VTable for CCSPlayer: (0, 0) 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 CBaseMultiplayerPlayer::GetScriptDesc(void) 14 13 CBaseEntity::GetAIAddOn(void)const 15 14 CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace &) 16 15 CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace &) 17 16 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *, Vector *) 18 17 CCSPlayer::ShouldCollide(int, int)const 19 18 CBaseEntity::SetOwnerEntity(CBaseEntity*) 20 19 CBaseEntity::SetScriptOwnerEntity(HSCRIPT__ *) 21 20 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*) 22 21 CBasePlayer::UpdateTransmitState(void) 23 22 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *, bool) 24 23 CBasePlayer::GetTracerType(void) 25 24 CCSPlayer::Spawn(void) 26 25 CCSPlayer::Precache(void) 27 26 CBasePlayer::SetModel(char const*) 28 27 CBaseEntity::InitSharedVars(void) 29 28 CBaseMultiplayerPlayer::PostConstructor(char const*) 30 29 CBaseEntity::PostClientActive(void) 31 30 CBaseEntity::OnParseMapDataFinished(void) 32 34 CBaseEntity::KeyValue(char const*, char const*) 33 33 CBaseEntity::KeyValue(char const*, float) 34 32 CBaseEntity::KeyValue(char const*, int) 35 31 CBaseEntity::KeyValue(char const*, Vector const&) 36 35 CBaseEntity::GetKeyValue(char const*, char *, int) 37 36 CBasePlayer::Activate(void) 38 37 CBaseEntity::SetParent(CBaseEntity*, int) 39 38 CBasePlayer::ObjectCaps(void) 40 39 CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) 41 40 CBasePlayer::GetPlayerName(void)const 42 41 CBasePlayer::DrawDebugGeometryOverlays(void) 43 42 CBaseAnimating::DrawDebugTextOverlays(void) 44 43 CBasePlayer::Save(ISave &) 45 44 CBasePlayer::Restore(IRestore &) 46 45 CBasePlayer::ShouldSavePhysics(void) 47 46 CBaseEntity::OnSave(IEntitySaveUtils *) 48 47 CBasePlayer::OnRestore(void) 49 48 CBasePlayer::RequiredEdictIndex(void) 50 49 CBaseEntity::MoveDone(void) 51 50 CBaseEntity::Think(void) 52 52 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void) 53 51 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *) 54 53 CBaseAnimating::GetBaseAnimating(void) 55 54 CBaseAnimatingOverlay::GetBaseAnimatingOverlay(void) 56 55 CAI_ExpresserHost::GetResponseSystem(void) 57 56 CAI_ExpresserHost::DispatchResponse(char const*) 58 57 CBasePlayer::Classify(void) 59 58 CBaseEntity::DeathNotice(CBaseEntity*) 60 59 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 61 60 CBaseEntity::GetAutoAimRadius(void) 62 61 CBaseEntity::GetAutoAimCenter(void) 63 62 CBaseEntity::GetBeamTraceFilter(void) 64 63 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 65 64 CCSPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace *) 66 65 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 67 66 CCSPlayer::OnTakeDamage(CTakeDamageInfo const&) 68 67 CBasePlayer::TakeHealth(float, int) 69 68 CBaseEntity::IsAlive(void) 70 69 CCSPlayer::Event_Killed(CTakeDamageInfo const&) 71 70 CCSPlayer::Event_KilledOther(CBaseEntity *, CTakeDamageInfo const&) 72 71 CBaseCombatCharacter::BloodColor(void) 73 72 CBaseEntity::IsTriggered(CBaseEntity*) 74 73 CBaseEntity::IsNPC(void)const 75 74 CBaseEntity::MyNPCPointer(void) 76 75 CBaseCombatCharacter::MyCombatCharacterPointer(void) 77 76 CBaseEntity::MyNextBotPointer(void) 78 77 CBaseEntity::GetDelay(void) 79 78 CBaseEntity::IsMoving(void) 80 79 CBaseEntity::DamageDecal(int, int) 81 80 CBaseEntity::DecalTrace(CGameTrace *, char const*) 82 81 CCSPlayer::ImpactTrace(CGameTrace *, int, char *) 83 82 