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CBasePlayer dump

Mar 30th, 2012
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  1. abstract_class IBasePlayer_G
  2. {
  3.     ~CBasePlayer(); // 0
  4.     virtual void /*Unknown value*/ /*CBaseEntity*/ SetRefEHandle(CBaseHandle  const&); // 1
  5.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetRefEHandle(void)const; // 2
  6.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetCollideable(void); // 3
  7.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetNetworkable(void); // 4
  8.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetBaseEntity(void); // 5
  9.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetModelIndex(void)const; // 6
  10.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetModelName(void)const; // 7
  11.     virtual void /*Unknown value*/ /*CBaseEntity*/ SetModelIndex(int); // 8
  12.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetServerClass(void); // 9
  13.     virtual void /*Unknown value*/ /*CBasePlayer*/ YouForgotToImplementOrDeclareServerClass(void); // 10
  14.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetDataDescMap(void); // 11
  15.     virtual void /*Unknown value*/ /*CBaseAnimating*/ TestCollision(Ray_t  const&,unsigned int,CGameTrace &); // 12
  16.     virtual void /*Unknown value*/ /*CBaseAnimating*/ TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &); // 13
  17.     virtual void /*Unknown value*/ /*CBaseEntity*/ ComputeWorldSpaceSurroundingBox(Vector *,Vector *); // 14
  18.     virtual void /*Unknown value*/ /*CBaseEntity*/ ShouldCollide(int,int)const; // 15
  19.     virtual void /*Unknown value*/ /*CBaseEntity*/ SetOwnerEntity(CBaseEntity*); // 16
  20.     virtual void /*Unknown value*/ /*CBasePlayer*/ ShouldTransmit(CCheckTransmitInfo  const*); // 17
  21.     virtual void /*Unknown value*/ /*CBasePlayer*/ UpdateTransmitState(void); // 18
  22.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ SetTransmit(CCheckTransmitInfo *,bool); // 19
  23.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetTracerType(void); // 20
  24.     virtual void /*Unknown value*/ /*CBasePlayer*/ Spawn(void); // 21
  25.     virtual void /*Unknown value*/ /*CBasePlayer*/ Precache(void); // 22
  26.     virtual void /*Unknown value*/ /*CBasePlayer*/ SetModel(char  const*); // 23
  27.     virtual void /*Unknown value*/ /*CBaseAnimating*/ OnNewModel(void); // 24
  28.     virtual void /*Unknown value*/ /*CBaseEntity*/ PostConstructor(char  const*); // 25
  29.     virtual void /*Unknown value*/ /*CBaseEntity*/ PostClientActive(void); // 26
  30.     virtual void /*Unknown value*/ /*CBaseEntity*/ ParseMapData(CEntityMapData *); // 27
  31.     virtual void /*Unknown value*/ /*CBaseEntity*/ KeyValue(char  const*,char  const*); // 28
  32.     virtual void /*Unknown value*/ /*CBaseEntity*/ KeyValue(char  const*,float); // 29
  33.     virtual void /*Unknown value*/ /*CBaseEntity*/ KeyValue(char  const*,Vector  const&); // 30
  34.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetKeyValue(char  const*,char *,int); // 31
  35.     virtual void /*Unknown value*/ /*CBasePlayer*/ Activate(void); // 32
  36.     virtual void /*Unknown value*/ /*CBaseEntity*/ SetParent(CBaseEntity*,int); // 33
  37.     virtual void /*Unknown value*/ /*CBasePlayer*/ ObjectCaps(void); // 34
  38.     virtual void /*Unknown value*/ /*CBaseEntity*/ AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int); // 35
  39.     virtual void /*Unknown value*/ /*CBaseAnimating*/ GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &); // 36
  40.     virtual void /*Unknown value*/ /*CBasePlayer*/ DrawDebugGeometryOverlays(void); // 37
  41.     virtual void /*Unknown value*/ /*CBaseAnimating*/ DrawDebugTextOverlays(void); // 38
  42.     virtual void /*Unknown value*/ /*CBasePlayer*/ Save(ISave &); // 39
  43.     virtual void /*Unknown value*/ /*CBasePlayer*/ Restore(IRestore &); // 40
  44.     virtual void /*Unknown value*/ /*CBasePlayer*/ ShouldSavePhysics(void); // 41
  45.     virtual void /*Unknown value*/ /*CBaseEntity*/ OnSave(IEntitySaveUtils *); // 42
  46.     virtual void /*Unknown value*/ /*CBasePlayer*/ OnRestore(void); // 43
  47.     virtual void /*Unknown value*/ /*CBasePlayer*/ RequiredEdictIndex(void); // 44
  48.     virtual void /*Unknown value*/ /*CBaseEntity*/ MoveDone(void); // 45
  49.     virtual void /*Unknown value*/ /*CBaseEntity*/ Think(void); // 46
  50.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_nNextThinkTick(void); // 47
  51.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_nNextThinkTick(void *); // 48
  52.     virtual void /*Unknown value*/ /*CBaseAnimating*/ GetBaseAnimating(void); // 49
  53.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetResponseSystem(void); // 50
  54.     virtual void /*Unknown value*/ /*CBaseEntity*/ DispatchResponse(char  const*); // 51
  55.     virtual void /*Unknown value*/ /*CBasePlayer*/ Classify(void); // 52
  56.     virtual void /*Unknown value*/ /*CBaseEntity*/ DeathNotice(CBaseEntity*); // 53
  57.     virtual void /*Unknown value*/ /*CBaseEntity*/ ShouldAttractAutoAim(CBaseEntity*); // 54
  58.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetAutoAimRadius(void); // 55
