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

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m
m
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 27 June 2008</b>
+
<b>Last Updated 12 December 2008</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00D2B7C0
+
// Auto reconstructed from vtable block @ 0x00D3D380
 
// from "server_i486.so", by ida_vtables.idc
 
// from "server_i486.so", by ida_vtables.idc
 
0 CTFPlayer::~CTFPlayer()
 
0 CTFPlayer::~CTFPlayer()
Line 380: Line 380:
 
367 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
 
367 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
 
368 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
 
368 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
369 CTFPlayer::ChangeTeam(int,bool)
+
369 CTFPlayer::ChangeTeam(int,bool,bool)
 
370 CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
 
370 CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
 
371 CBaseMultiplayerPlayer::CanSpeak(void)
 
371 CBaseMultiplayerPlayer::CanSpeak(void)

Revision as of 14:26, 12 December 2008

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 12 December 2008

// Auto reconstructed from vtable block @ 0x00D3D380
// from "server_i486.so", by ida_vtables.idc
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::IsBaseTrain(void)const
81	CBaseEntity::GetServerVehicle(void)
82	CBaseEntity::IsViewable(void)
83	CTFPlayer::ChangeTeam(int)
84	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
85	CBaseEntity::CanStandOn(CBaseEntity*)const
86	CBaseEntity::CanStandOn(edict_t *)const
87	CBaseEntity::GetEnemy(void)
88	CBaseEntity::GetEnemy(void)const
89	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
90	CBaseEntity::StartTouch(CBaseEntity*)
91	CTFPlayer::Touch(CBaseEntity *)
92	CBaseEntity::EndTouch(CBaseEntity*)
93	CBaseEntity::StartBlocked(CBaseEntity*)
94	CBaseEntity::Blocked(CBaseEntity*)
95	CBaseEntity::EndBlocked(void)
96	CBasePlayer::PhysicsSimulate(void)
97	CBasePlayer::UpdateOnRemove(void)
98	CBaseEntity::StopLoopingSounds(void)
99	CBaseEntity::SUB_AllowedToFade(void)
100	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
101	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
102	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
103	CBaseEntity::GetTracerAttachment(void)
104	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
105	CBasePlayer::DoImpactEffect(CGameTrace &,int)
106	CBaseEntity::Respawn(void)
107	CBaseEntity::IsLockedByMaster(void)
108	CTFPlayer::GetMaxHealth(void)const
109	CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
110	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
111	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
112	CBasePlayer::NetworkStateChanged_m_iHealth(void)
113	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
114	CBasePlayer::NetworkStateChanged_m_lifeState(void)
115	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
116	CBaseEntity::NetworkStateChanged_m_takedamage(void)
117	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
118	CBaseEntity::GetDamageType(void)const
119	CBaseEntity::GetDamage(void)
120	CBaseEntity::SetDamage(float)
121	CBasePlayer::EyePosition(void)
122	CBasePlayer::EyeAngles(void)
123	CBasePlayer::LocalEyeAngles(void)
124	CBaseEntity::EarPosition(void)
125	CBasePlayer::BodyTarget(Vector  const&,bool)
126	CBaseEntity::HeadTarget(Vector  const&)
127	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
128	CBaseEntity::GetViewOffset(void)
129	CBasePlayer::GetSmoothedVelocity(void)
130	CBaseAnimating::GetVelocity(Vector *,Vector *)
131	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
132	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
133	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
134	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
135	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
136	CBaseEntity::GetGroundVelocityToApply(Vector &)
137	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
138	CBaseEntity::Splash(void)
139	CBaseEntity::WorldSpaceCenter(void)const
140	CBaseEntity::GetSoundEmissionOrigin(void)const
141	CBaseEntity::CreateVPhysics(void)
142	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
143	CBasePlayer::VPhysicsDestroyObject(void)
144	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
145	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
146	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
147	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
148	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
149	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
150	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
151	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
152	CBaseEntity::VPhysicsIsFlesh(void)
153	CBaseEntity::HasPhysicsAttacker(float)
154	CBasePlayer::PhysicsSolidMaskForEntity(void)const
155	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
156	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
157	CBaseAnimating::GetStepOrigin(void)const
158	CBaseAnimating::GetStepAngles(void)const
159	CBaseEntity::ShouldDrawWaterImpacts(void)
160	CBasePlayer::NetworkStateChanged_m_fFlags(void)
161	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
162	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
163	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
164	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
165	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
166	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
167	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
168	CBasePlayer::NetworkStateChanged_m_flFriction(void)
169	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
170	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
171	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