CBaseEntity::OnControls(CBaseEntity*) 84 83 CBaseEntity::HasTarget(string_t) 85 84 CBasePlayer::IsPlayer(void)const 86 85 CBasePlayer::IsNetClient(void)const 87 86 CBaseEntity::IsTemplate(void) 88 87 CBaseEntity::IsBaseObject(void)const 89 88 CBaseEntity::IsBaseTrain(void)const 90 89 CBaseEntity::IsBaseCombatWeapon(void)const 91 90 CBaseEntity::MyCombatWeaponPointer(void) 92 91 CBaseEntity::GetServerVehicle(void) 93 92 CBaseEntity::IsViewable(void) 94 93 CCSPlayer::ChangeTeam(int) 95 94 CBaseEntity::OnEntityEvent(EntityEvent_t, void *) 96 96 CBaseEntity::CanStandOn(CBaseEntity*)const 97 95 CBaseEntity::CanStandOn(edict_t *)const 98 98 CBaseEntity::GetEnemy(void) 99 97 CBaseEntity::GetEnemy(void)const 100 99 CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) 101 100 CBaseEntity::StartTouch(CBaseEntity*) 102 101 CBasePlayer::Touch(CBaseEntity *) 103 102 CBaseEntity::EndTouch(CBaseEntity*) 104 103 CBaseEntity::StartBlocked(CBaseEntity*) 105 104 CBaseEntity::Blocked(CBaseEntity*) 106 105 CBaseEntity::EndBlocked(void) 107 106 CBasePlayer::PhysicsSimulate(void) 108 107 CBaseEntity::PhysicsLandedOnGround(float) 109 108 CBasePlayer::UpdateOnRemove(void) 110 109 CBaseEntity::StopLoopingSounds(void) 111 110 CBaseEntity::SUB_AllowedToFade(void) 112 111 CBaseFlex::Teleport(Vector const*, QAngle const*, Vector const*, bool) 113 112 CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) 114 113 CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int) 115 114 CBaseEntity::GetTracerAttachment(void) 116 115 CBaseEntity::FireBullets(FireBulletsInfo_t const&) 117 116 CBasePlayer::DoImpactEffect(CGameTrace &, int) 118 117 CBaseEntity::Respawn(void) 119 118 CBaseEntity::IsLockedByMaster(void) 120 119 CBaseEntity::GetMaxHealth(void)const 121 120 CBaseEntity::SetHealth(int) 122 121 CCSPlayer::ModifyOrAppendCriteria(ResponseRules::CriteriaSet &) 123 122 CBaseEntity::ModifyOrAppendDerivedCriteria(ResponseRules::CriteriaSet &) 124 123 CBaseEntity::GetDamageType(void)const 125 124 CBaseEntity::GetDamage(void) 126 125 CBaseEntity::SetDamage(float) 127 126 CBasePlayer::EyePosition(void) 128 127 CBasePlayer::EyeAngles(void) 129 128 CBasePlayer::LocalEyeAngles(void) 130 129 CBaseEntity::EarPosition(void) 131 130 CBasePlayer::BodyTarget(Vector const&, bool) 132 131 CBaseEntity::HeadTarget(Vector const&) 133 132 CBaseEntity::GetVectors(Vector *, Vector *, Vector *)const 134 133 CBaseEntity::GetViewOffset(void)const 135 134 CBaseEntity::SetViewOffset(Vector const&) 136 135 CBasePlayer::GetSmoothedVelocity(void) 137 136 CBaseAnimating::GetVelocity(Vector *, Vector *) 138 137 CBaseEntity::GetFriction(void)const 139 139 CBaseCombatCharacter::FVisible(CBaseEntity *, int, CBaseEntity **) 140 138 CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity **) 141 140 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 142 141 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 143 142 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 144 143 CBaseEntity::OnGroundChanged(CBaseEntity*, 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::CreateVPhysics(void) 151 150 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 152 151 CBasePlayer::VPhysicsDestroyObject(void) 153 152 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 154 153 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 155 154 CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t *) 156 155 CCSPlayer::VPhysicsShadowUpdate(IPhysicsObject *) 157 156 CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t *) 158 157 CBaseEntity::VPhysicsFriction(IPhysicsObject *, float, int, int) 159 158 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 160 159 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **, int) 161 160 CBaseEntity::VPhysicsIsFlesh(void) 162 161 CBaseEntity::CanPushEntity(CBaseEntity*)const 163 162 CBaseEntity::HasPhysicsAttacker(float) 164 163 CCSPlayer::PhysicsSolidMaskForEntity(void)const 165 164 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &, Vector &) 166 165 CBaseEntity::PerformCustomPhysics(Vector *, Vector *, QAngle *, QAngle *) 167 166 CBaseAnimating::GetStepOrigin(void)const 168 167 CBaseAnimating::GetStepAngles(void)const 169 168 CBaseEntity::ShouldDrawWaterImpacts(void) 170 170 CBasePlayer::NetworkStateChanged_m_fFlags(void) 171 169 CBasePlayer::NetworkStateChanged_m_fFlags(void *) 172 172 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void) 173 171 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 174 174 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 175 173 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 176 176 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 177 175 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 178 178 CBasePlayer::NetworkStateChanged_m_flFriction(void) 179 177 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 180 180 CBasePlayer::NetworkStateChanged_m_vecVelocity(void) 181 179 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 182 182 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 183 181 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 184 184 CBasePlayer::NetworkStateChanged_m_iHealth(void) 185 183 CBasePlayer::NetworkStateChanged_m_iHealth(void *) 186 186 CBaseAnimating::NetworkStateChanged_m_bClientSideRagdoll(void) 187 185 CBaseAnimating::NetworkStateChanged_m_bClientSideRagdoll(void *) 188 188 CBasePlayer::NetworkStateChanged_m_lifeState(void) 189 187 CBasePlayer::NetworkStateChanged_m_lifeState(void *) 190 190 CBaseEntity::NetworkStateChanged_m_takedamage(void) 191 189 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 192 192 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 193 191 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 194 193 CBaseEntity::RunVScripts(void) 195 194 CBaseAnimating::GetIdealSpeed(void)const 196 195 CBaseAnimating::GetIdealAccel(void)const 197 196 CBaseAnimatingOverlay::StudioFrameAdvance(void) 198 197 CBaseAnimating::ReachedEndOfSequence(void) 199 198 CBaseAnimating::OnSequenceSet(int) 200 199 CBaseAnimating::IsActivityFinished(void) 201 200 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *, int) 202 201 CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) 203 202 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 204 203 CBaseAnimating::IsRagdoll(void) 205 204 CBaseAnimating::CanBecomeRagdoll(void) 206 205 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *, Vector *, QuaternionAligned *, int) 207 206 CBaseAnimating::GetBoneTransform(int, matrix3x4_t &) 208 207 CBaseAnimating::SetupBones(matrix3x4a_t *, int) 209 208 CBaseAnimating::CalculateIKLocks(float) 210 209 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 211 210 CCSPlayer::HandleAnimEvent(animevent_t *) 212 211 CBaseAnimating::HandleScriptedAnimEvent(animevent_t *) 213 212 CBaseAnimating::HandleBehaviorAnimEvent(animevent_t *) 214 213 CBaseAnimating::PopulatePoseParameters(void) 215 214 CBaseAnimating::GetAttachment(int, matrix3x4_t &) 216 215 CBaseAnimating::InitBoneControllers(void) 217 216 CBaseAnimating::GetGroundSpeedVelocity(void) 218 217 CBaseAnimating::InvalidateBoneCache(void) 219 218 CBaseAnimating::IsViewModel(void)const 220 219 CBaseAnimating::Ignite(float, bool, float, bool) 221 220 CBaseAnimating::IgniteLifetime(float) 222 221 CBaseAnimating::IgniteUseCheapEffect(bool) 223 222 CBaseAnimating::Extinguish(void) 224 223 CBaseAnimating::IsFrozen(void) 225 224 CBaseAnimating::Freeze(float, CBaseEntity *, Ray_t *) 226 225 CBaseAnimating::Unfreeze(void) 227 226 CBaseAnimating::Dissolve(char const*, float, bool, int, Vector, int) 228 227 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *) 229 228 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 230 229 CBaseFlex::SetViewtarget(Vector const&) 231 230 CBaseFlex::StartSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *, CChoreoActor *, CBaseEntity *) 232 231 CBaseFlex::ProcessSceneEvents(void) 233 232 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *) 234 233 CBaseFlex::ClearSceneEvent(CSceneEventInfo *, bool, bool) 235 234 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *, float, CChoreoScene *, CChoreoEvent *) 236 235 CBaseFlex::PlayScene(char const*, float, ResponseRules::CRR_Response *, IRecipientFilter *) 237 236 CBaseFlex::ScriptPlayScene(char const*, float) 238 237 CBaseFlex::PlayAutoGeneratedSoundScene(char const*) 239 238 CBaseFlex::ScriptGetOldestScene(void) 240 239 CBaseFlex::ScriptGetSceneByIndex(int) 241 240 CBasePlayer::GetPhysicsImpactDamageTable(void) 242 242 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 243 241 CBaseCombatCharacter::FInViewCone(Vector const&) 244 244 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 245 243 CBaseCombatCharacter::FInAimCone(Vector const&) 246 245 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 247 246 CBaseCombatCharacter::FindMissTarget(void) 248 247 CBaseCombatCharacter::HandleInteraction(int, void *, CBaseCombatCharacter*) 249 248 CBasePlayer::BodyAngles(void) 250 249 CBaseCombatCharacter::BodyDirection2D(void) 251 250 CBaseCombatCharacter::BodyDirection3D(void) 252 251 CBaseCombatCharacter::HeadDirection2D(void) 253 252 CBaseCombatCharacter::HeadDirection3D(void) 254 253 CBaseCombatCharacter::EyeDirection2D(void) 255 254 CBaseCombatCharacter::EyeDirection3D(void) 256 257 CBaseCombatCharacter::IsHiddenByFog(Vector const&)const 257 256 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const 258 255 CBaseCombatCharacter::IsHiddenByFog(float)const 259 260 CBaseCombatCharacter::GetFogObscuredRatio(Vector const&)const 260 259 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const 261 258 CBaseCombatCharacter::GetFogObscuredRatio(float)const 262 261 CBaseCombatCharacter::GetFogParams(fogparams_t *)const 263 263 CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float)const 264 262 CBaseCombatCharacter::IsLookingTowards(Vector const&, float)const 265 265 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const 266 264 CBaseCombatCharacter::IsInFieldOfView(Vector const&)const 267 267 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *, CBaseCombatCharacter::LineOfSightCheckType)const 268 266 CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity *)const 269 268 CBaseCombatCharacter::OnFootstep(Vector const&, bool, bool, bool, bool) 270 269 CBaseCombatCharacter::GiveAmmo(int, int, bool) 271 270 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 272 