  59.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetAutoAimCenter(void); // 56
  60.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetBeamTraceFilter(void); // 57
  61.     virtual void /*Unknown value*/ /*CBaseEntity*/ PassesDamageFilter(CTakeDamageInfo  const&); // 58
  62.     virtual void /*Unknown value*/ /*CBasePlayer*/ TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *); // 59
  63.     virtual void /*Unknown value*/ /*CBaseEntity*/ CanBeHitByMeleeAttack(CBaseEntity*); // 60
  64.     virtual void /*Unknown value*/ /*CBasePlayer*/ OnTakeDamage(CTakeDamageInfo  const&); // 61
  65.     virtual void /*Unknown value*/ /*CBaseEntity*/ AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*); // 62
  66.     virtual void /*Unknown value*/ /*CBasePlayer*/ TakeHealth(float,int); // 63
  67.     virtual void /*Unknown value*/ /*CBaseEntity*/ IsAlive(void); // 64
  68.     virtual void /*Unknown value*/ /*CBasePlayer*/ Event_Killed(CTakeDamageInfo  const&); // 65
  69.     virtual void /*Unknown value*/ /*CBasePlayer*/ Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&); // 66
  70.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ BloodColor(void); // 67
  71.     virtual void /*Unknown value*/ /*CBaseEntity*/ IsTriggered(CBaseEntity*); // 68
  72.     virtual void /*Unknown value*/ /*CBaseEntity*/ IsNPC(void)const; // 69
  73.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ MyCombatCharacterPointer(void); // 70
  74.     virtual void /*Unknown value*/ /*CBaseEntity*/ MyNextBotPointer(void); // 71
  75.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetDelay(void); // 72
  76.     virtual void /*Unknown value*/ /*CBaseEntity*/ IsMoving(void); // 73
  77.     virtual void /*Unknown value*/ /*CBaseEntity*/ DamageDecal(int,int); // 74
  78.     virtual void /*Unknown value*/ /*CBaseEntity*/ DecalTrace(CGameTrace *,char  const*); // 75
  79.     virtual void /*Unknown value*/ /*CBaseEntity*/ ImpactTrace(CGameTrace *,int,char  const*); // 76
  80.     virtual void /*Unknown value*/ /*CBaseEntity*/ OnControls(CBaseEntity*); // 77
  81.     virtual void /*Unknown value*/ /*CBaseEntity*/ HasTarget(string_t); // 78
  82.     virtual void /*Unknown value*/ /*CBasePlayer*/ IsPlayer(void)const; // 79
  83.     virtual void /*Unknown value*/ /*CBasePlayer*/ IsNetClient(void)const; // 80
  84.     virtual void /*Unknown value*/ /*CBaseEntity*/ IsTemplate(void); // 81
  85.     virtual void /*Unknown value*/ /*CBaseEntity*/ IsBaseObject(void)const; // 82
  86.     virtual void /*Unknown value*/ /*CBaseEntity*/ IsBaseTrain(void)const; // 83
  87.     virtual void /*Unknown value*/ /*CBaseEntity*/ IsBaseCombatWeapon(void)const; // 84
  88.     virtual void /*Unknown value*/ /*CBaseEntity*/ IsWearable(void)const; // 85
  89.     virtual void /*Unknown value*/ /*CBaseEntity*/ MyCombatWeaponPointer(void); // 86
  90.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetServerVehicle(void); // 87
  91.     virtual void /*Unknown value*/ /*CBaseEntity*/ IsViewable(void); // 88
  92.     virtual void /*Unknown value*/ /*CBasePlayer*/ ChangeTeam(int); // 89
  93.     virtual void /*Unknown value*/ /*CBaseEntity*/ OnEntityEvent(EntityEvent_t,void *); // 90
  94.     virtual void /*Unknown value*/ /*CBaseEntity*/ CanStandOn(CBaseEntity*)const; // 91
  95.     virtual void /*Unknown value*/ /*CBaseEntity*/ CanStandOn(edict_t *)const; // 92
  96.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetEnemy(void); // 93
  97.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetEnemy(void)const; // 94
  98.     virtual void /*Unknown value*/ /*CBaseEntity*/ Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float); // 95
  99.     virtual void /*Unknown value*/ /*CBaseEntity*/ StartTouch(CBaseEntity*); // 96
  100.     virtual void /*Unknown value*/ /*CBasePlayer*/ Touch(CBaseEntity *); // 97
  101.     virtual void /*Unknown value*/ /*CBaseEntity*/ EndTouch(CBaseEntity*); // 98
  102.     virtual void /*Unknown value*/ /*CBaseEntity*/ StartBlocked(CBaseEntity*); // 99
  103.     virtual void /*Unknown value*/ /*CBaseEntity*/ Blocked(CBaseEntity*); // 100
  104.     virtual void /*Unknown value*/ /*CBaseEntity*/ EndBlocked(void); // 101
  105.     virtual void /*Unknown value*/ /*CBasePlayer*/ PhysicsSimulate(void); // 102
  106.     virtual void /*Unknown value*/ /*CBasePlayer*/ UpdateOnRemove(void); // 103
  107.     virtual void /*Unknown value*/ /*CBaseEntity*/ StopLoopingSounds(void); // 104
  108.     virtual void /*Unknown value*/ /*CBaseEntity*/ SUB_AllowedToFade(void); // 105
  109.     virtual void /*Unknown value*/ /*CBaseFlex*/ Teleport(Vector  const*,QAngle  const*,Vector  const*); // 106
  110.     virtual void /*Unknown value*/ /*CBaseEntity*/ NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&); // 107
  111.     virtual void /*Unknown value*/ /*CBasePlayer*/ MakeTracer(Vector  const&,CGameTrace  const&,int); // 108
  112.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetTracerAttachment(void); // 109
  113.     virtual void /*Unknown value*/ /*CBaseEntity*/ FireBullets(FireBulletsInfo_t  const&); // 110
  114.     virtual void /*Unknown value*/ /*CBasePlayer*/ DoImpactEffect(CGameTrace &,int); // 111
  115.     virtual void /*Unknown value*/ /*CBaseEntity*/ ModifyFireBulletsDamage(CTakeDamageInfo *); // 112
