Difference between revisions of "CINSPlayer Offset List (Insurgency)"

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m (New page: Also for use when using VFunc offsets. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b> == The List == This comes from the symbo...)
 
m
 
(3 intermediate revisions by 2 users not shown)
Line 1: Line 1:
Also for use when using [[Vfunc_offsets_%28SourceMM%29|VFunc offsets]].
+
Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
  
 
These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
 
These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
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 07 July 2007</b>
+
<b>Last Updated 07 January 2009</b>
  
 
<pre>
 
<pre>
 +
// Auto reconstructed from vtable block @ 0x006E6140
 +
// from "server_i486.so", by ida_vtables.idc
 
0 CINSPlayer::~CINSPlayer()
 
0 CINSPlayer::~CINSPlayer()
 
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
 
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
2 CBaseEntity::GetRefEHandle() const
+
2 CBaseEntity::GetRefEHandle(void)const
3 CBaseEntity::GetCollideable()
+
3 CBaseEntity::GetCollideable(void)
4 CBaseEntity::GetNetworkable()
+
4 CBaseEntity::GetNetworkable(void)
5 CBaseEntity::GetBaseEntity()
+
5 CBaseEntity::GetBaseEntity(void)
6 CBaseEntity::GetModelIndex() const
+
6 CBaseEntity::GetModelIndex(void)const
7 CBaseEntity::GetModelName() const
+
7 CBaseEntity::GetModelName(void)const
 
8 CBaseEntity::SetModelIndex(int)
 
8 CBaseEntity::SetModelIndex(int)
9 CINSPlayer::_GetClassName()
+
9 CINSPlayer::_GetClassName(void)
10 CINSPlayer::GetServerClass()
+
10 CINSPlayer::GetServerClass(void)
11 CINSPlayer::GetClassName()
+
11 CINSPlayer::GetClassName(void)
12 CINSPlayer::YouForgotToImplementOrDeclareServerClass()
+
12 CINSPlayer::YouForgotToImplementOrDeclareServerClass(void)
13 CINSPlayer::GetDataDescMap()
+
13 CINSPlayer::GetDataDescMap(void)
 
14 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
 
14 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
 
15 CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
 
15 CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
 
16 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
 
16 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
17 CBaseEntity::ShouldCollide(int,int) const
+
17 CBaseEntity::ShouldCollide(int,int)const
 
18 CBaseEntity::SetOwnerEntity(CBaseEntity*)
 
18 CBaseEntity::SetOwnerEntity(CBaseEntity*)
 
19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
 
19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
20 CBasePlayer::UpdateTransmitState()
+
20 CBasePlayer::UpdateTransmitState(void)
 
21 CBasePlayer::SetTransmit(CCheckTransmitInfo *,bool)
 
21 CBasePlayer::SetTransmit(CCheckTransmitInfo *,bool)
22 CINSPlayer::Spawn()
+
22 CINSPlayer::Spawn(void)
23 CINSPlayer::Precache()
+
23 CINSPlayer::Precache(void)
 
24 CBaseFlex::SetModel(char  const*)
 
24 CBaseFlex::SetModel(char  const*)
 
25 CBaseEntity::PostConstructor(char  const*)
 
25 CBaseEntity::PostConstructor(char  const*)
26 CBaseEntity::PostClientActive()
+
26 CBaseEntity::PostClientActive(void)
 
