// Auto reconstructed from vtable block @ 0x00F16040 // from "server_i486.so", by ida_vtables.idc 0 CTerrorPlayer::~CTerrorPlayer() 1 CBaseEntity::SetRefEHandle(CBaseHandle const&) 2 CBaseEntity::GetRefEHandle(void)const 3 CBaseEntity::GetCollideable(void) 4 CBaseEntity::GetNetworkable(void) 5 CBaseEntity::GetBaseEntity(void) 6 CBaseEntity::GetModelIndex(void)const 7 CBaseEntity::GetModelName(void)const 8 CCSPlayer::SetModelIndex(int) 9 CTerrorPlayer::GetServerClass(void) 10 CTerrorPlayer::YouForgotToImplementOrDeclareServerClass(void) 11 CTerrorPlayer::GetDataDescMap(void) 12 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &) 13 CTerrorPlayer::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &) 14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *) 15 CTerrorPlayer::ShouldCollide(int,int)const 16 CBaseEntity::SetOwnerEntity(CBaseEntity*) 17 CTerrorPlayer::ShouldTransmit(CCheckTransmitInfo const*) 18 CBasePlayer::UpdateTransmitState(void) 19 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool) 20 CBasePlayer::GetTracerType(void) 21 CTerrorPlayer::Spawn(void) 22 CTerrorPlayer::Precache(void) 23 CBasePlayer::SetModel(char const*) 24 CBaseMultiplayerPlayer::PostConstructor(char const*) 25 CBaseEntity::PostClientActive(void) 26 CBaseEntity::ParseMapData(CEntityMapData *) 27 CBaseEntity::KeyValue(char const*,char const*) 28 CBaseEntity::KeyValue(char const*,float) 29 CBaseEntity::KeyValue(char const*,Vector const&) 30 CBaseEntity::GetKeyValue(char const*,char *,int) 31 CBasePlayer::Activate(void) 32 CBaseEntity::SetParent(CBaseEntity*,int) 33 CTerrorPlayer::ObjectCaps(void) 34 CTerrorPlayer::GetUsePriority(CBaseEntity *) 35 CBaseEntity::GetGlowEntity(void) 36 CBaseEntity::GetUseType(CBaseEntity*) 37 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int) 38 CBasePlayer::DrawDebugGeometryOverlays(void) 39 CBaseAnimating::DrawDebugTextOverlays(void) 40 CBasePlayer::Save(ISave &) 41 CBasePlayer::Restore(IRestore &) 42 CBasePlayer::ShouldSavePhysics(void) 43 CBaseEntity::OnSave(IEntitySaveUtils *) 44 CBasePlayer::OnRestore(void) 45 CBasePlayer::RequiredEdictIndex(void) 46 CBaseEntity::MoveDone(void) 47 CBaseEntity::Think(void) 48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void) 49 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *) 50 CBaseAnimating::GetBaseAnimating(void) 51 CTerrorPlayer::GetResponseSystem(void) 52 CAI_ExpresserHost::DispatchResponse(char const*) 53 CBasePlayer::Classify(void) 54 CBaseEntity::DeathNotice(CBaseEntity*) 55 CTerrorPlayer::ShouldAttractAutoAim(CBaseEntity *) 56 CBaseEntity::GetAutoAimRadius(void) 57 CBaseEntity::GetAutoAimCenter(void) 58 CBaseEntity::GetBeamTraceFilter(void) 59 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 60 CCSPlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 61 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 62 CTerrorPlayer::OnTakeDamage(CTakeDamageInfo const&) 63 CTerrorPlayer::TakeHealth(float,int) 64 CBaseEntity::IsAlive(void)const 65 CTerrorPlayer::Event_Killed(CTakeDamageInfo const&) 66 CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo const&) 67 CBaseCombatCharacter::BloodColor(void) 68 CBaseEntity::IsTriggered(CBaseEntity*) 69 CBaseEntity::IsNPC(void)const 70 CBaseCombatCharacter::MyCombatCharacterPointer(void) 71 CBaseEntity::MyNextBotPointer(void) 72 CBaseEntity::MyInfectedPointer(void) 73 CBaseEntity::GetDelay(void) 74 CBaseEntity::IsMoving(void) 75 CBaseEntity::DamageDecal(int,int) 76 CBaseEntity::DecalTrace(CGameTrace *,char const*) 77 CBaseEntity::ImpactTrace(CGameTrace *,int,char *) 78 CBaseEntity::OnControls(CBaseEntity*) 79 CBaseEntity::HasTarget(string_t) 80 CBasePlayer::IsPlayer(void)const 81 CBasePlayer::IsNetClient(void)const 82 CBaseEntity::IsTemplate(void) 83 CBaseEntity::IsBaseObject(void)const 84 CBaseEntity::IsBaseCombatWeapon(void)const 85 CBaseEntity::MyCombatWeaponPointer(void) 86 CBaseEntity::GetServerVehicle(void) 87 CBaseEntity::IsViewable(void) 