  116.     virtual void /*Unknown value*/ /*CBaseEntity*/ Respawn(void); // 113
  117.     virtual void /*Unknown value*/ /*CBaseEntity*/ IsLockedByMaster(void); // 114
  118.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetMaxHealth(void)const; // 115
  119.     virtual void /*Unknown value*/ /*CBaseAnimating*/ ModifyOrAppendCriteria(AI_CriteriaSet &); // 116
  120.     virtual void /*Unknown value*/ /*CBaseEntity*/ NetworkStateChanged_m_iMaxHealth(void); // 117
  121.     virtual void /*Unknown value*/ /*CBaseEntity*/ NetworkStateChanged_m_iMaxHealth(void *); // 118
  122.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_iHealth(void); // 119
  123.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_iHealth(void *); // 120
  124.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_lifeState(void); // 121
  125.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_lifeState(void *); // 122
  126.     virtual void /*Unknown value*/ /*CBaseEntity*/ NetworkStateChanged_m_takedamage(void); // 123
  127.     virtual void /*Unknown value*/ /*CBaseEntity*/ NetworkStateChanged_m_takedamage(void *); // 124
  128.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetDamageType(void)const; // 125
  129.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetDamage(void); // 126
  130.     virtual void /*Unknown value*/ /*CBaseEntity*/ SetDamage(float); // 127
  131.     virtual void /*Unknown value*/ /*CBasePlayer*/ EyePosition(void); // 128
  132.     virtual void /*Unknown value*/ /*CBasePlayer*/ EyeAngles(void); // 129
  133.     virtual void /*Unknown value*/ /*CBasePlayer*/ LocalEyeAngles(void); // 130
  134.     virtual void /*Unknown value*/ /*CBaseEntity*/ EarPosition(void); // 131
  135.     virtual void /*Unknown value*/ /*CBasePlayer*/ BodyTarget(Vector  const&,bool); // 132
  136.     virtual void /*Unknown value*/ /*CBaseEntity*/ HeadTarget(Vector  const&); // 133
  137.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetVectors(Vector *,Vector *,Vector *)const; // 134
  138.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetViewOffset(void)const; // 135
  139.     virtual void /*Unknown value*/ /*CBaseEntity*/ SetViewOffset(Vector  const&); // 136
  140.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetSmoothedVelocity(void); // 137
  141.     virtual void /*Unknown value*/ /*CBaseAnimating*/ GetVelocity(Vector *,Vector *); // 138
  142.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ FVisible(CBaseEntity *,int,CBaseEntity **); // 139
  143.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ FVisible(Vector  const&,int,CBaseEntity **); // 140
  144.     virtual void /*Unknown value*/ /*CBaseEntity*/ CanBeSeenBy(CAI_BaseNPC *); // 141
  145.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetAttackDamageScale(CBaseEntity*); // 142
  146.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetReceivedDamageScale(CBaseEntity*); // 143
  147.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetGroundVelocityToApply(Vector &); // 144
  148.     virtual void /*Unknown value*/ /*CBaseEntity*/ PhysicsSplash(Vector  const&,Vector  const&,float,float); // 145
  149.     virtual void /*Unknown value*/ /*CBaseEntity*/ Splash(void); // 146
  150.     virtual void /*Unknown value*/ /*CBaseEntity*/ WorldSpaceCenter(void)const; // 147
  151.     virtual void /*Unknown value*/ /*CBaseEntity*/ GetSoundEmissionOrigin(void)const; // 148
  152.     virtual void /*Unknown value*/ /*CBaseEntity*/ IsDeflectable(void); // 149
  153.     virtual void /*Unknown value*/ /*CBaseEntity*/ Deflected(CBaseEntity*,Vector &); // 150
  154.     virtual void /*Unknown value*/ /*CBaseEntity*/ CreateVPhysics(void); // 151
  155.     virtual void /*Unknown value*/ /*CBaseEntity*/ ForceVPhysicsCollide(CBaseEntity*); // 152
  156.     virtual void /*Unknown value*/ /*CBasePlayer*/ VPhysicsDestroyObject(void); // 153
  157.     virtual void /*Unknown value*/ /*CBasePlayer*/ VPhysicsUpdate(IPhysicsObject *); // 154
  158.     virtual void /*Unknown value*/ /*CBaseEntity*/ VPhysicsTakeDamage(CTakeDamageInfo  const&); // 155
  159.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ VPhysicsShadowCollision(int,gamevcollisionevent_t *); // 156
  160.     virtual void /*Unknown value*/ /*CBasePlayer*/ VPhysicsShadowUpdate(IPhysicsObject *); // 157
  161.     virtual void /*Unknown value*/ /*CBasePlayer*/ VPhysicsCollision(int,gamevcollisionevent_t *); // 158
  162.     virtual void /*Unknown value*/ /*CBaseEntity*/ VPhysicsFriction(IPhysicsObject *,float,int,int); // 159
  163.     virtual void /*Unknown value*/ /*CBaseEntity*/ UpdatePhysicsShadowToCurrentPosition(float); // 160
  164.     virtual void /*Unknown value*/ /*CBaseEntity*/ VPhysicsGetObjectList(IPhysicsObject **,int); // 161
  165.     virtual void /*Unknown value*/ /*CBaseEntity*/ VPhysicsIsFlesh(void); // 162
  166.     virtual void /*Unknown value*/ /*CBaseEntity*/ HasPhysicsAttacker(float); // 163
  167.     virtual void /*Unknown value*/ /*CBasePlayer*/ PhysicsSolidMaskForEntity(void)const; // 164
  168.     virtual void /*Unknown value*/ /*CBaseEntity*/ ResolveFlyCollisionCustom(CGameTrace &,Vector &); // 165
  169.     virtual void /*Unknown value*/ /*CBaseEntity*/ PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *); // 166
