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

From AlliedModders Wiki
Jump to: navigation, search
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 14 August 2009</b>
+
<b>Last Updated 6 January 2010</b>
  
 
<pre>
 
<pre>

Revision as of 13:20, 6 January 2010

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 6 January 2010

// Auto reconstructed from vtable block @ 0x01011520
// 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	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
62	CTFPlayer::TakeHealth(float,int)
63	CBaseEntity::IsAlive(void)
64	CTFPlayer::Event_Killed(CTakeDamageInfo  const&)
65	CTFPlayer::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	CTFPlayer::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	CTFPlayer::Touch(CBaseEntity *)
97	CBaseEntity::EndTouch(CBaseEntity*)
98	CBaseEntity::StartBlocked(CBaseEntity*)
99	CBaseEntity::Blocked(CBaseEntity*)
100	CBaseEntity::EndBlocked(void)
101	CBasePlayer::PhysicsSimulate(void)
102	CTFPlayer::UpdateOnRemove(void)
103	CBaseEntity::StopLoopingSounds(void)
104	CBaseEntity::SUB_AllowedToFade(void)
105	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
106	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
107	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
108	CBaseEntity::GetTracerAttachment(void)
109	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
110	CBasePlayer::DoImpactEffect(CGameTrace &,int)
111	CBaseEntity::Respawn(void)
112	CBaseEntity::IsLockedByMaster(void)
113	CTFPlayer::GetMaxHealth(void)const
114	CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
115	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
116	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
117	CBasePlayer::NetworkStateChanged_m_iHealth(void)
118	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
119	CBasePlayer::NetworkStateChanged_m_lifeState(void)
120	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
121	CBaseEntity::NetworkStateChanged_m_takedamage(void)
122	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
123	CBaseEntity::GetDamageType(void)const
124	CBaseEntity::GetDamage(void)
125	CBaseEntity::SetDamage(float)
126	CBasePlayer::EyePosition(void)
127	CBasePlayer::EyeAngles(void)
128	CBasePlayer::LocalEyeAngles(void)
129	CBaseEntity::EarPosition(void)
130	CBasePlayer::BodyTarget(Vector  const&,bool)
131	CBaseEntity::HeadTarget(Vector  const&)
132	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
133	CBaseEntity::GetViewOffset(void)const
134	CBaseEntity::SetViewOffset(Vector  const&)
135	CBasePlayer::GetSmoothedVelocity(void)
136	CBaseAnimating::GetVelocity(Vector *,Vector *)
137	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
138	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
139	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
140	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
141	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
142	CBaseEntity::GetGroundVelocityToApply(Vector &)
143	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
144	CBaseEntity::Splash(void)
145	CBaseEntity::WorldSpaceCenter(void)const
146	CBaseEntity::GetSoundEmissionOrigin(void)const
147	CTFPlayer::IsDeflectable(void)
148	CBaseEntity::Deflected(CBaseEntity*,Vector &)
149	CBaseEntity::CreateVPhysics(void)
150	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
151	CBasePlayer::VPhysicsDestroyObject(void)
152	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
153	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
154	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
155	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
156	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
157	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
158	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
159	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
160	CBaseEntity::VPhysicsIsFlesh(void)
161	CBaseEntity::HasPhysicsAttacker(float)
162	CBasePlayer::PhysicsSolidMaskForEntity(void)const
163	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
164	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
165	CBaseAnimating::GetStepOrigin(void)const
166	CBaseAnimating::GetStepAngles(void)const
167	CBaseEntity::ShouldDrawWaterImpacts(void)
168	CBasePlayer::NetworkStateChanged_m_fFlags(void)
169	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
170	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
171	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
172	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
173	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
174	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
175	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
176	CBasePlayer::NetworkStateChanged_m_flFriction(void)
177	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
178	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
179	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
180	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
181	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
182	CBaseAnimating::GetIdealSpeed(void)const
183	CBaseAnimating::GetIdealAccel(void)const
184	CBaseAnimatingOverlay::StudioFrameAdvance(void)
185	CBaseAnimating::IsActivityFinished(void)
186	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
187	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
188	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
189	CBaseAnimating::IsRagdoll(void)
190	CBaseAnimating::CanBecomeRagdoll(void)
191	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
192	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
193	CBaseAnimating::SetupBones(matrix3x4_t *,int)
194	CBaseAnimating::CalculateIKLocks(float)
195	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
196	CBasePlayer::HandleAnimEvent(animevent_t *)
197	CBaseAnimating::PopulatePoseParameters(void)
198	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
199	CBaseAnimating::InitBoneControllers(void)
