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  1. // Auto reconstructed from vtable block @ 0x006FBC20
  2. // from "client.dylib", by ida_vtables.idc
  3. 0 `typeinfo for'C_BasePlayer
  4. 1 C_BasePlayer::~C_BasePlayer()
  5. 2 C_BasePlayer::~C_BasePlayer()
  6. 3 C_BaseEntity::SetRefEHandle(CBaseHandle const&)
  7. 4 C_BaseEntity::GetRefEHandle(void)const
  8. 5 C_BaseEntity::GetCollideable(void)
  9. 6 C_BaseEntity::GetClientNetworkable(void)
  10. 7 C_BaseEntity::GetClientRenderable(void)
  11. 8 C_BaseEntity::GetIClientEntity(void)
  12. 9 C_BaseEntity::GetBaseEntity(void)
  13. 10 C_BaseEntity::GetClientThinkable(void)
  14. 11 C_BaseAnimating::Release(void)
  15. 12 C_BaseEntity::GetAbsOrigin(void)const
  16. 13 C_BaseEntity::GetAbsAngles(void)const
  17. 14 C_BaseAnimating::GetMouth(void)
  18. 15 C_BaseFlex::GetSoundSpatialization(SpatializationInfo_t &)
  19. 16 C_BaseEntity::GetDataDescMap(void)
  20. 17 C_BasePlayer::YouForgotToImplementOrDeclareClientClass(void)
  21. 18 C_BasePlayer::GetClientClass(void)
  22. 19 C_BasePlayer::GetPredDescMap(void)
  23. 20 C_BaseEntity::FireBullets(FireBulletsInfo_t const&)
  24. 21 C_BaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
  25. 22 C_BaseEntity::ShouldDrawUnderwaterBulletBubbles(void)
  26. 23 C_BaseEntity::ShouldDrawWaterImpacts(void)
  27. 24 C_BaseEntity::HandleShotImpactingWater(FireBulletsInfo_t const&,Vector const&,ITraceFilter *,Vector*)
  28. 25 C_BaseEntity::GetBeamTraceFilter(void)
  29. 26 C_BaseEntity::DispatchTraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *,CDmgAccumulator *)
  30. 27 C_BaseEntity::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *,CDmgAccumulator *)
  31. 28 C_BaseEntity::DoImpactEffect(CGameTrace &,int)
  32. 29 C_BasePlayer::MakeTracer(Vector const&,CGameTrace const&,int)
  33. 30 C_BaseEntity::GetTracerAttachment(void)
  34. 31 C_BaseCombatCharacter::BloodColor(void)
  35. 32 C_BasePlayer::GetTracerType(void)
  36. 33 C_BasePlayer::Spawn(void)
  37. 34 C_BaseEntity::SpawnClientEntity(void)
  38. 35 C_BaseEntity::Precache(void)
  39. 36 C_BaseEntity::Activate(void)
  40. 37 C_BaseEntity::ParseMapData(CEntityMapData *)
  41. 38 C_BaseEntity::KeyValue(char const*,char const*)
  42. 39 C_BaseEntity::KeyValue(char const*,float)
  43. 40 C_BaseEntity::KeyValue(char const*,Vector const&)
  44. 41 C_BaseEntity::GetKeyValue(char const*,char *,int)
  45. 42 C_BaseEntity::Init(int,int)
  46. 43 C_BaseEntity::GetIClientUnknown(void)
  47. 44 C_BaseAnimating::GetBaseAnimating(void)
  48. 45 C_BaseEntity::SetClassname(char const*)
  49. 46 C_BaseEntity::RecordToolMessage(void)
  50. 47 C_BaseAnimating::GetRenderOrigin(void)
  51. 48 C_BaseAnimating::GetRenderAngles(void)
  52. 49 C_BaseEntity::GetObserverCamOrigin(void)
  53. 50 C_BaseEntity::RenderableToWorldTransform(void)
  54. 51 C_BaseEntity::IsTransparent(void)
  55. 52 C_BaseEntity::IsTwoPass(void)
