Code:
Lin Win Function 0 0 CHL2MP_Player::~CHL2MP_Player()
1 0 CHL2MP_Player::~CHL2MP_Player()
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 CHL2MP_Player::GetServerClass(void)
11 10 CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)
12 11 CHL2MP_Player::GetDataDescMap(void)
13 12 CBaseEntity::SetModelIndexOverride(int, int)
14 13 CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace &)
15 14 CHL2_Player::TestHitboxes(Ray_t const&, unsigned int, CGameTrace &)
16 15 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *, Vector *)
17 16 CHL2MP_Player::ShouldCollide(int, int)const
18 17 CBaseEntity::SetOwnerEntity(CBaseEntity*)
19 18 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
20 19 CBasePlayer::UpdateTransmitState(void)
21 20 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *, bool)
22 21 CBasePlayer::GetTracerType(void)
23 22 CHL2MP_Player::Spawn(void)
24 23 CHL2MP_Player::Precache(void)
25 24 CBasePlayer::SetModel(char const*)
26 25 CBaseAnimating::OnNewModel(void)
27 26 CBaseEntity::PostConstructor(char const*)
28 27 CBaseEntity::PostClientActive(void)
29 28 CBaseEntity::ParseMapData(CEntityMapData *)
30 31 CBaseEntity::KeyValue(char const*, char const*)
31 30 CBaseEntity::KeyValue(char const*, float)
32 29 CBaseEntity::KeyValue(char const*, Vector const&)
33 32 CBaseEntity::GetKeyValue(char const*, char *, int)
34 33 CHL2_Player::Activate(void)
35 34 CBaseEntity::SetParent(CBaseEntity*, int)
36 35 CBasePlayer::ObjectCaps(void)
37 36 CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
38 37 CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector &, QAngle &)
39 38 CHL2_Player::DrawDebugGeometryOverlays(void)
40 39 CBaseAnimating::DrawDebugTextOverlays(void)
41 40 CBasePlayer::Save(ISave &)
42 41 CBasePlayer::Restore(IRestore &)
43 42 CBasePlayer::ShouldSavePhysics(void)
44 43 CBaseEntity::OnSave(IEntitySaveUtils *)
45 44 CHL2_Player::OnRestore(void)
46 45 CBasePlayer::RequiredEdictIndex(void)
47 46 CBaseEntity::MoveDone(void)
48 47 CBaseEntity::Think(void)
49 49 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
50 48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
51 50 CBaseAnimating::GetBaseAnimating(void)
52 51 CBaseEntity::GetResponseSystem(void)
53 52 CBaseEntity::DispatchResponse(char const*)
54 53 CHL2_Player::Classify(void)
55 54 CBaseEntity::DeathNotice(CBaseEntity*)
56 55 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
57 56 CBaseEntity::GetAutoAimRadius(void)
58 57 CBaseEntity::GetAutoAimCenter(void)
59 58 CBaseEntity::GetBeamTraceFilter(void)
60 59 CHL2_Player::PassesDamageFilter(CTakeDamageInfo const&)
61 60 CBasePlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace *, CDmgAccumulator *)
62 61 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
63 62 CHL2MP_Player::OnTakeDamage(CTakeDamageInfo const&)
64 63 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector &, CBaseEntity*)
65 64 CBasePlayer::TakeHealth(float, int)
66 65 CBaseEntity::IsAlive(void)
67 66 CHL2MP_Player::Event_Killed(CTakeDamageInfo const&)
68 67 CBaseEntity::SendOnKilledGameEvent(CTakeDamageInfo const&)
69 68 CHL2_Player::Event_KilledOther(CBaseEntity *, CTakeDamageInfo const&)
70 69 CBaseCombatCharacter::BloodColor(void)
71 70 CBaseEntity::IsTriggered(CBaseEntity*)
72 71 CBaseEntity::IsNPC(void)const
73 72 CBaseCombatCharacter::MyCombatCharacterPointer(void)
74 73 CBaseEntity::MyNextBotPointer(void)
75 74 CBaseEntity::GetDelay(void)
76 75 CBaseEntity::IsMoving(void)
77 76 CBaseEntity::DamageDecal(int, int)
78 77 CBaseEntity::DecalTrace(CGameTrace *, char const*)
79 78 CBaseEntity::ImpactTrace(CGameTrace *, int, char const*)
80 79 CBaseEntity::OnControls(CBaseEntity*)
81 80 CBaseEntity::HasTarget(string_t)
82 81 CBasePlayer::IsPlayer(void)const
83 82 CBasePlayer::IsNetClient(void)const
84 83 CBaseEntity::IsTemplate(void)
85 84 CBaseEntity::IsBaseObject(void)const
86 85 CBaseEntity::IsBaseTrain(void)const
87 86 CBaseEntity::IsCombatItem(void)const
88 87 CBaseEntity::IsBaseCombatWeapon(void)const
89 88 CBaseEntity::IsWearable(void)const
90 89 CBaseEntity::MyCombatWeaponPointer(void)
91 90 CBaseEntity::GetServerVehicle(void)
