Difference between revisions of "CTFPlayer Offset List (Team Fortress 2)"

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(Don't know why I did this when the non-beta release will probably change things; that and this is pretty useless without SDK update. Weeeee.)
 
m (Minor offset update)
Line 6: Line 6:
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
  
<b>Last Updated 21 September 2007</b>
+
<b>Last Updated 7 October 2007</b>
  
 
<pre>
 
<pre>
Line 220: Line 220:
 
209 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
 
209 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
 
210 CBaseCombatCharacter::FInAimCone(Vector const &)
 
210 CBaseCombatCharacter::FInAimCone(Vector const &)
211 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
211 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter *)
 
212 CBaseCombatCharacter::FindMissTarget(void)
 
212 CBaseCombatCharacter::FindMissTarget(void)
213 CBaseCombatCharacter::HandleInteraction(int, void *, CBaseCombatCharacter*)
+
213 CBaseCombatCharacter::HandleInteraction(int, void *, CBaseCombatCharacter *)
 
214 CBasePlayer::BodyAngles(void)
 
214 CBasePlayer::BodyAngles(void)
 
215 CBaseCombatCharacter::BodyDirection2D(void)
 
215 CBaseCombatCharacter::BodyDirection2D(void)
Line 250: Line 250:
 
239 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const &)
 
239 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const &)
 
240 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const &)
 
240 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const &)
241 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity *)
+
241 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter *, CBaseEntity *)
 
242 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
 
242 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
 
243 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *, CTakeDamageInfo const &)
 
243 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *, CTakeDamageInfo const &)
Line 259: Line 259:
 
248 CBaseCombatCharacter::HasAlienGibs(void)
 
248 CBaseCombatCharacter::HasAlienGibs(void)
 
249 CTFPlayer::ShouldGib(CTakeDamageInfo const &)
 
249 CTFPlayer::ShouldGib(CTakeDamageInfo const &)
250 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
250 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter *)
 
251 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const &)
 
251 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const &)
 
252 CBasePlayer::Event_Dying(void)
 
252 CBasePlayer::Event_Dying(void)
Line 409: Line 409:
 
398 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
 
398 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
 
399 CBaseMultiplayerPlayer::CreateExpresser(void)
 
399 CBaseMultiplayerPlayer::CreateExpresser(void)
 +
400 CTFPlayer::FireGameEvent(IGameEvent *)
 
</pre>
 
</pre>

Revision as of 08:15, 7 October 2007

Also for use when using VFunc 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 7 October 2007