  56. 53 C_BaseAnimating::UsesPowerOfTwoFrameBufferTexture(void)
  57. 54 C_BaseEntity::UsesFullFrameBufferTexture(void)
  58. 55 C_BaseEntity::IgnoresZBuffer(void)const
  59. 56 C_BaseEntity::GetModel(void)const
  60. 57 C_BasePlayer::DrawModel(int)
  61. 58 C_BaseEntity::ComputeFxBlend(void)
  62. 59 C_BaseEntity::GetFxBlend(void)
  63. 60 C_BaseEntity::LODTest(void)
  64. 61 C_BaseAnimatingOverlay::GetRenderBounds(Vector &,Vector &)
  65. 62 C_BaseEntity::GetPVSNotifyInterface(void)
  66. 63 C_BaseEntity::GetRenderBoundsWorldspace(Vector &,Vector &)
  67. 64 C_BaseEntity::GetShadowRenderBounds(Vector &,Vector &,ShadowType_t)
  68. 65 C_BaseEntity::GetColorModulation(float *)
  69. 66 C_BaseFlex::OnThreadedDrawSetup(void)
  70. 67 C_BaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &)
  71. 68 C_BaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &)
  72. 69 C_BaseEntity::GetAttackDamageScale(void)
  73. 70 C_BaseAnimating::NotifyShouldTransmit(ShouldTransmitState_t)
  74. 71 C_BasePlayer::PreDataUpdate(DataUpdateType_t)
  75. 72 C_BasePlayer::PostDataUpdate(DataUpdateType_t)
  76. 73 C_BaseAnimating::ValidateModelIndex(void)
  77. 74 C_BaseEntity::SetDormant(bool)
  78. 75 C_BaseEntity::IsDormant(void)
  79. 76 C_BaseEntity::SetDestroyedOnRecreateEntities(void)
  80. 77 C_BaseEntity::GetEFlags(void)const
  81. 78 C_BaseEntity::SetEFlags(int)
  82. 79 C_BaseEntity::entindex(void)const
  83. 80 C_BasePlayer::ReceiveMessage(int,bf_read &)
  84. 81 C_BaseEntity::GetDataTableBasePtr(void)
  85. 82 C_BaseEntity::ClientThink(void)
  86. 83 C_BaseEntity::GetThinkHandle(void)
  87. 84 C_BaseEntity::SetThinkHandle(CClientThinkHandlePtr *)
  88. 85 C_BaseEntity::ShouldSavePhysics(void)
  89. 86 C_BaseEntity::OnSave(void)
  90. 87 C_BasePlayer::OnRestore(void)
  91. 88 C_BaseEntity::ObjectCaps(void)
  92. 89 C_BaseEntity::Save(ISave &)
  93. 90 C_BaseEntity::Restore(IRestore &)
  94. 91 C_BaseEntity::CreateVPhysics(void)
  95. 92 C_BaseEntity::VPhysicsDestroyObject(void)
  96. 93 C_BaseAnimating::VPhysicsUpdate(IPhysicsObject *)
  97. 94 C_BaseAnimating::VPhysicsGetObjectList(IPhysicsObject **,int)
  98. 95 C_BaseEntity::VPhysicsIsFlesh(void)
  99. 96 C_BaseAnimating::SetupBones(matrix3x4_t *,int,int,float)
  100. 97 C_BaseFlex::SetupWeights(matrix3x4_t const*,int,float *,float *)
  101. 98 C_BaseFlex::UsesFlexDelayedWeights(void)
  102. 99 C_BaseEntity::DoAnimationEvents(void)
  103. 100 C_BasePlayer::AddEntity(void)
  104. 101 C_BaseEntity::GetPrevLocalOrigin(void)const
  105. 102 C_BaseEntity::GetPrevLocalAngles(void)const
  106. 103 C_BaseEntity::CalcOverrideModelIndex(void)
  107. 104 C_BaseEntity::WorldAlignMins(void)const
  108. 105 C_BaseEntity::WorldAlignMaxs(void)const
  109. 106 C_BaseEntity::WorldSpaceCenter(void)const
  110. 107 C_BaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
  111. 108 C_BaseEntity::GetSolid(void)const
  112. 109 C_BaseEntity::GetSolidFlags(void)const
