Member
Join Date: Apr 2010
Location: Ural, Russia
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04-03-2012
, 12:14
CCSPlayer::CommitSuicide
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#1
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Hello, I have a little trouble with this method. I generated vtable dump by linux_vtable_dump.idc which i found here http://wiki.alliedmods.net/Finding_Virtual_Offsets and parsed by my programm. So.. i have this class:
Code:
abstract_class IBasePlayer_G
{
public:
~IBasePlayer_G(); // 0
virtual void /*Unknown value*/ /*CBaseEntity*/ SetRefEHandle(CBaseHandle const&); // 1
virtual void /*Unknown value*/ /*CBaseEntity*/ GetRefEHandle(void)const; // 2
virtual void /*Unknown value*/ /*CBaseEntity*/ GetCollideable(void); // 3
virtual void /*Unknown value*/ /*CBaseEntity*/ GetNetworkable(void); // 4
virtual void /*Unknown value*/ /*CBaseEntity*/ GetBaseEntity(void); // 5
virtual void /*Unknown value*/ /*CBaseEntity*/ GetModelIndex(void)const; // 6
virtual void /*Unknown value*/ /*CBaseEntity*/ GetModelName(void)const; // 7
virtual void /*Unknown value*/ /*CBaseEntity*/ SetModelIndex(int); // 8
virtual void /*Unknown value*/ /*CBasePlayer*/ GetServerClass(void); // 9
virtual void /*Unknown value*/ /*CBasePlayer*/ YouForgotToImplementOrDeclareServerClass(void); // 10
virtual void /*Unknown value*/ /*CBasePlayer*/ GetDataDescMap(void); // 11
virtual void /*Unknown value*/ /*CBaseAnimating*/ TestCollision(Ray_t const&,unsigned int,CGameTrace &); // 12
virtual void /*Unknown value*/ /*CBaseAnimating*/ TestHitboxes(Ray_t const&,unsigned int,CGameTrace &); // 13
virtual void /*Unknown value*/ /*CBaseEntity*/ ComputeWorldSpaceSurroundingBox(Vector *,Vector *); // 14
virtual void /*Unknown value*/ /*CBaseEntity*/ ShouldCollide(int,int)const; // 15
virtual void /*Unknown value*/ /*CBaseEntity*/ SetOwnerEntity(CBaseEntity*); // 16
virtual void /*Unknown value*/ /*CBasePlayer*/ ShouldTransmit(CCheckTransmitInfo const*); // 17
virtual void /*Unknown value*/ /*CBasePlayer*/ UpdateTransmitState(void); // 18
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ SetTransmit(CCheckTransmitInfo *,bool); // 19
virtual void /*Unknown value*/ /*CBasePlayer*/ GetTracerType(void); // 20
virtual void /*Unknown value*/ /*CBasePlayer*/ Spawn(void); // 21
virtual void /*Unknown value*/ /*CBasePlayer*/ Precache(void); // 22
virtual void /*Unknown value*/ /*CBasePlayer*/ SetModel(char const*); // 23
virtual void /*Unknown value*/ /*CBaseAnimating*/ OnNewModel(void); // 24
virtual void /*Unknown value*/ /*CBaseEntity*/ PostConstructor(char const*); // 25
virtual void /*Unknown value*/ /*CBaseEntity*/ PostClientActive(void); // 26
virtual void /*Unknown value*/ /*CBaseEntity*/ ParseMapData(CEntityMapData *); // 27
virtual void /*Unknown value*/ /*CBaseEntity*/ KeyValue(char const*,char const*); // 28
virtual void /*Unknown value*/ /*CBaseEntity*/ KeyValue(char const*,float); // 29
virtual void /*Unknown value*/ /*CBaseEntity*/ KeyValue(char const*,Vector const&); // 30
virtual void /*Unknown value*/ /*CBaseEntity*/ GetKeyValue(char const*,char *,int); // 31
virtual void /*Unknown value*/ /*CBasePlayer*/ Activate(void); // 32
virtual void /*Unknown value*/ /*CBaseEntity*/ SetParent(CBaseEntity*,int); // 33
virtual void /*Unknown value*/ /*CBasePlayer*/ ObjectCaps(void); // 34
virtual void /*Unknown value*/ /*CBaseEntity*/ AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int); // 35
virtual void /*Unknown value*/ /*CBaseAnimating*/ GetInputDispatchEffectPosition(char const*,Vector &,QAngle &); // 36
virtual void /*Unknown value*/ /*CBasePlayer*/ DrawDebugGeometryOverlays(void); // 37
virtual void /*Unknown value*/ /*CBaseAnimating*/ DrawDebugTextOverlays(void); // 38
virtual void /*Unknown value*/ /*CBasePlayer*/ Save(ISave &); // 39
virtual void /*Unknown value*/ /*CBasePlayer*/ Restore(IRestore &); // 40
virtual void /*Unknown value*/ /*CBasePlayer*/ ShouldSavePhysics(void); // 41
virtual void /*Unknown value*/ /*CBaseEntity*/ OnSave(IEntitySaveUtils *); // 42
virtual void /*Unknown value*/ /*CBasePlayer*/ OnRestore(void); // 43
virtual void /*Unknown value*/ /*CBasePlayer*/ RequiredEdictIndex(void); // 44
virtual void /*Unknown value*/ /*CBaseEntity*/ MoveDone(void); // 45
virtual void /*Unknown value*/ /*CBaseEntity*/ Think(void); // 46
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_nNextThinkTick(void); // 47
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_nNextThinkTick(void *); // 48
virtual void /*Unknown value*/ /*CBaseAnimating*/ GetBaseAnimating(void); // 49
virtual void /*Unknown value*/ /*CBaseEntity*/ GetResponseSystem(void); // 50
virtual void /*Unknown value*/ /*CBaseEntity*/ DispatchResponse(char const*); // 51
virtual void /*Unknown value*/ /*CBasePlayer*/ Classify(void); // 52
virtual void /*Unknown value*/ /*CBaseEntity*/ DeathNotice(CBaseEntity*); // 53
virtual void /*Unknown value*/ /*CBaseEntity*/ ShouldAttractAutoAim(CBaseEntity*); // 54
