Difference between revisions of "CDODPlayer Offset List (Day of Defeat: Source)"

From AlliedModders Wiki
Jump to: navigation, search
 
(11 intermediate revisions by 3 users not shown)
Line 1: Line 1:
Also for use when using [[Vfunc_offsets_%28SourceMM%29|VFunc offsets]].
+
Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
  
hese are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
+
These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
  
 
== The List ==
 
== The List ==
This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions near the end.
+
This comes from the symbol tables, so you'll have to look in the SDK for return types.
  
<b>Last Updated 09 Sept 2006</b>
+
<b>Last Updated 30 April 2010</b>
  
 
<pre>
 
<pre>
0       CDODPlayer::~CDODPlayer()
+
// Auto reconstructed from vtable block @ 0x0092FF00
1       CBaseEntity::SetRefEHandle(CBaseHandle const&)
+
// from "server.so", by ida_vtables.idc
2       CBaseEntity::GetRefEHandle() const
+
0 CDODPlayer::~CDODPlayer()
3       CBaseEntity::GetCollideable()
+
1 CBaseEntity::SetRefEHandle(CBaseHandle const&)
4       CBaseEntity::GetNetworkable()
+
2 CBaseEntity::GetRefEHandle(void)const
5       CBaseEntity::GetBaseEntity()
+
3 CBaseEntity::GetCollideable(void)
6       CBaseEntity::GetModelIndex() const
+
4 CBaseEntity::GetNetworkable(void)
7       CBaseEntity::GetModelName() const
+
5 CBaseEntity::GetBaseEntity(void)
8       CBaseEntity::SetModelIndex(int)
+
6 CBaseEntity::GetModelIndex(void)const
9       CDODPlayer::_GetClassName()
+
7 CBaseEntity::GetModelName(void)const
10     CDODPlayer::GetServerClass()
+
8 CBaseEntity::SetModelIndex(int)
11     CDODPlayer::GetClassName()
+
9 CDODPlayer::GetServerClass(void)
12     CDODPlayer::YouForgotToImplementOrDeclareServerClass()
+
10 CDODPlayer::YouForgotToImplementOrDeclareServerClass(void)
13      CDODPlayer::GetDataDescMap()
+
11 CDODPlayer::GetDataDescMap(void)
14      CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
+
12 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &)
15      CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)
+
13 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &)
16      CDODPlayer::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)
+
14 CDODPlayer::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
17      CBaseEntity::ShouldCollide(int, int) const
+
15 CDODPlayer::ShouldCollide(int,int)const
18      CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
16 CBaseEntity::SetOwnerEntity(CBaseEntity*)
19      CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
+
17 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
20      CBasePlayer::UpdateTransmitState()
+
18 CBasePlayer::UpdateTransmitState(void)
21      CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool)
+
19 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
22      CBasePlayer::GetTracerType()
+
20 CBasePlayer::GetTracerType(void)
23      CDODPlayer::Spawn()
+
21 CDODPlayer::Spawn(void)
24      CDODPlayer::Precache()
+
22 CDODPlayer::Precache(void)
25      CBaseFlex::SetModel(char const*)
+
23 CBasePlayer::SetModel(char const*)
26      CBaseEntity::PostConstructor(char const*)
+
24 CBaseMultiplayerPlayer::PostConstructor(char const*)
27      CBaseEntity::PostClientActive()
+
25 CBaseEntity::PostClientActive(void)
28      CBaseEntity::ParseMapData(CEntityMapData*)
+
26 CBaseEntity::ParseMapData(CEntityMapData *)
29      CBaseEntity::KeyValue(char const*, char const*)
+
27 CBaseEntity::KeyValue(char const*,char const*)
30      CBaseEntity::KeyValue(char const*, float)
+
28 CBaseEntity::KeyValue(char const*,float)
31      CBaseEntity::KeyValue(char const*, Vector)
+
29 CBaseEntity::KeyValue(char const*,Vector const&)
32      CBasePlayer::Activate()
+
30 CBaseEntity::GetKeyValue(char  const*,char *,int)
33      CBaseEntity::SetParent(CBaseEntity*, int)
+
31 CBasePlayer::Activate(void)
34      CBasePlayer::ObjectCaps()
+
32 CBaseEntity::SetParent(CBaseEntity*,int)
35      CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
+
33 CBasePlayer::ObjectCaps(void)
36      CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)
+
34 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int)
37      CBasePlayer::DrawDebugGeometryOverlays()
+
35 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &)
38      CBaseAnimating::DrawDebugTextOverlays()
+
36 CBasePlayer::DrawDebugGeometryOverlays(void)
39      CBasePlayer::Save(ISave&)
+
37 CBaseAnimating::DrawDebugTextOverlays(void)
40      CBasePlayer::Restore(IRestore&)
+
38 CBasePlayer::Save(ISave &)
41      CBasePlayer::ShouldSavePhysics()
+
39 CBasePlayer::Restore(IRestore &)
42      CBaseEntity::OnSave(IEntitySaveUtils*)
+
40 CBasePlayer::ShouldSavePhysics(void)
43      CBasePlayer::OnRestore()
+
41 CBaseEntity::OnSave(IEntitySaveUtils *)
44      CBasePlayer::RequiredEdictIndex()
+
42 CBasePlayer::OnRestore(void)
45      CBaseEntity::MoveDone()
+
43 CBasePlayer::RequiredEdictIndex(void)
46      CBaseEntity::Think()
+
44 CBaseEntity::MoveDone(void)
47      CBasePlayer::NetworkStateChanged_m_nNextThinkTick()
+
45 CBaseEntity::Think(void)
48      CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void*)
+
46 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
49      CBaseAnimating::GetBaseAnimating()
+
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
50      CBaseEntity::GetResponseSystem()
+
48 CBaseAnimating::GetBaseAnimating(void)
51      CBaseEntity::DispatchResponse(char const*)
+
49 CBaseMultiplayerPlayer::GetResponseSystem(void)
52      CBasePlayer::Classify()
+
50 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char const*)
53      CBaseEntity::DeathNotice(CBaseEntity*)
+
51 CBasePlayer::Classify(void)
54      CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
+
52 CBaseEntity::DeathNotice(CBaseEntity*)
55      CBaseEntity::GetAutoAimRadius()
+
53 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
56      CBaseEntity::GetAutoAimCenter()
+
54 CBaseEntity::GetAutoAimRadius(void)
57     CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
+
55 CBaseEntity::GetAutoAimCenter(void)
58     CDODPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
+
56 CBaseEntity::GetBeamTraceFilter(void)
59     CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
+
57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
60     CDODPlayer::OnTakeDamage(CTakeDamageInfo const&)
+
58 CDODPlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *)
61     CBasePlayer::TakeHealth(float, int)
+
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
62      CDODPlayer::Event_Killed(CTakeDamageInfo const&)
+
60 CDODPlayer::OnTakeDamage(CTakeDamageInfo const&)
63      CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&)
+
61 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
64      CBaseCombatCharacter::BloodColor()
+
62 CBasePlayer::TakeHealth(float,int)
65      CBaseEntity::IsTriggered(CBaseEntity*)
+
63 CBaseEntity::IsAlive(void)
66      CBaseEntity::IsNPC() const
+
64 CDODPlayer::Event_Killed(CTakeDamageInfo const&)
67      CBaseCombatCharacter::MyCombatCharacterPointer()
+
65 CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo const&)
68      CBaseEntity::GetDelay()
+
66 CBaseCombatCharacter::BloodColor(void)
69      CBaseEntity::IsMoving()
+
67 CBaseEntity::IsTriggered(CBaseEntity*)
70      CBaseEntity::DamageDecal(int, int)
+
68 CBaseEntity::IsNPC(void)const
71      CBaseEntity::DecalTrace(CGameTrace*, char const*)
+
69 CBaseCombatCharacter::MyCombatCharacterPointer(void)
72      CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
+
70 CBaseEntity::MyNextBotPointer(void)
73      CBaseEntity::OnControls(CBaseEntity*)
+
71 CBaseEntity::GetDelay(void)
74      CBaseEntity::HasTarget(string_t)
+
72 CBaseEntity::IsMoving(void)
75      CBasePlayer::IsPlayer() const
+
73 CBaseEntity::DamageDecal(int,int)
76      CBasePlayer::IsNetClient() const
+
74 CBaseEntity::DecalTrace(CGameTrace *,char const*)
77      CBaseEntity::IsTemplate()
+
75 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
78      CBaseEntity::IsBaseObject() const
+
76 CBaseEntity::OnControls(CBaseEntity*)
79      CBaseEntity::GetServerVehicle()
+
77 CBaseEntity::HasTarget(string_t)
80      CBaseEntity::IsViewable()
+
78 CBasePlayer::IsPlayer(void)const