  113. 110 C_BaseAnimating::LookupAttachment(char const*)
  114. 111 C_BaseAnimating::GetAttachment(int,matrix3x4_t &)
  115. 112 C_BaseAnimating::GetAttachment(int,Vector &)
  116. 113 C_BaseAnimating::GetAttachment(int,Vector &,QAngle &)
  117. 114 C_BaseAnimating::GetAttachmentVelocity(int,Vector &,Quaternion &)
  118. 115 C_BaseEntity::GetTeam(void)
  119. 116 C_BaseEntity::GetTeamNumber(void)const
  120. 117 C_BaseEntity::ChangeTeam(int)
  121. 118 C_BaseEntity::GetRenderTeamNumber(void)
  122. 119 C_BaseEntity::InSameTeam(C_BaseEntity*)
  123. 120 C_BaseEntity::InLocalTeam(void)
  124. 121 C_BaseEntity::IsValidIDTarget(void)
  125. 122 C_BaseEntity::GetIDString(void)
  126. 123 C_BaseEntity::ModifyEmitSoundParams(EmitSound_t &)
  127. 124 C_BaseEntity::InitializeAsClientEntity(char const*,RenderGroup_t)
  128. 125 C_BasePlayer::Simulate(void)
  129. 126 C_BasePlayer::OnDataChanged(DataUpdateType_t)
  130. 127 C_BasePlayer::OnPreDataChanged(DataUpdateType_t)
  131. 128 C_BaseEntity::GetClientVehicle(void)
  132. 129 C_BaseAnimating::GetAimEntOrigin(IClientEntity *,Vector *,QAngle *)
  133. 130 C_BaseEntity::GetOldOrigin(void)
  134. 131 C_BaseEntity::GetRenderGroup(void)
  135. 132 C_BasePlayer::GetToolRecordingState(KeyValues *)
  136. 133 C_BaseAnimating::CleanupToolRecordingState(KeyValues *)
  137. 134 C_BaseAnimating::GetCollideType(void)
  138. 135 C_BasePlayer::ShouldDraw(void)
  139. 136 C_BaseAnimating::IsSelfAnimating(void)
  140. 137 C_BaseEntity::OnLatchInterpolatedVariables(int)
  141. 138 C_BaseFlex::OnNewModel(void)
  142. 139 C_BaseEntity::OnNewParticleEffect(char const*,CNewParticleEffect *)
  143. 140 C_BaseAnimating::ResetLatched(void)
  144. 141 C_BaseAnimating::Interpolate(float)
  145. 142 C_BaseEntity::IsSubModel(void)
  146. 143 C_BaseEntity::CreateLightEffects(void)
  147. 144 C_BaseAnimating::Clear(void)
  148. 145 C_BaseEntity::DrawBrushModel(bool,int,bool)
  149. 146 C_BaseEntity::GetTextureAnimationStartTime(void)
  150. 147 C_BaseEntity::TextureAnimationWrapped(void)
  151. 148 C_BaseEntity::SetNextClientThink(float)
  152. 149 C_BaseEntity::SetHealth(int)
  153. 150 C_BasePlayer::GetHealth(void)const
  154. 151 C_BaseEntity::GetMaxHealth(void)const
  155. 152 C_BaseEntity::IsVisibleToTargetID(void)
  156. 153 C_BasePlayer::ShadowCastType(void)
  157. 154 C_BasePlayer::ShouldReceiveProjectedTextures(int)
  158. 155 C_BaseEntity::IsShadowDirty(void)
  159. 156 C_BaseEntity::MarkShadowDirty(bool)
  160. 157 C_BaseEntity::GetShadowParent(void)
  161. 158 C_BaseEntity::FirstShadowChild(void)
  162. 159 C_BaseEntity::NextShadowPeer(void)
  163. 160 C_BaseEntity::AddDecal(Vector const&,Vector const&,Vector const&,int,int,bool,CGameTrace &,int)
  164. 161 C_BaseEntity::AddColoredDecal(Vector const&,Vector const&,Vector const&,int,int,bool,CGameTrace &,Color,int)
  165. 162 C_BaseEntity::IsClientCreated(void)const
  166. 163 C_BaseEntity::UpdateOnRemove(void)