virtual void /*Unknown value*/ /*CBaseEntity*/ GetAutoAimRadius(void); // 55
virtual void /*Unknown value*/ /*CBaseEntity*/ GetAutoAimCenter(void); // 56
virtual void /*Unknown value*/ /*CBaseEntity*/ GetBeamTraceFilter(void); // 57
virtual void /*Unknown value*/ /*CBaseEntity*/ PassesDamageFilter(CTakeDamageInfo const&); // 58
virtual void /*Unknown value*/ /*CBasePlayer*/ TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *); // 59
virtual void /*Unknown value*/ /*CBaseEntity*/ CanBeHitByMeleeAttack(CBaseEntity*); // 60
virtual void /*Unknown value*/ /*CBasePlayer*/ OnTakeDamage(CTakeDamageInfo const&); // 61
virtual void /*Unknown value*/ /*CBaseEntity*/ AdjustDamageDirection(CTakeDamageInfo const&,Vector &,CBaseEntity*); // 62
virtual void /*Unknown value*/ /*CBasePlayer*/ TakeHealth(float,int); // 63
virtual void /*Unknown value*/ /*CBaseEntity*/ IsAlive(void); // 64
virtual void /*Unknown value*/ /*CBasePlayer*/ Event_Killed(CTakeDamageInfo const&); // 65
virtual void /*Unknown value*/ /*CBasePlayer*/ Event_KilledOther(CBaseEntity *,CTakeDamageInfo const&); // 66
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ BloodColor(void); // 67
virtual void /*Unknown value*/ /*CBaseEntity*/ IsTriggered(CBaseEntity*); // 68
virtual void /*Unknown value*/ /*CBaseEntity*/ IsNPC(void)const; // 69
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ MyCombatCharacterPointer(void); // 70
virtual void /*Unknown value*/ /*CBaseEntity*/ MyNextBotPointer(void); // 71
virtual void /*Unknown value*/ /*CBaseEntity*/ GetDelay(void); // 72
virtual void /*Unknown value*/ /*CBaseEntity*/ IsMoving(void); // 73
virtual void /*Unknown value*/ /*CBaseEntity*/ DamageDecal(int,int); // 74
virtual void /*Unknown value*/ /*CBaseEntity*/ DecalTrace(CGameTrace *,char const*); // 75
virtual void /*Unknown value*/ /*CBaseEntity*/ ImpactTrace(CGameTrace *,int,char const*); // 76
virtual void /*Unknown value*/ /*CBaseEntity*/ OnControls(CBaseEntity*); // 77
virtual void /*Unknown value*/ /*CBaseEntity*/ HasTarget(string_t); // 78
virtual void /*Unknown value*/ /*CBasePlayer*/ IsPlayer(void)const; // 79
virtual void /*Unknown value*/ /*CBasePlayer*/ IsNetClient(void)const; // 80
virtual void /*Unknown value*/ /*CBaseEntity*/ IsTemplate(void); // 81
virtual void /*Unknown value*/ /*CBaseEntity*/ IsBaseObject(void)const; // 82
virtual void /*Unknown value*/ /*CBaseEntity*/ IsBaseTrain(void)const; // 83
virtual void /*Unknown value*/ /*CBaseEntity*/ IsBaseCombatWeapon(void)const; // 84
virtual void /*Unknown value*/ /*CBaseEntity*/ IsWearable(void)const; // 85
virtual void /*Unknown value*/ /*CBaseEntity*/ MyCombatWeaponPointer(void); // 86
virtual void /*Unknown value*/ /*CBaseEntity*/ GetServerVehicle(void); // 87
virtual void /*Unknown value*/ /*CBaseEntity*/ IsViewable(void); // 88
virtual void /*Unknown value*/ /*CBasePlayer*/ ChangeTeam(int); // 89
virtual void /*Unknown value*/ /*CBaseEntity*/ OnEntityEvent(EntityEvent_t,void *); // 90
virtual void /*Unknown value*/ /*CBaseEntity*/ CanStandOn(CBaseEntity*)const; // 91
virtual void /*Unknown value*/ /*CBaseEntity*/ CanStandOn(edict_t *)const; // 92
virtual void /*Unknown value*/ /*CBaseEntity*/ GetEnemy(void); // 93
virtual void /*Unknown value*/ /*CBaseEntity*/ GetEnemy(void)const; // 94
virtual void /*Unknown value*/ /*CBaseEntity*/ Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float); // 95
virtual void /*Unknown value*/ /*CBaseEntity*/ StartTouch(CBaseEntity*); // 96
virtual void /*Unknown value*/ /*CBasePlayer*/ Touch(CBaseEntity *); // 97
virtual void /*Unknown value*/ /*CBaseEntity*/ EndTouch(CBaseEntity*); // 98
virtual void /*Unknown value*/ /*CBaseEntity*/ StartBlocked(CBaseEntity*); // 99
virtual void /*Unknown value*/ /*CBaseEntity*/ Blocked(CBaseEntity*); // 100
virtual void /*Unknown value*/ /*CBaseEntity*/ EndBlocked(void); // 101
virtual void /*Unknown value*/ /*CBasePlayer*/ PhysicsSimulate(void); // 102
virtual void /*Unknown value*/ /*CBasePlayer*/ UpdateOnRemove(void); // 103
virtual void /*Unknown value*/ /*CBaseEntity*/ StopLoopingSounds(void); // 104
virtual void /*Unknown value*/ /*CBaseEntity*/ SUB_AllowedToFade(void); // 105
virtual void /*Unknown value*/ /*CBaseFlex*/ Teleport(Vector const*,QAngle const*,Vector const*); // 106
virtual void /*Unknown value*/ /*CBaseEntity*/ NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&); // 107
virtual void /*Unknown value*/ /*CBasePlayer*/ MakeTracer(Vector const&,CGameTrace const&,int); // 108
virtual void /*Unknown value*/ /*CBaseEntity*/ GetTracerAttachment(void); // 109
virtual void /*Unknown value*/ /*CBaseEntity*/ FireBullets(FireBulletsInfo_t const&); // 110
virtual void /*Unknown value*/ /*CBasePlayer*/ DoImpactEffect(CGameTrace &,int); // 111
virtual void /*Unknown value*/ /*CBaseEntity*/ ModifyFireBulletsDamage(CTakeDamageInfo *); // 112
virtual void /*Unknown value*/ /*CBaseEntity*/ Respawn(void); // 113
virtual void /*Unknown value*/ /*CBaseEntity*/ IsLockedByMaster(void); // 114
