abstract_class IBasePlayer_G { ~CBasePlayer(); // 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(INextBot *); // 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(CEconWearable *); // 418 virtual void /*Unknown value*/ /*CBasePlayer*/ RemoveWearable(CEconWearable *); // 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 void /*Unknown value*/ /*CBasePlayer*/ CommitSuicide(bool,bool); // 432 virtual void /*Unknown value*/ /*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 };