92 91 CBaseEntity::IsViewable(void)
93 92 CHL2MP_Player::ChangeTeam(int)
94 93 CBaseEntity::OnEntityEvent(EntityEvent_t, void *)
95 95 CBaseEntity::CanStandOn(CBaseEntity*)const
96 94 CBaseEntity::CanStandOn(edict_t *)const
97 97 CBaseEntity::GetEnemy(void)
98 96 CBaseEntity::GetEnemy(void)const
99 98 CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
100 99 CBaseEntity::StartTouch(CBaseEntity*)
101 100 CBasePlayer::Touch(CBaseEntity *)
102 101 CBaseEntity::EndTouch(CBaseEntity*)
103 102 CBaseEntity::StartBlocked(CBaseEntity*)
104 103 CBaseEntity::Blocked(CBaseEntity*)
105 104 CBaseEntity::EndBlocked(void)
106 105 CBasePlayer::PhysicsSimulate(void)
107 106 CHL2MP_Player::UpdateOnRemove(void)
108 107 CHL2_Player::StopLoopingSounds(void)
109 108 CBaseEntity::SUB_AllowedToFade(void)
110 109 CBaseFlex::Teleport(Vector const*, QAngle const*, Vector const*)
111 110 CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
112 111 CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
113 112 CBaseEntity::GetTracerAttachment(void)
114 113 CHL2MP_Player::FireBullets(FireBulletsInfo_t const&)
115 114 CBasePlayer::DoImpactEffect(CGameTrace &, int)
116 115 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
117 116 CBaseEntity::Respawn(void)
118 117 CBaseEntity::IsLockedByMaster(void)
119 118 CBaseEntity::GetMaxHealth(void)const
120 119 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
121 121 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
122 120 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
123 123 CBasePlayer::NetworkStateChanged_m_iHealth(void)
124 122 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
125 125 CBasePlayer::NetworkStateChanged_m_lifeState(void)
126 124 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
127 127 CBaseEntity::NetworkStateChanged_m_takedamage(void)
128 126 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
129 128 CBaseEntity::GetDamageType(void)const
130 129 CBaseEntity::GetDamage(void)
131 130 CBaseEntity::SetDamage(float)
132 131 CBasePlayer::EyePosition(void)
133 132 CBasePlayer::EyeAngles(void)
134 133 CBasePlayer::LocalEyeAngles(void)
135 134 CBaseEntity::EarPosition(void)
136 135 CBasePlayer::BodyTarget(Vector const&, bool)
137 136 CBaseEntity::HeadTarget(Vector const&)
138 137 CBaseEntity::GetVectors(Vector *, Vector *, Vector *)const
139 138 CBaseEntity::GetViewOffset(void)const
140 139 CBaseEntity::SetViewOffset(Vector const&)
141 140 CBasePlayer::GetSmoothedVelocity(void)
142 141 CBaseAnimating::GetVelocity(Vector *, Vector *)
143 143 CBaseCombatCharacter::FVisible(CBaseEntity *, int, CBaseEntity **)
144 142 CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity **)
145 144 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
146 145 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
147 146 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
148 147 CBaseEntity::GetGroundVelocityToApply(Vector &)
149 148 CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
150 149 CHL2_Player::Splash(void)
151 150 CBaseEntity::WorldSpaceCenter(void)const
152 151 CBaseEntity::GetSoundEmissionOrigin(void)const
153 152 CBaseEntity::ModifyEmitSoundParams(EmitSound_t &)
154 153 CBaseEntity::IsDeflectable(void)
155 154 CBaseEntity::Deflected(CBaseEntity*, Vector &)
156 155 CBaseEntity::CreateVPhysics(void)
157 156 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
158 157 CBasePlayer::VPhysicsDestroyObject(void)
159 158 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
160 159 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
161 160 CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t *)
162 161 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
163 162 CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t *)
164 163 CBaseEntity::VPhysicsFriction(IPhysicsObject *, float, int, int)
165 164 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
166 165 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **, int)
167 166 CBaseEntity::VPhysicsIsFlesh(void)
168 167 CBaseEntity::HasPhysicsAttacker(float)
169 168 CBasePlayer::PhysicsSolidMaskForEntity(void)const
170 169 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &, Vector &)