  170.     virtual void /*Unknown value*/ /*CBaseAnimating*/ GetStepOrigin(void)const; // 167
  171.     virtual void /*Unknown value*/ /*CBaseAnimating*/ GetStepAngles(void)const; // 168
  172.     virtual void /*Unknown value*/ /*CBaseEntity*/ ShouldDrawWaterImpacts(void); // 169
  173.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_fFlags(void); // 170
  174.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_fFlags(void *); // 171
  175.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_nWaterLevel(void); // 172
  176.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_nWaterLevel(void *); // 173
  177.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_hGroundEntity(void); // 174
  178.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_hGroundEntity(void *); // 175
  179.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_vecBaseVelocity(void); // 176
  180.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_vecBaseVelocity(void *); // 177
  181.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_flFriction(void); // 178
  182.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_flFriction(void *); // 179
  183.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_vecVelocity(void); // 180
  184.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_vecVelocity(void *); // 181
  185.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_vecViewOffset(void); // 182
  186.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_vecViewOffset(void *); // 183
  187.     virtual void /*Unknown value*/ /*CBaseAnimating*/ GetIdealSpeed(void)const; // 184
  188.     virtual void /*Unknown value*/ /*CBaseAnimating*/ GetIdealAccel(void)const; // 185
  189.     virtual void /*Unknown value*/ /*CBaseAnimatingOverlay*/ StudioFrameAdvance(void); // 186
  190.     virtual void /*Unknown value*/ /*CBaseAnimating*/ SetSequence(int); // 187
  191.     virtual void /*Unknown value*/ /*CBaseAnimating*/ IsActivityFinished(void); // 188
  192.     virtual void /*Unknown value*/ /*CBaseAnimating*/ GetSequenceGroundSpeed(CStudioHdr *,int); // 189
  193.     virtual void /*Unknown value*/ /*CBaseAnimating*/ ClampRagdollForce(Vector  const&,Vector*); // 190
  194.     virtual void /*Unknown value*/ /*CBaseAnimating*/ BecomeRagdollOnClient(Vector  const&); // 191
  195.     virtual void /*Unknown value*/ /*CBaseAnimating*/ IsRagdoll(void); // 192
  196.     virtual void /*Unknown value*/ /*CBaseAnimating*/ CanBecomeRagdoll(void); // 193
  197.     virtual void /*Unknown value*/ /*CBaseAnimatingOverlay*/ GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int); // 194
  198.     virtual void /*Unknown value*/ /*CBaseAnimating*/ GetBoneTransform(int,matrix3x4_t &); // 195
  199.     virtual void /*Unknown value*/ /*CBaseAnimating*/ SetupBones(matrix3x4_t *,int); // 196
  200.     virtual void /*Unknown value*/ /*CBaseAnimating*/ CalculateIKLocks(float); // 197
  201.     virtual void /*Unknown value*/ /*CBaseAnimatingOverlay*/ DispatchAnimEvents(CBaseAnimating *); // 198
  202.     virtual void /*Unknown value*/ /*CBasePlayer*/ HandleAnimEvent(animevent_t *); // 199
  203.     virtual void /*Unknown value*/ /*CBaseAnimating*/ PopulatePoseParameters(void); // 200
  204.     virtual void /*Unknown value*/ /*CBaseAnimating*/ GetAttachment(int,matrix3x4_t &); // 201
  205.     virtual void /*Unknown value*/ /*CBaseAnimating*/ InitBoneControllers(void); // 202
  206.     virtual void /*Unknown value*/ /*CBaseAnimating*/ GetGroundSpeedVelocity(void); // 203
  207.     virtual void /*Unknown value*/ /*CBaseAnimating*/ Ignite(float,bool,float,bool); // 204
  208.     virtual void /*Unknown value*/ /*CBaseAnimating*/ IgniteLifetime(float); // 205
  209.     virtual void /*Unknown value*/ /*CBaseAnimating*/ IgniteNumHitboxFires(int); // 206
  210.     virtual void /*Unknown value*/ /*CBaseAnimating*/ IgniteHitboxFireScale(float); // 207
  211.     virtual void /*Unknown value*/ /*CBaseAnimating*/ Extinguish(void); // 208
  212.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ SetLightingOriginRelative(CBaseEntity *); // 209
  213.     virtual void /*Unknown value*/ /*CBaseAnimating*/ SetLightingOrigin(CBaseEntity *); // 210
  214.     virtual void /*Unknown value*/ /*CBaseFlex*/ SetViewtarget(Vector  const&); // 211
  215.     virtual void /*Unknown value*/ /*CBaseFlex*/ StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *); // 212
  216.     virtual void /*Unknown value*/ /*CBaseFlex*/ ProcessSceneEvents(void); // 213
  217.     virtual void /*Unknown value*/ /*CBaseFlex*/ ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *); // 214
  218.     virtual void /*Unknown value*/ /*CBaseFlex*/ ClearSceneEvent(CSceneEventInfo *,bool,bool); // 215
  219.     virtual void /*Unknown value*/ /*CBaseFlex*/ CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *); // 216
  220.     virtual void /*Unknown value*/ /*CBaseFlex*/ PlayScene(char  const*,float,AI_Response *,IRecipientFilter *); // 217
  221.     virtual void /*Unknown value*/ /*CBaseFlex*/ PlayAutoGeneratedSoundScene(char  const*); // 218
  222.     virtual void /*Unknown value*/ /*CBaseFlex*/ GetSpecialDSP(void); // 219
  223.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetPhysicsImpactDamageTable(void); // 220
  224.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ FInViewCone(CBaseEntity *); // 221