200	CBaseAnimating::GetGroundSpeedVelocity(void)
201	CBaseAnimating::Ignite(float,bool,float,bool)
202	CBaseAnimating::IgniteLifetime(float)
203	CBaseAnimating::IgniteNumHitboxFires(int)
204	CBaseAnimating::IgniteHitboxFireScale(float)
205	CBaseAnimating::Extinguish(void)
206	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
207	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
208	CBaseFlex::SetViewtarget(Vector  const&)
209	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
210	CBaseFlex::ProcessSceneEvents(void)
211	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
212	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
213	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
214	CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
215	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
216	CBasePlayer::GetPhysicsImpactDamageTable(void)
217	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
218	CBaseCombatCharacter::FInViewCone(Vector  const&)
219	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
220	CBaseCombatCharacter::FInAimCone(Vector  const&)
221	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
222	CBaseCombatCharacter::FindMissTarget(void)
223	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
224	CBasePlayer::BodyAngles(void)
225	CBaseCombatCharacter::BodyDirection2D(void)
226	CBaseCombatCharacter::BodyDirection3D(void)
227	CBaseCombatCharacter::HeadDirection2D(void)
228	CBaseCombatCharacter::HeadDirection3D(void)
229	CBaseCombatCharacter::EyeDirection2D(void)
230	CBaseCombatCharacter::EyeDirection3D(void)
231	CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
232	CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
233	CBaseCombatCharacter::IsHiddenByFog(float)const
234	CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
235	CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
236	CBaseCombatCharacter::GetFogObscuredRatio(float)const
237	CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
238	CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
239	CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
240	CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
241	CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
242	CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
243	CTFPlayer::GiveAmmo(int,int,bool)
244	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
245	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
246	CTFPlayer::Weapon_FrameUpdate(void)
247	CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
248	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
249	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
250	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
251	CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
252	CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
253	CBasePlayer::Weapon_ShootPosition(void)
254	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
255	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
256	CBaseCombatCharacter::Weapon_GetSlot(int)const
257	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
258	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
259	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
260	CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
261	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
262	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
263	CBaseCombatCharacter::GetAliveDuration(void)const
264	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
265	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
266	CBaseCombatCharacter::HasEverBeenInjured(int)const
267	CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
268	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
269	CBaseCombatCharacter::GetDeathActivity(void)
270	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
271	CBaseCombatCharacter::CorpseFade(void)
272	CBaseCombatCharacter::HasHumanGibs(void)
273	CBaseCombatCharacter::HasAlienGibs(void)
274	CTFPlayer::ShouldGib(CTakeDamageInfo  const&)
275	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
276	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
277	CBasePlayer::Event_Dying(void)
278	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
279	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
280	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
281	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
282	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
283	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
284	CBaseCombatCharacter::IRelationType(CBaseEntity *)
285	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
286	CBasePlayer::IsInAVehicle(void)const
287	CBasePlayer::GetVehicle(void)
288	CBasePlayer::GetVehicleEntity(void)
289	CBaseCombatCharacter::ExitVehicle(void)
290	CTFPlayer::RemoveAllWeapons(void)
291	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
292	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
293	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
294	CBasePlayer::DoMuzzleFlash(void)
295	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
296	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
297	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
298	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
299	CBaseCombatCharacter::GetLastKnownArea(void)const
300	CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
301	CBaseCombatCharacter::ClearLastKnownArea(void)
302	CBaseCombatCharacter::UpdateLastKnownArea(void)
303	CTFPlayer::OnNavAreaChanged(CNavArea *,CNavArea *)
304	CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
305	CBaseCombatCharacter::OnPursuedBy(INextBot *)
306	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
307	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
308	CTFPlayer::CreateViewModel(int)
309	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
310	CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