  167. 164 C_BaseEntity::SUB_Remove(void)
  168. 165 C_BaseAnimating::SetPredictable(bool)
  169. 166 C_BaseAnimating::RestoreData(char const*,int,int)
  170. 167 C_BaseEntity::DamageDecal(int,int)
  171. 168 C_BaseEntity::DecalTrace(CGameTrace *,char const*)
  172. 169 C_BaseEntity::ImpactTrace(CGameTrace *,int,char const*)
  173. 170 C_BasePlayer::ShouldPredict(void)
  174. 171 C_BaseEntity::Think(void)
  175. 172 C_BaseEntity::CanBePoweredUp(void)
  176. 173 C_BaseEntity::AttemptToPowerup(int,float,float,C_BaseEntity*,CDamageModifier *)
  177. 174 C_BaseEntity::IsCurrentlyTouching(void)const
  178. 175 C_BaseEntity::StartTouch(C_BaseEntity*)
  179. 176 C_BaseEntity::Touch(C_BaseEntity*)
  180. 177 C_BaseEntity::EndTouch(C_BaseEntity*)
  181. 178 C_BasePlayer::PhysicsSolidMaskForEntity(void)const
  182. 179 C_BasePlayer::PhysicsSimulate(void)
  183. 180 C_BaseEntity::IsAlive(void)
  184. 181 C_BasePlayer::IsPlayer(void)const
  185. 182 C_BaseCombatCharacter::IsBaseCombatCharacter(void)
  186. 183 C_BaseCombatCharacter::MyCombatCharacterPointer(void)
  187. 184 C_BaseEntity::IsNPC(void)
  188. 185 C_BaseEntity::IsNextBot(void)
  189. 186 C_BaseEntity::IsBaseObject(void)const
  190. 187 C_BaseEntity::IsBaseCombatWeapon(void)const
  191. 188 C_BaseEntity::MyCombatWeaponPointer(void)
  192. 189 C_BaseEntity::IsCombatItem(void)const
  193. 190 C_BaseEntity::IsBaseTrain(void)const
  194. 191 C_BasePlayer::EyePosition(void)
  195. 192 C_BasePlayer::EyeAngles(void)
  196. 193 C_BasePlayer::LocalEyeAngles(void)
  197. 194 C_BaseEntity::EarPosition(void)
  198. 195 C_BaseEntity::ShouldCollide(int,int)const
  199. 196 C_BaseEntity::GetViewOffset(void)const
  200. 197 C_BaseEntity::SetViewOffset(Vector const&)
  201. 198 C_BaseAnimating::GetBody(void)
  202. 199 C_BaseAnimating::GetSkin(void)
  203. 200 C_BaseEntity::GetModelInstance(void)
  204. 201 C_BaseEntity::GetShadowHandle(void)const
  205. 202 C_BaseEntity::RenderHandle(void)
  206. 203 C_BaseEntity::CreateModelInstance(void)
  207. 204 C_BasePlayer::ShouldInterpolate(void)
  208. 205 C_BaseAnimating::GetClientSideFade(void)
  209. 206 C_BaseEntity::BoneMergeFastCullBloat(Vector &,Vector &,Vector const&,Vector const&)const
  210. 207 C_BaseEntity::OnPredictedEntityRemove(bool,C_BaseEntity*)
  211. 208 C_BaseEntity::GetShadowCastDistance(float *,ShadowType_t)const
  212. 209 C_BaseEntity::GetShadowCastDirection(Vector *,ShadowType_t)const
  213. 210 C_BaseEntity::GetShadowUseOtherEntity(void)const
  214. 211 C_BaseEntity::SetShadowUseOtherEntity(C_BaseEntity*)
  215. 212 C_BaseEntity::AddRagdollToFadeQueue(void)
  216. 213 C_BaseEntity::IsDeflectable(void)
  217. 214 C_BaseAnimating::GetStudioBody(void)
  218. 215 C_BaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
  219. 216 C_BaseEntity::GetRenderClipPlane(void)
  220. 217 C_BaseAnimating::GetBoneControllers(float *)
  221. 218 C_BaseAnimating::SetBoneController(int,float)