171 170 CBaseEntity::PerformCustomPhysics(Vector *, Vector *, QAngle *, QAngle *)
172 171 CBaseAnimating::GetStepOrigin(void)const
173 172 CBaseAnimating::GetStepAngles(void)const
174 173 CBaseEntity::ShouldDrawWaterImpacts(void)
175 175 CBasePlayer::NetworkStateChanged_m_fFlags(void)
176 174 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
177 177 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
178 176 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
179 179 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
180 178 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
181 181 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
182 180 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
183 183 CBasePlayer::NetworkStateChanged_m_flFriction(void)
184 182 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
185 185 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
186 184 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
187 187 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
188 186 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
189 188 CBaseAnimating::GetIdealSpeed(void)const
190 189 CBaseAnimating::GetIdealAccel(void)const
191 190 CBaseAnimatingOverlay::StudioFrameAdvance(void)
192 191 CBaseAnimating::SetSequence(int)
193 192 CBaseAnimating::IsActivityFinished(void)
194 193 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *, int)
195 194 CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
196 195 CHL2MP_Player::BecomeRagdollOnClient(Vector const&)
197 196 CBaseAnimating::IsRagdoll(void)
198 197 CBaseAnimating::CanBecomeRagdoll(void)
199 198 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *, Vector *, Quaternion *, int)
200 199 CBaseAnimating::GetBoneTransform(int, matrix3x4_t &)
201 200 CHL2MP_Player::SetupBones(matrix3x4_t *, int)
202 201 CBaseAnimating::CalculateIKLocks(float)
203 202 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
204 203 CBasePlayer::HandleAnimEvent(animevent_t *)
205 204 CBaseAnimating::MaterialFootstepSound(bool, float)
206 205 CBaseAnimating::PopulatePoseParameters(void)
207 206 CBaseAnimating::GetAttachment(int, matrix3x4_t &)
208 207 CBaseAnimating::InitBoneControllers(void)
209 208 CBaseAnimating::GetGroundSpeedVelocity(void)
210 209 CBasePlayer::RefreshCollisionBounds(void)
211 210 CBaseAnimating::Ignite(float, bool, float, bool, CBaseEntity *)
212 211 CBaseAnimating::IgniteLifetime(float)
213 212 CBaseAnimating::IgniteNumHitboxFires(int)
214 213 CBaseAnimating::IgniteHitboxFireScale(float)
215 214 CBaseAnimating::Extinguish(void)
216 215 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
217 216 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
218 217 CBaseFlex::SetViewtarget(Vector const&)
219 218 CBaseFlex::StartSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *, CChoreoActor *, CBaseEntity *)
220 219 CBaseFlex::ProcessSceneEvents(void)
221 220 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *)
222 221 CBaseFlex::ClearSceneEvent(CSceneEventInfo *, bool, bool)
223 222 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *, float, CChoreoScene *, CChoreoEvent *)
224 223 CBaseFlex::PlayScene(char const*, float, AI_Response *, IRecipientFilter *)
225 224 CBaseFlex::PlayAutoGeneratedSoundScene(char const*)
226 225 CBaseFlex::GetSpecialDSP(void)
227 226 CHL2_Player::GetPhysicsImpactDamageTable(void)
228 228 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
229 227 CBaseCombatCharacter::FInViewCone(Vector const&)
230 230 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
231 229 CBaseCombatCharacter::FInAimCone(Vector const&)
232 231 CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
233 232 CBaseCombatCharacter::FindMissTarget(void)
234 233 CHL2_Player::HandleInteraction(int, void *, CBaseCombatCharacter *)
235 234 CBasePlayer::BodyAngles(void)
236 235 CBaseCombatCharacter::BodyDirection2D(void)
237 236 CBaseCombatCharacter::BodyDirection3D(void)
238 237 CBaseCombatCharacter::HeadDirection2D(void)
239 238 CBaseCombatCharacter::HeadDirection3D(void)
240 239 CHL2_Player::EyeDirection2D(void)
241 240 CHL2_Player::EyeDirection3D(void)