311	CBasePlayer::SharedSpawn(void)
312	CTFPlayer::ForceRespawn(void)
313	CTFPlayer::InitialSpawn(void)
314	CBasePlayer::InitHUD(void)
315	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
316	CTFPlayer::PlayerDeathThink(void)
317	CBasePlayer::Jump(void)
318	CBasePlayer::Duck(void)
319	CTFPlayer::PreThink(void)
320	CTFPlayer::PostThink(void)
321	CTFPlayer::DamageEffect(float,int)
322	CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
323	CBasePlayer::ShouldFadeOnDeath(void)
324	CBasePlayer::IsFakeClient(void)const
325	CBasePlayer::SetPlayerName(char  const*)
326	CBasePlayer::GetPlayerMins(void)const
327	CBasePlayer::GetPlayerMaxs(void)const
328	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
329	CBasePlayer::PackDeadPlayerItems(void)
330	CTFPlayer::RemoveAllItems(bool)
331	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
332	CTFPlayer::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	CTFPlayer::FlashlightIsOn(void)
342	CTFPlayer::FlashlightTurnOn(void)
343	CTFPlayer::FlashlightTurnOff(void)
344	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
345	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
346	CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
347	CTFPlayer::GetStepSoundVelocities(float *,float *)
348	CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
349	CTFPlayer::DeathSound(CTakeDamageInfo  const&)
350	CTFPlayer::SetAnimation(PLAYER_ANIM)
351	CBasePlayer::ImpulseCommands(void)
352	CTFPlayer::CheatImpulseCommands(int)
353	CTFPlayer::ClientCommand(CCommand  const&)
354	CBasePlayer::StartObserverMode(int)
355	CBasePlayer::StopObserverMode(void)
356	CTFPlayer::ModeWantsSpectatorGUI(int)
357	CTFPlayer::SetObserverMode(int)
358	CBasePlayer::GetObserverMode(void)
359	CTFPlayer::SetObserverTarget(CBaseEntity *)
360	CBasePlayer::ObserverUse(bool)
361	CBasePlayer::GetObserverTarget(void)
362	CTFPlayer::FindNextObserverTarget(bool)
363	CTFPlayer::GetNextObserverSearchStartPoint(bool)
364	CTFPlayer::IsValidObserverTarget(CBaseEntity *)
365	CTFPlayer::CheckObserverSettings(void)
366	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
367	CBasePlayer::ForceObserverMode(int)
368	CBasePlayer::ResetObserverMode(void)
369	CTFPlayer::ValidateCurrentObserverTarget(void)
370	CTFPlayer::AttemptToExitFreezeCam(void)
371	CBasePlayer::StartReplayMode(float,float,int)
372	CBasePlayer::StopReplayMode(void)
373	CBasePlayer::GetDelayTicks(void)
374	CBasePlayer::GetReplayEntity(void)
375	CBasePlayer::CreateCorpse(void)
376	CTFPlayer::EntSelectSpawnPoint(void)
377	CBasePlayer::GetInVehicle(IServerVehicle *,int)
378	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
379	CBasePlayer::OnVehicleStart(void)
380	CBasePlayer::OnVehicleEnd(Vector &)
381	CTFPlayer::BumpWeapon(CBaseCombatWeapon *)
382	CBasePlayer::SelectLastItem(void)
383	CBasePlayer::SelectItem(char  const*,int)
384	CTFPlayer::ItemPostFrame(void)
385	CBasePlayer::GiveNamedItem(char  const*,int)
386	CBasePlayer::CheckTrainUpdate(void)
387	CBasePlayer::SetPlayerUnderwater(bool)
388	CBasePlayer::CanBreatheUnderwater(void)const
389	CTFPlayer::PlayerUse(void)
390	CBasePlayer::PlayUseDenySound(void)
391	CBasePlayer::FindUseEntity(void)
392	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
393	CBasePlayer::PickupObject(CBaseEntity *,bool)
394	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
395	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
396	CBasePlayer::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	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
404	CTFPlayer::ChangeTeam(int,bool,bool)
405	CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
406	CBaseMultiplayerPlayer::CanSpeak(void)
407	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
408	CBasePlayer::CheckChatText(char *,int)
409	CTFPlayer::CreateRagdollEntity(void)
410	CTFPlayer::ShouldAnnounceAchievement(void)
411	CBasePlayer::EquipWearable(CWearableItem *)
412	CBasePlayer::RemoveWearable(CWearableItem *)
413	CBasePlayer::IsFollowingPhysics(void)
414	CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
415	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
416	CBasePlayer::Hints(void)
417	CTFPlayer::IsReadyToPlay(void)
418	CTFPlayer::IsReadyToSpawn(void)
419	CTFPlayer::ShouldGainInstantSpawn(void)
420	CTFPlayer::ResetPerRoundStats(void)
421	CTFPlayer::ResetScores(void)
422	CBasePlayer::EquipSuit(bool)
423	CBasePlayer::RemoveSuit(void)
424	CTFPlayer::CommitSuicide(bool,bool)
425	CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
426	CBasePlayer::IsBot(void)const
427	CBaseMultiplayerPlayer::GetExpresser(void)
428	CBasePlayer::SpawnArmorValue(void)const
429	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
430	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
431	CBasePlayer::HasHaptics(void)
432	CBasePlayer::SetHaptics(bool)
433	CBasePlayer::PlayerSolidMask(bool)const
434	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
435	CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
436	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
437	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
438	CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
439	CTFPlayer::CanSpeakVoiceCommand(void)
440	CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
441	CTFPlayer::NoteSpokeVoiceCommand(char  const*)
442	CTFPlayer::OnAchievementEarned(int)
443	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
444	CTFPlayer::CalculateTeamBalanceScore(void)
445	CBaseMultiplayerPlayer::CreateExpresser(void)
446	CTFPlayer::DetermineAssistForKill(CTakeDamageInfo  const&)
447	CTFPlayer::SetNumberofDominations(int)
448	CTFPlayer::GetNumberofDominations(void)
449	CTFPlayer::GetAttributeManager(void)
450	CTFPlayer::GetAttributeContainer(void)
451	CTFPlayer::GetAttributeOwner(void)
452	CTFPlayer::ReapplyProvision(void)
453	CTFPlayer::InventoryUpdated(CPlayerInventory *,EItemRequestResult)
454	CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *,bool)
455	CTFPlayer::InitClass(void)