172	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
173	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
174	CBaseAnimating::GetIdealSpeed(void)const
175	CBaseAnimating::GetIdealAccel(void)const
176	CBaseAnimatingOverlay::StudioFrameAdvance(void)
177	CBaseAnimating::IsActivityFinished(void)
178	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
179	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
180	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
181	CBaseAnimating::IsRagdoll(void)
182	CBaseAnimating::CanBecomeRagdoll(void)
183	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
184	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
185	CBaseAnimating::SetupBones(matrix3x4_t *,int)
186	CBaseAnimating::CalculateIKLocks(float)
187	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
188	CBasePlayer::HandleAnimEvent(animevent_t *)
189	CBaseAnimating::PopulatePoseParameters(void)
190	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
191	CBaseAnimating::InitBoneControllers(void)
192	CBaseAnimating::GetGroundSpeedVelocity(void)
193	CBaseAnimating::Ignite(float,bool,float,bool)
194	CBaseAnimating::IgniteLifetime(float)
195	CBaseAnimating::IgniteNumHitboxFires(int)
196	CBaseAnimating::IgniteHitboxFireScale(float)
197	CBaseAnimating::Extinguish(void)
198	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
199	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
200	CBaseFlex::SetViewtarget(Vector  const&)
201	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
202	CBaseFlex::ProcessSceneEvents(void)
203	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
204	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
205	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
206	CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
207	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
208	CBasePlayer::GetPhysicsImpactDamageTable(void)
209	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
210	CBaseCombatCharacter::FInViewCone(Vector  const&)
211	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
212	CBaseCombatCharacter::FInAimCone(Vector  const&)
213	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
214	CBaseCombatCharacter::FindMissTarget(void)
215	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
216	CBasePlayer::BodyAngles(void)
217	CBaseCombatCharacter::BodyDirection2D(void)
218	CBaseCombatCharacter::BodyDirection3D(void)
219	CBaseCombatCharacter::HeadDirection2D(void)
220	CBaseCombatCharacter::HeadDirection3D(void)
221	CBaseCombatCharacter::EyeDirection2D(void)
222	CBaseCombatCharacter::EyeDirection3D(void)
223	CTFPlayer::GiveAmmo(int,int,bool)
224	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
225	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
226	CTFPlayer::Weapon_FrameUpdate(void)
227	CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
228	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
229	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
230	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
231	CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
232	CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
233	CBasePlayer::Weapon_ShootPosition(void)
234	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
235	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
236	CBaseCombatCharacter::Weapon_GetSlot(int)const
237	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
238	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
239	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
240	CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
241	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
242	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
243	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
244	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
245	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
246	CBaseCombatCharacter::GetDeathActivity(void)
247	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
248	CBaseCombatCharacter::CorpseFade(void)
249	CBaseCombatCharacter::HasHumanGibs(void)
250	CBaseCombatCharacter::HasAlienGibs(void)
251	CTFPlayer::ShouldGib(CTakeDamageInfo  const&)
252	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
253	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
254	CBasePlayer::Event_Dying(void)
255	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
256	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
257	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
258	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
259	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
260	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
261	CBaseCombatCharacter::IRelationType(CBaseEntity *)
262	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
263	CBasePlayer::IsInAVehicle(void)const
264	CBasePlayer::GetVehicle(void)
265	CBasePlayer::GetVehicleEntity(void)
266	CBaseCombatCharacter::ExitVehicle(void)
267	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
268	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
269	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
270	CBasePlayer::DoMuzzleFlash(void)
271	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
272	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
273	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
274	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
275	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
276	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
277	CTFPlayer::CreateViewModel(int)
278	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
279	CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
280	CBasePlayer::SharedSpawn(void)
281	CTFPlayer::ForceRespawn(void)
282	CTFPlayer::InitialSpawn(void)
283	CBasePlayer::InitHUD(void)