88 CTerrorPlayer::ChangeTeam(int) 89 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 90 CBaseEntity::CanStandOn(CBaseEntity*)const 91 CBaseEntity::CanStandOn(edict_t *)const 92 CBaseEntity::GetEnemy(void) 93 CBaseEntity::GetEnemy(void)const 94 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float) 95 CBaseEntity::StartTouch(CBaseEntity*) 96 CTerrorPlayer::Touch(CBaseEntity *) 97 CBaseEntity::EndTouch(CBaseEntity*) 98 CBaseEntity::StartBlocked(CBaseEntity*) 99 CBaseEntity::Blocked(CBaseEntity*) 100 CBaseEntity::EndBlocked(void) 101 CBasePlayer::PhysicsSimulate(void) 102 CBasePlayer::UpdateOnRemove(void) 103 CBaseEntity::StopLoopingSounds(void) 104 CBaseEntity::SUB_AllowedToFade(void) 105 CTerrorPlayer::Teleport(Vector const*,QAngle const*,Vector const*) 106 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 107 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int) 108 CBaseEntity::GetTracerAttachment(void) 109 CBaseEntity::FireBullets(FireBulletsInfo_t const&) 110 CBasePlayer::DoImpactEffect(CGameTrace &,int) 111 CBaseEntity::Respawn(void) 112 CBaseEntity::IsLockedByMaster(void) 113 CTerrorPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &) 114 CTerrorPlayer::ModifyOrAppendDerivedCriteria(AI_CriteriaSet &) 115 CTerrorPlayer::NetworkStateChanged_m_iMaxHealth(void) 116 CTerrorPlayer::NetworkStateChanged_m_iMaxHealth(void *) 117 CBasePlayer::NetworkStateChanged_m_iHealth(void) 118 CBasePlayer::NetworkStateChanged_m_iHealth(void *) 119 CBasePlayer::NetworkStateChanged_m_lifeState(void) 120 CBasePlayer::NetworkStateChanged_m_lifeState(void *) 121 CBaseEntity::NetworkStateChanged_m_takedamage(void) 122 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 123 CBaseEntity::GetDamageType(void)const 124 CBaseEntity::GetDamage(void) 125 CBaseEntity::SetDamage(float) 126 CBasePlayer::EyePosition(void) 127 CBasePlayer::EyeAngles(void) 128 CBasePlayer::LocalEyeAngles(void) 129 CBaseEntity::EarPosition(void) 130 CBasePlayer::BodyTarget(Vector const&,bool) 131 CBaseEntity::HeadTarget(Vector const&) 132 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const 133 CBaseEntity::GetViewOffset(void)const 134 CBaseEntity::SetViewOffset(Vector const&) 135 CBasePlayer::GetSmoothedVelocity(void) 136 CBaseAnimating::GetVelocity(Vector *,Vector *) 137 CTerrorPlayer::GetFriction(void)const 138 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **) 139 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **) 140 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 141 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 142 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 143 CTerrorPlayer::OnGroundChanged(CBaseEntity *,CBaseEntity *) 144 CBaseEntity::GetGroundVelocityToApply(Vector &) 145 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float) 146 CBaseEntity::Splash(void) 147 CBaseEntity::WorldSpaceCenter(void)const 148 CCSPlayer::GetSoundEmissionOrigin(void)const 149 CBaseEntity::CreateVPhysics(void) 150 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 151 CBasePlayer::VPhysicsDestroyObject(void) 152 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 153 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 154 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *) 155 CTerrorPlayer::VPhysicsShadowUpdate(IPhysicsObject *) 156 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *) 157 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int) 158 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 159 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int) 160 CBaseEntity::VPhysicsIsFlesh(void) 161 CBaseEntity::CanPushEntity(CBaseEntity*)const 162 CBaseEntity::HasPhysicsAttacker(float) 163 CBasePlayer::PhysicsSolidMaskForEntity(void)const 164 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 165 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 166 CBaseAnimating::GetStepOrigin(void)const 167 CBaseAnimating::GetStepAngles(void)const 168 CBaseEntity::ShouldDrawWaterImpacts(void) 169 CBasePlayer::NetworkStateChanged_m_fFlags(void) 170 CBasePlayer::NetworkStateChanged_m_fFlags(void *) 171 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void) 172 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 173 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 174 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 175 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 176 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 177 CBasePlayer::NetworkStateChanged_m_flFriction(void) 178 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 179 CBasePlayer::NetworkStateChanged_m_vecVelocity(void) 180 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 181 CBaseEntity::NetworkStateChanged_m_bClientSideRagdoll(void) 182 CBaseEntity::NetworkStateChanged_m_bClientSideRagdoll(void *) 183 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 184 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 185 CBaseAnimating::GetIdealSpeed(void)const 186 CBaseAnimating::GetIdealAccel(void)const 187 CBaseAnimatingOverlay::StudioFrameAdvance(void) 188 CBaseAnimating::OnSequenceSet(int) 189 CBaseAnimating::IsActivityFinished(void) 190 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int) 191 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 192 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 193 CBaseAnimating::IsRagdoll(void) 194 CBaseAnimating::CanBecomeRagdoll(void) 195 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,QuaternionAligned *,int) 196 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 197 CBaseAnimating::SetupBones(matrix3x4_t *,int) 198 CBaseAnimating::CalculateIKLocks(float) 199 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 200 CTerrorPlayer::HandleAnimEvent(animevent_t *) 201 CBaseAnimating::PopulatePoseParameters(void) 202 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 203 CBaseAnimating::InitBoneControllers(void) 204 CBaseAnimating::GetGroundSpeedVelocity(void) 205 CBaseAnimating::IsViewModel(void)const 206 CTerrorPlayer::Ignite(float,bool,float,bool) 207 CBaseAnimating::IgniteLifetime(float) 208 CBaseAnimating::IgniteNumHitboxFires(int) 209 CBaseAnimating::IgniteHitboxFireScale(float) 210 CTerrorPlayer::Extinguish(void) 211 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 212 CBaseFlex::SetViewtarget(Vector const&) 213 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *) 214 CBaseFlex::ProcessSceneEvents(void) 215 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *) 216 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool) 217 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *) 218 CTerrorPlayer::PlayScene(char const*,float,AI_Response *,IRecipientFilter *) 219 CBaseFlex::PlayAutoGeneratedSoundScene(char const*) 220 CBasePlayer::GetPhysicsImpactDamageTable(void) 221 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 222 CBaseCombatCharacter::FInViewCone(Vector const&) 223 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 224 CBaseCombatCharacter::FInAimCone(Vector const&) 225 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 226 CBaseCombatCharacter::FindMissTarget(void) 227 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*) 228 CBasePlayer::BodyAngles(void) 229 CBaseCombatCharacter::BodyDirection2D(void) 230 CBaseCombatCharacter::BodyDirection3D(void) 231 CBaseCombatCharacter::HeadDirection2D(void) 232 CBaseCombatCharacter::HeadDirection3D(void) 233 CBaseCombatCharacter::EyeDirection2D(void) 234 CBaseCombatCharacter::EyeDirection3D(void) 235 CBaseCombatCharacter::IsHiddenByFog(Vector const&)const 236 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const 237 CBaseCombatCharacter::IsHiddenByFog(float)const 238 CBaseCombatCharacter::GetFogObscuredRatio(Vector const&)const 239 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const 240 CBaseCombatCharacter::GetFogObscuredRatio(float)const 241 CBaseCombatCharacter::GetFogParams(fogparams_t *)const 242 CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*,float)const 243 CBaseCombatCharacter::IsLookingTowards(Vector const&,float)const 244 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const 245 CBaseCombatCharacter::IsInFieldOfView(Vector const&)const 246 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const 247 CBaseCombatCharacter::IsLineOfSightClear(Vector const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const 248 CTerrorPlayer::OnFootstep(Vector const&,bool,bool,bool,bool) 249 CCSPlayer::GetGroundSurface(void)const 250 CTerrorPlayer::GetFootstepSound(char const*,bool,float,bool)const 251 CTerrorPlayer::AreFootstepsAudible(void)const 252 CTerrorPlayer::IsFootstepAudible(float,bool)const 253 CBaseCombatCharacter::GetFootstepRunThreshold(void)const 254 CBaseCombatCharacter::GiveAmmo(int,int,bool) 255 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 256 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *) 257 CBaseCombatCharacter::Weapon_FrameUpdate(void) 258 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *) 259 CTerrorPlayer::Weapon_CanUse(CBaseCombatWeapon *) 260 CTerrorPlayer::Weapon_Equip(CBaseCombatWeapon *) 261 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 262 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*) 263 CCSPlayer::Weapon_Switch(CBaseCombatWeapon *,int) 264 CTerrorPlayer::Weapon_ShootPosition(void) 265 CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *) 266 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 267 CBaseCombatCharacter::Weapon_GetSlot(int)const 268 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 269 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *) 270 CBaseCombatCharacter::CanBecomeServerRagdoll(void) 271 CTerrorPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 272 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 273 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 274 CBaseCombatCharacter::GetAliveDuration(void)const 275 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *) 276 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *) 277 CBaseCombatCharacter::HasEverBeenInjured(int)const 278 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const 279 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo const&) 280 CBaseCombatCharacter::GetDeathActivity(void) 281 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 282 CBaseCombatCharacter::CorpseFade(void) 283 CBaseCombatCharacter::HasHumanGibs(void) 284 CBaseCombatCharacter::HasAlienGibs(void) 285 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 286 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 287 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 288 CBasePlayer::Event_Dying(void) 289 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&) 290 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 291 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int) 292 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool) 293 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool) 294 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 295 CBaseCombatCharacter::IRelationType(CBaseEntity *) 296 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 297 CBasePlayer::IsInAVehicle(void)const 298 CBasePlayer::GetVehicle(void) 299 CBasePlayer::GetVehicleEntity(void) 300 CBaseCombatCharacter::ExitVehicle(void) 301 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *) 302 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 303 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 304 CBasePlayer::DoMuzzleFlash(void) 305 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int) 306 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 307 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int) 308 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *) 309 CTerrorPlayer::GetLastKnownArea(void)const 310 CTerrorPlayer::IsAreaTraversable(CNavArea const*)const 311 