  222. 219 C_BaseAnimating::GetPoseParameters(CStudioHdr *,float *)
  223. 220 C_BaseFlex::BuildTransformations(CStudioHdr *,Vector *,Quaternion *,matrix3x4_t const&,int,CBoneBitList &)
  224. 221 C_BaseAnimating::ApplyBoneMatrixTransform(matrix3x4_t &)
  225. 222 C_BaseAnimating::UpdateIKLocks(float)
  226. 223 C_BaseAnimating::CalculateIKLocks(float)
  227. 224 C_BaseAnimating::InternalDrawModel(int)
  228. 225 C_BaseAnimating::OnInternalDrawModel(ClientModelRenderInfo_t *)
  229. 226 C_BaseAnimating::OnPostInternalDrawModel(ClientModelRenderInfo_t *)
  230. 227 C_BaseAnimating::ControlMouth(CStudioHdr *)
  231. 228 C_BaseAnimatingOverlay::DoAnimationEvents(CStudioHdr *)
  232. 229 C_BaseAnimating::FireEvent(Vector const&,QAngle const&,int,char const*)
  233. 230 C_BaseAnimating::FireObsoleteEvent(Vector const&,QAngle const&,int,char const*)
  234. 231 C_BaseAnimating::ModifyEventParticles(char const*)
  235. 232 C_BaseAnimating::DispatchMuzzleEffect(char const*,bool)
  236. 233 C_BaseFlex::StandardBlendingRules(CStudioHdr *,Vector *,Quaternion *,float,int)
  237. 234 C_BaseAnimatingOverlay::AccumulateLayers(IBoneSetup &,Vector *,Quaternion *,float)
  238. 235 C_BaseAnimating::ChildLayerBlend(Vector *,Quaternion *,float,int)
  239. 236 C_BaseAnimating::AttachEntityToBone(C_BaseAnimating*,int,Vector,QAngle)
  240. 237 C_BaseAnimating::NotifyBoneAttached(C_BaseAnimating*)
  241. 238 C_BaseAnimating::UpdateBoneAttachments(void)
  242. 239 C_BaseAnimating::BecomeRagdollOnClient(void)
  243. 240 C_BaseAnimating::SaveRagdollInfo(int,matrix3x4_t const&,CBoneAccessor &)
  244. 241 C_BaseAnimating::RetrieveRagdollInfo(Vector *,Quaternion *)
  245. 242 C_BasePlayer::GetRagdollInitBoneArrays(matrix3x4_t *,matrix3x4_t *,matrix3x4_t *,float)
  246. 243 C_BaseAnimating::RefreshCollisionBounds(void)
  247. 244 C_BaseAnimating::SetSequence(int)
  248. 245 C_BaseAnimating::StudioFrameAdvance(void)
  249. 246 C_BaseAnimating::FrameAdvance(float)
  250. 247 C_BaseAnimating::GetSequenceCycleRate(CStudioHdr *,int)
  251. 248 C_BaseAnimating::UpdateClientSideAnimation(void)
  252. 249 C_BaseAnimating::ComputeClientSideAnimationFlags(void)
  253. 250 C_BaseAnimating::ResetClientsideFrame(void)
  254. 251 C_BaseAnimating::IsActivityFinished(void)
  255. 252 C_BaseAnimating::UncorrectViewModelAttachment(Vector &)
  256. 253 C_BasePlayer::DoMuzzleFlash(void)
  257. 254 C_BaseAnimating::ProcessMuzzleFlashEvent(void)
  258. 255 C_BaseAnimating::SetServerIntendedCycle(float)
  259. 256 C_BaseAnimating::GetServerIntendedCycle(void)
  260. 257 C_BaseAnimating::ShouldResetSequenceOnNewModel(void)
  261. 258 C_BaseAnimating::IsViewModel(void)const
  262. 259 C_BaseAnimating::FormatViewModelAttachment(int,matrix3x4_t &)
  263. 260 C_BaseAnimating::IsMenuModel(void)const
  264. 261 C_BaseAnimating::CalcAttachments(void)
  265. 262 C_BaseAnimating::LastBoneChangedTime(void)