27 CBaseEntity::ParseMapData(CEntityMapData *)
 
27 CBaseEntity::ParseMapData(CEntityMapData *)
 
28 CBaseEntity::KeyValue(char  const*,char  const*)
 
28 CBaseEntity::KeyValue(char  const*,char  const*)
 
29 CBaseEntity::KeyValue(char  const*,float)
 
29 CBaseEntity::KeyValue(char  const*,float)
 
30 CBaseEntity::KeyValue(char  const*,Vector)
 
30 CBaseEntity::KeyValue(char  const*,Vector)
31 CBasePlayer::Activate()
+
31 CBasePlayer::Activate(void)
 
32 CBaseEntity::SetParent(CBaseEntity*,int)
 
32 CBaseEntity::SetParent(CBaseEntity*,int)
33 CBasePlayer::ObjectCaps()
+
33 CBasePlayer::ObjectCaps(void)
 
34 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
 
34 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
 
35 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
 
35 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
36 CBaseEntity::GetPrintName() const
+
36 CBasePlayer::DrawDebugGeometryOverlays(void)
37 CBasePlayer::DrawDebugGeometryOverlays()
+
37 CBaseAnimating::DrawDebugTextOverlays(void)
38 CBaseAnimating::DrawDebugTextOverlays()
+
38 CBasePlayer::Save(ISave &)
39 CBasePlayer::Save(ISave &)
+
39 CBasePlayer::Restore(IRestore &)
40 CBasePlayer::Restore(IRestore &)
+
40 CBasePlayer::ShouldSavePhysics(void)
41 CBasePlayer::ShouldSavePhysics()
+
41 CBaseEntity::OnSave(IEntitySaveUtils *)
42 CBaseEntity::OnSave(IEntitySaveUtils *)
+
42 CBasePlayer::OnRestore(void)
43 CBasePlayer::OnRestore()
+
43 CBasePlayer::RequiredEdictIndex(void)
44 CBasePlayer::RequiredEdictIndex()
+
44 CBaseEntity::MoveDone(void)
45 CBaseEntity::MoveDone()
+
45 CBaseEntity::Think(void)
46 CBaseEntity::Think()
+
46 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick()
+
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
+
48 CBaseAnimating::GetBaseAnimating(void)
49 CBaseAnimating::GetBaseAnimating()
+
49 CBasePlayer::Classify(void)
50 CBasePlayer::Classify()
+
50 CBaseEntity::DeathNotice(CBaseEntity*)
51 CBaseEntity::DeathNotice(CBaseEntity*)
+
51 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
52 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
+
52 CINSPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
53 CINSPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
+
53 CINSPlayer::OnTakeDamage(CTakeDamageInfo  const&)
54 CINSPlayer::OnTakeDamage(CTakeDamageInfo  const&)
+
54 CBaseEntity::TakeHealth(float,int)
55 CBaseEntity::TakeHealth(float,int)
+
55 CINSPlayer::Event_Killed(CTakeDamageInfo  const&)
56 CINSPlayer::Event_Killed(CTakeDamageInfo  const&)
+
56 CBasePlayer::BloodColor(void)
57 CBasePlayer::BloodColor()
+
57 CBaseEntity::IsTriggered(CBaseEntity*)
58 CBaseEntity::IsTriggered(CBaseEntity*)
+
58 CBaseEntity::GetDelay(void)
59 CBaseEntity::GetDelay()
+
59 CBaseEntity::IsMoving(void)
60 CBaseEntity::IsMoving()
+
60 CBaseEntity::DamageDecal(int,int)
61 CBaseEntity::DamageDecal(int,int)
+
61 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
62 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
+
62 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
63 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
+
63 CBaseEntity::OnControls(CBaseEntity*)
64 CBaseEntity::OnControls(CBaseEntity*)
+
64 CBaseEntity::HasTarget(string_t)
65 CBaseEntity::HasTarget(string_t)
+
65 CBasePlayer::IsPlayer(void)const
66 CBasePlayer::IsPlayer() const
+
66 CBaseEntity::IsRagDoll(void)const
67 CBaseEntity::IsRagDoll() const
+
67 CBasePlayer::IsNetClient(void)const
68 CBasePlayer::IsNetClient() const
+
68 CBaseEntity::IsTemplate(void)
69 CBaseEntity::IsTemplate()
+
69 CBaseEntity::IsBaseObject(void)const
70 CBaseEntity::IsBaseObject() const
+
70 CBaseEntity::GetServerVehicle(void)
71 CBaseEntity::GetServerVehicle()
+
71 CBaseEntity::IsViewable(void)
72 CBaseEntity::IsViewable()
+
72 CBaseEntity::GetScorer(void)const
73 CINSPlayer::GetScorer()
+
73 CBaseEntity::GetInflictorType(void)const
74 CBaseEntity::IsDistanceScorer()
+
74 CBaseEntity::GetInflictorID(void)const
75 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
+
75 CBaseEntity::IsInflictorDistance(void)const
76 CBaseEntity::CanStandOn(CBaseEntity*) const
+
76 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
77 CBaseEntity::CanStandOn(edict_t *) const
+
77 CBaseEntity::CanStandOn(CBaseEntity*)const
78 CBaseEntity::GetEnemy()
+
78 CBaseEntity::CanStandOn(edict_t *)const
79 CBaseEntity::GetEnemy() const
+
79 CBaseEntity::GetEnemy(void)
80 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
+
80 CBaseEntity::GetEnemy(void)const
81 CBaseEntity::StartTouch(CBaseEntity*)
+
81 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
82 CBasePlayer::Touch(CBaseEntity *)
+
82 CBaseEntity::StartTouch(CBaseEntity*)
83 CBaseEntity::EndTouch(CBaseEntity*)
+
83 CBasePlayer::Touch(CBaseEntity *)
84 CBaseEntity::StartBlocked(CBaseEntity*)
+
84 CBaseEntity::EndTouch(CBaseEntity*)
85 CBaseEntity::Blocked(CBaseEntity*)
+
85 CBaseEntity::StartBlocked(CBaseEntity*)
86 CBaseEntity::EndBlocked()
+
86 CBaseEntity::Blocked(CBaseEntity*)
87 CBasePlayer::PhysicsSimulate()
+
87 CBaseEntity::EndBlocked(void)
88 CINSPlayer::UpdateOnRemove()