284	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
285	CTFPlayer::PlayerDeathThink(void)
286	CBasePlayer::Jump(void)
287	CBasePlayer::Duck(void)
288	CTFPlayer::PreThink(void)
289	CTFPlayer::PostThink(void)
290	CTFPlayer::DamageEffect(float,int)
291	CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
292	CBasePlayer::ShouldFadeOnDeath(void)
293	CBasePlayer::IsFakeClient(void)const
294	CBasePlayer::GetPlayerMins(void)const
295	CBasePlayer::GetPlayerMaxs(void)const
296	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
297	CBasePlayer::PackDeadPlayerItems(void)
298	CTFPlayer::RemoveAllItems(bool)
299	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
300	CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
301	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
302	CBasePlayer::UpdateClientData(void)
303	CBasePlayer::ExitLadder(void)
304	CBasePlayer::GetLadderSurface(Vector  const&)
305	CBasePlayer::SetFlashlightEnabled(bool)
306	CTFPlayer::FlashlightIsOn(void)
307	CTFPlayer::FlashlightTurnOn(void)
308	CTFPlayer::FlashlightTurnOff(void)
309	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
310	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
311	CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
312	CTFPlayer::GetStepSoundVelocities(float *,float *)
313	CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
314	CTFPlayer::DeathSound(CTakeDamageInfo  const&)
315	CTFPlayer::SetAnimation(PLAYER_ANIM)
316	CBasePlayer::ImpulseCommands(void)
317	CTFPlayer::CheatImpulseCommands(int)
318	CTFPlayer::ClientCommand(CCommand  const&)
319	CBasePlayer::StartObserverMode(int)
320	CBasePlayer::StopObserverMode(void)
321	CTFPlayer::ModeWantsSpectatorGUI(int)
322	CTFPlayer::SetObserverMode(int)
323	CBasePlayer::GetObserverMode(void)
324	CTFPlayer::SetObserverTarget(CBaseEntity *)
325	CBasePlayer::ObserverUse(bool)
326	CBasePlayer::GetObserverTarget(void)
327	CTFPlayer::FindNextObserverTarget(bool)
328	CTFPlayer::GetNextObserverSearchStartPoint(bool)
329	CTFPlayer::IsValidObserverTarget(CBaseEntity *)
330	CTFPlayer::CheckObserverSettings(void)
331	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
332	CBasePlayer::ForceObserverMode(int)
333	CBasePlayer::ResetObserverMode(void)
334	CTFPlayer::ValidateCurrentObserverTarget(void)
335	CTFPlayer::AttemptToExitFreezeCam(void)
336	CBasePlayer::StartReplayMode(float,float,int)
337	CBasePlayer::StopReplayMode(void)
338	CBasePlayer::GetDelayTicks(void)
339	CBasePlayer::GetReplayEntity(void)
340	CBasePlayer::CreateCorpse(void)
341	CTFPlayer::EntSelectSpawnPoint(void)
342	CBasePlayer::GetInVehicle(IServerVehicle *,int)
343	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
344	CBasePlayer::OnVehicleStart(void)
345	CBasePlayer::OnVehicleEnd(Vector &)
346	CTFPlayer::BumpWeapon(CBaseCombatWeapon *)
347	CBasePlayer::SelectLastItem(void)
348	CBasePlayer::SelectItem(char  const*,int)
349	CTFPlayer::ItemPostFrame(void)
350	CBasePlayer::GiveNamedItem(char  const*,int)
351	CBasePlayer::CheckTrainUpdate(void)
352	CBasePlayer::SetPlayerUnderwater(bool)
353	CBasePlayer::CanBreatheUnderwater(void)const
354	CBasePlayer::PlayerUse(void)
355	CBasePlayer::PlayUseDenySound(void)
356	CBasePlayer::FindUseEntity(void)
357	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
358	CBasePlayer::PickupObject(CBaseEntity *,bool)
359	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
360	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
361	CBasePlayer::UpdateGeigerCounter(void)
362	CBasePlayer::GetAutoaimVector(float)
363	CBasePlayer::GetAutoaimVector(float,float)
364	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
365	CBasePlayer::ShouldAutoaim(void)
366	CBasePlayer::ForceClientDllUpdate(void)
367	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
368	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
369	CTFPlayer::ChangeTeam(int,bool,bool)
370	CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
371	CBaseMultiplayerPlayer::CanSpeak(void)
372	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
373	CBasePlayer::CheckChatText(char *,int)
374	CTFPlayer::CreateRagdollEntity(void)
375	CTFPlayer::ShouldAnnounceAchievement(void)
376	CBasePlayer::IsFollowingPhysics(void)
377	CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
378	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
379	CBasePlayer::Hints(void)
380	CTFPlayer::IsReadyToPlay(void)
381	CTFPlayer::IsReadyToSpawn(void)
382	CTFPlayer::ShouldGainInstantSpawn(void)
383	CTFPlayer::ResetPerRoundStats(void)
384	CTFPlayer::ResetScores(void)
385	CBasePlayer::EquipSuit(bool)
386	CBasePlayer::RemoveSuit(void)
387	CTFPlayer::CommitSuicide(bool,bool)
388	CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
389	CBasePlayer::IsBot(void)const
390	CBaseMultiplayerPlayer::GetExpresser(void)
391	CBasePlayer::SpawnArmorValue(void)const
392	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
393	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
394	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
395	CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
396	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
397	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
398	CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
399	CTFPlayer::CanSpeakVoiceCommand(void)
400	CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
401	CTFPlayer::NoteSpokeVoiceCommand(char  const*)
402	CBaseMultiplayerPlayer::OnAchievementEarned(int)
403	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
404	CTFPlayer::CalculateTeamBalanceScore(void)
405	CBaseMultiplayerPlayer::CreateExpresser(void)
406	CTFPlayer::GetAttributeManager(void)
407	CTFPlayer::GetAttributeContainer(void)
408	CTFPlayer::GetAttributeOwner(void)
409	CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *)