// Auto reconstructed from vtable block @ 0x00B214A0
// from "server_srv.so", by ida_vtables.idc
0	CHL2MP_Player::~CHL2MP_Player()
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	CBaseEntity::SetModelIndex(int)
9	CHL2MP_Player::GetServerClass(void)
10	CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)
11	CHL2MP_Player::GetDataDescMap(void)
12	CBaseEntity::SetModelIndexOverride(int,int)
13	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
14	CHL2_Player::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
15	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
16	CBaseEntity::ShouldCollide(int,int)const
17	CBaseEntity::SetOwnerEntity(CBaseEntity*)
18	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
19	CBasePlayer::UpdateTransmitState(void)
20	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
21	CBasePlayer::GetTracerType(void)
22	CHL2MP_Player::Spawn(void)
23	CHL2MP_Player::Precache(void)
24	CBasePlayer::SetModel(char  const*)
25	CBaseAnimating::OnNewModel(void)
26	CBaseEntity::PostConstructor(char  const*)
27	CBaseEntity::PostClientActive(void)
28	CBaseEntity::ParseMapData(CEntityMapData *)
29	CBaseEntity::KeyValue(char  const*,char  const*)
30	CBaseEntity::KeyValue(char  const*,float)
31	CBaseEntity::KeyValue(char  const*,Vector  const&)
32	CBaseEntity::GetKeyValue(char  const*,char *,int)
33	CHL2_Player::Activate(void)
34	CBaseEntity::SetParent(CBaseEntity*,int)
35	CBasePlayer::ObjectCaps(void)
36	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
37	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
38	CHL2_Player::DrawDebugGeometryOverlays(void)
39	CBaseAnimating::DrawDebugTextOverlays(void)
40	CBasePlayer::Save(ISave &)
41	CBasePlayer::Restore(IRestore &)
42	CBasePlayer::ShouldSavePhysics(void)
43	CBaseEntity::OnSave(IEntitySaveUtils *)
44	CHL2_Player::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	CBaseEntity::GetResponseSystem(void)
52	CBaseEntity::DispatchResponse(char  const*)
53	CHL2_Player::Classify(void)
54	CBaseEntity::DeathNotice(CBaseEntity*)
55	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
56	CBaseEntity::GetAutoAimRadius(void)
57	CBaseEntity::GetAutoAimCenter(void)
58	CBaseEntity::GetBeamTraceFilter(void)
59	CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&)
60	CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *,CDmgAccumulator *)
61	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
62	CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&)
63	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
64	CBasePlayer::TakeHealth(float,int)
65	CBaseEntity::IsAlive(void)
66	CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&)
67	CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
68	CBaseCombatCharacter::BloodColor(void)
69	CBaseEntity::IsTriggered(CBaseEntity*)
70	CBaseEntity::IsNPC(void)const
71	CBaseCombatCharacter::MyCombatCharacterPointer(void)
72	CBaseEntity::MyNextBotPointer(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  const*)
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::IsBaseTrain(void)const
85	CBaseEntity::IsCombatItem(void)const
86	CBaseEntity::IsBaseCombatWeapon(void)const
87	CBaseEntity::IsWearable(void)const
88	CBaseEntity::MyCombatWeaponPointer(void)
89	CBaseEntity::GetServerVehicle(void)
90	CBaseEntity::IsViewable(void)
91	CHL2MP_Player::ChangeTeam(int)
92	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
93	CBaseEntity::CanStandOn(CBaseEntity*)const
94	CBaseEntity::CanStandOn(edict_t *)const
95	CBaseEntity::GetEnemy(void)
96	CBaseEntity::GetEnemy(void)const
97	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
98	CBaseEntity::StartTouch(CBaseEntity*)
99	CBasePlayer::Touch(CBaseEntity *)
100	CBaseEntity::EndTouch(CBaseEntity*)
101	CBaseEntity::StartBlocked(CBaseEntity*)
102	CBaseEntity::Blocked(CBaseEntity*)
103	CBaseEntity::EndBlocked(void)
104	CBasePlayer::PhysicsSimulate(void)
105	CHL2MP_Player::UpdateOnRemove(void)
106	CHL2_Player::StopLoopingSounds(void)
107	CBaseEntity::SUB_AllowedToFade(void)
108	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
109	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
110	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
111	CBaseEntity::GetTracerAttachment(void)
112	CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
113	CBasePlayer::DoImpactEffect(CGameTrace &,int)
114	CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
115	CBaseEntity::Respawn(void)
116	CBaseEntity::IsLockedByMaster(void)
117	CBaseEntity::GetMaxHealth(void)const
118	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
119	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
120	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
121	CBasePlayer::NetworkStateChanged_m_iHealth(void)
122	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
123	CBasePlayer::NetworkStateChanged_m_lifeState(void)
124	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
125	CBaseEntity::NetworkStateChanged_m_takedamage(void)
126	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
127	CBaseEntity::GetDamageType(void)const
128	CBaseEntity::GetDamage(void)
129	CBaseEntity::SetDamage(float)
130	CBasePlayer::EyePosition(void)
131	CBasePlayer::EyeAngles(void)
132	CBasePlayer::LocalEyeAngles(void)
133	CBaseEntity::EarPosition(void)
134	CBasePlayer::BodyTarget(Vector  const&,bool)
135	CBaseEntity::HeadTarget(Vector  const&)
136	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