+
88 CBasePlayer::PhysicsSimulate(void)
89 CBaseEntity::StopLoopingSounds()
+
89 CINSPlayer::UpdateOnRemove(void)
90 CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
+
90 CBaseEntity::StopLoopingSounds(void)
91 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
+
91 CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
92 CBaseEntity::DoImpactEffect(CGameTrace &,int)
+
92 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
93 CBaseEntity::Respawn()
+
93 CBaseEntity::DoImpactEffect(CGameTrace &,int)
94 CBaseEntity::IsLockedByMaster()
+
94 CBaseEntity::Respawn(void)
95 CBaseEntity::NetworkStateChanged_m_iMaxHealth()
+
95 CBaseEntity::IsLockedByMaster(void)
96 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
96 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
97 CBasePlayer::NetworkStateChanged_m_iHealth()
+
97 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
98 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
+
98 CBasePlayer::NetworkStateChanged_m_iHealth(void)
99 CBasePlayer::NetworkStateChanged_m_lifeState()
+
99 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
100 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
+
100 CBasePlayer::NetworkStateChanged_m_lifeState(void)
101 CBaseEntity::NetworkStateChanged_m_takedamage()
+
101 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
102 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
102 CBaseEntity::NetworkStateChanged_m_takedamage(void)
103 CBaseEntity::GetDamageType() const
+
103 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
104 CBaseEntity::GetDamage()
+
104 CBaseEntity::GetDamageType(void)const
105 CBaseEntity::SetDamage(float)
+
105 CBaseEntity::GetDamage(void)
106 CBasePlayer::EyePosition()
+
106 CBaseEntity::SetDamage(float)
107 CBasePlayer::EyeAngles()
+
107 CBasePlayer::EyePosition(void)
108 CBasePlayer::LocalEyeAngles()
+
108 CBasePlayer::EyeAngles(void)
109 CBaseEntity::EarPosition()
+
109 CBasePlayer::LocalEyeAngles(void)
110 CBasePlayer::BodyTarget(Vector  const&,bool)
+
110 CBaseEntity::EarPosition(void)
111 CBaseEntity::HeadTarget(Vector  const&)
+
111 CBasePlayer::BodyTarget(Vector  const&,bool)
112 CBaseEntity::GetVectors(Vector *,Vector *,Vector *) const
+
112 CBaseEntity::HeadTarget(Vector  const&)
113 CBaseEntity::GetViewOffset()
+
113 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
114 CBasePlayer::GetSmoothedVelocity()
+
114 CBaseEntity::GetViewOffset(void)
115 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
115 CBasePlayer::GetSmoothedVelocity(void)
116 CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)
+
116 CBaseAnimating::GetVelocity(Vector *,Vector *)
117 CBaseEntity::FVisible(Vector  const&,int,CBaseEntity**)
+
117 CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)
118 CBaseEntity::CanBeSeen()
+
118 CBaseEntity::FVisible(Vector  const&,int,CBaseEntity**)
119 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
119 CBaseEntity::CanBeSeen(void)
120 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
120 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
121 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
121 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
122 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
+
122 CBaseEntity::GetGroundVelocityToApply(Vector &)
123 CBaseEntity::Splash()
+
123 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
124 CBaseEntity::WorldSpaceCenter() const
+
124 CBaseEntity::Splash(void)
125 CBaseEntity::GetSoundEmissionOrigin() const
+
125 CBaseEntity::WorldSpaceCenter(void)const
126 CBaseEntity::CreateVPhysics()
+
126 CBaseEntity::GetSoundEmissionOrigin(void)const
127 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
127 CBaseEntity::CreateVPhysics(void)
128 CBasePlayer::VPhysicsDestroyObject()
+
128 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
129 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
129 CBasePlayer::VPhysicsDestroyObject(void)
130 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
130 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
131 CBasePlayer::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
131 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
132 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
132 CBasePlayer::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
133 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
133 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
134 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
134 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
135 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
135 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
136 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
136 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
137 CBaseEntity::HasPhysicsAttacker(float)
+
137 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
138 CBasePlayer::PhysicsSolidMaskForEntity() const
+
138 CBaseEntity::HasPhysicsAttacker(float)
139 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
139 CBasePlayer::PhysicsSolidMaskForEntity(void)const