271 CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool *) 273 272 CBaseCombatCharacter::Weapon_FrameUpdate(void) 274 273 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *) 275 274 CBaseCombatCharacter::Weapon_OwnsThisType(char const*, int)const 276 275 CCSPlayer::Weapon_CanUse(CBaseCombatWeapon *) 277 276 CCSPlayer::Weapon_Equip(CBaseCombatWeapon *) 278 277 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 279 278 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *, Vector const*, Vector const*) 280 279 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *, int) 281 280 CBasePlayer::Weapon_ShootPosition(void) 282 281 CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *) 283 282 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 284 283 CBaseCombatCharacter::Weapon_GetSlot(int)const 285 284 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 286 285 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *) 287 286 CBaseCombatCharacter::CanBecomeServerRagdoll(void) 288 287 CCSPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 289 288 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 290 289 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 291 290 CBaseCombatCharacter::GetAliveDuration(void)const 292 291 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity *) 293 292 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *) 294 293 CBaseCombatCharacter::HasEverBeenInjured(int)const 295 294 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const 296 295 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *, CTakeDamageInfo const&) 297 296 CBaseCombatCharacter::CalcDeathForceVector(CTakeDamageInfo const&) 298 297 CBaseCombatCharacter::GetDeathActivity(void) 299 298 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 300 299 CBaseCombatCharacter::CorpseFade(void) 301 300 CBaseCombatCharacter::HasHumanGibs(void) 302 301 CBaseCombatCharacter::HasAlienGibs(void) 303 302 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 304 303 CBaseCombatCharacter::ShouldDropActiveWeaponWhenKilled(void) 305 304 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 306 305 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 307 306 CBasePlayer::Event_Dying(void) 308 307 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) 309 308 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 310 309 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *, Vector const&, float, int) 311 311 CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, float, int, float, bool) 312 310 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, float, int, float, bool) 313 312 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 314 313 CBaseCombatCharacter::IRelationType(CBaseEntity *) 315 314 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 316 315 CBasePlayer::IsInAVehicle(void)const 317 316 CBasePlayer::GetVehicle(void) 318 317 CBasePlayer::GetVehicleEntity(void) 319 318 CBaseCombatCharacter::ExitVehicle(void) 320 319 CBaseCombatCharacter::RemoveAllWeapons(void) 321 320 CBaseCombatCharacter::RemoveWeaponOnPlayer(CBaseCombatWeapon *) 322 321 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *) 323 322 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *, CBaseEntity *) 324 323 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *, CBaseEntity *) 325 324 CBasePlayer::DoMuzzleFlash(void) 326 325 CBaseCombatCharacter::EquipWearable(CEconWearable *) 327 326 