CDODPlayer Offset List (Day of Defeat: Source)
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 *)