81      CDODPlayer::ChangeTeam(int)
+
79 CBasePlayer::IsNetClient(void)const
82      CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
+
80 CBaseEntity::IsTemplate(void)
83      CBaseEntity::CanStandOn(CBaseEntity*) const
+
81 CBaseEntity::IsBaseObject(void)const
84      CBaseEntity::CanStandOn(edict_t*) const
+
82 CBaseEntity::IsBaseTrain(void)const
85      CBaseEntity::GetEnemy()
+
83 CBaseEntity::IsBaseCombatWeapon(void)const
86      CBaseEntity::GetEnemy() const
+
84 CBaseEntity::IsWearable(void)const
87      CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
+
85 CBaseEntity::MyCombatWeaponPointer(void)
88      CBaseEntity::StartTouch(CBaseEntity*)
+
86 CBaseEntity::GetServerVehicle(void)
89      CBasePlayer::Touch(CBaseEntity*)
+
87 CBaseEntity::IsViewable(void)
90      CBaseEntity::EndTouch(CBaseEntity*)
+
88 CDODPlayer::ChangeTeam(int)
91      CBaseEntity::StartBlocked(CBaseEntity*)
+
89 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
92      CBaseEntity::Blocked(CBaseEntity*)
+
90 CBaseEntity::CanStandOn(CBaseEntity*)const
93      CBaseEntity::EndBlocked()
+
91 CBaseEntity::CanStandOn(edict_t *)const
94      CBasePlayer::PhysicsSimulate()
+
92 CBaseEntity::GetEnemy(void)
95      CBasePlayer::UpdateOnRemove()
+
93 CBaseEntity::GetEnemy(void)const
96      CBaseEntity::StopLoopingSounds()
+
94 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
97      CBaseEntity::SUB_AllowedToFade()
+
95 CBaseEntity::StartTouch(CBaseEntity*)
98      CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
+
96 CBasePlayer::Touch(CBaseEntity *)
99      CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
+
97 CBaseEntity::EndTouch(CBaseEntity*)
100    CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
+
98 CBaseEntity::StartBlocked(CBaseEntity*)
101    CDODPlayer::FireBullets(FireBulletsInfo_t const&)
+
99 CBaseEntity::Blocked(CBaseEntity*)
102    CBasePlayer::DoImpactEffect(CGameTrace&, int)
+
100 CBaseEntity::EndBlocked(void)
103    CBaseEntity::Respawn()
+
101 CBasePlayer::PhysicsSimulate(void)
104    CBaseEntity::IsLockedByMaster()
+
102 CBasePlayer::UpdateOnRemove(void)
105    CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
+
103 CBaseEntity::StopLoopingSounds(void)
106    CBaseEntity::NetworkStateChanged_m_iMaxHealth()
+
104 CBaseEntity::SUB_AllowedToFade(void)
107    CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*)
+
105 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
108    CBasePlayer::NetworkStateChanged_m_iHealth()
+
106 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
109    CBasePlayer::NetworkStateChanged_m_iHealth(void*)
+
107 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
110    CBasePlayer::NetworkStateChanged_m_lifeState()
+
108 CBaseEntity::GetTracerAttachment(void)
111    CBasePlayer::NetworkStateChanged_m_lifeState(void*)
+
109 CDODPlayer::FireBullets(FireBulletsInfo_t  const&)
112    CBaseEntity::NetworkStateChanged_m_takedamage()
+
110 CBasePlayer::DoImpactEffect(CGameTrace &,int)
113    CBaseEntity::NetworkStateChanged_m_takedamage(void*)
+
111 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
114    CBaseEntity::GetDamageType() const
+
112 CBaseEntity::Respawn(void)
115    CBaseEntity::GetDamage()
+
113 CBaseEntity::IsLockedByMaster(void)
116    CBaseEntity::SetDamage(float)
+
114 CBaseEntity::GetMaxHealth(void)const
117    CBasePlayer::EyePosition()
+
115 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
118    CBasePlayer::EyeAngles()
+
116 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
119    CBasePlayer::LocalEyeAngles()
+
117 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
120    CBaseEntity::EarPosition()
+
118 CBasePlayer::NetworkStateChanged_m_iHealth(void)
121    CBasePlayer::BodyTarget(Vector const&, bool)
+
119 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
122    CBaseEntity::HeadTarget(Vector const&)
+
120 CBasePlayer::NetworkStateChanged_m_lifeState(void)
123    CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
+
121 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
124    CBaseEntity::GetViewOffset()
+
122 CBaseEntity::NetworkStateChanged_m_takedamage(void)
125    CBasePlayer::GetSmoothedVelocity()
+
123 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
126    CBaseAnimating::GetVelocity(Vector*, Vector*)
+
124 CBaseEntity::GetDamageType(void)const
127    CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**)
+
125 CBaseEntity::GetDamage(void)
128    CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**)
+
126 CBaseEntity::SetDamage(float)
129    CBaseEntity::CanBeSeenBy(CAI_BaseNPC*)
+
127 CBasePlayer::EyePosition(void)
130    CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
128 CBasePlayer::EyeAngles(void)
131    CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
129 CBasePlayer::LocalEyeAngles(void)
132    CBaseEntity::CanBePoweredUp()
+
130 CBaseEntity::EarPosition(void)
133    CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
+
131 CBasePlayer::BodyTarget(Vector  const&,bool)
134    CBaseEntity::GetGroundVelocityToApply(Vector&)
+
132 CBaseEntity::HeadTarget(Vector const&)
135    CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
+
133 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
136    CBaseEntity::Splash()
+
134 CBaseEntity::GetViewOffset(void)const
137    CBaseEntity::WorldSpaceCenter() const
+
135 CBaseEntity::SetViewOffset(Vector  const&)
138    CBaseEntity::GetSoundEmissionOrigin() const
+
136 CBasePlayer::GetSmoothedVelocity(void)
139    CBaseEntity::CreateVPhysics()
+
137 CBaseAnimating::GetVelocity(Vector *,Vector *)
140    CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
138 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
141    CBasePlayer::VPhysicsDestroyObject()
+
139 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **)
142    CBasePlayer::VPhysicsUpdate(IPhysicsObject*)
+
140 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
143    CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
+
141 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
144    CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
+
142 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
145    CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject*)
+
143 CBaseEntity::GetGroundVelocityToApply(Vector &)
146    CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)
+
144 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
147    CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
+
145 CBaseEntity::Splash(void)
148    CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
146 CBaseEntity::WorldSpaceCenter(void)const
149    CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
+
147 CBaseEntity::GetSoundEmissionOrigin(void)const
150    CBaseEntity::HasPhysicsAttacker(float)
+
148 CBaseEntity::IsDeflectable(void)
151    CBasePlayer::PhysicsSolidMaskForEntity() const
+
149 CBaseEntity::Deflected(CBaseEntity*,Vector &)
152    CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
+
150 CBaseEntity::CreateVPhysics(void)
153    CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
+
151 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
154    CBaseAnimating::GetStepOrigin() const
+
152 CBasePlayer::VPhysicsDestroyObject(void)
155    CBaseAnimating::GetStepAngles() const
+
153 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
156    CBaseEntity::ShouldDrawWaterImpacts()
+
154 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
157    CBaseEntity::NetworkStateChanged_m_fFlags()
+
155 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
158    CBaseEntity::NetworkStateChanged_m_fFlags(void*)
+
156 CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
159    CBasePlayer::NetworkStateChanged_m_nWaterLevel()
+
157 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
160    CBasePlayer::NetworkStateChanged_m_nWaterLevel(void*)
+
158 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
161    CBasePlayer::NetworkStateChanged_m_hGroundEntity()
+
159 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
162    CBasePlayer::NetworkStateChanged_m_hGroundEntity(void*)
+
160 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
163    CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
+
161 CBaseEntity::VPhysicsIsFlesh(void)
164    CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void*)
+
162 CBaseEntity::HasPhysicsAttacker(float)
165    CBasePlayer::NetworkStateChanged_m_flFriction()
+
163 CBasePlayer::PhysicsSolidMaskForEntity(void)const
166    CBasePlayer::NetworkStateChanged_m_flFriction(void*)
+
164 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
167    CBasePlayer::NetworkStateChanged_m_vecVelocity()
+
165 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
168    CBasePlayer::NetworkStateChanged_m_vecVelocity(void*)
+
166 CBaseAnimating::GetStepOrigin(void)const
169    CBasePlayer::NetworkStateChanged_m_vecViewOffset()
+
167 CBaseAnimating::GetStepAngles(void)const
170    CBasePlayer::NetworkStateChanged_m_vecViewOffset(void*)
+
168 CBaseEntity::ShouldDrawWaterImpacts(void)
171    CBaseAnimating::GetIdealSpeed() const
+
169 CBasePlayer::NetworkStateChanged_m_fFlags(void)
172    CBaseAnimating::GetIdealAccel() const
+
170 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
173    CBaseAnimatingOverlay::StudioFrameAdvance()
+
171 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
174    CBaseAnimating::IsActivityFinished()
+
172 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
175    CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
+
173 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
176    CBaseAnimating::BecomeRagdollOnClient(Vector const&)
+
174 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
177    CBaseAnimating::IsRagdoll()
+
175 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
178    CBaseAnimating::CanBecomeRagdoll()
+
176 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
179    CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int)
+
177 CBasePlayer::NetworkStateChanged_m_flFriction(void)
180    CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
+
178 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
181    CDODPlayer::SetupBones(matrix3x4_t*, int)
+
179 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
182    CBaseAnimating::CalculateIKLocks(float)
+
180 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
183    CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)
+
181 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
184    CBaseAnimating::HandleAnimEvent(animevent_t*)
+
182 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
185    CBaseAnimating::GetAttachment(int, matrix3x4_t&)
+
183 CBaseAnimating::GetIdealSpeed(void)const
186    CBaseAnimating::InitBoneControllers()
+
184 CBaseAnimating::GetIdealAccel(void)const
187    CBaseAnimating::GetGroundSpeedVelocity()
+
185 CBaseAnimatingOverlay::StudioFrameAdvance(void)
188    CBaseAnimating::Ignite(float, bool, float, bool)
+
186 CBaseAnimating::IsActivityFinished(void)
189    CBaseAnimating::Extinguish()
+
187 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
190    CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*)
+
188 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
191    CBaseAnimating::SetLightingOrigin(CBaseEntity*)
+
189 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
192    CBaseFlex::SetViewtarget(Vector const&)
+
190 CBaseAnimating::IsRagdoll(void)
193    CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)
+
191 CBaseAnimating::CanBecomeRagdoll(void)
194    CBaseFlex::ProcessSceneEvents()
+
192 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
195    CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)
+
193 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
196    CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)
+
194 CDODPlayer::SetupBones(matrix3x4_t *,int)
197    CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)
+
195 CBaseAnimating::CalculateIKLocks(float)
198    CBaseCombatCharacter::GetPhysicsImpactDamageTable()
+
196 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
199    CBaseCombatCharacter::FInViewCone(CBaseEntity*)
+
197 CBasePlayer::HandleAnimEvent(animevent_t *)
200    CBaseCombatCharacter::FInViewCone(Vector const&)
+
198 CBaseAnimating::PopulatePoseParameters(void)
201    CBaseCombatCharacter::FInAimCone(CBaseEntity*)
+
199 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
202    CBaseCombatCharacter::FInAimCone(Vector const&)
+
200 CBaseAnimating::InitBoneControllers(void)
203    CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
201 CBaseAnimating::GetGroundSpeedVelocity(void)
204    CBaseCombatCharacter::FindMissTarget()
+
202 CBaseAnimating::Ignite(float,bool,float,bool)
205    CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*)
+
203 CBaseAnimating::IgniteLifetime(float)
206    CBasePlayer::BodyAngles()
+
204 CBaseAnimating::IgniteNumHitboxFires(int)
207    CBaseCombatCharacter::BodyDirection2D()
+
205 CBaseAnimating::IgniteHitboxFireScale(float)
208    CBaseCombatCharacter::BodyDirection3D()
+
206 CBaseAnimating::Extinguish(void)
209    CBaseCombatCharacter::HeadDirection2D()
+
207 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
210    CBaseCombatCharacter::HeadDirection3D()
+
208 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
211    CBaseCombatCharacter::EyeDirection2D()
+
209 CBaseFlex::SetViewtarget(Vector  const&)
212    CBaseCombatCharacter::EyeDirection3D()
+
210 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
213    CBaseCombatCharacter::GiveAmmo(int, int, bool)
+
211 CBaseFlex::ProcessSceneEvents(void)
214    CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
212 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
215    CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)
+
213 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
216    CBasePlayer::Weapon_CanUse(CBaseCombatWeapon*)
+
214 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
217    CBasePlayer::Weapon_Equip(CBaseCombatWeapon*)
+
215 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
218    CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)
+
216 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
219    CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)
+
217 CBasePlayer::GetPhysicsImpactDamageTable(void)
220    CBasePlayer::Weapon_Switch(CBaseCombatWeapon*, int)
+
218 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
221    CBasePlayer::Weapon_ShootPosition()
+
219 CBaseCombatCharacter::FInViewCone(Vector  const&)
222    CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon*)
+
220 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
223    CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
+
221 CBaseCombatCharacter::FInAimCone(Vector  const&)
224    CBaseCombatCharacter::Weapon_GetSlot(int) const
+
222 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
225    CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)
+
223 CBaseCombatCharacter::FindMissTarget(void)
226    CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)
+
224 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
227    CBaseCombatCharacter::CanBecomeServerRagdoll()
+
225 CBasePlayer::BodyAngles(void)
228    CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
+
226 CBaseCombatCharacter::BodyDirection2D(void)
229    CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
+
227 CBaseCombatCharacter::BodyDirection3D(void)
230    CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
+
228 CBaseCombatCharacter::HeadDirection2D(void)
231    CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)
+
229 CBaseCombatCharacter::HeadDirection3D(void)
232    CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*)
+
230 CBaseCombatCharacter::EyeDirection2D(void)
233    CBaseCombatCharacter::GetDeathActivity()
+
231 CBaseCombatCharacter::EyeDirection3D(void)
234    CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
+
232 CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
235    CBaseCombatCharacter::CorpseFade()
+
233 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
236    CBaseCombatCharacter::HasHumanGibs()
+
234 CBaseCombatCharacter::IsHiddenByFog(float)const
237    CBaseCombatCharacter::HasAlienGibs()
+
235 CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
238    CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
+
236 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
239    CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
237 CBaseCombatCharacter::GetFogObscuredRatio(float)const