virtual void /*Unknown value*/ /*CBaseEntity*/ GetMaxHealth(void)const; // 115
virtual void /*Unknown value*/ /*CBaseAnimating*/ ModifyOrAppendCriteria(AI_CriteriaSet &); // 116
virtual void /*Unknown value*/ /*CBaseEntity*/ NetworkStateChanged_m_iMaxHealth(void); // 117
virtual void /*Unknown value*/ /*CBaseEntity*/ NetworkStateChanged_m_iMaxHealth(void *); // 118
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_iHealth(void); // 119
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_iHealth(void *); // 120
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_lifeState(void); // 121
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_lifeState(void *); // 122
virtual void /*Unknown value*/ /*CBaseEntity*/ NetworkStateChanged_m_takedamage(void); // 123
virtual void /*Unknown value*/ /*CBaseEntity*/ NetworkStateChanged_m_takedamage(void *); // 124
virtual void /*Unknown value*/ /*CBaseEntity*/ GetDamageType(void)const; // 125
virtual void /*Unknown value*/ /*CBaseEntity*/ GetDamage(void); // 126
virtual void /*Unknown value*/ /*CBaseEntity*/ SetDamage(float); // 127
virtual void /*Unknown value*/ /*CBasePlayer*/ EyePosition(void); // 128
virtual void /*Unknown value*/ /*CBasePlayer*/ EyeAngles(void); // 129
virtual void /*Unknown value*/ /*CBasePlayer*/ LocalEyeAngles(void); // 130
virtual void /*Unknown value*/ /*CBaseEntity*/ EarPosition(void); // 131
virtual void /*Unknown value*/ /*CBasePlayer*/ BodyTarget(Vector const&,bool); // 132
virtual void /*Unknown value*/ /*CBaseEntity*/ HeadTarget(Vector const&); // 133
virtual void /*Unknown value*/ /*CBaseEntity*/ GetVectors(Vector *,Vector *,Vector *)const; // 134
virtual void /*Unknown value*/ /*CBaseEntity*/ GetViewOffset(void)const; // 135
virtual void /*Unknown value*/ /*CBaseEntity*/ SetViewOffset(Vector const&); // 136
virtual void /*Unknown value*/ /*CBasePlayer*/ GetSmoothedVelocity(void); // 137
virtual void /*Unknown value*/ /*CBaseAnimating*/ GetVelocity(Vector *,Vector *); // 138
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ FVisible(CBaseEntity *,int,CBaseEntity **); // 139
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ FVisible(Vector const&,int,CBaseEntity **); // 140
virtual void /*Unknown value*/ /*CBaseEntity*/ CanBeSeenBy(CAI_BaseNPC *); // 141
virtual void /*Unknown value*/ /*CBaseEntity*/ GetAttackDamageScale(CBaseEntity*); // 142
virtual void /*Unknown value*/ /*CBaseEntity*/ GetReceivedDamageScale(CBaseEntity*); // 143
virtual void /*Unknown value*/ /*CBaseEntity*/ GetGroundVelocityToApply(Vector &); // 144
virtual void /*Unknown value*/ /*CBaseEntity*/ PhysicsSplash(Vector const&,Vector const&,float,float); // 145
virtual void /*Unknown value*/ /*CBaseEntity*/ Splash(void); // 146
virtual void /*Unknown value*/ /*CBaseEntity*/ WorldSpaceCenter(void)const; // 147
virtual void /*Unknown value*/ /*CBaseEntity*/ GetSoundEmissionOrigin(void)const; // 148
virtual void /*Unknown value*/ /*CBaseEntity*/ IsDeflectable(void); // 149
virtual void /*Unknown value*/ /*CBaseEntity*/ Deflected(CBaseEntity*,Vector &); // 150
virtual void /*Unknown value*/ /*CBaseEntity*/ CreateVPhysics(void); // 151
virtual void /*Unknown value*/ /*CBaseEntity*/ ForceVPhysicsCollide(CBaseEntity*); // 152
virtual void /*Unknown value*/ /*CBasePlayer*/ VPhysicsDestroyObject(void); // 153
virtual void /*Unknown value*/ /*CBasePlayer*/ VPhysicsUpdate(IPhysicsObject *); // 154
virtual void /*Unknown value*/ /*CBaseEntity*/ VPhysicsTakeDamage(CTakeDamageInfo const&); // 155
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ VPhysicsShadowCollision(int,gamevcollisionevent_t *); // 156
virtual void /*Unknown value*/ /*CBasePlayer*/ VPhysicsShadowUpdate(IPhysicsObject *); // 157
virtual void /*Unknown value*/ /*CBasePlayer*/ VPhysicsCollision(int,gamevcollisionevent_t *); // 158
virtual void /*Unknown value*/ /*CBaseEntity*/ VPhysicsFriction(IPhysicsObject *,float,int,int); // 159
virtual void /*Unknown value*/ /*CBaseEntity*/ UpdatePhysicsShadowToCurrentPosition(float); // 160
virtual void /*Unknown value*/ /*CBaseEntity*/ VPhysicsGetObjectList(IPhysicsObject **,int); // 161
virtual void /*Unknown value*/ /*CBaseEntity*/ VPhysicsIsFlesh(void); // 162
virtual void /*Unknown value*/ /*CBaseEntity*/ HasPhysicsAttacker(float); // 163
virtual void /*Unknown value*/ /*CBasePlayer*/ PhysicsSolidMaskForEntity(void)const; // 164
virtual void /*Unknown value*/ /*CBaseEntity*/ ResolveFlyCollisionCustom(CGameTrace &,Vector &); // 165
virtual void /*Unknown value*/ /*CBaseEntity*/ PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *); // 166
virtual void /*Unknown value*/ /*CBaseAnimating*/ GetStepOrigin(void)const; // 167
virtual void /*Unknown value*/ /*CBaseAnimating*/ GetStepAngles(void)const; // 168
virtual void /*Unknown value*/ /*CBaseEntity*/ ShouldDrawWaterImpacts(void); // 169
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_fFlags(void); // 170
