) 105 104 CBaseEntity::StopLoopingSounds(void) 106 105 CBaseEntity::SUB_AllowedToFade(void) 107 106 CBaseFlex::Teleport(Vector const*, QAngle const*, Vector const*) 108 107 CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) 109 108 CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int) 110 109 CBaseEntity::GetTracerAttachment(void) 111 110 CBaseEntity::FireBullets(FireBulletsInfo_t const&) 112 111 CBasePlayer::DoImpactEffect(CGameTrace &, int) 113 112 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *) 114 113 CBaseEntity::Respawn(void) 115 114 CBaseEntity::IsLockedByMaster(void) 116 115 CBaseEntity::GetMaxHealth(void)const 117 116 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &) 118 118 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 119 117 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 120 120 CBasePlayer::NetworkStateChanged_m_iHealth(void) 121 119 CBasePlayer::NetworkStateChanged_m_iHealth(void *) 122 122 CBasePlayer::NetworkStateChanged_m_lifeState(void) 123 121 CBasePlayer::NetworkStateChanged_m_lifeState(void *) 124 124 CBaseEntity::NetworkStateChanged_m_takedamage(void) 125 123 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 126 125 CBaseEntity::GetDamageType(void)const 127 126 CBaseEntity::GetDamage(void) 128 127 CBaseEntity::SetDamage(float) 129 128 CBasePlayer::EyePosition(void) 130 129 CBasePlayer::EyeAngles(void) 131 130 CBasePlayer::LocalEyeAngles(void) 132 131 CBaseEntity::EarPosition(void) 133 132 CBasePlayer::BodyTarget(Vector const&, bool) 134 133 CBaseEntity::HeadTarget(Vector const&) 135 134 CBaseEntity::GetVectors(Vector *, Vector *, Vector *)const 136 135 CBaseEntity::GetViewOffset(void)const 137 136 CBaseEntity::SetViewOffset(Vector const&) 138 137 CBasePlayer::GetSmoothedVelocity(void) 139 138 CBaseAnimating::GetVelocity(Vector *, Vector *) 140 140 CBaseCombatCharacter::FVisible(CBaseEntity *, int, CBaseEntity **) 141 139 CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity **) 142 141 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 143 142 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 144 143 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 145 144 CBaseEntity::GetGroundVelocityToApply(Vector &) 146 145 CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) 147 146 CBaseEntity::Splash(void) 148 147 CBaseEntity::WorldSpaceCenter(void)const 149 148 CBaseEntity::GetSoundEmissionOrigin(void)const 150 149 CBaseEntity::ModifyEmitSoundParams(EmitSound_t &) 151 150 CBaseEntity::IsDeflectable(void) 152 151 CBaseEntity::Deflected(CBaseEntity*, Vector &) 153 152 CBaseEntity::CreateVPhysics(void) 154 153 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 155 154 CBasePlayer::VPhysicsDestroyObject(void) 156 155 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 157 156 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 158 157 CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t *) 159 158 CCSPlayer::VPhysicsShadowUpdate(IPhysicsObject *) 160 159 CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t *) 161 160 CBaseEntity::VPhysicsFriction(IPhysicsObject *, float, int, int) 162 161 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 163 162 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **, int) 164 163 CBaseEntity::VPhysicsIsFlesh(void) 165 164 CBaseEntity::HasPhysicsAttacker(float) 166 165 CBasePlayer::PhysicsSolidMaskForEntity(void)const 167 166 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &, Vector &) 168 167 CBaseEntity::PerformCustomPhysics(Vector *, Vector *, QAngle *, QAngle *) 169 168 CBaseAnimating::GetStepOrigin(void)const 170 169 CBaseAnimating::GetStepAngles(void)const 171 170 CBaseEntity::ShouldDrawWaterImpacts(void) 172 172 CBasePlayer::NetworkStateChanged_m_fFlags(void) 173 171 CBasePlayer::NetworkStateChanged_m_fFlags(void *) 174 174 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void) 175 173 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 176 176 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 177 175 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 178 178 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 179 177 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 180 180 CBasePlayer::NetworkStateChanged_m_flFriction(void) 181 179 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 182 182 CBasePlayer::NetworkStateChanged_m_vecVelocity(void) 183 181 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 184 184 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 185 183 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 186 185 CBaseAnimating::GetIdealSpeed(void)const 187 186 CBaseAnimating::GetIdealAccel(void)const 188 187 CBaseAnimatingOverlay::StudioFrameAdvance(void) 189 188 CBaseAnimating::SetSequence(int) 190 189 CBaseAnimating::IsActivityFinished(void) 191 190 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *, int) 192 191 CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) 193 192 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 194 193 CBaseAnimating::IsRagdoll(void) 195 194 CBaseAnimating::CanBecomeRagdoll(void) 196 195 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *, Vector *, Quaternion *, int) 197 196 CBaseAnimating::GetBoneTransform(int, matrix3x4_t &) 198 197 CBaseAnimating::SetupBones(matrix3x4_t *, int) 199 198 CBaseAnimating::CalculateIKLocks(float) 200 199 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 201 200 CCSPlayer::HandleAnimEvent(animevent_t *) 202 201 CBaseAnimating::PopulatePoseParameters(void) 203 202 CBaseAnimating::GetAttachment(int, matrix3x4_t &) 204 203 CBaseAnimating::InitBoneControllers(void) 205 204 CBaseAnimating::GetGroundSpeedVelocity(void) 206 205 CBaseAnimating::Ignite(float, bool, float, bool) 207 206 CBaseAnimating::IgniteLifetime(float) 208 207 CBaseAnimating::IgniteNumHitboxFires(int) 209 208 CBaseAnimating::IgniteHitboxFireScale(float) 210 209 CBaseAnimating::Extinguish(void) 211 210 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *) 212 211 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 213 212 CBaseFlex::SetViewtarget(Vector const&) 214 213 CBaseFlex::StartSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *, CChoreoActor *, CBaseEntity *) 215 214 CBaseFlex::ProcessSceneEvents(void) 216 215 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *) 217 216 CBaseFlex::ClearSceneEvent(CSceneEventInfo *, bool, bool) 218 217 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *, float, CChoreoScene *, CChoreoEvent *) 219 218 CBaseFlex::PlayScene(char const*, float, AI_Response *, IRecipientFilter *) 220 219 CBaseFlex::PlayAutoGeneratedSoundScene(char const*) 221 220 CBaseFlex::GetSpecialDSP(void) 222 221 CBasePlayer::GetPhysicsImpactDamageTable(void) 223 223 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 224 222 CBaseCombatCharacter::FInViewCone(Vector const&) 225 225 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 226 224 CBaseCombatCharacter::FInAimCone(Vector const&) 227 226 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 228 227 CBaseCombatCharacter::FindMissTarget(void) 229 228 CBaseCombatCharacter::HandleInteraction(int, void *, CBaseCombatCharacter*) 230 229 CBasePlayer::BodyAngles(void) 231 230 CBaseCombatCharacter::BodyDirection2D(void) 232 231 CBaseCombatCharacter::BodyDirection3D(void) 233 232 CBaseCombatCharacter::HeadDirection2D(void) 234 233 CBaseCombatCharacter::HeadDirection3D(void) 235 234 CBaseCombatCharacter::EyeDirection2D(void) 236 235 CBaseCombatCharacter::EyeDirection3D(void) 237 238 CBaseCombatCharacter::IsHiddenByFog(Vector const&)const 238 237 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const 239 236 CBaseCombatCharacter::IsHiddenByFog(float)const 240 241 CBaseCombatCharacter::GetFogObscuredRatio(Vector const&)const 241 240 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const 242 239 CBaseCombatCharacter::GetFogObscuredRatio(float)const 243 243 CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float)const 244 242 CBaseCombatCharacter::IsLookingTowards(Vector const&, float)const 