140 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
140 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
141 CBaseAnimating::GetStepOrigin() const
+
141 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
142 CBaseAnimating::GetStepAngles() const
+
142 CBaseAnimating::GetStepOrigin(void)const
143 CBaseEntity::NetworkStateChanged_m_fFlags()
+
143 CBaseAnimating::GetStepAngles(void)const
144 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
+
144 CBaseEntity::NetworkStateChanged_m_fFlags(void)
145 CBasePlayer::NetworkStateChanged_m_nWaterLevel()
+
145 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
146 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
146 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
147 CBasePlayer::NetworkStateChanged_m_hGroundEntity()
+
147 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
148 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
148 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
149 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
+
149 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
150 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
150 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
151 CBasePlayer::NetworkStateChanged_m_flFriction()
+
151 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
152 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
152 CBasePlayer::NetworkStateChanged_m_flFriction(void)
153 CBasePlayer::NetworkStateChanged_m_vecVelocity()
+
153 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
154 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
154 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
155 CBasePlayer::NetworkStateChanged_m_vecViewOffset()
+
155 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
156 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
156 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
157 CBaseAnimating::GetIdealSpeed() const
+
157 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
158 CBaseAnimating::GetIdealAccel() const
+
158 CBaseAnimating::GetIdealSpeed(void)const
159 CBaseAnimatingOverlay::StudioFrameAdvance()
+
159 CBaseAnimating::GetIdealAccel(void)const
160 CBaseAnimating::IsActivityFinished()
+
160 CBaseAnimatingOverlay::StudioFrameAdvance(void)
161 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
161 CBaseAnimating::IsActivityFinished(void)
162 CINSPlayer::BecomeRagdollOnClient(Vector  const&)
+
162 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
163 CBaseAnimating::IsRagdoll()
+
163 CINSPlayer::BecomeRagdollOnClient(Vector  const&)
164 CINSPlayer::CanBecomeRagdoll()
+
164 CBaseAnimating::IsRagdoll(void)
165 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
165 CINSPlayer::CanBecomeRagdoll(void)
166 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
166 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
167 CBaseAnimating::SetupBones(matrix3x4_t *,int)
+
167 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
168 CBaseAnimating::CalculateIKLocks(float)
+
168 CBaseAnimating::SetupBones(matrix3x4_t *,int)
169 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
169 CBaseAnimating::CalculateIKLocks(float)
170 CBaseAnimating::HandleAnimEvent(animevent_t *)
+
170 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
171 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
171 CBaseAnimating::HandleAnimEvent(animevent_t *)
172 CBaseAnimating::InitBoneControllers()
+
172 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
173 CBaseAnimating::GetGroundSpeedVelocity()
+
173 CBaseAnimating::InitBoneControllers(void)
174 CBaseAnimating::Ignite(float,float,bool)
+
174 CBaseAnimating::GetGroundSpeedVelocity(void)
175 CBaseAnimating::Extinguish()
+
175 CBaseAnimating::Ignite(float,float,bool)
176 CBasePlayer::SetLightingOriginRelative(CBaseEntity *)
+
176 CBaseAnimating::Extinguish(void)
177 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
177 CBasePlayer::SetLightingOriginRelative(CBaseEntity *)
178 CBaseFlex::SetViewtarget(Vector  const&)
+
178 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
179 CBasePlayer::CreateViewModel()
+
179 CBaseFlex::SetViewtarget(Vector  const&)
180 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
180 CBasePlayer::CreateViewModel(void)
181 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*) const
+
181 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
182 CINSPlayer::SharedSpawn()
+
182 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
183 CINSPlayer::InitialSpawn()
+
183 CINSPlayer::SharedSpawn(void)
184 CBasePlayer::InitHUD()
+
184 CINSPlayer::InitialSpawn(void)
185 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
185 CBasePlayer::InitHUD(void)
186 CBasePlayer::PlayerDeathThink()
+
186 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
187 CINSPlayer::FinishDeathThink()
+
187 CBasePlayer::PlayerDeathThink(void)
188 CINSPlayer::PreThink()
+
188 CINSPlayer::FinishDeathThink(void)
189 CINSPlayer::PostThink()
+
189 CINSPlayer::PreThink(void)
190 CBasePlayer::DamageEffect(float,int)
+
190 CINSPlayer::PostThink(void)
191 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
+
191 CINSPlayer::DamageEffect(float,int)
192 CINSPlayer::ConcussionEffect(bool)
+
192 CINSPlayer::CalcDamageForceVector(CTakeDamageInfo  const&)
193 CBasePlayer::HeadPosition() const
+
193 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
194 CINSPlayer::HeadAngles() const
+
194 CBasePlayer::BodyAngles(void)
195 CBasePlayer::BodyAngles()
+
195 CBasePlayer::BodyDirection2D(void)
196 CBasePlayer::BodyDirection2D()
+
196 CBasePlayer::BodyDirection3D(void)
197 CBasePlayer::BodyDirection3D()
+
197 CBasePlayer::HeadDirection2D(void)
198 CBasePlayer::HeadDirection2D()
+
198 CBasePlayer::HeadDirection3D(void)
199 CBasePlayer::HeadDirection3D()
+
199 CBasePlayer::EyeDirection2D(void)
200 CBasePlayer::EyeDirection2D()
+
200 CBasePlayer::EyeDirection3D(void)
201 CBasePlayer::EyeDirection3D()
+
201 CBasePlayer::FInViewCone(CBaseEntity *)
202 CBasePlayer::FInViewCone(CBaseEntity *)
+
202 CBasePlayer::FInViewCone(Vector  const&)
203 CBasePlayer::FInViewCone(Vector  const&)
+
203 CBasePlayer::FInAimCone(CBaseEntity *)
204 CBasePlayer::FInAimCone(CBaseEntity *)
+
204 CBasePlayer::FInAimCone(Vector  const&)
205 CBasePlayer::FInAimCone(Vector  const&)
+
205 CINSPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
206 CINSPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
206 CINSPlayer::Event_Dying(void)
207 CINSPlayer::Event_Dying()
+
207 CBasePlayer::IsFakeClient(void)const
208 CBasePlayer::IsFakeClient() const
+
208 CBasePlayer::UpdateName(void)
209 CINSPlayer::UpdateName()
+
209 CINSPlayer::GetPlayerMins(void)const
210 CBasePlayer::GetPlayerMins() const
+
210 CINSPlayer::GetPlayerMaxs(void)const
211 CBasePlayer::GetPlayerMaxs() const
+
211 CINSPlayer::CalcViewRoll(QAngle &)
212 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
+
212 CINSPlayer::RemoveAllItems(void)
213 CINSPlayer::CalcViewRoll(QAngle &)
+
213 CBasePlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
214 CINSPlayer::RemoveAllItems()
+
214 CBasePlayer::Weapon_ShootPosition(void)
215 CBasePlayer::Weapon_TranslateActivity(Activity,bool *)
+
215 CINSPlayer::Weapon_Equip(CBaseCombatWeapon *)
216 CBasePlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
216 CINSPlayer::Weapon_CanUse(CBaseCombatWeapon *)
217 CBasePlayer::Weapon_ShootPosition()
+
217 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,bool)
218 CINSPlayer::Weapon_Equip(CBaseCombatWeapon *)
+
218 CBasePlayer::Weapon_SwitchToNext(void)
219 CINSPlayer::Weapon_CanUse(CBaseCombatWeapon *)
+
219 CINSPlayer::Weapon_CanDrop(CBaseCombatWeapon *)const
220 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,bool)
+
220 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,bool,bool,Vector  const*)
221 CBasePlayer::Weapon_FinalSwitch()
+
221 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
222 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,bool,Vector  const*,Vector  const*)
+
222 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
223 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
223 CINSPlayer::GetNextBestWeapon(CBaseCombatWeapon *)
224 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
224 CBasePlayer::RemoveWeapon(CBaseCombatWeapon *)
225 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
225 CINSPlayer::RemovedWeapon(CBaseCombatWeapon *)
226 CINSPlayer::GetNextBestWeapon(CBaseCombatWeapon *)
+
226 CINSPlayer::RemoveAllWeapons(void)
227 CBasePlayer::RemoveWeapon(CBaseCombatWeapon *)
+
227 CINSPlayer::UpdateClientData(void)
228 CINSPlayer::RemovedWeapon(CBaseCombatWeapon *)
+
228 CBasePlayer::ExitLadder(void)
229 CINSPlayer::RemoveAllWeapons()
+
229 CBasePlayer::FlashlightIsOn(void)
230 CINSPlayer::UpdateClientData()
+
230 CBasePlayer::FlashlightTurnOn(void)
231 CBasePlayer::ExitLadder()
+
231 CBasePlayer::FlashlightTurnOff(void)
232 CBasePlayer::FlashlightIsOn()
+
232 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
233 CBasePlayer::FlashlightTurnOn()
+
233 CINSPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
234 CBasePlayer::FlashlightTurnOff()
+
234 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
235 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
235 CBasePlayer::SetAnimation(PLAYER_ANIM)
236 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
+
236 CINSPlayer::ImpulseCommands(int)
237 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
237 CBasePlayer::CheatImpulseCommands(int)
238 CBasePlayer::SetAnimation(PLAYER_ANIM)
+
238 CINSPlayer::ClientCommand(char  const*)
239 CBasePlayer::ImpulseCommands()
+
239 CINSPlayer::StartObserverMode(int)
240 CBasePlayer::CheatImpulseCommands(int)
+
240 CBasePlayer::StopObserverMode(void)
241 CINSPlayer::ClientCommand(char  const*)
+
241 CINSPlayer::SetObserverMode(int)
242 CINSPlayer::StartObserverMode(int)
+
242 CBasePlayer::GetObserverMode(void)
243 CBasePlayer::StopObserverMode()
+
243 CBasePlayer::SetObserverTarget(CBaseEntity *)
244 CINSPlayer::SetObserverMode(int)
+
244 CBasePlayer::ObserverUse(bool)
245 CBasePlayer::GetObserverMode()
+
245 CBasePlayer::GetObserverTarget(void)