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_fFlags(void *); // 171
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_nWaterLevel(void); // 172
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_nWaterLevel(void *); // 173
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_hGroundEntity(void); // 174
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_hGroundEntity(void *); // 175
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_vecBaseVelocity(void); // 176
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_vecBaseVelocity(void *); // 177
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_flFriction(void); // 178
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_flFriction(void *); // 179
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_vecVelocity(void); // 180
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_vecVelocity(void *); // 181
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_vecViewOffset(void); // 182
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_vecViewOffset(void *); // 183
virtual void /*Unknown value*/ /*CBaseAnimating*/ GetIdealSpeed(void)const; // 184
virtual void /*Unknown value*/ /*CBaseAnimating*/ GetIdealAccel(void)const; // 185
virtual void /*Unknown value*/ /*CBaseAnimatingOverlay*/ StudioFrameAdvance(void); // 186
virtual void /*Unknown value*/ /*CBaseAnimating*/ SetSequence(int); // 187
virtual void /*Unknown value*/ /*CBaseAnimating*/ IsActivityFinished(void); // 188
virtual void /*Unknown value*/ /*CBaseAnimating*/ GetSequenceGroundSpeed(CStudioHdr *,int); // 189
virtual void /*Unknown value*/ /*CBaseAnimating*/ ClampRagdollForce(Vector const&,Vector*); // 190
virtual void /*Unknown value*/ /*CBaseAnimating*/ BecomeRagdollOnClient(Vector const&); // 191
virtual void /*Unknown value*/ /*CBaseAnimating*/ IsRagdoll(void); // 192
virtual void /*Unknown value*/ /*CBaseAnimating*/ CanBecomeRagdoll(void); // 193
virtual void /*Unknown value*/ /*CBaseAnimatingOverlay*/ GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int); // 194
virtual void /*Unknown value*/ /*CBaseAnimating*/ GetBoneTransform(int,matrix3x4_t &); // 195
virtual void /*Unknown value*/ /*CBaseAnimating*/ SetupBones(matrix3x4_t *,int); // 196
virtual void /*Unknown value*/ /*CBaseAnimating*/ CalculateIKLocks(float); // 197
virtual void /*Unknown value*/ /*CBaseAnimatingOverlay*/ DispatchAnimEvents(CBaseAnimating *); // 198
virtual void /*Unknown value*/ /*CBasePlayer*/ HandleAnimEvent(animevent_t *); // 199
virtual void /*Unknown value*/ /*CBaseAnimating*/ PopulatePoseParameters(void); // 200
virtual void /*Unknown value*/ /*CBaseAnimating*/ GetAttachment(int,matrix3x4_t &); // 201
virtual void /*Unknown value*/ /*CBaseAnimating*/ InitBoneControllers(void); // 202
virtual void /*Unknown value*/ /*CBaseAnimating*/ GetGroundSpeedVelocity(void); // 203
virtual void /*Unknown value*/ /*CBaseAnimating*/ Ignite(float,bool,float,bool); // 204
virtual void /*Unknown value*/ /*CBaseAnimating*/ IgniteLifetime(float); // 205
virtual void /*Unknown value*/ /*CBaseAnimating*/ IgniteNumHitboxFires(int); // 206
virtual void /*Unknown value*/ /*CBaseAnimating*/ IgniteHitboxFireScale(float); // 207
virtual void /*Unknown value*/ /*CBaseAnimating*/ Extinguish(void); // 208
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ SetLightingOriginRelative(CBaseEntity *); // 209
virtual void /*Unknown value*/ /*CBaseAnimating*/ SetLightingOrigin(CBaseEntity *); // 210
virtual void /*Unknown value*/ /*CBaseFlex*/ SetViewtarget(Vector const&); // 211
virtual void /*Unknown value*/ /*CBaseFlex*/ StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *); // 212
virtual void /*Unknown value*/ /*CBaseFlex*/ ProcessSceneEvents(void); // 213
virtual void /*Unknown value*/ /*CBaseFlex*/ ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *); // 214
virtual void /*Unknown value*/ /*CBaseFlex*/ ClearSceneEvent(CSceneEventInfo *,bool,bool); // 215
virtual void /*Unknown value*/ /*CBaseFlex*/ CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *); // 216
virtual void /*Unknown value*/ /*CBaseFlex*/ PlayScene(char const*,float,AI_Response *,IRecipientFilter *); // 217
virtual void /*Unknown value*/ /*CBaseFlex*/ PlayAutoGeneratedSoundScene(char const*); // 218
virtual void /*Unknown value*/ /*CBaseFlex*/ GetSpecialDSP(void); // 219
virtual void /*Unknown value*/ /*CBasePlayer*/ GetPhysicsImpactDamageTable(void); // 220
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ FInViewCone(CBaseEntity *); // 221
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ FInViewCone(Vector const&); // 222
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ FInAimCone(CBaseEntity *); // 223
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ FInAimCone(Vector const&); // 224
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ ShouldShootMissTarget(CBaseCombatCharacter*); // 225
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ FindMissTarget(void); // 226