  225.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ FInViewCone(Vector  const&); // 222
  226.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ FInAimCone(CBaseEntity *); // 223
  227.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ FInAimCone(Vector  const&); // 224
  228.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ ShouldShootMissTarget(CBaseCombatCharacter*); // 225
  229.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ FindMissTarget(void); // 226
  230.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ HandleInteraction(int,void *,CBaseCombatCharacter*); // 227
  231.     virtual void /*Unknown value*/ /*CBasePlayer*/ BodyAngles(void); // 228
  232.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ BodyDirection2D(void); // 229
  233.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ BodyDirection3D(void); // 230
  234.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ HeadDirection2D(void); // 231
  235.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ HeadDirection3D(void); // 232
  236.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ EyeDirection2D(void); // 233
  237.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ EyeDirection3D(void); // 234
  238.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IsHiddenByFog(Vector  const&)const; // 235
  239.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IsHiddenByFog(CBaseEntity *)const; // 236
  240.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IsHiddenByFog(float)const; // 237
  241.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GetFogObscuredRatio(Vector  const&)const; // 238
  242.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GetFogObscuredRatio(CBaseEntity *)const; // 239
  243.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GetFogObscuredRatio(float)const; // 240
  244.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IsLookingTowards(CBaseEntity  const*,float)const; // 241
  245.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IsLookingTowards(Vector  const&,float)const; // 242
  246.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IsInFieldOfView(CBaseEntity *)const; // 243
  247.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IsInFieldOfView(Vector  const&)const; // 244
  248.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter; // 245
  249.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IsLineOfSightClear(Vector  const&,CBaseCombatCharacter; // 246
  250.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GiveAmmo(int,int,bool); // 247
  251.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GetAmmoCount(int)const; // 248
  252.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ NPC_TranslateActivity(Activity); // 249
  253.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ Weapon_TranslateActivity(Activity,bool *); // 250
  254.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ Weapon_FrameUpdate(void); // 251
  255.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ Weapon_HandleAnimEvent(animevent_t *); // 252
  256.     virtual void /*Unknown value*/ /*CBasePlayer*/ Weapon_CanUse(CBaseCombatWeapon *); // 253
  257.     virtual void /*Unknown value*/ /*CBasePlayer*/ Weapon_Equip(CBaseCombatWeapon *); // 254
  258.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ Weapon_EquipAmmoOnly(CBaseCombatWeapon *); // 255
  259.     virtual void /*Unknown value*/ /*CBasePlayer*/ Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*); // 256
  260.     virtual void /*Unknown value*/ /*CBasePlayer*/ Weapon_Switch(CBaseCombatWeapon *,int); // 257
  261.     virtual void /*Unknown value*/ /*CBasePlayer*/ Weapon_ShootPosition(void); // 258
  262.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ Weapon_CanSwitchTo(CBaseCombatWeapon *); // 259
  263.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ Weapon_SlotOccupied(CBaseCombatWeapon *); // 260
  264.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ Weapon_GetSlot(int)const; // 261
  265.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ AddPlayerItem(CBaseCombatWeapon *); // 262
  266.     virtual void /*Unknown value*/ /*CBasePlayer*/ RemovePlayerItem(CBaseCombatWeapon *); // 263
  267.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ CanBecomeServerRagdoll(void); // 264
  268.     virtual void /*Unknown value*/ /*CBasePlayer*/ OnTakeDamage_Alive(CTakeDamageInfo  const&); // 265
  269.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ OnTakeDamage_Dying(CTakeDamageInfo  const&); // 266
  270.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ OnTakeDamage_Dead(CTakeDamageInfo  const&); // 267
  271.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GetAliveDuration(void)const; // 268
  272.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *); // 269
  273.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ NotifyFriendsOfDamage(CBaseEntity *); // 270
  274.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ HasEverBeenInjured(int)const; // 271
  275.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GetTimeSinceLastInjury(int)const; // 272
  276.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&); // 273
  277.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GetDeathActivity(void); // 274