137	CBaseEntity::GetViewOffset(void)const
138	CBaseEntity::SetViewOffset(Vector  const&)
139	CBasePlayer::GetSmoothedVelocity(void)
140	CBaseAnimating::GetVelocity(Vector *,Vector *)
141	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
142	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
143	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
144	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
145	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
146	CBaseEntity::GetGroundVelocityToApply(Vector &)
147	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
148	CHL2_Player::Splash(void)
149	CBaseEntity::WorldSpaceCenter(void)const
150	CBaseEntity::GetSoundEmissionOrigin(void)const
151	CBaseEntity::ModifyEmitSoundParams(EmitSound_t &)
152	CBaseEntity::IsDeflectable(void)
153	CBaseEntity::Deflected(CBaseEntity*,Vector &)
154	CBaseEntity::CreateVPhysics(void)
155	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
156	CBasePlayer::VPhysicsDestroyObject(void)
157	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
158	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
159	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
160	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
161	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
162	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
163	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
164	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
165	CBaseEntity::VPhysicsIsFlesh(void)
166	CBaseEntity::HasPhysicsAttacker(float)
167	CBasePlayer::PhysicsSolidMaskForEntity(void)const
168	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
169	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
170	CBaseAnimating::GetStepOrigin(void)const
171	CBaseAnimating::GetStepAngles(void)const
172	CBaseEntity::ShouldDrawWaterImpacts(void)
173	CBasePlayer::NetworkStateChanged_m_fFlags(void)
174	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
175	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
176	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
177	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
178	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
179	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
180	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
181	CBasePlayer::NetworkStateChanged_m_flFriction(void)
182	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
183	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
184	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
185	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
186	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
187	CBaseEntity::ShouldBlockNav(void)const
188	CBaseAnimating::GetIdealSpeed(void)const
189	CBaseAnimating::GetIdealAccel(void)const
190	CBaseAnimatingOverlay::StudioFrameAdvance(void)
191	CBaseAnimating::SetSequence(int)
192	CBaseAnimating::IsActivityFinished(void)
193	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
194	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
195	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
196	CBaseAnimating::IsRagdoll(void)
197	CBaseAnimating::CanBecomeRagdoll(void)
198	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
199	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
200	CBaseAnimating::SetupBones(matrix3x4_t *,int)
201	CBaseAnimating::CalculateIKLocks(float)
202	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
203	CBasePlayer::HandleAnimEvent(animevent_t *)
204	CBaseAnimating::PopulatePoseParameters(void)
205	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
206	CBaseAnimating::InitBoneControllers(void)
207	CBaseAnimating::GetGroundSpeedVelocity(void)
208	CBasePlayer::RefreshCollisionBounds(void)
209	CBaseAnimating::Ignite(float,bool,float,bool)
210	CBaseAnimating::IgniteLifetime(float)
211	CBaseAnimating::IgniteNumHitboxFires(int)
212	CBaseAnimating::IgniteHitboxFireScale(float)
213	CBaseAnimating::Extinguish(void)
214	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
215	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
216	CBaseFlex::SetViewtarget(Vector  const&)
217	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
218	CBaseFlex::ProcessSceneEvents(void)
219	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
220	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
221	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
222	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
223	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
224	CBaseFlex::GetSpecialDSP(void)
225	CHL2_Player::GetPhysicsImpactDamageTable(void)
226	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
227	CBaseCombatCharacter::FInViewCone(Vector  const&)
228	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
229	CBaseCombatCharacter::FInAimCone(Vector  const&)
230	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
231	CBaseCombatCharacter::FindMissTarget(void)
232	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
233	CBasePlayer::BodyAngles(void)
234	CBaseCombatCharacter::BodyDirection2D(void)
235	CBaseCombatCharacter::BodyDirection3D(void)
236	CBaseCombatCharacter::HeadDirection2D(void)
237	CBaseCombatCharacter::HeadDirection3D(void)
238	CHL2_Player::EyeDirection2D(void)
239	CHL2_Player::EyeDirection3D(void)
240	CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
241	CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