246 CBasePlayer::SetObserverTarget(CBaseEntity *)
+
246 CBasePlayer::FindNextObserverTarget(bool)
247 CBasePlayer::ObserverUse(bool)
+
247 CBasePlayer::GetNextObserverSearchStartPoint(bool)
248 CBasePlayer::GetObserverTarget()
+
248 CINSPlayer::IsValidObserverTarget(CBaseEntity *)
249 CBasePlayer::FindNextObserverTarget(bool)
+
249 CINSPlayer::CheckObserverSettings(void)
250 CBasePlayer::GetNextObserverSearchStartPoint(bool)
+
250 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
251 CINSPlayer::IsValidObserverTarget(CBaseEntity *)
+
251 CBasePlayer::ForceObserverMode(int)
252 CINSPlayer::CheckObserverSettings()
+
252 CBasePlayer::ResetObserverMode(void)
253 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
+
253 CBasePlayer::StartReplayMode(float,float,int)
254 CBasePlayer::ForceObserverMode(int)
+
254 CBasePlayer::StopReplayMode(void)
255 CBasePlayer::ResetObserverMode()
+
255 CBasePlayer::GetDelayTicks(void)
256 CBasePlayer::StartReplayMode(float,float,int)
+
256 CBasePlayer::GetReplayEntity(void)
257 CBasePlayer::StopReplayMode()
+
257 CBasePlayer::GetInVehicle(IServerVehicle *,int)
258 CBasePlayer::GetDelayTicks()
+
258 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
259 CBasePlayer::GetReplayEntity()
+
259 CBasePlayer::OnVehicleStart(void)
260 CBasePlayer::GetInVehicle(IServerVehicle *,int)
+
260 CBasePlayer::OnVehicleEnd(Vector &)
261 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
+
261 CINSPlayer::BumpWeapon(CBaseCombatWeapon *,bool)
262 CBasePlayer::OnVehicleStart()
+
262 CBasePlayer::SelectLastItem(void)
263 CBasePlayer::OnVehicleEnd(Vector &)
+
263 CBasePlayer::SelectItem(int)
264 CINSPlayer::BumpWeapon(CBaseCombatWeapon *)
+
264 CBasePlayer::ItemPostFrame(void)
265 CBasePlayer::SelectLastItem()
+
265 CBasePlayer::SetPlayerUnderwater(bool)
266 CBasePlayer::SelectItem(int)
+
266 CBasePlayer::CanBreatheUnderwater(void)const
267 CBasePlayer::ItemPostFrame()
+
267 CBasePlayer::PlayerUse(void)
268 CBasePlayer::SetPlayerUnderwater(bool)
+
268 CBasePlayer::PlayUseDenySound(void)
269 CBasePlayer::CanBreatheUnderwater() const
+
269 CBasePlayer::FindUseEntity(void)
270 CBasePlayer::PlayerUse()
+
270 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
271 CBasePlayer::PlayUseDenySound()
+
271 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
272 CBasePlayer::FindUseEntity()
+
272 CBasePlayer::ForceClientDllUpdate(void)
273 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
273 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
274 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
274 CINSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
275 CBasePlayer::ForceClientDllUpdate()
+
275 CBasePlayer::DoMuzzleFlash(void)
276 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
276 CINSPlayer::NoteWeaponFired(void)
277 CINSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
277 CINSPlayer::IsProned(void)const
278 CBasePlayer::DoMuzzleFlash()
+
278 CINSPlayer::IsCrouched(void)const
279 CINSPlayer::IsProned() const
+
279 CINSPlayer::IsStanding(void)const
280 CINSPlayer::IsCrouched() const
+
280 CINSPlayer::ChangeTeam(int)
281 CINSPlayer::IsStanding() const
+
281 CINSPlayer::GetTeamID(void)const
282 CINSPlayer::IsMoving() const
+
282 CBasePlayer::GetPhysicsImpactDamageTable(void)
283 CINSPlayer::ChangeTeam(int)
+
283 CBasePlayer::IsFollowingPhysics(void)
284 CBasePlayer::GetTeamID()
+
284 CBasePlayer::PushawayTouch(CBaseEntity *)
285 CBasePlayer::GetPhysicsImpactDamageTable()
+
285 CBasePlayer::InitVCollision(void)
286 CBasePlayer::IsFollowingPhysics()
+
286 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
287 CBasePlayer::PushawayTouch(CBaseEntity *)
+
287 CBasePlayer::GetStat(int)const
288 CBasePlayer::InitVCollision()
+
288 CINSPlayer::CommitSuicide(void)
289 CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
+
289 CBasePlayer::IsBot(void)const
290 CBasePlayer::GetStat(int) const
+
290 CBasePlayer::CalcViewModelView(Vector  const&,QAngle  const&)
291 CBasePlayer::IsBot() const
+
291 CINSPlayer::ApplyPlayerView(Vector &,QAngle &,float &)
292 CINSPlayer::GetDefaultFOV() const
+
292 CINSPlayer::UpdateCollisionBounds(void)
293 CINSPlayer::CalcViewModelView(Vector  const&,QAngle  const&,Vector  const&,QAngle  const&)
+
293 CINSPlayer::INSAnim_GetActiveWeapon(void)
294 CINSPlayer::ApplyPlayerView(Vector &,QAngle &,float &,Vector &,QAngle &)
+
294 CINSPlayer::INSAnim_GetPlayerFlags(void)
295 CINSPlayer::INSAnim_GetActiveWeapon()
+
295 CINSPlayer::INSAnim_InStanceTransition(void)
296 CINSPlayer::INSAnim_CanMove()
+
296 CINSPlayer::INSAnim_CurrentStance(void)
297 CINSPlayer::INSAnim_GetStance()
+
297 CINSPlayer::INSAnim_LastStance(void)
298 CINSPlayer::ResetInventory()
+
298 CINSPlayer::INSAnim_OldStance(void)
299 CINSPlayer::GiveWeapon(int)
+
299 CINSPlayer::INSAnim_LeaningType(void)
300 CINSPlayer::GiveAmmo(int)
+
300 CINSPlayer::AddWeapon(int,int,int)
301 CINSPlayer::GiveClip(ClipData_t &)
+
301 CINSPlayer::GetScorer(void)
302 CINSPlayer::GiveItem(int)
+
302 CINSPlayer::GetDeathMenuType(void)const
303 CINSPlayer::GiveWeaponAmmo(int,int)
 