CBaseCombatCharacter::RemoveWearable(CEconWearable *) 328 327 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *, Disposition_t, int) 329 328 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 330 329 CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int) 331 330 CBaseCombatCharacter::AddFactionRelationship(int, Disposition_t, int) 332 331 CBaseCombatCharacter::ChangeFaction(int) 333 332 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *, CBaseCombatWeapon *) 334 333 CBasePlayer::GetLastKnownArea(void)const 335 334 CBaseCombatCharacter::IsAreaTraversable(CNavArea const*)const 336 335 CBaseCombatCharacter::ClearLastKnownArea(void) 337 336 CBaseCombatCharacter::UpdateLastKnownArea(void) 338 337 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *, CNavArea *) 339 338 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *) 340 339 CBaseCombatCharacter::OnPursuedBy(INextBot *) 341 341 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 342 340 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 343 342 CCSPlayer::CreateViewModel(int) 344 343 CCSPlayer::SetupVisibility(CBaseEntity *, unsigned char *, int) 345 344 CCSPlayer::WantsLagCompensationOnEntity(CBaseEntity const*, CUserCmd const*, CBitVec<2048> const*)const 346 345 CBasePlayer::SharedSpawn(void) 347 346 CBasePlayer::ForceRespawn(void) 348 347 CCSPlayer::PostSpawnPointSelection(void) 349 348 CCSPlayer::InitialSpawn(void) 350 349 CBasePlayer::InitHUD(void) 351 350 CCSPlayer::ShowViewPortPanel(char const*, bool, KeyValues *) 352 351 CBasePlayer::GetPlayerModelName(void) 353 352 CCSPlayer::PlayerDeathThink(void) 354 353 CCSPlayer::PlayerForceTeamThink(void) 355 354 CBasePlayer::Jump(void) 356 355 CBasePlayer::Duck(void) 357 356 CCSPlayer::PreThink(void) 358 357 CCSPlayer::PostThink(void) 359 358 CBasePlayer::DamageEffect(float, int) 360 359 CCSPlayer::OnSwitchWeapons(CBaseCombatWeapon *) 361 360 CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 362 361 CCSPlayer::CanKickFromTeam(int) 363 362 CBasePlayer::ShouldFadeOnDeath(void) 364 363 CBasePlayer::IsFakeClient(void)const 365 364 CBasePlayer::GetCharacterDisplayName(void) 366 365 CBasePlayer::GetPlayerMins(void)const 367 366 CBasePlayer::GetPlayerMaxs(void)const 368 367 CBasePlayer::UpdateCollisionBounds(void) 369 368 CBasePlayer::NoClipStateChanged(void) 370 369 CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float) 371 370 CBasePlayer::CalcViewBob(Vector &) 372 371 CBasePlayer::PackDeadPlayerItems(void) 373 372 CCSPlayer::RemoveAllItems(bool) 374 373 CBasePlayer::IsRunning(void)const 375 374 CBasePlayer::ActivePlayerCombatCharacter(void) 376 375 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 377 376 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *, CBaseCombatWeapon *) 378 377 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 379 378 CBasePlayer::HasUnlockableWeapons(int) 380 379 CBasePlayer::UpdateClientData(void) 381 380 CBasePlayer::UpdateBattery(void) 382 381 CBasePlayer::RumbleEffect(unsigned char, unsigned char, unsigned char) 383 382 CBasePlayer::ExitLadder(void) 384 383 CBasePlayer::GetLadderSurface(Vector const&) 385 384 CBasePlayer::SetFlashlightEnabled(bool) 386 385 CCSPlayer::FlashlightIsOn(void) 387 386 CCSPlayer::FlashlightTurnOn(bool) 388 387 CCSPlayer::FlashlightTurnOff(bool) 389 388 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *, float *) 390 389 CBasePlayer::UpdatePlayerSound(void) 391 390 CCSPlayer::UpdateStepSound(surfacedata_t *, Vector