0	CTFPlayer::~CTFPlayer()
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	CTFPlayer::GetServerClass(void)
10	CTFPlayer::YouForgotToImplementOrDeclareServerClass(void)
11	CTFPlayer::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	CTFPlayer::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	CTFPlayer::Spawn(void)
22	CTFPlayer::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	CTFPlayer::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	CTFPlayer::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	CTFPlayer::TraceAttack(CTakeDamageInfo const &, Vector const &, CGameTrace *)
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity *)
60	CTFPlayer::OnTakeDamage(CTakeDamageInfo const &)
61	CTFPlayer::TakeHealth(float, int)
62	CBaseEntity::IsAlive(void)
63	CTFPlayer::Event_Killed(CTakeDamageInfo const &)
64	CTFPlayer::Event_KilledOther(CBaseEntity *, CTakeDamageInfo const &)
65	CBaseCombatCharacter::BloodColor(void)
66	CBaseEntity::IsTriggered(CBaseEntity *)
67	CBaseEntity::IsNPC(void)const
68	CBaseCombatCharacter::MyCombatCharacterPointer(void)
69	CBaseEntity::GetDelay(void)
70	CBaseEntity::IsMoving(void)
71	CBaseEntity::DamageDecal(int, int)
72	CBaseEntity::DecalTrace(CGameTrace *, char const *)
73	CBaseEntity::ImpactTrace(CGameTrace *, int, char *)
74	CBaseEntity::OnControls(CBaseEntity *)
75	CBaseEntity::HasTarget(string_t)
76	CBasePlayer::IsPlayer(void)const
77	CBasePlayer::IsNetClient(void)const
78	CBaseEntity::IsTemplate(void)
79	CBaseEntity::IsBaseObject(void)const
80	CBaseEntity::GetServerVehicle(void)
81	CBaseEntity::IsViewable(void)
82	CTFPlayer::ChangeTeam(int)
83	CBaseEntity::OnEntityEvent(EntityEvent_t, void *)
84	CBaseEntity::CanStandOn(CBaseEntity *)const
85	CBaseEntity::CanStandOn(edict_t *)const
86	CBaseEntity::GetEnemy(void)
87	CBaseEntity::GetEnemy(void)const
88	CBaseEntity::Use(CBaseEntity *, CBaseEntity *, USE_TYPE, float)
89	CBaseEntity::StartTouch(CBaseEntity *)
90	CTFPlayer::Touch(CBaseEntity *)
91	CBaseEntity::EndTouch(CBaseEntity *)
92	CBaseEntity::StartBlocked(CBaseEntity *)
93	CBaseEntity::Blocked(CBaseEntity *)
94	CBaseEntity::EndBlocked(void)
95	CBasePlayer::PhysicsSimulate(void)
96	CBasePlayer::UpdateOnRemove(void)
97	CBaseEntity::StopLoopingSounds(void)
98	CBaseEntity::SUB_AllowedToFade(void)
99	CBaseFlex::Teleport(Vector const *, QAngle const *, Vector const *)
100	CBaseEntity::NotifySystemEvent(CBaseEntity *, notify_system_event_t, notify_system_event_params_t const &)
101	CBasePlayer::MakeTracer(Vector const &, CGameTrace const &, int)
102	CBaseEntity::GetTracerAttachment(void)
103	CBaseEntity::FireBullets(FireBulletsInfo_t const &)
104	CBasePlayer::DoImpactEffect(CGameTrace &, int)
105	CBaseEntity::Respawn(void)
106	CBaseEntity::IsLockedByMaster(void)
107	CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
108	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
109	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
110	CBasePlayer::NetworkStateChanged_m_iHealth(void)
111	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
112	CBasePlayer::NetworkStateChanged_m_lifeState(void)
113	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
114	CBaseEntity::NetworkStateChanged_m_takedamage(void)
115	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
116	CBaseEntity::GetDamageType(void)const
117	CBaseEntity::GetDamage(void)
118	CBaseEntity::SetDamage(float)
119	CBasePlayer::EyePosition(void)
120	CBasePlayer::EyeAngles(void)
121	CBasePlayer::LocalEyeAngles(void)
122	CBaseEntity::EarPosition(void)
123	CBasePlayer::BodyTarget(Vector const &, bool)
124	CBaseEntity::HeadTarget(Vector const &)
125	CBaseEntity::GetVectors(Vector *, Vector *, Vector *)const
126	CBaseEntity::GetViewOffset(void)
127	CBasePlayer::GetSmoothedVelocity(void)
128	CBaseAnimating::GetVelocity(Vector *, Vector *)
129	CBaseCombatCharacter::FVisible(CBaseEntity *, int, CBaseEntity **)
130	CBaseCombatCharacter::FVisible(Vector const &, int, CBaseEntity **)
131	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
132	CBaseEntity::GetAttackDamageScale(CBaseEntity *)
133	CBaseEntity::GetReceivedDamageScale(CBaseEntity *)
134	CBaseEntity::GetGroundVelocityToApply(Vector &)
135	CBaseEntity::PhysicsSplash(Vector const &, Vector const &, float, float)
136	CBaseEntity::Splash(void)
137	CBaseEntity::WorldSpaceCenter(void)const
138	CBaseEntity::GetSoundEmissionOrigin(void)const
139	CBaseEntity::CreateVPhysics(void)
140	CBaseEntity::ForceVPhysicsCollide(CBaseEntity *)
141	CBasePlayer::VPhysicsDestroyObject(void)
142	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