240    CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
+
238 CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
241    CBasePlayer::Event_Dying()
+
239 CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
242    CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
+
240 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
243    CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*)
+
241 CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
244    CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int)
+
242 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
245    CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
+
243 CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
246    CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
+
244 CBaseCombatCharacter::GiveAmmo(int,int,bool)
247    CBaseCombatCharacter::PushawayTouch(CBaseEntity*)
+
245 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
248    CBaseCombatCharacter::IRelationType(CBaseEntity*)
+
246 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
249    CBaseCombatCharacter::IRelationPriority(CBaseEntity*)
+
247 CBaseCombatCharacter::Weapon_FrameUpdate(void)
250    CBaseCombatCharacter::IsInAVehicle()
+
248 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
251    CBasePlayer::GetVehicle()
+
249 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
252    CBasePlayer::GetVehicleEntity()
+
250 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
253    CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*)
+
251 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
254    CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)
+
252 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*)
255    CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)
+
253 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
256    CBasePlayer::DoMuzzleFlash()
+
254 CBasePlayer::Weapon_ShootPosition(void)
257    CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)
+
255 CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
258    CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*)
+
256 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
259    CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
+
257 CBaseCombatCharacter::Weapon_GetSlot(int)const
260    CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
258 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
261    CBasePlayer::NetworkStateChanged_m_iAmmo()
+
259 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
262    CBasePlayer::NetworkStateChanged_m_iAmmo(void*)
+
260 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
263    CDODPlayer::CreateViewModel(int)
+
261 CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
264    CDODPlayer::SetupVisibility(CBaseEntity*, unsigned char*, int)
+
262 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
265    CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const
+
263 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
266    CDODPlayer::SharedSpawn()
+
264 CBaseCombatCharacter::GetAliveDuration(void)const
267    CDODPlayer::InitialSpawn()
+
265 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
268    CBasePlayer::InitHUD()
+
266 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
269    CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*)
+
267 CBaseCombatCharacter::HasEverBeenInjured(int)const
270    CDODPlayer::PlayerDeathThink()
+
268 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
271    CBasePlayer::Jump()
+
269 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
272    CBasePlayer::Duck()
+
270 CBaseCombatCharacter::GetDeathActivity(void)
273    CDODPlayer::PreThink()
+
271 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
274    CDODPlayer::PostThink()
+
272 CBaseCombatCharacter::CorpseFade(void)
275    CBasePlayer::DamageEffect(float, int)
+
273 CBaseCombatCharacter::HasHumanGibs(void)
276    CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
+
274 CBaseCombatCharacter::HasAlienGibs(void)
277    CBasePlayer::ShouldFadeOnDeath()
+
275 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
278    CBasePlayer::IsFakeClient() const
+
276 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
279    CDODPlayer::GetPlayerMins() const
+
277 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
280    CDODPlayer::GetPlayerMaxs() const
+
278 CBasePlayer::Event_Dying(void)
281    CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
+
279 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
282    CBasePlayer::PackDeadPlayerItems()
+
280 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
283    CBasePlayer::RemoveAllItems(bool)
+
281 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
284    CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)
+
282 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
285    CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
283 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector const&,int,int,float,bool)
286    CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)
+
284 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
287    CBasePlayer::UpdateClientData()
+
285 CBaseCombatCharacter::IRelationType(CBaseEntity *)
288    CBasePlayer::ExitLadder()
+
286 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
289    CDODPlayer::FlashlightIsOn()
+
287 CBasePlayer::IsInAVehicle(void)const
290    CDODPlayer::FlashlightTurnOn()
+
288 CBasePlayer::GetVehicle(void)
291    CDODPlayer::FlashlightTurnOff()
+
289 CBasePlayer::GetVehicleEntity(void)
292    CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity*, float*)
+
290 CBaseCombatCharacter::ExitVehicle(void)
293    CDODPlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)
+
291 CBaseCombatCharacter::RemoveAllWeapons(void)
294    CDODPlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool)
+
292 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
295    CDODPlayer::DeathSound(CTakeDamageInfo const&)
+
293 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
296    CDODPlayer::SetAnimation(PLAYER_ANIM)
+
294 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
297    CBasePlayer::ImpulseCommands()
+
295 CBasePlayer::DoMuzzleFlash(void)
298    CDODPlayer::CheatImpulseCommands(int)
+
296 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
299    CDODPlayer::ClientCommand(char const*)
+
297 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
300    CBasePlayer::StartObserverMode(int)
+
298 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
301    CBasePlayer::StopObserverMode()
+
299 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
302     CDODPlayer::SetObserverMode(int)
+
300 CBaseCombatCharacter::GetLastKnownArea(void)const
303     CBasePlayer::GetObserverMode()
+
301 CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
304     CBasePlayer::SetObserverTarget(CBaseEntity*)
+
302 CBaseCombatCharacter::ClearLastKnownArea(void)
305     CBasePlayer::ObserverUse(bool)
+
303 CBaseCombatCharacter::UpdateLastKnownArea(void)
306     CBasePlayer::GetObserverTarget()
+
304 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
307     CBasePlayer::FindNextObserverTarget(bool)
+
305 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
308     CBasePlayer::GetNextObserverSearchStartPoint(bool)
+
306 CBaseCombatCharacter::OnPursuedBy(INextBot *)
309     CBasePlayer::IsValidObserverTarget(CBaseEntity*)
+
307 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
310     CBasePlayer::CheckObserverSettings()
+
308 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
311     CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
+
309 CDODPlayer::CreateViewModel(int)
312     CBasePlayer::ForceObserverMode(int)
+
310 CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
313     CBasePlayer::ResetObserverMode()
+
311 CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
314     CDODPlayer::StartReplayMode(float, float, int)
+
312 CDODPlayer::SharedSpawn(void)
315     CDODPlayer::StopReplayMode()
+
313 CBasePlayer::ForceRespawn(void)
316     CBasePlayer::GetDelayTicks()
+
314 CDODPlayer::InitialSpawn(void)
317     CBasePlayer::GetReplayEntity()
+
315 CBasePlayer::InitHUD(void)
318     CBasePlayer::CreateCorpse()
+
316 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