CBaseCombatCharacter::ClearLastKnownArea(void) 312 CBaseCombatCharacter::UpdateLastKnownArea(void) 313 CTerrorPlayer::OnNavAreaChanged(CNavArea *,CNavArea *) 314 CTerrorPlayer::OnNavAreaRemoved(CNavArea *) 315 CTerrorPlayer::GetClass(void)const 316 CTerrorPlayer::CanBeA(ZombieClassType)const 317 CTerrorPlayer::OnPursuedBy(INextBot *) 318 CTerrorPlayer::IsGhost(void)const 319 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 320 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 321 CCSPlayer::CreateViewModel(int) 322 CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int) 323 CTerrorPlayer::WantsLagCompensationOnEntity(CBaseAnimatingOverlay const*,CUserCmd const*,CBitVec<2048> const*)const 324 CBasePlayer::SharedSpawn(void) 325 CBasePlayer::ForceRespawn(void) 326 CTerrorPlayer::InitialSpawn(void) 327 CBasePlayer::InitHUD(void) 328 CCSPlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 329 CCSPlayer::PlayerDeathThink(void) 330 CBasePlayer::Jump(void) 331 CBasePlayer::Duck(void) 332 CTerrorPlayer::Cough(CBasePlayer *) 333 CTerrorPlayer::PreThink(void) 334 CTerrorPlayer::PostThink(void) 335 CBasePlayer::DamageEffect(float,int) 336 CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 337 CBasePlayer::ShouldFadeOnDeath(void) 338 CBasePlayer::IsFakeClient(void)const 339 CTerrorPlayer::GetCharacterDisplayName(void) 340 CBasePlayer::GetPlayerMins(void)const 341 CBasePlayer::GetPlayerMaxs(void)const 342 CTerrorPlayer::UpdateCollisionBounds(void) 343 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 344 CBasePlayer::PackDeadPlayerItems(void) 345 CCSPlayer::RemoveAllItems(bool) 346 CTerrorPlayer::IsRunning(void)const 347 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 348 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *) 349 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 350 CBasePlayer::UpdateClientData(void) 351 CBasePlayer::ExitLadder(void) 352 CBasePlayer::GetLadderSurface(Vector const&) 353 CTerrorPlayer::IsAbleToAutoCenterOnLadders(void)const 354 CBasePlayer::SetFlashlightEnabled(bool) 355 CCSPlayer::FlashlightIsOn(void) 356 CTerrorPlayer::FlashlightTurnOn(bool) 357 CTerrorPlayer::FlashlightTurnOff(bool) 358 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *) 359 CCSPlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 360 CCSPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool) 361 CBasePlayer::GetStepSoundVelocities(float *,float *) 362 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool) 363 CTerrorPlayer::DeathSound(CTakeDamageInfo const&) 364 CCSPlayer::SetAnimation(PLAYER_ANIM) 365 CTerrorPlayer::OnMainActivityComplete(Activity,Activity) 366 CTerrorPlayer::OnMainActivityInterrupted(Activity,Activity) 367 CTerrorPlayer::ImpulseCommands(void) 368 CTerrorPlayer::CheatImpulseCommands(int) 369 CTerrorPlayer::ClientCommand(CCommand const&) 370 CBasePlayer::StartObserverMode(int) 371 CBasePlayer::StopObserverMode(void) 372 CBasePlayer::ModeWantsSpectatorGUI(int) 373 CTerrorPlayer::SetObserverMode(int) 374 CBasePlayer::GetObserverMode(void) 375 CTerrorPlayer::SetObserverTarget(CBaseEntity *) 376 CBasePlayer::ObserverUse(bool) 377 CBasePlayer::GetObserverTarget(void) 378 CTerrorPlayer::FindNextObserverTarget(bool) 379 CCSPlayer::GetNextObserverSearchStartPoint(bool) 380 CTerrorPlayer::PassesObserverFilter(CBaseEntity const*) 381 CTerrorPlayer::IsValidObserverTarget(CBaseEntity *) 382 CBasePlayer::CheckObserverSettings(void) 383 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 384 CBasePlayer::ForceObserverMode(int) 385 CCSPlayer::ResetObserverMode(void) 386 CBasePlayer::ValidateCurrentObserverTarget(void) 387 CBasePlayer::AttemptToExitFreezeCam(void) 388 CTerrorPlayer::WantsRoamingObserverMode(void)const 389 CCSPlayer::StartReplayMode(float,float,int) 390 CCSPlayer::StopReplayMode(void) 391 CBasePlayer::GetDelayTicks(void) 392 CBasePlayer::GetReplayEntity(void) 393 CBasePlayer::CreateCorpse(void) 394 CTerrorPlayer::EntSelectSpawnPoint(void) 395 