  278.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ CorpseGib(CTakeDamageInfo  const&); // 275
  279.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ CorpseFade(void); // 276
  280.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ HasHumanGibs(void); // 277
  281.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ HasAlienGibs(void); // 278
  282.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ ShouldGib(CTakeDamageInfo  const&); // 279
  283.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ OnKilledNPC(CBaseCombatCharacter*); // 280
  284.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ Event_Gibbed(CTakeDamageInfo  const&); // 281
  285.     virtual void /*Unknown value*/ /*CBasePlayer*/ Event_Dying(CTakeDamageInfo  const&); // 282
  286.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ Event_Dying(void); // 283
  287.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&); // 284
  288.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ FixupBurningServerRagdoll(CBaseEntity *); // 285
  289.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int); // 286
  290.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool); // 287
  291.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool); // 288
  292.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ PushawayTouch(CBaseEntity *); // 289
  293.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IRelationType(CBaseEntity *); // 290
  294.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IRelationPriority(CBaseEntity *); // 291
  295.     virtual void /*Unknown value*/ /*CBasePlayer*/ IsInAVehicle(void)const; // 292
  296.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetVehicle(void); // 293
  297.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetVehicleEntity(void); // 294
  298.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ ExitVehicle(void); // 295
  299.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ RemoveAllWeapons(void); // 296
  300.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ CalcWeaponProficiency(CBaseCombatWeapon *); // 297
  301.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *); // 298
  302.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *); // 299
  303.     virtual void /*Unknown value*/ /*CBasePlayer*/ DoMuzzleFlash(void); // 300
  304.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ AddEntityRelationship(CBaseEntity *,Disposition_t,int); // 301
  305.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ RemoveEntityRelationship(CBaseEntity *); // 302
  306.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ AddClassRelationship(Class_T,Disposition_t,int); // 303
  307.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *); // 304
  308.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GetLastKnownArea(void)const; // 305
  309.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IsAreaTraversable(CNavArea  const*)const; // 306
  310.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ ClearLastKnownArea(void); // 307
  311.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ UpdateLastKnownArea(void); // 308
  312.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ OnNavAreaChanged(CNavArea *,CNavArea *); // 309
  313.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ OnNavAreaRemoved(CNavArea *); // 310
  314.     virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ OnPursuedBy(INextBot *); // 311
  315.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_iAmmo(void); // 312
  316.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_iAmmo(void *); // 313
  317.     virtual void /*Unknown value*/ /*CBasePlayer*/ CreateViewModel(int); // 314
  318.     virtual void /*Unknown value*/ /*CBasePlayer*/ SetupVisibility(CBaseEntity *,unsigned char *,int); // 315
  319.     virtual void /*Unknown value*/ /*CBasePlayer*/ WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const; // 316
  320.     virtual void /*Unknown value*/ /*CBasePlayer*/ SharedSpawn(void); // 317
  321.     virtual void /*Unknown value*/ /*CBasePlayer*/ ForceRespawn(void); // 318
  322.     virtual void /*Unknown value*/ /*CBasePlayer*/ InitialSpawn(void); // 319
  323.     virtual void /*Unknown value*/ /*CBasePlayer*/ InitHUD(void); // 320
  324.     virtual void /*Unknown value*/ /*CBasePlayer*/ ShowViewPortPanel(char  const*,bool,KeyValues *); // 321
  325.     virtual void /*Unknown value*/ /*CBasePlayer*/ PlayerDeathThink(void); // 322
  326.     virtual void /*Unknown value*/ /*CBasePlayer*/ Jump(void); // 323
  327.     virtual void /*Unknown value*/ /*CBasePlayer*/ Duck(void); // 324
  328.     virtual void /*Unknown value*/ /*CBasePlayer*/ PreThink(void); // 325
  329.     virtual void /*Unknown value*/ /*CBasePlayer*/ PostThink(void); // 326
  330.     virtual void /*Unknown value*/ /*CBasePlayer*/ DamageEffect(float,int); // 327
  331.     virtual void /*Unknown value*/ /*CBasePlayer*/ OnDamagedByExplosion(CTakeDamageInfo  const&); // 328
  332.     virtual void /*Unknown value*/ /*CBasePlayer*/ ShouldFadeOnDeath(void); // 329
  333.     virtual void /*Unknown value*/ /*CBasePlayer*/ IsFakeClient(void)const; // 330
  334.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetPlayerMins(void)const; // 331
  335.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetPlayerMaxs(void)const; // 332