143	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const &)
144	CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t *)
145	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
146	CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t *)
147	CBaseEntity::VPhysicsFriction(IPhysicsObject *, float, int, int)
148	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
149	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **, int)
150	CBaseEntity::VPhysicsIsFlesh(void)
151	CBaseEntity::HasPhysicsAttacker(float)
152	CBasePlayer::PhysicsSolidMaskForEntity(void)const
153	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &, Vector &)
154	CBaseEntity::PerformCustomPhysics(Vector *, Vector *, QAngle *, QAngle *)
155	CBaseAnimating::GetStepOrigin(void)const
156	CBaseAnimating::GetStepAngles(void)const
157	CBaseEntity::ShouldDrawWaterImpacts(void)
158	CBasePlayer::NetworkStateChanged_m_fFlags(void)
159	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
160	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
161	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
162	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
163	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
164	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
165	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
166	CBasePlayer::NetworkStateChanged_m_flFriction(void)
167	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
168	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
169	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
170	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
171	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
172	CBaseAnimating::GetIdealSpeed(void)const
173	CBaseAnimating::GetIdealAccel(void)const
174	CBaseAnimatingOverlay::StudioFrameAdvance(void)
175	CBaseAnimating::IsActivityFinished(void)
176	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *, int)
177	CBaseAnimating::ClampRagdollForce(Vector const &, Vector*)
178	CBaseAnimating::BecomeRagdollOnClient(Vector const &)
179	CBaseAnimating::IsRagdoll(void)
180	CBaseAnimating::CanBecomeRagdoll(void)
181	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *, Vector *, Quaternion *, int)
182	CBaseAnimating::GetBoneTransform(int, matrix3x4_t &)
183	CBaseAnimating::SetupBones(matrix3x4_t *, int)
184	CBaseAnimating::CalculateIKLocks(float)
185	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
186	CBasePlayer::HandleAnimEvent(animevent_t *)
187	CBaseAnimating::PopulatePoseParameters(void)
188	CBaseAnimating::GetAttachment(int, matrix3x4_t &)
189	CBaseAnimating::InitBoneControllers(void)
190	CBaseAnimating::GetGroundSpeedVelocity(void)
191	CBaseAnimating::Ignite(float, bool, float, bool)
192	CBaseAnimating::IgniteLifetime(float)
193	CBaseAnimating::IgniteNumHitboxFires(int)
194	CBaseAnimating::IgniteHitboxFireScale(float)
195	CBaseAnimating::Extinguish(void)
196	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
197	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
198	CBaseFlex::SetViewtarget(Vector const &)
199	CBaseFlex::StartSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *, CChoreoActor *, CBaseEntity *)
200	CBaseFlex::ProcessSceneEvents(void)
201	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *)
202	CBaseFlex::ClearSceneEvent(CSceneEventInfo *, bool, bool)
203	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *, float, CChoreoScene *, CChoreoEvent *)
204	CTFPlayer::PlayScene(char const *, float, AI_Response *, IRecipientFilter *)
205	CBaseFlex::PlayAutoGeneratedSoundScene(char const *)
206	CBasePlayer::GetPhysicsImpactDamageTable(void)
207	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
208	CBaseCombatCharacter::FInViewCone(Vector const &)
209	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
210	CBaseCombatCharacter::FInAimCone(Vector const &)
211	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter *)
212	CBaseCombatCharacter::FindMissTarget(void)
213	CBaseCombatCharacter::HandleInteraction(int, void *, CBaseCombatCharacter *)
214	CBasePlayer::BodyAngles(void)
215	CBaseCombatCharacter::BodyDirection2D(void)
216	CBaseCombatCharacter::BodyDirection3D(void)
217	CBaseCombatCharacter::HeadDirection2D(void)
218	CBaseCombatCharacter::HeadDirection3D(void)
219	CBaseCombatCharacter::EyeDirection2D(void)
220	CBaseCombatCharacter::EyeDirection3D(void)
221	CTFPlayer::GiveAmmo(int, int, bool)
222	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
223	CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool *)
224	CTFPlayer::Weapon_FrameUpdate(void)
225	CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