245 245 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const 246 244 CBaseCombatCharacter::IsInFieldOfView(Vector const&)const 247 247 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *, CBaseCombatCharacter::LineOfSightCheckType)const 248 246 CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity *)const 249 248 CBaseCombatCharacter::GiveAmmo(int, int, bool) 250 249 CBaseCombatCharacter::GetAmmoCount(int)const 251 250 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 252 251 CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool *) 253 252 CBaseCombatCharacter::Weapon_FrameUpdate(void) 254 253 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *) 255 254 CCSPlayer::Weapon_CanUse(CBaseCombatWeapon *) 256 255 CCSPlayer::Weapon_Equip(CBaseCombatWeapon *) 257 256 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 258 257 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *, Vector const*, Vector const*) 259 258 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *, int) 260 259 CBasePlayer::Weapon_ShootPosition(void) 261 260 CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *) 262 261 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 263 262 CBaseCombatCharacter::Weapon_GetSlot(int)const 264 263 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 265 264 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *) 266 265 CBaseCombatCharacter::CanBecomeServerRagdoll(void) 267 266 CCSPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 268 267 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 269 268 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 270 269 CBaseCombatCharacter::GetAliveDuration(void)const 271 270 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity *) 272 271 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *) 273 272 CBaseCombatCharacter::HasEverBeenInjured(int)const 274 273 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const 275 274 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *, CTakeDamageInfo const&) 276 275 CBaseCombatCharacter::GetDeathActivity(void) 277 276 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 278 277 CBaseCombatCharacter::CorpseFade(void) 279 278 CBaseCombatCharacter::HasHumanGibs(void) 280 279 CBaseCombatCharacter::HasAlienGibs(void) 281 280 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 282 281 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 283 282 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 284 283 CBasePlayer::Event_Dying(CTakeDamageInfo const&) 285 284 CBaseCombatCharacter::Event_Dying(void) 286 285 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) 287 286 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 288 287 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *, Vector const&, float, int) 289 289 CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) 290 288 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) 291 290 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 292 291 CBaseCombatCharacter::IRelationType(CBaseEntity *) 293 292 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 294 293 CBasePlayer::IsInAVehicle(void)const 295 294 CBasePlayer::GetVehicle(void) 296 295 CBasePlayer::GetVehicleEntity(void) 297 296 CBaseCombatCharacter::ExitVehicle(void) 298 297 CBaseCombatCharacter::RemoveAllWeapons(void) 299 298 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *) 300 299 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *, CBaseEntity *) 301 300 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *, CBaseEntity *) 302 301 CBasePlayer::DoMuzzleFlash(void) 303 302 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *, Disposition_t, int) 304 303 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 305 304 CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int) 306 305 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *, CBaseCombatWeapon *) 307 306 CBaseCombatCharacter::GetLastKnownArea(void)const 308 307 CBaseCombatCharacter::IsAreaTraversable(CNavArea const*)const 309 308 CBaseCombatCharacter::ClearLastKnownArea(void) 310 309 CBaseCombatCharacter::UpdateLastKnownArea(void) 311 310 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *, CNavArea *) 312 311 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *) 313 312 CBaseCombatCharacter::OnPursuedBy(INextBot *) 314 314 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 315 313 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 316 315 CCSPlayer::CreateViewModel(int) 317 316 CCSPlayer::SetupVisibility(CBaseEntity *, unsigned char *, int) 318 317 CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*)const 319 318 CBasePlayer::SharedSpawn(void) 320 319 CBasePlayer::ForceRespawn(void) 321 320 CCSPlayer::InitialSpawn(void) 322 321 CBasePlayer::InitHUD(void) 323 322 CCSPlayer::ShowViewPortPanel(char const*, bool, KeyValues *) 324 323 CCSPlayer::PlayerDeathThink(void) 325 324 CBasePlayer::Jump(void) 326 325 CBasePlayer::Duck(void) 327 326 CCSPlayer::PreThink(void) 328 327 CCSPlayer::PostThink(void) 329 328 CBasePlayer::DamageEffect(float, int) 330 329 CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 331 330 CBasePlayer::ShouldFadeOnDeath(void) 332 331 CBasePlayer::IsFakeClient(void)const 333 332 CBasePlayer::GetPlayerMins(void)const 334 333 CBasePlayer::GetPlayerMaxs(void)const 335 334 CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float) 336 335 CBasePlayer::PackDeadPlayerItems(void) 337 336 CCSPlayer::RemoveAllItems(bool) 338 337 CBasePlayer::IsRunning(void)const 339 338 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 340 339 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *, CBaseCombatWeapon *) 341 340 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 342 341 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *) 343 342 CBasePlayer::GetTimeSinceWeaponFired(void)const 344 343 CBasePlayer::IsFiringWeapon(void)const 345 344 CBasePlayer::UpdateClientData(void) 346 345 CBasePlayer::ExitLadder(void) 347 346 CBasePlayer::GetLadderSurface(Vector const&) 348 347 CBasePlayer::SetFlashlightEnabled(bool) 349 348 CCSPlayer::FlashlightIsOn(void) 350 349 CCSPlayer::FlashlightTurnOn(void) 351 350 CCSPlayer::FlashlightTurnOff(void) 352 351 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *, float *) 353 352 CCSPlayer::UpdateStepSound(surfacedata_t *, Vector const&, Vector const&) 354 353 CCSPlayer::PlayStepSound(Vector &, surfacedata_t *, float, bool) 355 354 CBasePlayer::GetOverrideStepSound(char const*) 356 355 CBasePlayer::GetStepSoundVelocities(float *, float *) 357 356 CBasePlayer::SetStepSoundTime(stepsoundtimes_t, bool) 358 357 CCSPlayer::DeathSound(CTakeDamageInfo const&) 359 358 CCSPlayer::SetAnimation(PLAYER_ANIM) 360 359 CBasePlayer::ImpulseCommands(void) 361 360 CCSPlayer::CheatImpulseCommands(int) 362 361 CCSPlayer::ClientCommand(CCommand const&) 363 362 CBasePlayer::StartObserverMode(int) 364 363 CBasePlayer::StopObserverMode(void) 365 364 CBasePlayer::ModeWantsSpectatorGUI(int) 366 365 CBasePlayer::SetObserverMode(int) 367 366 CBasePlayer::GetObserverMode(void) 368 367 CBasePlayer::SetObserverTarget(CBaseEntity *) 369 368 CBasePlayer::ObserverUse(bool) 370 369 CBasePlayer::GetObserverTarget(void) 371 370 CBasePlayer::FindNextObserverTarget(bool) 372 371 CCSPlayer::GetNextObserverSearchStartPoint(bool) 373 372 CBasePlayer::IsValidObserverTarget(CBaseEntity *) 374 373 CBasePlayer::CheckObserverSettings(void) 375 374 CBasePlayer::JumptoPosition(Vector const&, QAngle const&) 376 375 CBasePlayer::ForceObserverMode(int) 377 376 CBasePlayer::ResetObserverMode(void) 378 377 CBasePlayer::ValidateCurrentObserverTarget(void) 379 378 CCSPlayer::AttemptToExitFreezeCam(void) 380 379 CCSPlayer::StartReplayMode(float, float, int) 381 380 CCSPlayer::StopReplayMode(void) 382 381 CBasePlayer::GetDelayTicks(void) 383 382 CBasePlayer::GetReplayEntity(void) 384 383 CBasePlayer::CreateCorpse(void) 385 384 CCSPlayer::EntSelectSpawnPoint(void) 386 385 CBasePlayer::GetInVehicle(IServerVehicle *, int) 387 386 CBasePlayer::LeaveVehicle(Vector const&, QAngle const&) 388 387 CBasePlayer::OnVehicleStart(void) 389 388 CBasePlayer::OnVehicleEnd(Vector &) 390 389 CCSPlayer::BumpWeapon(CBaseCombatWeapon *) 391 390 CBasePlayer::SelectLastItem(void) 392 391 CBasePlayer::SelectItem(char const*, int) 393 392 CBasePlayer::ItemPostFrame(void) 394 393 CCSPlayer::GiveNamedItem(char const*, int) 395 394 CBasePlayer::CheckTrainUpdate(void) 396 395 CBasePlayer::SetPlayerUnderwater(bool) 397 396 CBasePlayer::CanBreatheUnderwater(void)const 398 397 CBasePlayer::PlayerUse(void) 399 398 CCSPlayer::PlayUseDenySound(void) 400 399 CCSPlayer::FindUseEntity(void) 401 400 CCSPlayer::IsUseableEntity(CBaseEntity *, unsigned int) 402 401 CBasePlayer::PickupObject(CBaseEntity *, bool) 403 402 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *) 404 403 CBasePlayer::GetHeldObjectMass(IPhysicsObject *) 405 404 CBasePlayer::UpdateGeigerCounter(void) 406 407 CBasePlayer::GetAutoaimVector(float) 407 406 CBasePlayer::GetAutoaimVector(float, float) 408 405 CBasePlayer::GetAutoaimVector(autoaim_params_t &) 409 408 CBasePlayer::ShouldAutoaim(void) 410 409 CBasePlayer::ForceClientDllUpdate(void) 411 410 CBasePlayer::ProcessUsercmds(CUserCmd *, int, int, int, bool) 412 411 CCSPlayer::PlayerRunCommand(CUserCmd *, IMoveHelper *) 413 412 CBasePlayer::ChangeTeam(int, bool, bool) 414 413 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *) 415 414 CBaseMultiplayerPlayer::CanSpeak(void) 416 415 CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 417 416 CBasePlayer::CheckChatText(char *, int) 418 417 CCSPlayer::CreateRagdollEntity(void) 419 418 CBasePlayer::ShouldAnnounceAchievement(void) 420 419 CBasePlayer::EquipWearable(CEconWearable *) 421 420 CBasePlayer::RemoveWearable(CEconWearable *) 422 421 CBasePlayer::IsFollowingPhysics(void) 423 422 CCSPlayer::InitVCollision(Vector const&, Vector const&) 424 423 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 425 424 CBasePlayer::Hints(void) 426 425 CBasePlayer::IsReadyToPlay(void) 427 426 CBasePlayer::IsReadyToSpawn(void) 428 427 CBasePlayer::ShouldGainInstantSpawn(void) 429 428 CBasePlayer::ResetPerRoundStats(void) 430 429 CBasePlayer::ResetScores(void) 431 430 CBasePlayer::EquipSuit(bool) 432 431 CBasePlayer::RemoveSuit(void) 433 432 CCSPlayer::GetPlayerMaxSpeed(void) 434 434 CCSPlayer::CommitSuicide(bool, bool) 435 433 CCSPlayer::CommitSuicide(Vector const&, bool, bool) 436 435 CBasePlayer::IsBot(void)const 437 436 CBasePlayer::IsBotOfType(int)const 438 437 CBasePlayer::GetBotType(void)const 439 438 CBaseMultiplayerPlayer::GetExpresser(void) 440 439 CCSPlayer::SpawnArmorValue(void)const 441 441 CCSPlayer::NetworkStateChanged_m_ArmorValue(void) 442 440 CCSPlayer::NetworkStateChanged_m_ArmorValue(void *) 443 442 CBasePlayer::HasHaptics(void) 444 443 CBasePlayer::SetHaptics(bool) 445 444 CBasePlayer::PlayerSolidMask(bool)const 446 445 CAI_ExpresserHost::NoteSpeaking(float, float) 447 446 CAI_ExpresserHost::Speak(char const*, char const*, char *, unsigned int, IRecipientFilter *) 448 447 CAI_ExpresserHost::PostSpeakDispatchResponse(char const*, AI_Response *) 449 448 CBaseMultiplayerPlayer::SpeakIfAllowed(char const*, char const*, char *, unsigned int, IRecipientFilter *) 450 449 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int, char const*, char *, unsigned int, IRecipientFilter *) 451 450 CBaseMultiplayerPlayer::CanBeAutobalanced(void) 452 451 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void) 453 452 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void) 454 453 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char const*) 455 454 CBaseMultiplayerPlayer::OnAchievementEarned(int) 456 455 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void) 457 456 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void) 458 457 CBaseMultiplayerPlayer::CreateExpresser(void) 459 458 CCSPlayer::IsBeingGivenItem(void)const 460 CCSPlayer::CSAnim_GetActiveWeapon(void) 461 CCSPlayer::CSAnim_CanMove(void) 462 459 CCSPlayer::Blind(float, float, float)