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ HandleInteraction(int,void *,CBaseCombatCharacter*); // 227
virtual void /*Unknown value*/ /*CBasePlayer*/ BodyAngles(void); // 228
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ BodyDirection2D(void); // 229
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ BodyDirection3D(void); // 230
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ HeadDirection2D(void); // 231
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ HeadDirection3D(void); // 232
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ EyeDirection2D(void); // 233
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ EyeDirection3D(void); // 234
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IsHiddenByFog(Vector const&)const; // 235
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IsHiddenByFog(CBaseEntity *)const; // 236
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IsHiddenByFog(float)const; // 237
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GetFogObscuredRatio(Vector const&)const; // 238
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GetFogObscuredRatio(CBaseEntity *)const; // 239
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GetFogObscuredRatio(float)const; // 240
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IsLookingTowards(CBaseEntity const*,float)const; // 241
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IsLookingTowards(Vector const&,float)const; // 242
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IsInFieldOfView(CBaseEntity *)const; // 243
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IsInFieldOfView(Vector const&)const; // 244
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter); // 245
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IsLineOfSightClear(Vector const&,CBaseCombatCharacter); // 246
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GiveAmmo(int,int,bool); // 247
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GetAmmoCount(int)const; // 248
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ NPC_TranslateActivity(Activity); // 249
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ Weapon_TranslateActivity(Activity,bool *); // 250
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ Weapon_FrameUpdate(void); // 251
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ Weapon_HandleAnimEvent(animevent_t *); // 252
virtual void /*Unknown value*/ /*CBasePlayer*/ Weapon_CanUse(CBaseCombatWeapon *); // 253
virtual void /*Unknown value*/ /*CBasePlayer*/ Weapon_Equip(CBaseCombatWeapon *); // 254
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ Weapon_EquipAmmoOnly(CBaseCombatWeapon *); // 255
virtual void /*Unknown value*/ /*CBasePlayer*/ Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*); // 256
virtual void /*Unknown value*/ /*CBasePlayer*/ Weapon_Switch(CBaseCombatWeapon *,int); // 257
virtual void /*Unknown value*/ /*CBasePlayer*/ Weapon_ShootPosition(void); // 258
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ Weapon_CanSwitchTo(CBaseCombatWeapon *); // 259
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ Weapon_SlotOccupied(CBaseCombatWeapon *); // 260
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ Weapon_GetSlot(int)const; // 261
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ AddPlayerItem(CBaseCombatWeapon *); // 262
virtual void /*Unknown value*/ /*CBasePlayer*/ RemovePlayerItem(CBaseCombatWeapon *); // 263
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ CanBecomeServerRagdoll(void); // 264
virtual void /*Unknown value*/ /*CBasePlayer*/ OnTakeDamage_Alive(CTakeDamageInfo const&); // 265
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ OnTakeDamage_Dying(CTakeDamageInfo const&); // 266
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ OnTakeDamage_Dead(CTakeDamageInfo const&); // 267
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GetAliveDuration(void)const; // 268
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *); // 269
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ NotifyFriendsOfDamage(CBaseEntity *); // 270
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ HasEverBeenInjured(int)const; // 271
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GetTimeSinceLastInjury(int)const; // 272
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo const&); // 273
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GetDeathActivity(void); // 274
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ CorpseGib(CTakeDamageInfo const&); // 275
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ CorpseFade(void); // 276
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ HasHumanGibs(void); // 277
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ HasAlienGibs(void); // 278
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ ShouldGib(CTakeDamageInfo const&); // 279
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ OnKilledNPC(CBaseCombatCharacter*); // 280