319     CDODPlayer::EntSelectSpawnPoint()
+
317 CDODPlayer::PlayerDeathThink(void)
320     CBasePlayer::GetInVehicle(IServerVehicle*, int)
+
318 CBasePlayer::Jump(void)
321     CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
+
319 CBasePlayer::Duck(void)
322     CBasePlayer::OnVehicleStart()
+
320 CDODPlayer::PreThink(void)
323     CBasePlayer::OnVehicleEnd(Vector&)
+
321 CDODPlayer::PostThink(void)
324     CDODPlayer::BumpWeapon(CBaseCombatWeapon*)
+
322 CBasePlayer::DamageEffect(float,int)
325     CBasePlayer::SelectLastItem()
+
323 CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
326     CBasePlayer::SelectItem(char const*, int)
+
324 CBasePlayer::ShouldFadeOnDeath(void)
327     CBasePlayer::ItemPostFrame()
+
325 CBasePlayer::IsFakeClient(void)const
328     CDODPlayer::GiveNamedItem(char const*, int)
+
326 CDODPlayer::GetPlayerMins(void)const
329     CDODPlayer::CheckTrainUpdate()
+
327 CDODPlayer::GetPlayerMaxs(void)const
330     CBasePlayer::SetPlayerUnderwater(bool)
+
328 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
331     CBasePlayer::CanBreatheUnderwater() const
+
329 CBasePlayer::PackDeadPlayerItems(void)
332     CBasePlayer::PlayerUse()
+
330 CBasePlayer::RemoveAllItems(bool)
333     CBasePlayer::PlayUseDenySound()
+
331 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
334     CDODPlayer::FindUseEntity()
+
332 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
335     CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int)
+
333 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
336     CBasePlayer::PickupObject(CBaseEntity*, bool)
+
334 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
337     CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*)
+
335 CBasePlayer::GetTimeSinceWeaponFired(void)const
338     CBasePlayer::GetHeldObjectMass(IPhysicsObject*)
+
336 CBasePlayer::IsFiringWeapon(void)const
339     CDODPlayer::UpdateGeigerCounter()
+
337 CBasePlayer::UpdateClientData(void)
340     CBasePlayer::GetAutoaimVector(float)
+
338 CBasePlayer::ExitLadder(void)
341     CBasePlayer::GetAutoaimVector(float, float)
+
339 CBasePlayer::GetLadderSurface(Vector  const&)
342     CBasePlayer::GetAutoaimVector(autoaim_params_t&)
+
340 CBasePlayer::SetFlashlightEnabled(bool)
343     CBasePlayer::ShouldAutoaim()
+
341 CDODPlayer::FlashlightIsOn(void)
344     CBasePlayer::ForceClientDllUpdate()
+
342 CDODPlayer::FlashlightTurnOn(void)
345     CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)
+
343 CDODPlayer::FlashlightTurnOff(void)
346     CDODPlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*)
+
344 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
347     CBasePlayer::CanSpeak()
+
345 CDODPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
348     CDODPlayer::CanHearChatFrom(CBasePlayer*)
+
346 CDODPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
349     CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
+
347 CBasePlayer::GetStepSoundVelocities(float *,float *)
350     CDODPlayer::CheckChatText(char*, int)
+
348 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
351     CBasePlayer::IsFollowingPhysics()
+
349 CDODPlayer::DeathSound(CTakeDamageInfo  const&)
352     CDODPlayer::InitVCollision()
+
350 CDODPlayer::SetAnimation(PLAYER_ANIM)
353     CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
+
351 CBasePlayer::ImpulseCommands(void)
354     CBasePlayer::EquipSuit(bool)
+
352 CDODPlayer::CheatImpulseCommands(int)
355     CBasePlayer::RemoveSuit()
+
353 CDODPlayer::ClientCommand(CCommand  const&)
356     CDODPlayer::CommitSuicide()
+
354 CBasePlayer::StartObserverMode(int)
357     CBasePlayer::IsBot() const
+
355 CBasePlayer::StopObserverMode(void)
358     CBasePlayer::SpawnArmorValue() const
+
356 CDODPlayer::ModeWantsSpectatorGUI(int)
359     CBasePlayer::NetworkStateChanged_m_ArmorValue()
+
357 CDODPlayer::SetObserverMode(int)
360     CBasePlayer::NetworkStateChanged_m_ArmorValue(void*)
+
358 CBasePlayer::GetObserverMode(void)
 +
359 CBasePlayer::SetObserverTarget(CBaseEntity *)
 +
360 CBasePlayer::ObserverUse(bool)
 +
361 CBasePlayer::GetObserverTarget(void)
 +
362 CBasePlayer::FindNextObserverTarget(bool)
 +
363 CBasePlayer::GetNextObserverSearchStartPoint(bool)
 +
364 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
 +
365 CBasePlayer::CheckObserverSettings(void)
 +
366 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
 +
367 CBasePlayer::ForceObserverMode(int)
 +
368 CBasePlayer::ResetObserverMode(void)
 +
369 CBasePlayer::ValidateCurrentObserverTarget(void)
 +
370 CDODPlayer::AttemptToExitFreezeCam(void)
 +
371 CDODPlayer::StartReplayMode(float,float,int)
 +
372 CDODPlayer::StopReplayMode(void)
 +
373 CBasePlayer::GetDelayTicks(void)
 +
374 CBasePlayer::GetReplayEntity(void)
 +
375 CBasePlayer::CreateCorpse(void)
 +
376 CDODPlayer::EntSelectSpawnPoint(void)
 +
377 CBasePlayer::GetInVehicle(IServerVehicle *,int)
 +
378 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
 +
379 CBasePlayer::OnVehicleStart(void)
 +
380 CBasePlayer::OnVehicleEnd(Vector &)
 +
381 CDODPlayer::BumpWeapon(CBaseCombatWeapon *)
 +
382 CBasePlayer::SelectLastItem(void)
 +
383 CBasePlayer::SelectItem(char  const*,int)
 +
384 CBasePlayer::ItemPostFrame(void)
 +
385 CDODPlayer::GiveNamedItem(char  const*,int)
 +
386 CDODPlayer::CheckTrainUpdate(void)
 +
387 CBasePlayer::SetPlayerUnderwater(bool)
 +
388 CBasePlayer::CanBreatheUnderwater(void)const
 +
389 CBasePlayer::PlayerUse(void)
 +
390 CDODPlayer::PlayUseDenySound(void)
 +
391 CDODPlayer::FindUseEntity(void)
 +
392 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
 +
393 CBasePlayer::PickupObject(CBaseEntity *,bool)
 +
394 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
 +
395 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
 +
396 CDODPlayer::UpdateGeigerCounter(void)
 +
397 CBasePlayer::GetAutoaimVector(float)
 +
398 CBasePlayer::GetAutoaimVector(float,float)
 +
399 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
 +
400 CBasePlayer::ShouldAutoaim(void)
 +
401 CBasePlayer::ForceClientDllUpdate(void)
 +
402 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
 +
403 CDODPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
 +
404 CBasePlayer::ChangeTeam(int,bool,bool)
 +
405 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
 +
406 CBaseMultiplayerPlayer::CanSpeak(void)
 +
407 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
 +
408 CDODPlayer::CheckChatText(char *,int)
 +
409 CDODPlayer::CreateRagdollEntity(void)
 +
410 CBasePlayer::ShouldAnnounceAchievement(void)
 +
411 CBasePlayer::IsFollowingPhysics(void)
 +
412 CDODPlayer::InitVCollision(Vector  const&,Vector  const&)
 +
413 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
 +
414 CDODPlayer::Hints(void)
 +
415 CDODPlayer::IsReadyToPlay(void)
 +
416 CBasePlayer::IsReadyToSpawn(void)
 +
417 CBasePlayer::ShouldGainInstantSpawn(void)
 +
418 CDODPlayer::ResetPerRoundStats(void)
 +
419 CDODPlayer::ResetScores(void)
 +
420 CBasePlayer::EquipSuit(bool)
 +
421 CBasePlayer::RemoveSuit(void)
 +
422 CDODPlayer::CommitSuicide(bool,bool)
 +
423 CDODPlayer::CommitSuicide(Vector  const&,bool,bool)
 +
424 CBasePlayer::IsBot(void)const
 +
425 CBaseMultiplayerPlayer::GetExpresser(void)
 +
426 CBasePlayer::SpawnArmorValue(void)const
 +
427 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
 +
428 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
 +
429 CBasePlayer::HasHaptics(void)
 +
430 CBasePlayer::SetHaptics(bool)
 +
431 CBasePlayer::PlayerSolidMask(bool)const
 +
432 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
 +
433 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
 +
434 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
 +
435 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
 +
436 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
 +
437 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
 +
438 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
 +
439 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
 +
440 CDODPlayer::OnAchievementEarned(int)
 +
441 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
 +
442 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
 +
443 CBaseMultiplayerPlayer::CreateExpresser(void)
 +
444 CDODPlayer::CanHearChatFrom(CBasePlayer *)
 