CBasePlayer::GetInVehicle(IServerVehicle *,int) 396 CBasePlayer::LeaveVehicle(Vector const&,QAngle const&) 397 CBasePlayer::OnVehicleStart(void) 398 CBasePlayer::OnVehicleEnd(Vector &) 399 CTerrorPlayer::BumpWeapon(CBaseCombatWeapon *) 400 CBasePlayer::SelectLastItem(void) 401 CBasePlayer::SelectItem(char const*,int) 402 CBasePlayer::SelectItem(CBaseCombatWeapon *) 403 CTerrorPlayer::ItemPostFrame(void) 404 CTerrorPlayer::GiveNamedItem(char const*,int,bool) 405 CBasePlayer::CheckTrainUpdate(void) 406 CBasePlayer::SetPlayerUnderwater(bool) 407 CTerrorPlayer::PlayWadeSound(void) 408 CTerrorPlayer::CanBreatheUnderwater(void)const 409 CTerrorPlayer::CanRecoverCurrentDrowningDamage(void)const 410 CTerrorPlayer::PlayerUse(CBaseEntity *) 411 CCSPlayer::PlayUseDenySound(void) 412 CTerrorPlayer::FindUseEntity(float,float,bool *) 413 CTerrorPlayer::IsUseableEntity(CBaseEntity *,unsigned int) 414 CTerrorPlayer::OnUseEntity(CBaseEntity *,USE_TYPE) 415 CTerrorPlayer::PickupObject(CBaseEntity *,bool) 416 CTerrorPlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *) 417 CTerrorPlayer::GetHeldObjectMass(IPhysicsObject *) 418 CTerrorPlayer::IsHoldingEntity(CBaseEntity *) 419 CBasePlayer::UpdateGeigerCounter(void) 420 CBasePlayer::GetAutoaimVector(float) 421 CBasePlayer::GetAutoaimVector(float,float) 422 CBasePlayer::GetAutoaimVector(float,float,float,AimResults *) 423 CBasePlayer::GetAutoaimVector(autoaim_params_t &) 424 CBasePlayer::ShouldAutoaim(void) 425 CBasePlayer::ForceClientDllUpdate(void) 426 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 427 CTerrorPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *) 428 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *) 429 CBaseMultiplayerPlayer::CanSpeak(void) 430 CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 431 CTerrorPlayer::CheckChatText(char *,int) 432 CBasePlayer::CreateRagdollEntity(void) 433 CBasePlayer::ShouldAnnounceAchievement(void) 434 CBasePlayer::EnsureSplitScreenTeam(void) 435 CBasePlayer::ForceChangeTeam(int) 436 CBasePlayer::IsFollowingPhysics(void) 437 CTerrorPlayer::InitVCollision(Vector const&,Vector const&) 438 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 439 CBasePlayer::Hints(void) 440 CBasePlayer::IsReadyToPlay(void) 441 CBasePlayer::IsReadyToSpawn(void) 442 CBasePlayer::ShouldGainInstantSpawn(void) 443 CBasePlayer::ResetPerRoundStats(void) 444 CBasePlayer::ResetScores(void) 445 CBasePlayer::EquipSuit(bool) 446 CBasePlayer::RemoveSuit(void) 447 CTerrorPlayer::OnUseEntityChanged(void) 448 CBasePlayer::CommitSuicide(bool,bool) 449 CBasePlayer::CommitSuicide(Vector const&,bool,bool) 450 CBasePlayer::IsBot(void)const 451 CBaseMultiplayerPlayer::GetExpresser(void) 452 CCSPlayer::SpawnArmorValue(void)const 453 CTerrorPlayer::UpdateTonemapController(void) 454 CCSPlayer::NetworkStateChanged_m_ArmorValue(void) 455 CCSPlayer::NetworkStateChanged_m_ArmorValue(void *) 456 CTerrorPlayer::IsAutoCrouched(void)const 457 CTerrorPlayer::GetAvailableSteadyStateSlots(void) 458 CTerrorPlayer::OnSpeak(CBasePlayer *,char const*,float) 459 CTerrorPlayer::OnVoiceTransmit(void) 460 CTerrorPlayer::PlayerSolidMask(bool)const 461 CAI_ExpresserHost::NoteSpeaking(float,float) 462 CAI_ExpresserHost::Speak(CAI_Concept,char const*,char *,unsigned int,IRecipientFilter *) 463 CAI_ExpresserHost::Speak(CAI_Concept,AI_CriteriaSet *,char *,unsigned int,IRecipientFilter *) 464 CAI_ExpresserHost::PostSpeakDispatchResponse(CAI_Concept,AI_Response *) 465 CTerrorPlayer::SpeakIfAllowed(CAI_Concept,SpeechPriorityType,char const*,char *,unsigned int,IRecipientFilter *) 466 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char const*,char *,unsigned int,IRecipientFilter *) 467 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void) 468 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void) 469 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char const*) 470 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void) 471 