  266. 263 C_BaseAnimating::OnModelLoadComplete(model_t const*)
  267. 264 C_BaseFlex::InitPhonemeMappings(void)
  268. 265 C_BaseFlex::SetupGlobalWeights(matrix3x4_t const*,int,float *,float *)
  269. 266 C_BaseFlex::SetupLocalWeights(matrix3x4_t const*,int,float *,float *)
  270. 267 C_BaseFlex::SetViewTarget(CStudioHdr *)
  271. 268 C_BaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,C_BaseEntity *)
  272. 269 C_BaseFlex::ProcessSceneEvents(bool)
  273. 270 C_BaseFlex::ProcessSceneEvent(bool,CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
  274. 271 C_BaseFlex::ProcessSequenceSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
  275. 272 C_BaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
  276. 273 C_BaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
  277. 274 C_BaseFlex::EnsureTranslations(flexsettinghdr_t const*)
  278. 275 C_BaseCombatCharacter::IsLookingTowards(C_BaseEntity const*,float)const
  279. 276 C_BaseCombatCharacter::IsLookingTowards(Vector const&,float)const
  280. 277 C_BaseCombatCharacter::IsInFieldOfView(C_BaseEntity *)const
  281. 278 C_BaseCombatCharacter::IsInFieldOfView(Vector const&)const
  282. 279 C_BaseCombatCharacter::IsLineOfSightClear(C_BaseEntity *,C_BaseCombatCharacter::LineOfSightCheckType)const
  283. 280 C_BaseCombatCharacter::IsLineOfSightClear(Vector const&,C_BaseCombatCharacter::LineOfSightCheckType,C_BaseEntity *)const
  284. 281 C_BasePlayer::Weapon_Switch(C_BaseCombatWeapon *,int)
  285. 282 C_BaseCombatCharacter::Weapon_CanSwitchTo(C_BaseCombatWeapon *)
  286. 283 C_BasePlayer::GetActiveWeapon(void)const
  287. 284 C_BasePlayer::SharedSpawn(void)
  288. 285 C_BasePlayer::GetSteamID(CSteamID *)
  289. 286 C_BasePlayer::GetPlayerMaxSpeed(void)
  290. 287 C_BasePlayer::CalcView(Vector &,QAngle &,float &,float &,float &)
  291. 288 C_BasePlayer::CalcViewModelView(Vector const&,QAngle const&)
  292. 289 C_BasePlayer::CalcRoll(QAngle const&,Vector const&,float,float)
  293. 290 C_BasePlayer::SetPlayerUnderwater(bool)
  294. 291 C_BasePlayer::Weapon_ShootPosition(void)
  295. 292 C_BasePlayer::Weapon_DropPrimary(void)
  296. 293 C_BasePlayer::GetAutoaimVector(float)
  297. 294 C_BasePlayer::CreateMove(float,CUserCmd *)
  298. 295 C_BasePlayer::AvoidPhysicsProps(CUserCmd *)
  299. 296 C_BasePlayer::PlayerUse(void)
  300. 297 C_BasePlayer::IsUseableEntity(C_BaseEntity *,unsigned int)
  301. 298 C_BasePlayer::GetObserverMode(void)const
  302. 299 C_BasePlayer::GetObserverTarget(void)const
  303. 300 C_BasePlayer::GetRepresentativeRagdoll(void)const
  304. 301 C_BasePlayer::TeamChange(int)
  305. 302 C_BasePlayer::IsAllowedToSwitchWeapons(void)
  306. 303 C_BasePlayer::GetActiveWeaponForSelection(void)
  307. 304 C_BasePlayer::GetRenderedWeaponModel(void)
  308. 305 C_BasePlayer::IsOverridingViewmodel(void)
  309. 306 C_BasePlayer::DrawOverriddenViewmodel(C_BaseViewModel *,int)
  310. 307 C_BasePlayer::GetDefaultAnimSpeed(void)