</pre>
 
</pre>

Latest revision as of 16:22, 30 April 2010

Also for use when using virtual offsets.

These are the Windows offsets. Linux offsets are 1 greater.

The List

This comes from the symbol tables, so you'll have to look in the SDK for return types.

Last Updated 30 April 2010

// Auto reconstructed from vtable block @ 0x0092FF00
// from "server.so", by ida_vtables.idc
0	CDODPlayer::~CDODPlayer()
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	CDODPlayer::GetServerClass(void)
10	CDODPlayer::YouForgotToImplementOrDeclareServerClass(void)
11	CDODPlayer::GetDataDescMap(void)
12	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
13	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
14	CDODPlayer::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15	CDODPlayer::ShouldCollide(int,int)const
16	CBaseEntity::SetOwnerEntity(CBaseEntity*)
17	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
18	CBasePlayer::UpdateTransmitState(void)
19	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
20	CBasePlayer::GetTracerType(void)
21	CDODPlayer::Spawn(void)
22	CDODPlayer::Precache(void)
23	CBasePlayer::SetModel(char  const*)
24	CBaseMultiplayerPlayer::PostConstructor(char  const*)
25	CBaseEntity::PostClientActive(void)
26	CBaseEntity::ParseMapData(CEntityMapData *)
27	CBaseEntity::KeyValue(char  const*,char  const*)
28	CBaseEntity::KeyValue(char  const*,float)
29	CBaseEntity::KeyValue(char  const*,Vector  const&)
30	CBaseEntity::GetKeyValue(char  const*,char *,int)
31	CBasePlayer::Activate(void)
32	CBaseEntity::SetParent(CBaseEntity*,int)
33	CBasePlayer::ObjectCaps(void)
34	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
35	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
36	CBasePlayer::DrawDebugGeometryOverlays(void)
37	CBaseAnimating::DrawDebugTextOverlays(void)
38	CBasePlayer::Save(ISave &)
39	CBasePlayer::Restore(IRestore &)
40	CBasePlayer::ShouldSavePhysics(void)
41	CBaseEntity::OnSave(IEntitySaveUtils *)
42	CBasePlayer::OnRestore(void)
43	CBasePlayer::RequiredEdictIndex(void)
44	CBaseEntity::MoveDone(void)
45	CBaseEntity::Think(void)
46	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
48	CBaseAnimating::GetBaseAnimating(void)
49	CBaseMultiplayerPlayer::GetResponseSystem(void)
50	CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char  const*)
51	CBasePlayer::Classify(void)
52	CBaseEntity::DeathNotice(CBaseEntity*)
53	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
54	CBaseEntity::GetAutoAimRadius(void)
55	CBaseEntity::GetAutoAimCenter(void)
56	CBaseEntity::GetBeamTraceFilter(void)
57	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
58	CDODPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60	CDODPlayer::OnTakeDamage(CTakeDamageInfo  const&)
61	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
62	CBasePlayer::TakeHealth(float,int)
63	CBaseEntity::IsAlive(void)
64	CDODPlayer::Event_Killed(CTakeDamageInfo  const&)
65	CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
66	CBaseCombatCharacter::BloodColor(void)
67	CBaseEntity::IsTriggered(CBaseEntity*)
68	CBaseEntity::IsNPC(void)const
69	CBaseCombatCharacter::MyCombatCharacterPointer(void)
70	CBaseEntity::MyNextBotPointer(void)
71	CBaseEntity::GetDelay(void)
72	CBaseEntity::IsMoving(void)
73	CBaseEntity::DamageDecal(int,int)
74	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
75	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
76	CBaseEntity::OnControls(CBaseEntity*)
77	CBaseEntity::HasTarget(string_t)
78	CBasePlayer::IsPlayer(void)const
79	CBasePlayer::IsNetClient(void)const
80	CBaseEntity::IsTemplate(void)
81	CBaseEntity::IsBaseObject(void)const
82	CBaseEntity::IsBaseTrain(void)const
83	CBaseEntity::IsBaseCombatWeapon(void)const
84	CBaseEntity::IsWearable(void)const
85	CBaseEntity::MyCombatWeaponPointer(void)
86	CBaseEntity::GetServerVehicle(void)
87	CBaseEntity::IsViewable(void)
88	CDODPlayer::ChangeTeam(int)
89	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
90	CBaseEntity::CanStandOn(CBaseEntity*)const
91	CBaseEntity::CanStandOn(edict_t *)const
92	CBaseEntity::GetEnemy(void)
93	CBaseEntity::GetEnemy(void)const
94	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
95	CBaseEntity::StartTouch(CBaseEntity*)
96	CBasePlayer::Touch(CBaseEntity *)
97	CBaseEntity::EndTouch(CBaseEntity*)
98	CBaseEntity::StartBlocked(CBaseEntity*)
99	CBaseEntity::Blocked(CBaseEntity*)
100	CBaseEntity::EndBlocked(void)
101	CBasePlayer::PhysicsSimulate(void)
102	CBasePlayer::UpdateOnRemove(void)
103	CBaseEntity::StopLoopingSounds(void)
104	CBaseEntity::SUB_AllowedToFade(void)
105	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
106	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
107	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
108	CBaseEntity::GetTracerAttachment(void)
109	CDODPlayer::FireBullets(FireBulletsInfo_t  const&)
110	CBasePlayer::DoImpactEffect(CGameTrace &,int)
111	CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
112	CBaseEntity::Respawn(void)
113	CBaseEntity::IsLockedByMaster(void)
114	CBaseEntity::GetMaxHealth(void)const
115	CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
116	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
117	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
118	CBasePlayer::NetworkStateChanged_m_iHealth(void)
119	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
120	CBasePlayer::NetworkStateChanged_m_lifeState(void)
121	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
122	CBaseEntity::NetworkStateChanged_m_takedamage(void)
123	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
124	CBaseEntity::GetDamageType(void)const
125	CBaseEntity::GetDamage(void)
126	CBaseEntity::SetDamage(float)
127	CBasePlayer::EyePosition(void)
128	CBasePlayer::EyeAngles(void)
129	CBasePlayer::LocalEyeAngles(void)
130	CBaseEntity::EarPosition(void)
131	CBasePlayer::BodyTarget(Vector  const&,bool)
132	CBaseEntity::HeadTarget(Vector  const&)
133	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
134	CBaseEntity::GetViewOffset(void)const
135	CBaseEntity::SetViewOffset(Vector  const&)
136	CBasePlayer::GetSmoothedVelocity(void)
137	CBaseAnimating::GetVelocity(Vector *,Vector *)
138	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
139	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
140	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
141	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
142	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
143	CBaseEntity::GetGroundVelocityToApply(Vector &)
144	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
145	CBaseEntity::Splash(void)
146	CBaseEntity::WorldSpaceCenter(void)const
147	CBaseEntity::GetSoundEmissionOrigin(void)const
148	CBaseEntity::IsDeflectable(void)
149	CBaseEntity::Deflected(CBaseEntity*,Vector &)
150	CBaseEntity::CreateVPhysics(void)
151	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
152	CBasePlayer::VPhysicsDestroyObject(void)
153	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
154	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
155	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
156	CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
157	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