242	CBaseCombatCharacter::IsHiddenByFog(float)const
243	CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
244	CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
245	CBaseCombatCharacter::GetFogObscuredRatio(float)const
246	CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
247	CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
248	CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
249	CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
250	CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
251	CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
252	CHL2_Player::GiveAmmo(int,int,bool)
253	CBaseCombatCharacter::RemoveAmmo(int,int)
254	CBaseCombatCharacter::RemoveAmmo(int,char  const*)
255	CBaseCombatCharacter::GetAmmoCount(int)const
256	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
257	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
258	CBaseCombatCharacter::Weapon_FrameUpdate(void)
259	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
260	CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
261	CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
262	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
263	CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
264	CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int)
265	CBasePlayer::Weapon_ShootPosition(void)
266	CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)
267	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
268	CBaseCombatCharacter::Weapon_GetSlot(int)const
269	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
270	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
271	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
272	CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&)
273	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
274	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
275	CBaseCombatCharacter::GetAliveDuration(void)const
276	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
277	CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
278	CBaseCombatCharacter::HasEverBeenInjured(int)const
279	CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
280	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
281	CBaseCombatCharacter::GetDeathActivity(void)
282	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
283	CBaseCombatCharacter::CorpseFade(void)
284	CBaseCombatCharacter::HasHumanGibs(void)
285	CBaseCombatCharacter::HasAlienGibs(void)
286	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
287	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
288	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
289	CBasePlayer::Event_Dying(CTakeDamageInfo  const&)
290	CBaseCombatCharacter::Event_Dying(void)
291	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
292	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
293	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
294	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
295	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
296	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
297	CBaseCombatCharacter::IRelationType(CBaseEntity *)
298	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
299	CBasePlayer::IsInAVehicle(void)const
300	CBasePlayer::GetVehicle(void)
301	CBasePlayer::GetVehicleEntity(void)
302	CBaseCombatCharacter::ExitVehicle(void)
303	CBaseCombatCharacter::RemoveAllWeapons(void)
304	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
305	CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
306	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
307	CBasePlayer::DoMuzzleFlash(void)
308	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
309	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
310	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
311	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
312	CBaseCombatCharacter::GetLastKnownArea(void)const
313	CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
314	CBaseCombatCharacter::ClearLastKnownArea(void)
315	CBaseCombatCharacter::UpdateLastKnownArea(void)
316	CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
317	CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
318	CBaseCombatCharacter::OnPursuedBy(INextBot *)
319	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
320	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
321	CHL2MP_Player::CreateViewModel(int)
322	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
323	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
324	CBasePlayer::SharedSpawn(void)
325	CBasePlayer::ForceRespawn(void)
326	CBasePlayer::InitialSpawn(void)
327	CBasePlayer::InitHUD(void)
328	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
329	CHL2MP_Player::PlayerDeathThink(void)
330	CBasePlayer::Jump(void)
331	CBasePlayer::Duck(void)
332	CHL2MP_Player::PreThink(void)
333	CHL2MP_Player::PostThink(void)
334	CBasePlayer::DamageEffect(float,int)
335	CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
336	CBasePlayer::ShouldFadeOnDeath(void)
337	CBasePlayer::IsFakeClient(void)const
338	CBasePlayer::GetPlayerMins(void)const
339	CBasePlayer::GetPlayerMaxs(void)const
340	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
341	CBasePlayer::PackDeadPlayerItems(void)
342	CBasePlayer::RemoveAllItems(bool)
343	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
344	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
345	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