226	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
227	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
228	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
229	CTFPlayer::Weapon_Drop(CBaseCombatWeapon *, Vector const *, Vector const *)
230	CTFPlayer::Weapon_Switch(CBaseCombatWeapon *, int)
231	CBasePlayer::Weapon_ShootPosition(void)
232	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
233	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
234	CBaseCombatCharacter::Weapon_GetSlot(int)const
235	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
236	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
237	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
238	CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo const &)
239	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const &)
240	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const &)
241	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter *, CBaseEntity *)
242	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
243	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *, CTakeDamageInfo const &)
244	CBaseCombatCharacter::GetDeathActivity(void)
245	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const &)
246	CBaseCombatCharacter::CorpseFade(void)
247	CBaseCombatCharacter::HasHumanGibs(void)
248	CBaseCombatCharacter::HasAlienGibs(void)
249	CTFPlayer::ShouldGib(CTakeDamageInfo const &)
250	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter *)
251	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const &)
252	CBasePlayer::Event_Dying(void)
253	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const &, Vector const &)
254	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
255	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *, Vector const &, float, int)
256	CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const &, Vector const &, int, int, float, bool)
257	CBaseCombatCharacter::CheckTraceHullAttack(Vector const &, Vector const &, Vector const &, Vector const &, int, int, float, bool)
258	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
259	CBaseCombatCharacter::IRelationType(CBaseEntity *)
260	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
261	CBasePlayer::IsInAVehicle(void)const
262	CBasePlayer::GetVehicle(void)
263	CBasePlayer::GetVehicleEntity(void)
264	CBaseCombatCharacter::ExitVehicle(void)
265	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
266	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *, CBaseEntity *)
267	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *, CBaseEntity *)
268	CBasePlayer::DoMuzzleFlash(void)
269	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *, Disposition_t, int)
270	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
271	CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
272	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *, CBaseCombatWeapon *)
273	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
274	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
275	CTFPlayer::CreateViewModel(int)
276	CBasePlayer::SetupVisibility(CBaseEntity *, unsigned char *, int)
277	CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer const *, CUserCmd const *, CBitVec<2048> const *)const
278	CBasePlayer::SharedSpawn(void)
279	CTFPlayer::ForceRespawn(void)
280	CTFPlayer::InitialSpawn(void)
281	CBasePlayer::InitHUD(void)
282	CBasePlayer::ShowViewPortPanel(char const *, bool, KeyValues *)
283	CTFPlayer::PlayerDeathThink(void)
284	CBasePlayer::Jump(void)
285	CBasePlayer::Duck(void)
286	CTFPlayer::PreThink(void)
287	CTFPlayer::PostThink(void)
288	CTFPlayer::DamageEffect(float, int)
289	CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo const &)
290	CBasePlayer::ShouldFadeOnDeath(void)
291	CBasePlayer::IsFakeClient(void)const
292	CBasePlayer::GetPlayerMins(void)const
293	CBasePlayer::GetPlayerMaxs(void)const
294	CBasePlayer::CalcRoll(QAngle const &, Vector const &, float, float)
295	CBasePlayer::PackDeadPlayerItems(void)
296	CTFPlayer::RemoveAllItems(bool)
297	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
298	CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *, CBaseCombatWeapon *)
299	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
300	CBasePlayer::UpdateClientData(void)
301	CBasePlayer::ExitLadder(void)
302	CBasePlayer::GetLadderSurface(Vector const &)
303	CBasePlayer::SetFlashlightEnabled(bool)
304	CTFPlayer::FlashlightIsOn(void)
305	CTFPlayer::FlashlightTurnOn(void)
306	CTFPlayer::FlashlightTurnOff(void)
307	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *, float *)