158	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
159	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
160	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
161	CBaseEntity::VPhysicsIsFlesh(void)
162	CBaseEntity::HasPhysicsAttacker(float)
163	CBasePlayer::PhysicsSolidMaskForEntity(void)const
164	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
165	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
166	CBaseAnimating::GetStepOrigin(void)const
167	CBaseAnimating::GetStepAngles(void)const
168	CBaseEntity::ShouldDrawWaterImpacts(void)
169	CBasePlayer::NetworkStateChanged_m_fFlags(void)
170	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
171	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
172	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
173	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
174	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
175	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
176	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
177	CBasePlayer::NetworkStateChanged_m_flFriction(void)
178	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
179	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
180	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
181	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
182	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
183	CBaseAnimating::GetIdealSpeed(void)const
184	CBaseAnimating::GetIdealAccel(void)const
185	CBaseAnimatingOverlay::StudioFrameAdvance(void)
186	CBaseAnimating::IsActivityFinished(void)
187	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
188	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
189	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
190	CBaseAnimating::IsRagdoll(void)
191	CBaseAnimating::CanBecomeRagdoll(void)
192	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
193	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
194	CDODPlayer::SetupBones(matrix3x4_t *,int)
195	CBaseAnimating::CalculateIKLocks(float)
196	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
197	CBasePlayer::HandleAnimEvent(animevent_t *)
198	CBaseAnimating::PopulatePoseParameters(void)
199	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
200	CBaseAnimating::InitBoneControllers(void)
201	CBaseAnimating::GetGroundSpeedVelocity(void)
202	CBaseAnimating::Ignite(float,bool,float,bool)
203	CBaseAnimating::IgniteLifetime(float)
204	CBaseAnimating::IgniteNumHitboxFires(int)
205	CBaseAnimating::IgniteHitboxFireScale(float)
206	CBaseAnimating::Extinguish(void)
207	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
208	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
209	CBaseFlex::SetViewtarget(Vector  const&)
210	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
211	CBaseFlex::ProcessSceneEvents(void)
212	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
213	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
214	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
215	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
216	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
217	CBasePlayer::GetPhysicsImpactDamageTable(void)
218	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
219	CBaseCombatCharacter::FInViewCone(Vector  const&)
220	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
221	CBaseCombatCharacter::FInAimCone(Vector  const&)
222	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
223	CBaseCombatCharacter::FindMissTarget(void)
224	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
225	CBasePlayer::BodyAngles(void)
226	CBaseCombatCharacter::BodyDirection2D(void)
227	CBaseCombatCharacter::BodyDirection3D(void)
228	CBaseCombatCharacter::HeadDirection2D(void)
229	CBaseCombatCharacter::HeadDirection3D(void)
230	CBaseCombatCharacter::EyeDirection2D(void)
231	CBaseCombatCharacter::EyeDirection3D(void)
232	CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
233	CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
234	CBaseCombatCharacter::IsHiddenByFog(float)const
235	CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
236	CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
237	CBaseCombatCharacter::GetFogObscuredRatio(float)const
238	CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
239	CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
240	CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
241	CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
242	CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
243	CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
244	CBaseCombatCharacter::GiveAmmo(int,int,bool)
245	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
246	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
247	CBaseCombatCharacter::Weapon_FrameUpdate(void)
248	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
249	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
250	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
251	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
252	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
253	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
254	CBasePlayer::Weapon_ShootPosition(void)
255	CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
256	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
257	CBaseCombatCharacter::Weapon_GetSlot(int)const
258	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
259	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
260	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
261	CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
262	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
263	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
264	CBaseCombatCharacter::GetAliveDuration(void)const
265	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
266	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
267	CBaseCombatCharacter::HasEverBeenInjured(int)const
268	CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
269	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
270	CBaseCombatCharacter::GetDeathActivity(void)
271	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
272	CBaseCombatCharacter::CorpseFade(void)
273	CBaseCombatCharacter::HasHumanGibs(void)
274	CBaseCombatCharacter::HasAlienGibs(void)
275	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
276	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
277	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
278	CBasePlayer::Event_Dying(void)
279	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
280	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
281	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
282	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
283	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
284	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
285	CBaseCombatCharacter::IRelationType(CBaseEntity *)
286	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
287	CBasePlayer::IsInAVehicle(void)const
288	CBasePlayer::GetVehicle(void)
289	CBasePlayer::GetVehicleEntity(void)
290	CBaseCombatCharacter::ExitVehicle(void)
291	CBaseCombatCharacter::RemoveAllWeapons(void)