304 CINSPlayer::GiveWeaponClip(int,int)
 
305 CINSPlayer::CanFire() const
 
 
</pre>
 
</pre>

Latest revision as of 15:47, 7 January 2009

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 07 January 2009

// Auto reconstructed from vtable block @ 0x006E6140
// from "server_i486.so", by ida_vtables.idc
0	CINSPlayer::~CINSPlayer()
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	CINSPlayer::_GetClassName(void)
10	CINSPlayer::GetServerClass(void)
11	CINSPlayer::GetClassName(void)
12	CINSPlayer::YouForgotToImplementOrDeclareServerClass(void)
13	CINSPlayer::GetDataDescMap(void)
14	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
15	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
16	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
17	CBaseEntity::ShouldCollide(int,int)const
18	CBaseEntity::SetOwnerEntity(CBaseEntity*)
19	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
20	CBasePlayer::UpdateTransmitState(void)
21	CBasePlayer::SetTransmit(CCheckTransmitInfo *,bool)
22	CINSPlayer::Spawn(void)
23	CINSPlayer::Precache(void)
24	CBaseFlex::SetModel(char  const*)
25	CBaseEntity::PostConstructor(char  const*)
26	CBaseEntity::PostClientActive(void)
27	CBaseEntity::ParseMapData(CEntityMapData *)
28	CBaseEntity::KeyValue(char  const*,char  const*)
29	CBaseEntity::KeyValue(char  const*,float)
30	CBaseEntity::KeyValue(char  const*,Vector)
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	CBasePlayer::Classify(void)
50	CBaseEntity::DeathNotice(CBaseEntity*)
51	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
52	CINSPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
53	CINSPlayer::OnTakeDamage(CTakeDamageInfo  const&)
54	CBaseEntity::TakeHealth(float,int)
55	CINSPlayer::Event_Killed(CTakeDamageInfo  const&)
56	CBasePlayer::BloodColor(void)
57	CBaseEntity::IsTriggered(CBaseEntity*)
58	CBaseEntity::GetDelay(void)
59	CBaseEntity::IsMoving(void)
60	CBaseEntity::DamageDecal(int,int)
61	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
62	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
63	CBaseEntity::OnControls(CBaseEntity*)
64	CBaseEntity::HasTarget(string_t)
65	CBasePlayer::IsPlayer(void)const
66	CBaseEntity::IsRagDoll(void)const
67	CBasePlayer::IsNetClient(void)const
68	CBaseEntity::IsTemplate(void)
69	CBaseEntity::IsBaseObject(void)const
70	CBaseEntity::GetServerVehicle(void)
71	CBaseEntity::IsViewable(void)
72	CBaseEntity::GetScorer(void)const
73	CBaseEntity::GetInflictorType(void)const
74	CBaseEntity::GetInflictorID(void)const
75	CBaseEntity::IsInflictorDistance(void)const
76	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
77	CBaseEntity::CanStandOn(CBaseEntity*)const
78	CBaseEntity::CanStandOn(edict_t *)const
79	CBaseEntity::GetEnemy(void)
80	CBaseEntity::GetEnemy(void)const
81	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
82	CBaseEntity::StartTouch(CBaseEntity*)
83	CBasePlayer::Touch(CBaseEntity *)
84	CBaseEntity::EndTouch(CBaseEntity*)
85	CBaseEntity::StartBlocked(CBaseEntity*)
86	CBaseEntity::Blocked(CBaseEntity*)
87	CBaseEntity::EndBlocked(void)
88	CBasePlayer::PhysicsSimulate(void)
89	CINSPlayer::UpdateOnRemove(void)
90	CBaseEntity::StopLoopingSounds(void)
91	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
92	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
93	CBaseEntity::DoImpactEffect(CGameTrace &,int)
94	CBaseEntity::Respawn(void)
95	CBaseEntity::IsLockedByMaster(void)
96	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
97	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
98	CBasePlayer::NetworkStateChanged_m_iHealth(void)
99	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
100	CBasePlayer::NetworkStateChanged_m_lifeState(void)
101	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
102	CBaseEntity::NetworkStateChanged_m_takedamage(void)
103	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
104	CBaseEntity::GetDamageType(void)const
105	CBaseEntity::GetDamage(void)
106	CBaseEntity::SetDamage(float)
107	CBasePlayer::EyePosition(void)
108	CBasePlayer::EyeAngles(void)
109	CBasePlayer::LocalEyeAngles(void)
110	CBaseEntity::EarPosition(void)
111	CBasePlayer::BodyTarget(Vector  const&,bool)
112	CBaseEntity::HeadTarget(Vector  const&)
113	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
114	CBaseEntity::GetViewOffset(void)
115	CBasePlayer::GetSmoothedVelocity(void)
116	CBaseAnimating::GetVelocity(Vector *,Vector *)
117	CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)
118	CBaseEntity::FVisible(Vector  const&,int,CBaseEntity**)
119	CBaseEntity::CanBeSeen(void)
120	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
121	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
122	CBaseEntity::GetGroundVelocityToApply(Vector &)
123	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
124	CBaseEntity::Splash(void)
125	CBaseEntity::WorldSpaceCenter(void)const
126	CBaseEntity::GetSoundEmissionOrigin(void)const
127	CBaseEntity::CreateVPhysics(void)
128	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
129	CBasePlayer::VPhysicsDestroyObject(void)
130	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
131	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
132	CBasePlayer::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
133	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
134	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
135	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
136	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
137	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
138	CBaseEntity::HasPhysicsAttacker(float)
139	CBasePlayer::PhysicsSolidMaskForEntity(void)const
140	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
141	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
142	CBaseAnimating::GetStepOrigin(void)const
143	CBaseAnimating::GetStepAngles(void)const
144	CBaseEntity::NetworkStateChanged_m_fFlags(void)
145	CBaseEntity::NetworkStateChanged_m_fFlags(void *)
146	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
147	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
148	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
149	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
150	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
151	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
152	CBasePlayer::NetworkStateChanged_m_flFriction(void)
153	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
154	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
155	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
156	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
157	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