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ Event_Gibbed(CTakeDamageInfo const&); // 281
virtual void /*Unknown value*/ /*CBasePlayer*/ Event_Dying(CTakeDamageInfo const&); // 282
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ Event_Dying(void); // 283
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ BecomeRagdoll(CTakeDamageInfo const&,Vector const&); // 284
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ FixupBurningServerRagdoll(CBaseEntity *); // 285
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int); // 286
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool); // 287
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool); // 288
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ PushawayTouch(CBaseEntity *); // 289
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IRelationType(CBaseEntity *); // 290
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IRelationPriority(CBaseEntity *); // 291
virtual void /*Unknown value*/ /*CBasePlayer*/ IsInAVehicle(void)const; // 292
virtual void /*Unknown value*/ /*CBasePlayer*/ GetVehicle(void); // 293
virtual void /*Unknown value*/ /*CBasePlayer*/ GetVehicleEntity(void); // 294
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ ExitVehicle(void); // 295
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ RemoveAllWeapons(void); // 296
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ CalcWeaponProficiency(CBaseCombatWeapon *); // 297
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *); // 298
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *); // 299
virtual void /*Unknown value*/ /*CBasePlayer*/ DoMuzzleFlash(void); // 300
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ AddEntityRelationship(CBaseEntity *,Disposition_t,int); // 301
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ RemoveEntityRelationship(CBaseEntity *); // 302
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ AddClassRelationship(Class_T,Disposition_t,int); // 303
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *); // 304
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ GetLastKnownArea(void)const; // 305
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ IsAreaTraversable(CNavArea const*)const; // 306
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ ClearLastKnownArea(void); // 307
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ UpdateLastKnownArea(void); // 308
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ OnNavAreaChanged(CNavArea *,CNavArea *); // 309
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ OnNavAreaRemoved(CNavArea *); // 310
virtual void /*Unknown value*/ /*CBaseCombatCharacter*/ OnPursuedBy(int *); // 311
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_iAmmo(void); // 312
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_iAmmo(void *); // 313
virtual void /*Unknown value*/ /*CBasePlayer*/ CreateViewModel(int); // 314
virtual void /*Unknown value*/ /*CBasePlayer*/ SetupVisibility(CBaseEntity *,unsigned char *,int); // 315
virtual void /*Unknown value*/ /*CBasePlayer*/ WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const; // 316
virtual void /*Unknown value*/ /*CBasePlayer*/ SharedSpawn(void); // 317
virtual void /*Unknown value*/ /*CBasePlayer*/ ForceRespawn(void); // 318
virtual void /*Unknown value*/ /*CBasePlayer*/ InitialSpawn(void); // 319
virtual void /*Unknown value*/ /*CBasePlayer*/ InitHUD(void); // 320
virtual void /*Unknown value*/ /*CBasePlayer*/ ShowViewPortPanel(char const*,bool,KeyValues *); // 321
virtual void /*Unknown value*/ /*CBasePlayer*/ PlayerDeathThink(void); // 322
virtual void /*Unknown value*/ /*CBasePlayer*/ Jump(void); // 323
virtual void /*Unknown value*/ /*CBasePlayer*/ Duck(void); // 324
virtual void /*Unknown value*/ /*CBasePlayer*/ PreThink(void); // 325
virtual void /*Unknown value*/ /*CBasePlayer*/ PostThink(void); // 326
virtual void /*Unknown value*/ /*CBasePlayer*/ DamageEffect(float,int); // 327
virtual void /*Unknown value*/ /*CBasePlayer*/ OnDamagedByExplosion(CTakeDamageInfo const&); // 328
virtual void /*Unknown value*/ /*CBasePlayer*/ ShouldFadeOnDeath(void); // 329
virtual void /*Unknown value*/ /*CBasePlayer*/ IsFakeClient(void)const; // 330
virtual void /*Unknown value*/ /*CBasePlayer*/ GetPlayerMins(void)const; // 331
virtual void /*Unknown value*/ /*CBasePlayer*/ GetPlayerMaxs(void)const; // 332
virtual void /*Unknown value*/ /*CBasePlayer*/ CalcRoll(QAngle const&,Vector const&,float,float); // 333
virtual void /*Unknown value*/ /*CBasePlayer*/ PackDeadPlayerItems(void); // 334
virtual void /*Unknown value*/ /*CBasePlayer*/ RemoveAllItems(bool); // 335
virtual void /*Unknown value*/ /*CBasePlayer*/ IsRunning(void)const; // 336
virtual void /*Unknown value*/ /*CBasePlayer*/ Weapon_SetLast(CBaseCombatWeapon *); // 337
virtual void /*Unknown value*/ /*CBasePlayer*/ Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *); // 338
virtual void /*Unknown value*/ /*CBasePlayer*/ Weapon_ShouldSelectItem(CBaseCombatWeapon *); // 339