292	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
293	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
294	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
295	CBasePlayer::DoMuzzleFlash(void)
296	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
297	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
298	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
299	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
300	CBaseCombatCharacter::GetLastKnownArea(void)const
301	CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
302	CBaseCombatCharacter::ClearLastKnownArea(void)
303	CBaseCombatCharacter::UpdateLastKnownArea(void)
304	CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
305	CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
306	CBaseCombatCharacter::OnPursuedBy(INextBot *)
307	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
308	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
309	CDODPlayer::CreateViewModel(int)
310	CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
311	CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
312	CDODPlayer::SharedSpawn(void)
313	CBasePlayer::ForceRespawn(void)
314	CDODPlayer::InitialSpawn(void)
315	CBasePlayer::InitHUD(void)
316	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
317	CDODPlayer::PlayerDeathThink(void)
318	CBasePlayer::Jump(void)
319	CBasePlayer::Duck(void)
320	CDODPlayer::PreThink(void)
321	CDODPlayer::PostThink(void)
322	CBasePlayer::DamageEffect(float,int)
323	CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
324	CBasePlayer::ShouldFadeOnDeath(void)
325	CBasePlayer::IsFakeClient(void)const
326	CDODPlayer::GetPlayerMins(void)const
327	CDODPlayer::GetPlayerMaxs(void)const
328	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
329	CBasePlayer::PackDeadPlayerItems(void)
330	CBasePlayer::RemoveAllItems(bool)
331	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
332	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
333	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
334	CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
335	CBasePlayer::GetTimeSinceWeaponFired(void)const
336	CBasePlayer::IsFiringWeapon(void)const
337	CBasePlayer::UpdateClientData(void)
338	CBasePlayer::ExitLadder(void)
339	CBasePlayer::GetLadderSurface(Vector  const&)
340	CBasePlayer::SetFlashlightEnabled(bool)
341	CDODPlayer::FlashlightIsOn(void)
342	CDODPlayer::FlashlightTurnOn(void)
343	CDODPlayer::FlashlightTurnOff(void)
344	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
345	CDODPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
346	CDODPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
347	CBasePlayer::GetStepSoundVelocities(float *,float *)
348	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
349	CDODPlayer::DeathSound(CTakeDamageInfo  const&)
350	CDODPlayer::SetAnimation(PLAYER_ANIM)
351	CBasePlayer::ImpulseCommands(void)
352	CDODPlayer::CheatImpulseCommands(int)
353	CDODPlayer::ClientCommand(CCommand  const&)
354	CBasePlayer::StartObserverMode(int)
355	CBasePlayer::StopObserverMode(void)
356	CDODPlayer::ModeWantsSpectatorGUI(int)
357	CDODPlayer::SetObserverMode(int)
358	CBasePlayer::GetObserverMode(void)
359	CBasePlayer::SetObserverTarget(CBaseEntity *)
360	CBasePlayer::ObserverUse(bool)
361	CBasePlayer::GetObserverTarget(void)
362	CBasePlayer::FindNextObserverTarget(bool)
363	CBasePlayer::GetNextObserverSearchStartPoint(bool)
364	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
365	CBasePlayer::CheckObserverSettings(void)
366	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
367	CBasePlayer::ForceObserverMode(int)
368	CBasePlayer::ResetObserverMode(void)
369	CBasePlayer::ValidateCurrentObserverTarget(void)
370	CDODPlayer::AttemptToExitFreezeCam(void)
371	CDODPlayer::StartReplayMode(float,float,int)
372	CDODPlayer::StopReplayMode(void)
373	CBasePlayer::GetDelayTicks(void)
374	CBasePlayer::GetReplayEntity(void)
375	CBasePlayer::CreateCorpse(void)
376	CDODPlayer::EntSelectSpawnPoint(void)
377	CBasePlayer::GetInVehicle(IServerVehicle *,int)
378	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
379	CBasePlayer::OnVehicleStart(void)
380	CBasePlayer::OnVehicleEnd(Vector &)
381	CDODPlayer::BumpWeapon(CBaseCombatWeapon *)
382	CBasePlayer::SelectLastItem(void)
383	CBasePlayer::SelectItem(char  const*,int)
384	CBasePlayer::ItemPostFrame(void)
385	CDODPlayer::GiveNamedItem(char  const*,int)
386	CDODPlayer::CheckTrainUpdate(void)
387	CBasePlayer::SetPlayerUnderwater(bool)
388	CBasePlayer::CanBreatheUnderwater(void)const
389	CBasePlayer::PlayerUse(void)
390	CDODPlayer::PlayUseDenySound(void)
391	CDODPlayer::FindUseEntity(void)
392	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
393	CBasePlayer::PickupObject(CBaseEntity *,bool)
394	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
395	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
396	CDODPlayer::UpdateGeigerCounter(void)
397	CBasePlayer::GetAutoaimVector(float)
398	CBasePlayer::GetAutoaimVector(float,float)
399	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
400	CBasePlayer::ShouldAutoaim(void)
401	CBasePlayer::ForceClientDllUpdate(void)
402	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
403	CDODPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
404	CBasePlayer::ChangeTeam(int,bool,bool)
405	CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
406	CBaseMultiplayerPlayer::CanSpeak(void)
407	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
408	CDODPlayer::CheckChatText(char *,int)
409	CDODPlayer::CreateRagdollEntity(void)
410	CBasePlayer::ShouldAnnounceAchievement(void)
411	CBasePlayer::IsFollowingPhysics(void)
412	CDODPlayer::InitVCollision(Vector  const&,Vector  const&)
413	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
414	CDODPlayer::Hints(void)
415	CDODPlayer::IsReadyToPlay(void)
416	CBasePlayer::IsReadyToSpawn(void)
417	CBasePlayer::ShouldGainInstantSpawn(void)
418	CDODPlayer::ResetPerRoundStats(void)
419	CDODPlayer::ResetScores(void)
420	CBasePlayer::EquipSuit(bool)
421	CBasePlayer::RemoveSuit(void)
422	CDODPlayer::CommitSuicide(bool,bool)
423	CDODPlayer::CommitSuicide(Vector  const&,bool,bool)
424	CBasePlayer::IsBot(void)const
425	CBaseMultiplayerPlayer::GetExpresser(void)
426	CBasePlayer::SpawnArmorValue(void)const
427	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
428	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
429	CBasePlayer::HasHaptics(void)
430	CBasePlayer::SetHaptics(bool)
431	CBasePlayer::PlayerSolidMask(bool)const
432	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
433	CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
434	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
435	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
436	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
437	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
438	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
439	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
440	CDODPlayer::OnAchievementEarned(int)
441	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
442	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
443	CBaseMultiplayerPlayer::CreateExpresser(void)
444	CDODPlayer::CanHearChatFrom(CBasePlayer *)