158	CBaseAnimating::GetIdealSpeed(void)const
159	CBaseAnimating::GetIdealAccel(void)const
160	CBaseAnimatingOverlay::StudioFrameAdvance(void)
161	CBaseAnimating::IsActivityFinished(void)
162	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
163	CINSPlayer::BecomeRagdollOnClient(Vector  const&)
164	CBaseAnimating::IsRagdoll(void)
165	CINSPlayer::CanBecomeRagdoll(void)
166	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
167	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
168	CBaseAnimating::SetupBones(matrix3x4_t *,int)
169	CBaseAnimating::CalculateIKLocks(float)
170	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
171	CBaseAnimating::HandleAnimEvent(animevent_t *)
172	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
173	CBaseAnimating::InitBoneControllers(void)
174	CBaseAnimating::GetGroundSpeedVelocity(void)
175	CBaseAnimating::Ignite(float,float,bool)
176	CBaseAnimating::Extinguish(void)
177	CBasePlayer::SetLightingOriginRelative(CBaseEntity *)
178	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
179	CBaseFlex::SetViewtarget(Vector  const&)
180	CBasePlayer::CreateViewModel(void)
181	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
182	CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
183	CINSPlayer::SharedSpawn(void)
184	CINSPlayer::InitialSpawn(void)
185	CBasePlayer::InitHUD(void)
186	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
187	CBasePlayer::PlayerDeathThink(void)
188	CINSPlayer::FinishDeathThink(void)
189	CINSPlayer::PreThink(void)
190	CINSPlayer::PostThink(void)
191	CINSPlayer::DamageEffect(float,int)
192	CINSPlayer::CalcDamageForceVector(CTakeDamageInfo  const&)
193	CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
194	CBasePlayer::BodyAngles(void)
195	CBasePlayer::BodyDirection2D(void)
196	CBasePlayer::BodyDirection3D(void)
197	CBasePlayer::HeadDirection2D(void)
198	CBasePlayer::HeadDirection3D(void)
199	CBasePlayer::EyeDirection2D(void)
200	CBasePlayer::EyeDirection3D(void)
201	CBasePlayer::FInViewCone(CBaseEntity *)
202	CBasePlayer::FInViewCone(Vector  const&)
203	CBasePlayer::FInAimCone(CBaseEntity *)
204	CBasePlayer::FInAimCone(Vector  const&)
205	CINSPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
206	CINSPlayer::Event_Dying(void)
207	CBasePlayer::IsFakeClient(void)const
208	CBasePlayer::UpdateName(void)
209	CINSPlayer::GetPlayerMins(void)const
210	CINSPlayer::GetPlayerMaxs(void)const
211	CINSPlayer::CalcViewRoll(QAngle &)
212	CINSPlayer::RemoveAllItems(void)
213	CBasePlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
214	CBasePlayer::Weapon_ShootPosition(void)
215	CINSPlayer::Weapon_Equip(CBaseCombatWeapon *)
216	CINSPlayer::Weapon_CanUse(CBaseCombatWeapon *)
217	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,bool)
218	CBasePlayer::Weapon_SwitchToNext(void)
219	CINSPlayer::Weapon_CanDrop(CBaseCombatWeapon *)const
220	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,bool,bool,Vector  const*)
221	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
222	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
223	CINSPlayer::GetNextBestWeapon(CBaseCombatWeapon *)
224	CBasePlayer::RemoveWeapon(CBaseCombatWeapon *)
225	CINSPlayer::RemovedWeapon(CBaseCombatWeapon *)
226	CINSPlayer::RemoveAllWeapons(void)
227	CINSPlayer::UpdateClientData(void)
228	CBasePlayer::ExitLadder(void)
229	CBasePlayer::FlashlightIsOn(void)
230	CBasePlayer::FlashlightTurnOn(void)
231	CBasePlayer::FlashlightTurnOff(void)
232	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
233	CINSPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
234	CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
235	CBasePlayer::SetAnimation(PLAYER_ANIM)
236	CINSPlayer::ImpulseCommands(int)
237	CBasePlayer::CheatImpulseCommands(int)
238	CINSPlayer::ClientCommand(char  const*)
239	CINSPlayer::StartObserverMode(int)
240	CBasePlayer::StopObserverMode(void)
241	CINSPlayer::SetObserverMode(int)
242	CBasePlayer::GetObserverMode(void)
243	CBasePlayer::SetObserverTarget(CBaseEntity *)
244	CBasePlayer::ObserverUse(bool)
245	CBasePlayer::GetObserverTarget(void)
246	CBasePlayer::FindNextObserverTarget(bool)
247	CBasePlayer::GetNextObserverSearchStartPoint(bool)
248	CINSPlayer::IsValidObserverTarget(CBaseEntity *)
249	CINSPlayer::CheckObserverSettings(void)
250	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
251	CBasePlayer::ForceObserverMode(int)
252	CBasePlayer::ResetObserverMode(void)
253	CBasePlayer::StartReplayMode(float,float,int)
254	CBasePlayer::StopReplayMode(void)
255	CBasePlayer::GetDelayTicks(void)
256	CBasePlayer::GetReplayEntity(void)
257	CBasePlayer::GetInVehicle(IServerVehicle *,int)
258	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
259	CBasePlayer::OnVehicleStart(void)
260	CBasePlayer::OnVehicleEnd(Vector &)
261	CINSPlayer::BumpWeapon(CBaseCombatWeapon *,bool)
262	CBasePlayer::SelectLastItem(void)
263	CBasePlayer::SelectItem(int)
264	CBasePlayer::ItemPostFrame(void)
265	CBasePlayer::SetPlayerUnderwater(bool)
266	CBasePlayer::CanBreatheUnderwater(void)const
267	CBasePlayer::PlayerUse(void)
268	CBasePlayer::PlayUseDenySound(void)
269	CBasePlayer::FindUseEntity(void)
270	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
271	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
272	CBasePlayer::ForceClientDllUpdate(void)
273	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
274	CINSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
275	CBasePlayer::DoMuzzleFlash(void)
276	CINSPlayer::NoteWeaponFired(void)
277	CINSPlayer::IsProned(void)const
278	CINSPlayer::IsCrouched(void)const
279	CINSPlayer::IsStanding(void)const
280	CINSPlayer::ChangeTeam(int)
281	CINSPlayer::GetTeamID(void)const
282	CBasePlayer::GetPhysicsImpactDamageTable(void)
283	CBasePlayer::IsFollowingPhysics(void)
284	CBasePlayer::PushawayTouch(CBaseEntity *)
285	CBasePlayer::InitVCollision(void)
286	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
287	CBasePlayer::GetStat(int)const
288	CINSPlayer::CommitSuicide(void)
289	CBasePlayer::IsBot(void)const
290	CBasePlayer::CalcViewModelView(Vector  const&,QAngle  const&)
291	CINSPlayer::ApplyPlayerView(Vector &,QAngle &,float &)
292	CINSPlayer::UpdateCollisionBounds(void)
293	CINSPlayer::INSAnim_GetActiveWeapon(void)
294	CINSPlayer::INSAnim_GetPlayerFlags(void)
295	CINSPlayer::INSAnim_InStanceTransition(void)
296	CINSPlayer::INSAnim_CurrentStance(void)
297	CINSPlayer::INSAnim_LastStance(void)
298	CINSPlayer::INSAnim_OldStance(void)
299	CINSPlayer::INSAnim_LeaningType(void)
300	CINSPlayer::AddWeapon(int,int,int)
301	CINSPlayer::GetScorer(void)
302	CINSPlayer::GetDeathMenuType(void)const