virtual void /*Unknown value*/ /*CBasePlayer*/ OnMyWeaponFired(CBaseCombatWeapon *); // 340
virtual void /*Unknown value*/ /*CBasePlayer*/ GetTimeSinceWeaponFired(void)const; // 341
virtual void /*Unknown value*/ /*CBasePlayer*/ IsFiringWeapon(void)const; // 342
virtual void /*Unknown value*/ /*CBasePlayer*/ UpdateClientData(void); // 343
virtual void /*Unknown value*/ /*CBasePlayer*/ ExitLadder(void); // 344
virtual void /*Unknown value*/ /*CBasePlayer*/ GetLadderSurface(Vector const&); // 345
virtual void /*Unknown value*/ /*CBasePlayer*/ SetFlashlightEnabled(bool); // 346
virtual void /*Unknown value*/ /*CBasePlayer*/ FlashlightIsOn(void); // 347
virtual void /*Unknown value*/ /*CBasePlayer*/ FlashlightTurnOn(void); // 348
virtual void /*Unknown value*/ /*CBasePlayer*/ FlashlightTurnOff(void); // 349
virtual void /*Unknown value*/ /*CBasePlayer*/ IsIlluminatedByFlashlight(CBaseEntity *,float *); // 350
virtual void /*Unknown value*/ /*CBasePlayer*/ UpdateStepSound(surfacedata_t *,Vector const&,Vector const&); // 351
virtual void /*Unknown value*/ /*CBasePlayer*/ PlayStepSound(Vector &,surfacedata_t *,float,bool); // 352
virtual void /*Unknown value*/ /*CBasePlayer*/ GetOverrideStepSound(char const*); // 353
virtual void /*Unknown value*/ /*CBasePlayer*/ GetStepSoundVelocities(float *,float *); // 354
virtual void /*Unknown value*/ /*CBasePlayer*/ SetStepSoundTime(stepsoundtimes_t,bool); // 355
virtual void /*Unknown value*/ /*CBasePlayer*/ DeathSound(CTakeDamageInfo const&); // 356
virtual void /*Unknown value*/ /*CBasePlayer*/ SetAnimation(PLAYER_ANIM); // 357
virtual void /*Unknown value*/ /*CBasePlayer*/ ImpulseCommands(void); // 358
virtual void /*Unknown value*/ /*CBasePlayer*/ CheatImpulseCommands(int); // 359
virtual void /*Unknown value*/ /*CBasePlayer*/ ClientCommand(CCommand const&); // 360
virtual void /*Unknown value*/ /*CBasePlayer*/ StartObserverMode(int); // 361
virtual void /*Unknown value*/ /*CBasePlayer*/ StopObserverMode(void); // 362
virtual void /*Unknown value*/ /*CBasePlayer*/ ModeWantsSpectatorGUI(int); // 363
virtual void /*Unknown value*/ /*CBasePlayer*/ SetObserverMode(int); // 364
virtual void /*Unknown value*/ /*CBasePlayer*/ GetObserverMode(void); // 365
virtual void /*Unknown value*/ /*CBasePlayer*/ SetObserverTarget(CBaseEntity *); // 366
virtual void /*Unknown value*/ /*CBasePlayer*/ ObserverUse(bool); // 367
virtual void /*Unknown value*/ /*CBasePlayer*/ GetObserverTarget(void); // 368
virtual void /*Unknown value*/ /*CBasePlayer*/ FindNextObserverTarget(bool); // 369
virtual void /*Unknown value*/ /*CBasePlayer*/ GetNextObserverSearchStartPoint(bool); // 370
virtual void /*Unknown value*/ /*CBasePlayer*/ IsValidObserverTarget(CBaseEntity *); // 371
virtual void /*Unknown value*/ /*CBasePlayer*/ CheckObserverSettings(void); // 372
virtual void /*Unknown value*/ /*CBasePlayer*/ JumptoPosition(Vector const&,QAngle const&); // 373
virtual void /*Unknown value*/ /*CBasePlayer*/ ForceObserverMode(int); // 374
virtual void /*Unknown value*/ /*CBasePlayer*/ ResetObserverMode(void); // 375
virtual void /*Unknown value*/ /*CBasePlayer*/ ValidateCurrentObserverTarget(void); // 376
virtual void /*Unknown value*/ /*CBasePlayer*/ AttemptToExitFreezeCam(void); // 377
virtual void /*Unknown value*/ /*CBasePlayer*/ StartReplayMode(float,float,int); // 378
virtual void /*Unknown value*/ /*CBasePlayer*/ StopReplayMode(void); // 379
virtual void /*Unknown value*/ /*CBasePlayer*/ GetDelayTicks(void); // 380
virtual void /*Unknown value*/ /*CBasePlayer*/ GetReplayEntity(void); // 381
virtual void /*Unknown value*/ /*CBasePlayer*/ CreateCorpse(void); // 382
virtual void /*Unknown value*/ /*CBasePlayer*/ EntSelectSpawnPoint(void); // 383
virtual void /*Unknown value*/ /*CBasePlayer*/ GetInVehicle(IServerVehicle *,int); // 384
virtual void /*Unknown value*/ /*CBasePlayer*/ LeaveVehicle(Vector const&,QAngle const&); // 385
virtual void /*Unknown value*/ /*CBasePlayer*/ OnVehicleStart(void); // 386
virtual void /*Unknown value*/ /*CBasePlayer*/ OnVehicleEnd(Vector &); // 387
virtual void /*Unknown value*/ /*CBasePlayer*/ BumpWeapon(CBaseCombatWeapon *); // 388
virtual void /*Unknown value*/ /*CBasePlayer*/ SelectLastItem(void); // 389
virtual void /*Unknown value*/ /*CBasePlayer*/ SelectItem(char const*,int); // 390
virtual void /*Unknown value*/ /*CBasePlayer*/ ItemPostFrame(void); // 391
virtual void /*Unknown value*/ /*CBasePlayer*/ GiveNamedItem(char const*,int); // 392
virtual void /*Unknown value*/ /*CBasePlayer*/ CheckTrainUpdate(void); // 393
virtual void /*Unknown value*/ /*CBasePlayer*/ SetPlayerUnderwater(bool); // 394
virtual void /*Unknown value*/ /*CBasePlayer*/ CanBreatheUnderwater(void)const; // 395
virtual void /*Unknown value*/ /*CBasePlayer*/ PlayerUse(void); // 396
virtual void /*Unknown value*/ /*CBasePlayer*/ PlayUseDenySound(void); // 397
virtual void /*Unknown value*/ /*CBasePlayer*/ FindUseEntity(void); // 398
