CCSPlayer Offset List (Counter-Strike: Source)
(Redirected from CCSPlayer Offset List (SourceMM))
For use when using virtual offsets.
This is the list of offsets I've been using. 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...or guess for the CSS specific functions near the end.
Last Updated 19 October 2010
// Auto reconstructed from vtable block @ 0x00C00B40 // from "server.so", by ida_vtables.idc 0 CCSPlayer::~CCSPlayer() 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 CCSPlayer::GetServerClass(void) 10 CCSPlayer::YouForgotToImplementOrDeclareServerClass(void) 11 CCSPlayer::GetDataDescMap(void) 12 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &) 13 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &) 14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *) 15 CBaseEntity::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 CCSPlayer::Spawn(void) 22 CCSPlayer::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 CCSPlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 60 CCSPlayer::OnTakeDamage(CTakeDamageInfo const&) 61 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&,Vector &,CBaseEntity*) 62 CBasePlayer::TakeHealth(float,int) 63 CBaseEntity::IsAlive(void) 64 CCSPlayer::Event_Killed(CTakeDamageInfo const&) 65 CCSPlayer::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 CCSPlayer::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 CBaseEntity::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 CCSPlayer::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 CBaseAnimating::SetupBones(matrix3x4_t *,int) 195 CBaseAnimating::CalculateIKLocks(float) 196 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 197 CCSPlayer::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 CCSPlayer::Weapon_CanUse(CBaseCombatWeapon *) 250 CCSPlayer::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 CCSPlayer::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 CCSPlayer::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(CTakeDamageInfo const&) 279 CBaseCombatCharacter::Event_Dying(void) 280 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&) 281 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 282 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int) 283 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool) 284 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool) 285 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 286 CBaseCombatCharacter::IRelationType(CBaseEntity *) 287 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 288 CBasePlayer::IsInAVehicle(void)const 289 CBasePlayer::GetVehicle(void) 290 CBasePlayer::GetVehicleEntity(void) 291 CBaseCombatCharacter::ExitVehicle(void) 292 CBaseCombatCharacter::RemoveAllWeapons(void) 293 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *) 294 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 295 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 296 CBasePlayer::DoMuzzleFlash(void) 297 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int) 298 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 299 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int) 300 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *) 301 CBaseCombatCharacter::GetLastKnownArea(void)const 302 CBaseCombatCharacter::IsAreaTraversable(CNavArea const*)const 303 CBaseCombatCharacter::ClearLastKnownArea(void) 304 CBaseCombatCharacter::UpdateLastKnownArea(void) 305 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *) 306 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *) 307 CBaseCombatCharacter::OnPursuedBy(INextBot *) 308 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 309 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 310 CCSPlayer::CreateViewModel(int) 311 CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int) 312 CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const 313 CBasePlayer::SharedSpawn(void) 314 CBasePlayer::ForceRespawn(void) 315 CCSPlayer::InitialSpawn(void) 316 CBasePlayer::InitHUD(void) 317 CCSPlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 318 CCSPlayer::PlayerDeathThink(void) 319 CBasePlayer::Jump(void) 320 CBasePlayer::Duck(void) 321 CCSPlayer::PreThink(void) 322 CCSPlayer::PostThink(void) 323 CBasePlayer::DamageEffect(float,int) 324 CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 325 CBasePlayer::ShouldFadeOnDeath(void) 326 CBasePlayer::IsFakeClient(void)const 327 CBasePlayer::GetPlayerMins(void)const 328 CBasePlayer::GetPlayerMaxs(void)const 329 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 330 CBasePlayer::PackDeadPlayerItems(void) 331 CCSPlayer::RemoveAllItems(bool) 332 CBasePlayer::IsRunning(void)const 333 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 334 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *) 335 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 336 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *) 337 CBasePlayer::GetTimeSinceWeaponFired(void)const 338 CBasePlayer::IsFiringWeapon(void)const 339 CBasePlayer::UpdateClientData(void) 340 CBasePlayer::ExitLadder(void) 341 CBasePlayer::GetLadderSurface(Vector const&) 342 CBasePlayer::SetFlashlightEnabled(bool) 343 CCSPlayer::FlashlightIsOn(void) 344 CCSPlayer::FlashlightTurnOn(void) 345 CCSPlayer::FlashlightTurnOff(void) 346 