346	CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
347	CBasePlayer::GetTimeSinceWeaponFired(void)const
348	CBasePlayer::IsFiringWeapon(void)const
349	CHL2_Player::UpdateClientData(void)
350	CHL2_Player::ExitLadder(void)
351	CHL2_Player::GetLadderSurface(Vector  const&)
352	CHL2_Player::SetFlashlightEnabled(bool)
353	CHL2MP_Player::FlashlightIsOn(void)
354	CHL2MP_Player::FlashlightTurnOn(void)
355	CHL2MP_Player::FlashlightTurnOff(void)
356	CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)
357	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
358	CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
359	CBasePlayer::GetOverrideStepSound(char  const*)
360	CBasePlayer::GetStepSoundVelocities(float *,float *)
361	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
362	CHL2MP_Player::DeathSound(CTakeDamageInfo  const&)
363	CBasePlayer::GetSceneSoundToken(void)
364	CBasePlayer::OnEmitFootstepSound(CSoundParameters  const&,Vector  const&,float)
365	CHL2MP_Player::SetAnimation(PLAYER_ANIM)
366	CBasePlayer::ImpulseCommands(void)
367	CHL2MP_Player::CheatImpulseCommands(int)
368	CHL2MP_Player::ClientCommand(CCommand  const&)
369	CHL2MP_Player::StartObserverMode(int)
370	CHL2MP_Player::StopObserverMode(void)
371	CBasePlayer::ModeWantsSpectatorGUI(int)
372	CBasePlayer::SetObserverMode(int)
373	CBasePlayer::GetObserverMode(void)
374	CBasePlayer::SetObserverTarget(CBaseEntity *)
375	CBasePlayer::ObserverUse(bool)
376	CBasePlayer::GetObserverTarget(void)
377	CBasePlayer::FindNextObserverTarget(bool)
378	CBasePlayer::GetNextObserverSearchStartPoint(bool)
379	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
380	CBasePlayer::CheckObserverSettings(void)
381	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
382	CBasePlayer::ForceObserverMode(int)
383	CBasePlayer::ResetObserverMode(void)
384	CBasePlayer::ValidateCurrentObserverTarget(void)
385	CBasePlayer::AttemptToExitFreezeCam(void)
386	CBasePlayer::StartReplayMode(float,float,int)
387	CBasePlayer::StopReplayMode(void)
388	CBasePlayer::GetDelayTicks(void)
389	CBasePlayer::GetReplayEntity(void)
390	CHL2_Player::CreateCorpse(void)
391	CHL2MP_Player::EntSelectSpawnPoint(void)
392	CBasePlayer::GetInVehicle(IServerVehicle *,int)
393	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
394	CBasePlayer::OnVehicleStart(void)
395	CBasePlayer::OnVehicleEnd(Vector &)
396	CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *)
397	CBasePlayer::SelectLastItem(void)
398	CBasePlayer::SelectItem(char  const*,int)
399	CHL2_Player::ItemPostFrame(void)
400	CBasePlayer::GiveNamedItem(char  const*,int)
401	CBasePlayer::CheckTrainUpdate(void)
402	CHL2_Player::SetPlayerUnderwater(bool)
403	CHL2_Player::CanBreatheUnderwater(void)const
404	CHL2_Player::PlayerUse(void)
405	CHL2_Player::PlayUseDenySound(void)
406	CBasePlayer::FindUseEntity(void)
407	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
408	CHL2MP_Player::PickupObject(CBaseEntity *,bool)
409	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
410	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
411	CBasePlayer::UpdateGeigerCounter(void)
412	CBasePlayer::GetAutoaimVector(float)
413	CBasePlayer::GetAutoaimVector(float,float)
414	CHL2_Player::GetAutoaimVector(autoaim_params_t &)
415	CBasePlayer::ShouldAutoaim(void)
416	CBasePlayer::ForceClientDllUpdate(void)
417	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
418	CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
419	CBasePlayer::ChangeTeam(int,bool,bool)
420	CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)
421	CBasePlayer::CanSpeak(void)
422	CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
423	CHL2MP_Player::CheckChatText(char *,int)
424	CHL2MP_Player::CreateRagdollEntity(void)
425	CBasePlayer::ShouldAnnounceAchievement(void)
426	CHL2_Player::IsFollowingPhysics(void)
427	CHL2_Player::InitVCollision(Vector  const&,Vector  const&)
428	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
429	CBasePlayer::Hints(void)
430	CBasePlayer::IsReadyToPlay(void)
431	CBasePlayer::IsReadyToSpawn(void)
432	CBasePlayer::ShouldGainInstantSpawn(void)
433	CBasePlayer::ResetPerRoundStats(void)
434	CBasePlayer::ResetScores(void)
435	CHL2_Player::EquipSuit(bool)
436	CHL2_Player::RemoveSuit(void)
437	CBasePlayer::GetPlayerMaxSpeed(void)
438	CBasePlayer::CommitSuicide(bool,bool)
439	CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
440	CBasePlayer::IsBot(void)const
441	CBasePlayer::IsBotOfType(int)const
442	CBasePlayer::GetBotType(void)const
443	CBasePlayer::GetExpresser(void)
444	CBasePlayer::Internal_HandleMapEvent(inputdata_t &)
445	CBasePlayer::SpawnArmorValue(void)const
446	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
447	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
448	CBasePlayer::HasHaptics(void)
449	CBasePlayer::SetHaptics(bool)
450	CBasePlayer::PlayerSolidMask(bool)const
451	CHL2_Player::SuspendUse(float)
452	CHL2_Player::CommanderMode(void)
453	CHL2_Player::GetIdleTime(void)const
454	CHL2_Player::GetMoveTime(void)const
455	CHL2_Player::GetLastDamageTime(void)const
456	CHL2_Player::IsDucking(void)const
457	CHL2_Player::Weapon_Lower(void)
458	CHL2_Player::Weapon_Ready(void)
459	CHL2_Player::IsHoldingEntity(CBaseEntity *)
460	CHL2_Player::UpdateWeaponPosture(void)
461	CHL2_Player::NetworkStateChanged_m_fIsWalking(void)
462	CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)
463	CHL2MP_Player::HandleCommand_JoinTeam(int)