  311. 308 C_BasePlayer::ThirdPersonSwitch(bool)
  312. 309 C_BasePlayer::CanSetSoundMixer(void)
  313. 310 C_BasePlayer::GetVisionFilterFlags(bool)
  314. 311 C_BasePlayer::CalculateVisionUsingCurrentFlags(void)
  315. 312 C_BasePlayer::ViewModel_IsTransparent(void)
  316. 313 C_BasePlayer::ViewModel_IsUsingFBTexture(void)
  317. 314 C_BasePlayer::PreThink(void)
  318. 315 C_BasePlayer::PostThink(void)
  319. 316 C_BasePlayer::ItemPreFrame(void)
  320. 317 C_BasePlayer::ItemPostFrame(void)
  321. 318 C_BasePlayer::AbortReload(void)
  322. 319 C_BasePlayer::SelectLastItem(void)
  323. 320 C_BasePlayer::Weapon_SetLast(C_BaseCombatWeapon *)
  324. 321 C_BasePlayer::Weapon_ShouldSetLast(C_BaseCombatWeapon *,C_BaseCombatWeapon *)
  325. 322 C_BasePlayer::Weapon_ShouldSelectItem(C_BaseCombatWeapon *)
  326. 323 C_BasePlayer::GetLastWeapon(void)
  327. 324 C_BasePlayer::SelectItem(char const*,int)
  328. 325 C_BasePlayer::UpdateClientData(void)
  329. 326 C_BasePlayer::GetFOV(void)
  330. 327 C_BasePlayer::IsZoomed(void)
  331. 328 C_BasePlayer::ViewPunch(QAngle const&)
  332. 329 C_BasePlayer::OverrideView(CViewSetup *)
  333. 330 C_BasePlayer::GetPlayerMins(void)const
  334. 331 C_BasePlayer::GetPlayerMaxs(void)const
  335. 332 C_BasePlayer::SetVehicleRole(int)
  336. 333 C_BasePlayer::SetAnimation(PLAYER_ANIM)
  337. 334 C_BasePlayer::GetMinFOV(void)const
  338. 335 C_BasePlayer::PlayPlayerJingle(void)
  339. 336 C_BasePlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&)
  340. 337 C_BasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
  341. 338 C_BasePlayer::GetFootstepSurface(Vector const&,char const*)
  342. 339 C_BasePlayer::GetStepSoundVelocities(float *,float *)
  343. 340 C_BasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
  344. 341 C_BasePlayer::GetOverrideStepSound(char const*)
  345. 342 C_BasePlayer::OnEmitFootstepSound(CSoundParameters const&,Vector const&,float)
  346. 343 C_BasePlayer::ExitLadder(void)
  347. 344 C_BasePlayer::Hints(void)
  348. 345 C_BasePlayer::GetHeadLabelMaterial(void)
  349. 346 C_BasePlayer::OnAchievementAchieved(int)
  350. 347 C_BasePlayer::CanUseFirstPersonCommand(void)
  351. 348 C_BasePlayer::CalcObserverView(Vector &,QAngle &,float &)
  352. 349 C_BasePlayer::GetChaseCamViewOffset(C_BaseEntity *)
  353. 350 C_BasePlayer::CalcInEyeCamView(Vector &,QAngle &,float &)
  354. 351 C_BasePlayer::GetDeathCamInterpolationTime(void)
  355. 352 C_BasePlayer::CalcDeathCamView(Vector &,QAngle &,float &)
  356. 353 C_BasePlayer::CalcFreezeCamView(Vector &,QAngle &,float &)
  357. 354 C_BasePlayer::SetLocalViewAngles(QAngle const&)
  358. 355 C_BasePlayer::SetViewAngles(QAngle const&)
  359. 356 C_BasePlayer::FireGameEvent(IGameEvent *)
  360. 357 C_BasePlayer::IsDucked(void)const
  361. 358 C_BasePlayer::IsDucking(void)const
  362. 359 C_BasePlayer::GetFallVelocity(void)
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