242 243 CBaseCombatCharacter::IsHiddenByFog(Vector const&)const
243 242 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
244 241 CBaseCombatCharacter::IsHiddenByFog(float)const
245 246 CBaseCombatCharacter::GetFogObscuredRatio(Vector const&)const
246 245 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
247 244 CBaseCombatCharacter::GetFogObscuredRatio(float)const
248 248 CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float)const
249 247 CBaseCombatCharacter::IsLookingTowards(Vector const&, float)const
250 250 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
251 249 CBaseCombatCharacter::IsInFieldOfView(Vector const&)const
252 252 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *, CBaseCombatCharacter::LineOfSightCheckType)const
253 251 CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity *)const
254 253 CHL2_Player::GiveAmmo(int, int, bool)
255 255 CBaseCombatCharacter::RemoveAmmo(int, int)
256 254 CBaseCombatCharacter::RemoveAmmo(int, char const*)
257 256 CBaseCombatCharacter::GetAmmoCount(int)const
258 257 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
259 258 CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool *)
260 259 CBaseCombatCharacter::Weapon_FrameUpdate(void)
261 260 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
262 261 CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
263 262 CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
264 263 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
265 264 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *, Vector const*, Vector const*)
266 265 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *, int)
267 266 CBasePlayer::Weapon_ShootPosition(void)
268 267 CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
269 268 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
270 269 CBaseCombatCharacter::Weapon_GetSlot(int)const
271 270 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
272 271 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
273 272 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
274 273 CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo const&)
275 274 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
276 275 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
277 276 CBaseCombatCharacter::GetAliveDuration(void)const
278 277 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity *)
279 278 CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
280 279 CBaseCombatCharacter::HasEverBeenInjured(int)const
281 280 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
282 281 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *, CTakeDamageInfo const&)
283 282 CBaseCombatCharacter::GetDeathActivity(void)
284 283 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
285 284 CBaseCombatCharacter::CorpseFade(void)
286 285 CBaseCombatCharacter::HasHumanGibs(void)
287 286 CBaseCombatCharacter::HasAlienGibs(void)
288 287 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
289 288 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
290 289 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
291 290 CBasePlayer::Event_Dying(CTakeDamageInfo const&)
292 291 CBaseCombatCharacter::Event_Dying(void)
293 292 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
294 293 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
295 294 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *, Vector const&, float, int)
296 296 CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
297 295 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
298 297 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
299 298 CBaseCombatCharacter::IRelationType(CBaseEntity *)
300 299 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
301 300 CBasePlayer::IsInAVehicle(void)const
302 301 CBasePlayer::GetVehicle(void)
303 302 CBasePlayer::GetVehicleEntity(void)
304 303 CBaseCombatCharacter::ExitVehicle(void)
305 304 CBaseCombatCharacter::RemoveAllWeapons(void)
306 305 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
307 306 CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *, CBaseEntity *)
308 307 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *, CBaseEntity *)