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void) 472 CBaseMultiplayerPlayer::CreateExpresser(void) 473 CCSPlayer::FirePlayerHurtEvent(CTakeDamageInfo const&) 474 CTerrorPlayer::OnTakeDamageInternal(CTakeDamageInfo &) 475 CTerrorPlayer::AllowDamage(CTakeDamageInfo const&) 476 CTerrorPlayer::GetHealthBuffer(void)const 477 CTerrorPlayer::IsIncapacitated(void)const 478 CTerrorPlayer::GetAdjustedDamage(CTakeDamageInfo const&,float,float,bool) 479 CTerrorPlayer::DoBloodEffect(float,CTakeDamageInfo const&,Vector const&,CGameTrace *) 480 CCSPlayer::GiveNamedItem(char const*,int) 481 CCSPlayer::IsBeingGivenItem(void)const 482 CTerrorPlayer::DoAnimationEvent(PlayerAnimEvent_t,int) 483 CCSPlayer::CSAnim_GetActiveWeapon(void) 484 CCSPlayer::CSAnim_CanMove(void) 485 CTerrorPlayer::KickBack(float,float,float,float,float,float,int) 486 CTerrorPlayer::IsImmobilized(void)const 487 CTerrorPlayer::GiveDefaultItems(void) 488 CTerrorPlayer::RoundRespawn(void) 489 CTerrorPlayer::ObserverRoundRespawn(void) 490 CCSPlayer::Blind(float,float,float) 491 CTerrorPlayer::Deafen(float,float,float) 492 CTerrorPlayer::ResetMaxSpeed(void) 493 CCSPlayer::HandleCommand_JoinClass(int) 494 CTerrorPlayer::HandleCommand_JoinTeam(int,char const*,bool) 495 CTerrorPlayer::GetIntoGame(void) 496 CTerrorPlayer::WantsMOTD(void)const 497 CTerrorPlayer::AutoSelectTeam(void) 498 CTerrorPlayer::OnLeaveActiveState(void) 499 CTerrorPlayer::Pain(bool) 500 CTerrorPlayer::OnTeamChanged(int) 501 CTerrorPlayer::CanAttack(void)const 502 CTerrorPlayer::OnWeaponFired(void) 503 CTerrorPlayer::OnHitPlayer(int,float,float,int) 504 CTerrorPlayer::OnReloadStart(bool,int,bool) 505 CTerrorPlayer::CreateNoise(float) 506 CTerrorPlayer::OnPreThinkObserverMode(void) 507 CTerrorPlayer::OnEnterRescueState(void) 508 CTerrorPlayer::OnPreThinkRescueState(void) 509 CTerrorPlayer::OnLeaveRescueState(void) 510 CTerrorPlayer::OnEnterGhostState(void) 511 CTerrorPlayer::OnPreThinkGhostState(void) 512 CTerrorPlayer::OnLeaveGhostState(void) 513 CTerrorPlayer::OnEnterIntroCameraState(void) 514 CTerrorPlayer::OnPreThinkIntroCameraState(void) 515 CTerrorPlayer::OnLeaveIntroCameraState(void) 516 CTerrorPlayer::OnLeaveDeathAnimState(void) 517 CTerrorPlayer::OnLeaveDeathWaitForKeyState(void) 518 CTerrorPlayer::CanUseFlashlight(void)const 519 CTerrorPlayer::UpdateAddonBits(void) 520 CTerrorPlayer::UpdateRadar(void) 521 CTerrorPlayer::SelectDeathPose(CTakeDamageInfo const&) 522 CTerrorPlayer::CanChangeName(void)const 523 CTerrorPlayer::ChangeName(char const*) 524 CTerrorPlayer::IsProgressBarActive(void)const 525 CTerrorPlayer::CreateRagdollEntity(CTakeDamageInfo const&) 526 CTerrorPlayer::GetRagdollType(void)const 527 CTerrorPlayer::SetModelFromClass(void) 528 CTerrorPlayer::SetModelFromClassAtSpawn(void) 529 CTerrorPlayer::DropWeapons(bool) 530 CTerrorPlayer::RecordDamageTaken(char const*,int) 531 CTerrorPlayer::OnPlayerDisconnected(CTerrorPlayer*) 532 CTerrorPlayer::OnSpawn(void) 533 CTerrorPlayer::RestoreSpawn(void) 534 CTerrorPlayer::OnBeginChangeLevel(char const*,KeyValues *) 535 CTerrorPlayer::OnEndChangeLevel(void) 536 CTerrorPlayer::SetDoingRestore(bool) 537 CTerrorPlayer::CommitSuicide(bool) 538 CTerrorPlayer::OnSpokeConcept(CAI_Concept,AI_Response *) 539 CTerrorPlayer::RestoreWeapons(void) 540 CTerrorPlayer::OnReloadEnd(void) 541 CTerrorPlayer::OnReloadAbort(void) 542 CTerrorPlayer::OnAttackSuccess(CBaseCombatCharacter *,bool) 543 CTerrorPlayer::IsWielding(CSWeaponID)const 544 CTerrorPlayer::IsZoomed(void) 545 CTerrorPlayer::CanPlayerJump(void)const 546 CTerrorPlayer::CanHearChatFrom(CBasePlayer *) 547 CTerrorPlayer::PlayerZombieAbortControl(void) 548 CTerrorPlayer::CanBeShoved(void) 549 CTerrorPlayer::SetClass(ZombieClassType) 550 CTerrorPlayer::SetCharacter(void) 551 CTerrorPlayer::OnRevived(void) 552 CTerrorPlayer::OnAwardEarned(AwardType,CBaseEntity *) 553 CTerrorPlayer::OnAwardLost(AwardType) 554 CTerrorPlayer::ScoreKilledZombie(ZombieClassType)