  336.     virtual void /*Unknown value*/ /*CBasePlayer*/ CalcRoll(QAngle  const&,Vector  const&,float,float); // 333
  337.     virtual void /*Unknown value*/ /*CBasePlayer*/ PackDeadPlayerItems(void); // 334
  338.     virtual void /*Unknown value*/ /*CBasePlayer*/ RemoveAllItems(bool); // 335
  339.     virtual void /*Unknown value*/ /*CBasePlayer*/ IsRunning(void)const; // 336
  340.     virtual void /*Unknown value*/ /*CBasePlayer*/ Weapon_SetLast(CBaseCombatWeapon *); // 337
  341.     virtual void /*Unknown value*/ /*CBasePlayer*/ Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *); // 338
  342.     virtual void /*Unknown value*/ /*CBasePlayer*/ Weapon_ShouldSelectItem(CBaseCombatWeapon *); // 339
  343.     virtual void /*Unknown value*/ /*CBasePlayer*/ OnMyWeaponFired(CBaseCombatWeapon *); // 340
  344.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetTimeSinceWeaponFired(void)const; // 341
  345.     virtual void /*Unknown value*/ /*CBasePlayer*/ IsFiringWeapon(void)const; // 342
  346.     virtual void /*Unknown value*/ /*CBasePlayer*/ UpdateClientData(void); // 343
  347.     virtual void /*Unknown value*/ /*CBasePlayer*/ ExitLadder(void); // 344
  348.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetLadderSurface(Vector  const&); // 345
  349.     virtual void /*Unknown value*/ /*CBasePlayer*/ SetFlashlightEnabled(bool); // 346
  350.     virtual void /*Unknown value*/ /*CBasePlayer*/ FlashlightIsOn(void); // 347
  351.     virtual void /*Unknown value*/ /*CBasePlayer*/ FlashlightTurnOn(void); // 348
  352.     virtual void /*Unknown value*/ /*CBasePlayer*/ FlashlightTurnOff(void); // 349
  353.     virtual void /*Unknown value*/ /*CBasePlayer*/ IsIlluminatedByFlashlight(CBaseEntity *,float *); // 350
  354.     virtual void /*Unknown value*/ /*CBasePlayer*/ UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&); // 351
  355.     virtual void /*Unknown value*/ /*CBasePlayer*/ PlayStepSound(Vector &,surfacedata_t *,float,bool); // 352
  356.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetOverrideStepSound(char  const*); // 353
  357.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetStepSoundVelocities(float *,float *); // 354
  358.     virtual void /*Unknown value*/ /*CBasePlayer*/ SetStepSoundTime(stepsoundtimes_t,bool); // 355
  359.     virtual void /*Unknown value*/ /*CBasePlayer*/ DeathSound(CTakeDamageInfo  const&); // 356
  360.     virtual void /*Unknown value*/ /*CBasePlayer*/ SetAnimation(PLAYER_ANIM); // 357
  361.     virtual void /*Unknown value*/ /*CBasePlayer*/ ImpulseCommands(void); // 358
  362.     virtual void /*Unknown value*/ /*CBasePlayer*/ CheatImpulseCommands(int); // 359
  363.     virtual void /*Unknown value*/ /*CBasePlayer*/ ClientCommand(CCommand  const&); // 360
  364.     virtual void /*Unknown value*/ /*CBasePlayer*/ StartObserverMode(int); // 361
  365.     virtual void /*Unknown value*/ /*CBasePlayer*/ StopObserverMode(void); // 362
  366.     virtual void /*Unknown value*/ /*CBasePlayer*/ ModeWantsSpectatorGUI(int); // 363
  367.     virtual void /*Unknown value*/ /*CBasePlayer*/ SetObserverMode(int); // 364
  368.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetObserverMode(void); // 365
  369.     virtual void /*Unknown value*/ /*CBasePlayer*/ SetObserverTarget(CBaseEntity *); // 366
  370.     virtual void /*Unknown value*/ /*CBasePlayer*/ ObserverUse(bool); // 367
  371.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetObserverTarget(void); // 368
  372.     virtual void /*Unknown value*/ /*CBasePlayer*/ FindNextObserverTarget(bool); // 369
  373.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetNextObserverSearchStartPoint(bool); // 370
  374.     virtual void /*Unknown value*/ /*CBasePlayer*/ IsValidObserverTarget(CBaseEntity *); // 371
  375.     virtual void /*Unknown value*/ /*CBasePlayer*/ CheckObserverSettings(void); // 372
  376.     virtual void /*Unknown value*/ /*CBasePlayer*/ JumptoPosition(Vector  const&,QAngle  const&); // 373
  377.     virtual void /*Unknown value*/ /*CBasePlayer*/ ForceObserverMode(int); // 374
  378.     virtual void /*Unknown value*/ /*CBasePlayer*/ ResetObserverMode(void); // 375
  379.     virtual void /*Unknown value*/ /*CBasePlayer*/ ValidateCurrentObserverTarget(void); // 376
  380.     virtual void /*Unknown value*/ /*CBasePlayer*/ AttemptToExitFreezeCam(void); // 377
  381.     virtual void /*Unknown value*/ /*CBasePlayer*/ StartReplayMode(float,float,int); // 378
  382.     virtual void /*Unknown value*/ /*CBasePlayer*/ StopReplayMode(void); // 379
  383.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetDelayTicks(void); // 380
  384.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetReplayEntity(void); // 381
  385.     virtual void /*Unknown value*/ /*CBasePlayer*/ CreateCorpse(void); // 382
  386.     virtual void /*Unknown value*/ /*CBasePlayer*/ EntSelectSpawnPoint(void); // 383
  387.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetInVehicle(IServerVehicle *,int); // 384
  388.     virtual void /*Unknown value*/ /*CBasePlayer*/ LeaveVehicle(Vector  const&,QAngle  const&); // 385
  389.     virtual void /*Unknown value*/ /*CBasePlayer*/ OnVehicleStart(void); // 386
  390.     virtual void /*Unknown value*/ /*CBasePlayer*/ OnVehicleEnd(Vector &); // 387