309 308 CBasePlayer::DoMuzzleFlash(void)
310 309 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *, Disposition_t, int)
311 310 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
312 311 CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
313 312 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *, CBaseCombatWeapon *)
314 313 CBaseCombatCharacter::GetLastKnownArea(void)const
315 314 CBaseCombatCharacter::IsAreaTraversable(CNavArea const*)const
316 315 CBaseCombatCharacter::ClearLastKnownArea(void)
317 316 CBaseCombatCharacter::UpdateLastKnownArea(void)
318 317 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *, CNavArea *)
319 318 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
320 319 CBaseCombatCharacter::OnPursuedBy(INextBot *)
321 321 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
322 320 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
323 322 CHL2MP_Player::CreateViewModel(int)
324 323 CHL2_Player::SetupVisibility(CBaseEntity *, unsigned char *, int)
325 324 CHL2MP_Player::WantsLagCompensationOnEntity(CBaseEntity const*, CUserCmd const*, CBitVec<2048> const*)const
326 325 CBasePlayer::SharedSpawn(void)
327 326 CBasePlayer::ForceRespawn(void)
328 327 CBasePlayer::InitialSpawn(void)
329 328 CBasePlayer::InitHUD(void)
330 329 CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues *)
331 330 CHL2MP_Player::PlayerDeathThink(void)
332 331 CBasePlayer::Jump(void)
333 332 CBasePlayer::Duck(void)
334 333 CHL2MP_Player::PreThink(void)
335 334 CHL2MP_Player::PostThink(void)
336 335 CBasePlayer::DamageEffect(float, int)
337 336 CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo const&)
338 337 CBasePlayer::ShouldFadeOnDeath(void)
339 338 CBasePlayer::IsFakeClient(void)const
340 339 CBasePlayer::GetPlayerMins(void)const
341 340 CBasePlayer::GetPlayerMaxs(void)const
342 341 CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
343 342 CBasePlayer::PackDeadPlayerItems(void)
344 343 CBasePlayer::RemoveAllItems(bool)
345 344 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
346 345 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *, CBaseCombatWeapon *)
347 346 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
348 347 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
349 348 CBasePlayer::GetTimeSinceWeaponFired(void)const
350 349 CBasePlayer::IsFiringWeapon(void)const
351 350 CHL2_Player::UpdateClientData(void)
352 351 CHL2_Player::ExitLadder(void)
353 352 CHL2_Player::GetLadderSurface(Vector const&)
354 353 CHL2_Player::SetFlashlightEnabled(bool)
355 354 CHL2MP_Player::FlashlightIsOn(void)
356 355 CHL2MP_Player::FlashlightTurnOn(void)
357 356 CHL2MP_Player::FlashlightTurnOff(void)
358 357 CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *, float *)
359 358 CBasePlayer::UpdateStepSound(surfacedata_t *, Vector const&, Vector const&)
360 359 CHL2MP_Player::PlayStepSound(Vector &, surfacedata_t *, float, bool)
361 360 CBasePlayer::GetOverrideStepSound(char const*)
362 361 CBasePlayer::GetStepSoundVelocities(float *, float *)
363 362 CBasePlayer::SetStepSoundTime(stepsoundtimes_t, bool)
364 363 CHL2MP_Player::DeathSound(CTakeDamageInfo const&)
365 364 CBasePlayer::GetSceneSoundToken(void)
366 365 CBasePlayer::OnEmitFootstepSound(CSoundParameters const&, Vector const&, float)
367 366 CHL2MP_Player::SetAnimation(PLAYER_ANIM)
368 367 CBasePlayer::ImpulseCommands(void)
369 368 CHL2MP_Player::CheatImpulseCommands(int)
370 369 CHL2MP_Player::ClientCommand(CCommand const&)
371 370 CHL2MP_Player::StartObserverMode(int)
372 371 CHL2MP_Player::StopObserverMode(void)
373 372 CBasePlayer::ModeWantsSpectatorGUI(int)
374 373 CBasePlayer::SetObserverMode(int)
375 374 CBasePlayer::GetObserverMode(void)
376 375 CBasePlayer::SetObserverTarget(CBaseEntity *)
377 376 CBasePlayer::ObserverUse(bool)
378 377 CBasePlayer::GetObserverTarget(void)
379 378 CBasePlayer::FindNextObserverTarget(bool)
380 379 CBasePlayer::GetNextObserverSearchStartPoint(bool)
381 380 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
382 381 CBasePlayer::CheckObserverSettings(void)
383 382 CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