308	CBasePlayer::UpdateStepSound(surfacedata_t *, Vector const &, Vector const &)
309	CBasePlayer::PlayStepSound(Vector &, surfacedata_t *, float, bool)
310	CTFPlayer::GetStepSoundVelocities(float *, float *)
311	CTFPlayer::SetStepSoundTime(stepsoundtimes_t, bool)
312	CTFPlayer::DeathSound(CTakeDamageInfo const &)
313	CTFPlayer::SetAnimation(PLAYER_ANIM)
314	CBasePlayer::ImpulseCommands(void)
315	CTFPlayer::CheatImpulseCommands(int)
316	CTFPlayer::ClientCommand(CCommand const &)
317	CBasePlayer::StartObserverMode(int)
318	CBasePlayer::StopObserverMode(void)
319	CTFPlayer::ModeWantsSpectatorGUI(int)
320	CTFPlayer::SetObserverMode(int)
321	CBasePlayer::GetObserverMode(void)
322	CTFPlayer::SetObserverTarget(CBaseEntity *)
323	CBasePlayer::ObserverUse(bool)
324	CBasePlayer::GetObserverTarget(void)
325	CTFPlayer::FindNextObserverTarget(bool)
326	CTFPlayer::GetNextObserverSearchStartPoint(bool)
327	CTFPlayer::IsValidObserverTarget(CBaseEntity *)
328	CBasePlayer::CheckObserverSettings(void)
329	CBasePlayer::JumptoPosition(Vector const &, QAngle const &)
330	CBasePlayer::ForceObserverMode(int)
331	CBasePlayer::ResetObserverMode(void)
332	CTFPlayer::ValidateCurrentObserverTarget(void)
333	CTFPlayer::AttemptToExitFreezeCam(void)
334	CBasePlayer::StartReplayMode(float, float, int)
335	CBasePlayer::StopReplayMode(void)
336	CBasePlayer::GetDelayTicks(void)
337	CBasePlayer::GetReplayEntity(void)
338	CBasePlayer::CreateCorpse(void)
339	CTFPlayer::EntSelectSpawnPoint(void)
340	CBasePlayer::GetInVehicle(IServerVehicle *, int)
341	CBasePlayer::LeaveVehicle(Vector const &, QAngle const &)
342	CBasePlayer::OnVehicleStart(void)
343	CBasePlayer::OnVehicleEnd(Vector &)
344	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
345	CBasePlayer::SelectLastItem(void)
346	CBasePlayer::SelectItem(char const *, int)
347	CTFPlayer::ItemPostFrame(void)
348	CBasePlayer::GiveNamedItem(char const *, int)
349	CBasePlayer::CheckTrainUpdate(void)
350	CBasePlayer::SetPlayerUnderwater(bool)
351	CBasePlayer::CanBreatheUnderwater(void)const
352	CBasePlayer::PlayerUse(void)
353	CBasePlayer::PlayUseDenySound(void)
354	CBasePlayer::FindUseEntity(void)
355	CBasePlayer::IsUseableEntity(CBaseEntity *, unsigned int)
356	CBasePlayer::PickupObject(CBaseEntity *, bool)
357	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
358	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
359	CBasePlayer::UpdateGeigerCounter(void)
360	CBasePlayer::GetAutoaimVector(float)
361	CBasePlayer::GetAutoaimVector(float, float)
362	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
363	CBasePlayer::ShouldAutoaim(void)
364	CBasePlayer::ForceClientDllUpdate(void)
365	CBasePlayer::ProcessUsercmds(CUserCmd *, int, int, int, bool)
366	CBasePlayer::PlayerRunCommand(CUserCmd *, IMoveHelper *)
367	CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
368	CBaseMultiplayerPlayer::CanSpeak(void)
369	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
370	CBasePlayer::CheckChatText(char *, int)
371	CTFPlayer::CreateRagdollEntity(void)
372	CBasePlayer::IsFollowingPhysics(void)
373	CBasePlayer::InitVCollision(Vector const &, Vector const &)
374	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
375	CBasePlayer::Hints(void)
376	CTFPlayer::IsReadyToPlay(void)
377	CTFPlayer::IsReadyToSpawn(void)
378	CTFPlayer::ShouldGainInstantSpawn(void)
379	CBasePlayer::ResetPerRoundStats(void)
380	CTFPlayer::ResetScores(void)
381	CBasePlayer::EquipSuit(bool)
382	CBasePlayer::RemoveSuit(void)
383	CTFPlayer::CommitSuicide(bool, bool)
384	CBasePlayer::CommitSuicide(Vector const &, bool, bool)
385	CBasePlayer::IsBot(void)const
386	CBaseMultiplayerPlayer::GetExpresser(void)
387	CBasePlayer::SpawnArmorValue(void)const
388	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
389	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
390	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float, float)
391	CAI_ExpresserHost<CBasePlayer>::Speak(char const *, char const *, char *, unsigned int, IRecipientFilter *)
392	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char const *, AI_Response *)
393	CBaseMultiplayerPlayer::SpeakIfAllowed(char const *, char const *, char *, unsigned int, IRecipientFilter *)
394	CTFPlayer::SpeakConceptIfAllowed(int, char const *, char *, unsigned int, IRecipientFilter *)
395	CTFPlayer::CanSpeakVoiceCommand(void)
396	CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
397	CTFPlayer::NoteSpokeVoiceCommand(char const *)
398	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
399	CBaseMultiplayerPlayer::CreateExpresser(void)
400	CTFPlayer::FireGameEvent(IGameEvent *)