const&, Vector const&) 392 391 CCSPlayer::PlayStepSound(Vector &, surfacedata_t *, float, bool) 393 392 CBasePlayer::GetStepSoundVelocities(float *, float *) 394 393 CBasePlayer::SetStepSoundTime(stepsoundtimes_t, bool) 395 394 CCSPlayer::DeathSound(CTakeDamageInfo const&) 396 395 CBasePlayer::SetFogController(CFogController *) 397 396 CBasePlayer::GetSoundscapeListener(void) 398 397 CCSPlayer::SetAnimation(PLAYER_ANIM) 399 398 CBasePlayer::OnMainActivityComplete(Activity, Activity) 400 399 CBasePlayer::OnMainActivityInterrupted(Activity, Activity) 401 400 CBasePlayer::ImpulseCommands(void) 402 401 CCSPlayer::CheatImpulseCommands(int) 403 402 CCSPlayer::ClientCommand(CCommand const&) 404 403 CBasePlayer::StartObserverMode(int) 405 404 CBasePlayer::StopObserverMode(void) 406 405 CBasePlayer::ModeWantsSpectatorGUI(int) 407 406 CBasePlayer::SetObserverMode(int) 408 407 CBasePlayer::GetObserverMode(void) 409 408 CBasePlayer::SetObserverTarget(CBaseEntity *) 410 409 CBasePlayer::ObserverUse(bool) 411 410 CBasePlayer::GetObserverTarget(void) 412 411 CCSPlayer::FindNextObserverTarget(bool) 413 412 CCSPlayer::GetNextObserverSearchStartPoint(bool) 414 413 CBasePlayer::PassesObserverFilter(CBaseEntity const*) 415 414 CCSPlayer::IsValidObserverTarget(CBaseEntity *) 416 415 CBasePlayer::CheckObserverSettings(void) 417 416 CBasePlayer::JumptoPosition(Vector const&, QAngle const&) 418 417 CBasePlayer::ForceObserverMode(int) 419 418 CBasePlayer::ResetObserverMode(void) 420 419 CBasePlayer::ValidateCurrentObserverTarget(void) 421 420 CCSPlayer::AttemptToExitFreezeCam(void) 422 421 CCSPlayer::StartReplayMode(float, float, int) 423 422 CCSPlayer::StopReplayMode(void) 424 423 CBasePlayer::GetDelayTicks(void) 425 424 CBasePlayer::GetReplayEntity(void) 426 425 CBasePlayer::CreateCorpse(void) 427 426 CCSPlayer::EntSelectSpawnPoint(void) 428 427 CBasePlayer::GetInVehicle(IServerVehicle *, int) 429 428 CBasePlayer::LeaveVehicle(Vector const&, QAngle const&) 430 429 CBasePlayer::OnVehicleStart(void) 431 430 CBasePlayer::OnVehicleEnd(Vector &) 432 431 CCSPlayer::BumpWeapon(CBaseCombatWeapon *) 433 432 CBasePlayer::SelectLastItem(void) 434 433 CBasePlayer::SelectItem(char const*, int) 435 434 CBasePlayer::ItemPostFrame(void) 436 435 CCSPlayer::GiveNamedItem(char const*, int, bool) 437 436 CBasePlayer::CheckTrainUpdate(void) 438 437 CBasePlayer::SetPlayerUnderwater(bool) 439 438 CBasePlayer::CanBreatheUnderwater(void)const 440 439 CBasePlayer::CanRecoverCurrentDrowningDamage(void)const 441 440 CBasePlayer::PlayerUse(void) 442 441 CCSPlayer::PlayUseDenySound(void) 443 442 CCSPlayer::FindUseEntity(void) 444 443 CCSPlayer::IsUseableEntity(CBaseEntity *, unsigned int) 445 444 CBasePlayer::PickupObject(CBaseEntity *, bool) 446 445 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *) 447 446 CBasePlayer::GetHeldObjectMass(IPhysicsObject *) 448 447 CBasePlayer::UpdateGeigerCounter(void) 449 451 CBasePlayer::GetAutoaimVector(float) 450 450 CBasePlayer::GetAutoaimVector(float, float) 451 449 CBasePlayer::GetAutoaimVector(float, float, float, AimResults *) 452 448 CBasePlayer::GetAutoaimVector(autoaim_params_t &) 453 452 CBasePlayer::ShouldAutoaim(void) 454 453 CBasePlayer::ForceClientDllUpdate(void) 455 454 CBasePlayer::ProcessUsercmds(CUserCmd *, int, int, int, bool) 456 455 CCSPlayer::PlayerRunCommand(CUserCmd *, IMoveHelper *) 457 456 CBasePlayer::ChangeTeam(int, bool, bool) 458 457 CCSPlayer::CanHearAndReadChatFrom(CBasePlayer *) 