384 383 CBasePlayer::ForceObserverMode(int)
385 384 CBasePlayer::ResetObserverMode(void)
386 385 CBasePlayer::ValidateCurrentObserverTarget(void)
387 386 CBasePlayer::AttemptToExitFreezeCam(void)
388 387 CBasePlayer::StartReplayMode(float, float, int)
389 388 CBasePlayer::StopReplayMode(void)
390 389 CBasePlayer::GetDelayTicks(void)
391 390 CBasePlayer::GetReplayEntity(void)
392 391 CHL2_Player::CreateCorpse(void)
393 392 CHL2MP_Player::EntSelectSpawnPoint(void)
394 393 CBasePlayer::GetInVehicle(IServerVehicle *, int)
395 394 CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
396 395 CBasePlayer::OnVehicleStart(void)
397 396 CBasePlayer::OnVehicleEnd(Vector &)
398 397 CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *)
399 398 CBasePlayer::SelectLastItem(void)
400 399 CBasePlayer::SelectItem(char const*, int)
401 400 CHL2_Player::ItemPostFrame(void)
402 401 CBasePlayer::GiveNamedItem(char const*, int)
403 402 CBasePlayer::CheckTrainUpdate(void)
404 403 CHL2_Player::SetPlayerUnderwater(bool)
405 404 CHL2_Player::CanBreatheUnderwater(void)const
406 405 CHL2_Player::PlayerUse(void)
407 406 CHL2_Player::PlayUseDenySound(void)
408 407 CBasePlayer::FindUseEntity(void)
409 408 CBasePlayer::IsUseableEntity(CBaseEntity *, unsigned int)
410 409 CHL2MP_Player::PickupObject(CBaseEntity *, bool)
411 410 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
412 411 CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
413 412 CBasePlayer::GetHeldObject(void)
414 413 CBasePlayer::UpdateGeigerCounter(void)
415 415 CBasePlayer::GetAutoaimVector(float)
416 414 CBasePlayer::GetAutoaimVector(float, float)
417 416 CHL2_Player::GetAutoaimVector(autoaim_params_t &)
418 417 CBasePlayer::ShouldAutoaim(void)
419 418 CBasePlayer::ForceClientDllUpdate(void)
420 419 CBasePlayer::ProcessUsercmds(CUserCmd *, int, int, int, bool)
421 420 CHL2_Player::PlayerRunCommand(CUserCmd *, IMoveHelper *)
422 421 CBasePlayer::ChangeTeam(int, bool, bool)
423 422 CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)
424 423 CBasePlayer::CanSpeak(void)
425 424 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
426 425 CHL2MP_Player::CheckChatText(char *, int)
427 426 CHL2MP_Player::CreateRagdollEntity(void)
428 427 CBasePlayer::ShouldAnnounceAchievement(void)
429 428 CHL2_Player::IsFollowingPhysics(void)
430 429 CHL2_Player::InitVCollision(Vector const&, Vector const&)
431 430 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
432 431 CBasePlayer::Hints(void)
433 432 CBasePlayer::ArmorValue(void)const
434 433 CBasePlayer::IsReadyToPlay(void)
435 434 CBasePlayer::IsReadyToSpawn(void)
436 435 CBasePlayer::ShouldGainInstantSpawn(void)
437 436 CBasePlayer::ResetPerRoundStats(void)
438 437 CBasePlayer::ResetScores(void)
439 438 CHL2_Player::EquipSuit(bool)
440 439 CHL2_Player::RemoveSuit(void)
441 440 CBasePlayer::GetPlayerMaxSpeed(void)
442 442 CBasePlayer::CommitSuicide(bool, bool)
443 441 CBasePlayer::CommitSuicide(Vector const&, bool, bool)
444 443 CBasePlayer::IsBot(void)const
445 444 CBasePlayer::IsBotOfType(int)const
446 445 CBasePlayer::GetBotType(void)const
447 446 CBasePlayer::GetExpresser(void)
448 447 CBasePlayer::SpawnArmorValue(void)const
449 449 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
450 448 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
451 450 CBasePlayer::HasHaptics(void)
452 451 CBasePlayer::SetHaptics(bool)
453 452 CBasePlayer::PlayerSolidMask(bool)const
454 453 CHL2_Player::SuspendUse(float)
455 454 CHL2_Player::CommanderMode(void)
456 455 CHL2_Player::GetIdleTime(void)const
457 456 CHL2_Player::GetMoveTime(void)const
458 457 CHL2_Player::GetLastDamageTime(void)const
459 458 CHL2_Player::IsDucking(void)const
460 459 CHL2_Player::Weapon_Lower(void)
461 460 CHL2_Player::Weapon_Ready(void)
462 461 CHL2_Player::IsHoldingEntity(CBaseEntity *)
463 462 CHL2_Player::UpdateWeaponPosture(void)
464 464 CHL2_Player::NetworkStateChanged_m_fIsWalking(void)
465 463 CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)
466 465 CHL2MP_Player::HandleCommand_JoinTeam(int)
467 CHL2MP_Player::CUREAnim_GetActiveWeapon(void)
468 CHL2MP_Player::CUREAnim_CanMove(void)