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *) 347 CCSPlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 348 CCSPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool) 349 CBasePlayer::GetStepSoundVelocities(float *,float *) 350 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool) 351 CCSPlayer::DeathSound(CTakeDamageInfo const&) 352 CCSPlayer::SetAnimation(PLAYER_ANIM) 353 CBasePlayer::ImpulseCommands(void) 354 CCSPlayer::CheatImpulseCommands(int) 355 CCSPlayer::ClientCommand(CCommand const&) 356 CBasePlayer::StartObserverMode(int) 357 CBasePlayer::StopObserverMode(void) 358 CBasePlayer::ModeWantsSpectatorGUI(int) 359 CBasePlayer::SetObserverMode(int) 360 CBasePlayer::GetObserverMode(void) 361 CBasePlayer::SetObserverTarget(CBaseEntity *) 362 CBasePlayer::ObserverUse(bool) 363 CBasePlayer::GetObserverTarget(void) 364 CBasePlayer::FindNextObserverTarget(bool) 365 CCSPlayer::GetNextObserverSearchStartPoint(bool) 366 CBasePlayer::IsValidObserverTarget(CBaseEntity *) 367 CBasePlayer::CheckObserverSettings(void) 368 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 369 CBasePlayer::ForceObserverMode(int) 370 CBasePlayer::ResetObserverMode(void) 371 CBasePlayer::ValidateCurrentObserverTarget(void) 372 CCSPlayer::AttemptToExitFreezeCam(void) 373 CCSPlayer::StartReplayMode(float,float,int) 374 CCSPlayer::StopReplayMode(void) 375 CBasePlayer::GetDelayTicks(void) 376 CBasePlayer::GetReplayEntity(void) 377 CBasePlayer::CreateCorpse(void) 378 CCSPlayer::EntSelectSpawnPoint(void) 379 CBasePlayer::GetInVehicle(IServerVehicle *,int) 380 CBasePlayer::LeaveVehicle(Vector const&,QAngle const&) 381 CBasePlayer::OnVehicleStart(void) 382 CBasePlayer::OnVehicleEnd(Vector &) 383 CCSPlayer::BumpWeapon(CBaseCombatWeapon *) 384 CBasePlayer::SelectLastItem(void) 385 CBasePlayer::SelectItem(char const*,int) 386 CBasePlayer::ItemPostFrame(void) 387 CCSPlayer::GiveNamedItem(char const*,int) 388 CBasePlayer::CheckTrainUpdate(void) 389 CBasePlayer::SetPlayerUnderwater(bool) 390 CBasePlayer::CanBreatheUnderwater(void)const 391 CBasePlayer::PlayerUse(void) 392 CCSPlayer::PlayUseDenySound(void) 393 CCSPlayer::FindUseEntity(void) 394 CCSPlayer::IsUseableEntity(CBaseEntity *,unsigned int) 395 CBasePlayer::PickupObject(CBaseEntity *,bool) 396 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *) 397 CBasePlayer::GetHeldObjectMass(IPhysicsObject *) 398 CBasePlayer::UpdateGeigerCounter(void) 399 CBasePlayer::GetAutoaimVector(float) 400 CBasePlayer::GetAutoaimVector(float,float) 401 CBasePlayer::GetAutoaimVector(autoaim_params_t &) 402 CBasePlayer::ShouldAutoaim(void) 403 CBasePlayer::ForceClientDllUpdate(void) 404 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 405 CCSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *) 406 CBasePlayer::ChangeTeam(int,bool,bool) 407 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *) 408 CBaseMultiplayerPlayer::CanSpeak(void) 409 CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 410 CBasePlayer::CheckChatText(char *,int) 411 CCSPlayer::CreateRagdollEntity(void) 412 CBasePlayer::ShouldAnnounceAchievement(void) 413 CBasePlayer::EquipWearable(CWearableItem *) 414 CBasePlayer::RemoveWearable(CWearableItem *) 415 CBasePlayer::IsFollowingPhysics(void) 416 CCSPlayer::InitVCollision(Vector const&,Vector const&) 417 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 418 CBasePlayer::Hints(void) 419 CBasePlayer::IsReadyToPlay(void) 420 CBasePlayer::IsReadyToSpawn(void) 421 CBasePlayer::ShouldGainInstantSpawn(void) 422 CBasePlayer::ResetPerRoundStats(void) 423 CBasePlayer::ResetScores(void) 424 CBasePlayer::EquipSuit(bool) 425 CBasePlayer::RemoveSuit(void) 426 CCSPlayer::GetPlayerMaxSpeed(void) 427 CCSPlayer::CommitSuicide(bool,bool) 428 CCSPlayer::CommitSuicide(Vector const&,bool,bool) 429 CBasePlayer::IsBot(void)const 430 CBasePlayer::IsBotOfType(int)const 431 CBasePlayer::GetBotType(void)const 432 CBaseMultiplayerPlayer::GetExpresser(void) 433 CCSPlayer::SpawnArmorValue(void)const 434 CCSPlayer::NetworkStateChanged_m_ArmorValue(void) 435 CCSPlayer::NetworkStateChanged_m_ArmorValue(void *) 436 CBasePlayer::HasHaptics(void) 437 CBasePlayer::SetHaptics(bool) 438 CBasePlayer::PlayerSolidMask(bool)const 439 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float) 440 CAI_ExpresserHost<CBasePlayer>::Speak(char const*,char const*,char *,unsigned int,IRecipientFilter *) 441 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char const*,AI_Response *) 442 CBaseMultiplayerPlayer::SpeakIfAllowed(char const*,char const*,char *,unsigned int,IRecipientFilter *) 443 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char const*,char *,unsigned int,IRecipientFilter *) 444 CBaseMultiplayerPlayer::CanBeAutobalanced(void) 445 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void) 446 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void) 447 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char const*) 448 CBaseMultiplayerPlayer::OnAchievementEarned(int) 449 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void) 450 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void) 451 CBaseMultiplayerPlayer::CreateExpresser(void) 452 CCSPlayer::IsBeingGivenItem(void)const 453 CCSPlayer::CSAnim_GetActiveWeapon(void) 454 CCSPlayer::CSAnim_CanMove(void) 455 CCSPlayer::Blind(float,float,float)