459 458 CBaseMultiplayerPlayer::CanSpeak(void) 460 459 CCSPlayer::ModifyOrAppendPlayerCriteria(ResponseRules::CriteriaSet &) 461 460 CBasePlayer::GetViewPunchAngle(void) 462 461 CCSPlayer::GetAimPunchAngle(void) 463 462 CBasePlayer::CheckChatText(char *, int) 464 463 CCSPlayer::CreateRagdollEntity(void) 465 464 CBasePlayer::ShouldAnnounceAchievement(void) 466 465 CBasePlayer::EnsureSplitScreenTeam(void) 467 466 CBasePlayer::ForceChangeTeam(int) 468 467 CBasePlayer::IsFollowingPhysics(void) 469 468 CCSPlayer::InitVCollision(Vector const&, Vector const&) 470 469 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 471 470 CBasePlayer::Hints(void) 472 471 CBasePlayer::IsReadyToPlay(void) 473 472 CBasePlayer::IsReadyToSpawn(void) 474 473 CBasePlayer::ShouldGainInstantSpawn(void) 475 474 CBasePlayer::ResetPerRoundStats(void) 476 475 CBasePlayer::ResetScores(void) 477 476 CCSPlayer::IncrementFragCount(int) 478 477 CCSPlayer::IncrementAssistsCount(int) 479 478 CCSPlayer::IncrementDeathCount(int) 480 479 CBasePlayer::EquipSuit(bool) 481 480 CBasePlayer::RemoveSuit(void) 482 481 CBasePlayer::GetUseEntity(void) 483 482 CBasePlayer::GetPotentialUseEntity(void) 484 483 CCSPlayer::GetPlayerMaxSpeed(void) 485 485 CCSPlayer::CommitSuicide(bool, bool) 486 484 CCSPlayer::CommitSuicide(Vector const&, bool, bool) 487 486 CBasePlayer::IsBot(void)const 488 487 CBaseMultiplayerPlayer::GetExpresser(void) 489 488 CBasePlayer::CalcPlayerView(Vector &, QAngle &, float &) 490 489 CCSPlayer::SpawnArmorValue(void)const 491 490 CBasePlayer::UpdateTonemapController(void) 492 492 CCSPlayer::NetworkStateChanged_m_ArmorValue(void) 493 491 CCSPlayer::NetworkStateChanged_m_ArmorValue(void *) 494 493 CBasePlayer::FindEntityClassForward(char *) 495 494 CBasePlayer::FindEntityForward(bool) 496 495 CBasePlayer::FindPickerEntityClass(char *) 497 496 CBasePlayer::FindPickerEntity(void) 498 497 CBasePlayer::FindPickerAINode(int) 499 498 CBasePlayer::FindPickerAILink(void) 500 499 CBasePlayer::OnSpeak(CBasePlayer*, char const*, float) 501 500 CBasePlayer::OnVoiceTransmit(void) 502 501 CBasePlayer::PlayerSolidMask(bool)const 503 502 CAI_ExpresserHost::NoteSpeaking(float, float) 504 504 CAI_ExpresserHost::Speak(CAI_Concept, char const*, char *, unsigned int, IRecipientFilter *) 505 503 CAI_ExpresserHost::Speak(CAI_Concept, ResponseRules::CriteriaSet *, char *, unsigned int, IRecipientFilter *) 506 505 CAI_ExpresserHost::PostSpeakDispatchResponse(CAI_Concept, ResponseRules::CRR_Response *) 507 506 CBaseMultiplayerPlayer::SpeakIfAllowed(CAI_Concept, SpeechPriorityType, char const*, char *, unsigned int, IRecipientFilter *) 508 507 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int, char const*, char *, unsigned int, IRecipientFilter *) 509 508 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void) 510 509 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void) 511 510 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char const*) 512 511 CBaseMultiplayerPlayer::OnAchievementEarned(int) 513 512 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void) 514 513 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void) 515 514 CCSPlayer::AwardAchievement(int, int) 516 515 CBaseMultiplayerPlayer::CreateExpresser(void) 517 516 CCSPlayer::IsBeingGivenItem(void)const 518 CCSPlayer::CSAnim_GetActiveWeapon(void) 519 CCSPlayer::CSAnim_CanMove(void) 520 517 CCSPlayer::Blind(float, float, float) 521 518 CCSPlayer::ResetForceTeamThink(void)