  391.     virtual void /*Unknown value*/ /*CBasePlayer*/ BumpWeapon(CBaseCombatWeapon *); // 388
  392.     virtual void /*Unknown value*/ /*CBasePlayer*/ SelectLastItem(void); // 389
  393.     virtual void /*Unknown value*/ /*CBasePlayer*/ SelectItem(char  const*,int); // 390
  394.     virtual void /*Unknown value*/ /*CBasePlayer*/ ItemPostFrame(void); // 391
  395.     virtual void /*Unknown value*/ /*CBasePlayer*/ GiveNamedItem(char  const*,int); // 392
  396.     virtual void /*Unknown value*/ /*CBasePlayer*/ CheckTrainUpdate(void); // 393
  397.     virtual void /*Unknown value*/ /*CBasePlayer*/ SetPlayerUnderwater(bool); // 394
  398.     virtual void /*Unknown value*/ /*CBasePlayer*/ CanBreatheUnderwater(void)const; // 395
  399.     virtual void /*Unknown value*/ /*CBasePlayer*/ PlayerUse(void); // 396
  400.     virtual void /*Unknown value*/ /*CBasePlayer*/ PlayUseDenySound(void); // 397
  401.     virtual void /*Unknown value*/ /*CBasePlayer*/ FindUseEntity(void); // 398
  402.     virtual void /*Unknown value*/ /*CBasePlayer*/ IsUseableEntity(CBaseEntity *,unsigned int); // 399
  403.     virtual void /*Unknown value*/ /*CBasePlayer*/ PickupObject(CBaseEntity *,bool); // 400
  404.     virtual void /*Unknown value*/ /*CBasePlayer*/ ForceDropOfCarriedPhysObjects(CBaseEntity *); // 401
  405.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetHeldObjectMass(IPhysicsObject *); // 402
  406.     virtual void /*Unknown value*/ /*CBasePlayer*/ UpdateGeigerCounter(void); // 403
  407.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetAutoaimVector(float); // 404
  408.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetAutoaimVector(float,float); // 405
  409.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetAutoaimVector(autoaim_params_t &); // 406
  410.     virtual void /*Unknown value*/ /*CBasePlayer*/ ShouldAutoaim(void); // 407
  411.     virtual void /*Unknown value*/ /*CBasePlayer*/ ForceClientDllUpdate(void); // 408
  412.     virtual void /*Unknown value*/ /*CBasePlayer*/ ProcessUsercmds(CUserCmd *,int,int,int,bool); // 409
  413.     virtual void /*Unknown value*/ /*CBasePlayer*/ PlayerRunCommand(CUserCmd *,IMoveHelper *); // 410
  414.     virtual void /*Unknown value*/ /*CBasePlayer*/ ChangeTeam(int,bool,bool); // 411
  415.     virtual void /*Unknown value*/ /*CBasePlayer*/ CanHearAndReadChatFrom(CBasePlayer*); // 412
  416.     virtual void /*Unknown value*/ /*CBasePlayer*/ CanSpeak(void); // 413
  417.     virtual void /*Unknown value*/ /*CBasePlayer*/ ModifyOrAppendPlayerCriteria(AI_CriteriaSet &); // 414
  418.     virtual void /*Unknown value*/ /*CBasePlayer*/ CheckChatText(char *,int); // 415
  419.     virtual void /*Unknown value*/ /*CBasePlayer*/ CreateRagdollEntity(void); // 416
  420.     virtual void /*Unknown value*/ /*CBasePlayer*/ ShouldAnnounceAchievement(void); // 417
  421.     virtual void /*Unknown value*/ /*CBasePlayer*/ EquipWearable(CEconWearable *); // 418
  422.     virtual void /*Unknown value*/ /*CBasePlayer*/ RemoveWearable(CEconWearable *); // 419
  423.     virtual void /*Unknown value*/ /*CBasePlayer*/ IsFollowingPhysics(void); // 420
  424.     virtual void /*Unknown value*/ /*CBasePlayer*/ InitVCollision(Vector  const&,Vector  const&); // 421
  425.     virtual void /*Unknown value*/ /*CBasePlayer*/ UpdatePhysicsShadowToCurrentPosition(void); // 422
  426.     virtual void /*Unknown value*/ /*CBasePlayer*/ Hints(void); // 423
  427.     virtual void /*Unknown value*/ /*CBasePlayer*/ IsReadyToPlay(void); // 424
  428.     virtual void /*Unknown value*/ /*CBasePlayer*/ IsReadyToSpawn(void); // 425
  429.     virtual void /*Unknown value*/ /*CBasePlayer*/ ShouldGainInstantSpawn(void); // 426
  430.     virtual void /*Unknown value*/ /*CBasePlayer*/ ResetPerRoundStats(void); // 427
  431.     virtual void /*Unknown value*/ /*CBasePlayer*/ ResetScores(void); // 428
  432.     virtual void /*Unknown value*/ /*CBasePlayer*/ EquipSuit(bool); // 429
  433.     virtual void /*Unknown value*/ /*CBasePlayer*/ RemoveSuit(void); // 430
  434.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetPlayerMaxSpeed(void); // 431
  435.     virtual void /*Unknown value*/ /*CBasePlayer*/ CommitSuicide(bool,bool); // 432
  436.     virtual void /*Unknown value*/ /*CBasePlayer*/ CommitSuicide(Vector  const&,bool,bool); // 433
  437.     virtual void /*Unknown value*/ /*CBasePlayer*/ IsBot(void)const; // 434
  438.     virtual void /*Unknown value*/ /*CBasePlayer*/ IsBotOfType(int)const; // 435
  439.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetBotType(void)const; // 436
  440.     virtual void /*Unknown value*/ /*CBasePlayer*/ GetExpresser(void); // 437
  441.     virtual void /*Unknown value*/ /*CBasePlayer*/ SpawnArmorValue(void)const; // 438
  442.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_ArmorValue(void); // 439
  443.     virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_ArmorValue(void *); // 440
  444.     virtual void /*Unknown value*/ /*CBasePlayer*/ HasHaptics(void); // 441
  445.     virtual void /*Unknown value*/ /*CBasePlayer*/ SetHaptics(bool); // 442
  446.     virtual void /*Unknown value*/ /*CBasePlayer*/ PlayerSolidMask(bool)const; // 443
  447. };
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