virtual void /*Unknown value*/ /*CBasePlayer*/ IsUseableEntity(CBaseEntity *,unsigned int); // 399
virtual void /*Unknown value*/ /*CBasePlayer*/ PickupObject(CBaseEntity *,bool); // 400
virtual void /*Unknown value*/ /*CBasePlayer*/ ForceDropOfCarriedPhysObjects(CBaseEntity *); // 401
virtual void /*Unknown value*/ /*CBasePlayer*/ GetHeldObjectMass(IPhysicsObject *); // 402
virtual void /*Unknown value*/ /*CBasePlayer*/ UpdateGeigerCounter(void); // 403
virtual void /*Unknown value*/ /*CBasePlayer*/ GetAutoaimVector(float); // 404
virtual void /*Unknown value*/ /*CBasePlayer*/ GetAutoaimVector(float,float); // 405
virtual void /*Unknown value*/ /*CBasePlayer*/ GetAutoaimVector(autoaim_params_t &); // 406
virtual void /*Unknown value*/ /*CBasePlayer*/ ShouldAutoaim(void); // 407
virtual void /*Unknown value*/ /*CBasePlayer*/ ForceClientDllUpdate(void); // 408
virtual void /*Unknown value*/ /*CBasePlayer*/ ProcessUsercmds(CUserCmd *,int,int,int,bool); // 409
virtual void /*Unknown value*/ /*CBasePlayer*/ PlayerRunCommand(CUserCmd *,IMoveHelper *); // 410
virtual void /*Unknown value*/ /*CBasePlayer*/ ChangeTeam(int,bool,bool); // 411
virtual void /*Unknown value*/ /*CBasePlayer*/ CanHearAndReadChatFrom(CBasePlayer*); // 412
virtual void /*Unknown value*/ /*CBasePlayer*/ CanSpeak(void); // 413
virtual void /*Unknown value*/ /*CBasePlayer*/ ModifyOrAppendPlayerCriteria(AI_CriteriaSet &); // 414
virtual void /*Unknown value*/ /*CBasePlayer*/ CheckChatText(char *,int); // 415
virtual void /*Unknown value*/ /*CBasePlayer*/ CreateRagdollEntity(void); // 416
virtual void /*Unknown value*/ /*CBasePlayer*/ ShouldAnnounceAchievement(void); // 417
virtual void /*Unknown value*/ /*CBasePlayer*/ EquipWearable(int *); // 418
virtual void /*Unknown value*/ /*CBasePlayer*/ RemoveWearable(int *); // 419
virtual void /*Unknown value*/ /*CBasePlayer*/ IsFollowingPhysics(void); // 420
virtual void /*Unknown value*/ /*CBasePlayer*/ InitVCollision(Vector const&,Vector const&); // 421
virtual void /*Unknown value*/ /*CBasePlayer*/ UpdatePhysicsShadowToCurrentPosition(void); // 422
virtual void /*Unknown value*/ /*CBasePlayer*/ Hints(void); // 423
virtual void /*Unknown value*/ /*CBasePlayer*/ IsReadyToPlay(void); // 424
virtual void /*Unknown value*/ /*CBasePlayer*/ IsReadyToSpawn(void); // 425
virtual void /*Unknown value*/ /*CBasePlayer*/ ShouldGainInstantSpawn(void); // 426
virtual void /*Unknown value*/ /*CBasePlayer*/ ResetPerRoundStats(void); // 427
virtual void /*Unknown value*/ /*CBasePlayer*/ ResetScores(void); // 428
virtual void /*Unknown value*/ /*CBasePlayer*/ EquipSuit(bool); // 429
virtual void /*Unknown value*/ /*CBasePlayer*/ RemoveSuit(void); // 430
virtual void /*Unknown value*/ /*CBasePlayer*/ GetPlayerMaxSpeed(void); // 431
virtual CBaseEntity * /*CBasePlayer*/ CommitSuicide(bool,bool); // 432
virtual CBaseEntity * /*CBasePlayer*/ CommitSuicide(Vector const&,bool,bool); // 433
virtual void /*Unknown value*/ /*CBasePlayer*/ IsBot(void)const; // 434
virtual void /*Unknown value*/ /*CBasePlayer*/ IsBotOfType(int)const; // 435
virtual void /*Unknown value*/ /*CBasePlayer*/ GetBotType(void)const; // 436
virtual void /*Unknown value*/ /*CBasePlayer*/ GetExpresser(void); // 437
virtual void /*Unknown value*/ /*CBasePlayer*/ SpawnArmorValue(void)const; // 438
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_ArmorValue(void); // 439
virtual void /*Unknown value*/ /*CBasePlayer*/ NetworkStateChanged_m_ArmorValue(void *); // 440
virtual void /*Unknown value*/ /*CBasePlayer*/ HasHaptics(void); // 441
virtual void /*Unknown value*/ /*CBasePlayer*/ SetHaptics(bool); // 442
virtual void /*Unknown value*/ /*CBasePlayer*/ PlayerSolidMask(bool)const; // 443
};
I tried to call CommitSuicide by this code:
Code:
CBasePlayer* pBase = reinterpret_cast< CBasePlayer* >( pEdict->GetUnknown()->GetBaseEntity() );
if( pBase != nullptr )
{
ICSPlayer_G* pBaseEntity = reinterpret_cast< ICSPlayer_G* >( pBase );
pBaseEntity->CommitSuicide( Vector( 0, 0, 0), true, true );
}
else
{
g_SMAPI->ConPrint( "Culd not get CBasePlayer\n" );
}
but... it crashes my server.
Also i found an example of calling this method here http://wiki.alliedmods.net/Virtual_Offsets_(Source_Mods) and it works ok. But in this code function called without passing required parameters. Can anybody explain me how it works? Signature of function is CommitSuicide(Vector const&,bool,bool).
PS. I debugged both version and found strange thing: in my version i have something like this:
Code:
mov eax, [ecx]
mov eax, [eax]
call [eax + 423 * 4]
Not sure about 423 but in fact this index is incorrect.
But when i debugged BAILOPAN's version i see correct call
Quote:
mov eax, [ecx]
mov eax, [eax]
call [eax + 433 * 4]
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I don't understand why my version doesn't works but version of BAIL's works correctly. Can anybody explain me why?
Last edited by Yeah=}; 04-03-2012 at 12:40.
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