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

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(Changed to a 0-based output, changed message at the top about platforms.)
Line 1: Line 1:
 
Also for use when using [[Virtual Offsets (Source Mods)|virtual 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>Linux</b> offsets. <b>Windows offsets are ''usually'' 1 less.</b>
  
 
== The List ==
 
== The List ==
Line 9: Line 9:
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00BDC3A0
+
// Auto reconstructed from vtable block @ 0x00BDB380
 
// from "server.so", by ida_vtables.idc
 
// from "server.so", by ida_vtables.idc
 
0 CTFPlayer::~CTFPlayer()
 
0 CTFPlayer::~CTFPlayer()
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
+
1 CTFPlayer::~CTFPlayer()
2 CBaseEntity::GetRefEHandle(void)const
+
2 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
3 CBaseEntity::GetCollideable(void)
+
3 CBaseEntity::GetRefEHandle(void)const
4 CBaseEntity::GetNetworkable(void)
+
4 CBaseEntity::GetCollideable(void)
5 CBaseEntity::GetBaseEntity(void)
+
5 CBaseEntity::GetNetworkable(void)
6 CBaseEntity::GetModelIndex(void)const
+
6 CBaseEntity::GetBaseEntity(void)
7 CBaseEntity::GetModelName(void)const
+
7 CBaseEntity::GetModelIndex(void)const
8 CBaseEntity::SetModelIndex(int)
+
8 CBaseEntity::GetModelName(void)const
9 CTFPlayer::GetServerClass(void)
+
9 CBaseEntity::SetModelIndex(int)
10 CTFPlayer::YouForgotToImplementOrDeclareServerClass(void)
+
10 CTFPlayer::GetServerClass(void)
11 CTFPlayer::GetDataDescMap(void)
+
11 CTFPlayer::YouForgotToImplementOrDeclareServerClass(void)
12 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
+
12 CTFPlayer::GetDataDescMap(void)
13 CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
+
13 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
+
14 CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
15 CTFPlayer::ShouldCollide(int,int)const
+
15 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
16 CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
16 CTFPlayer::ShouldCollide(int,int)const
17 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
+
17 CBaseEntity::SetOwnerEntity(CBaseEntity*)
18 CBasePlayer::UpdateTransmitState(void)
+
18 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
19 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
+
19 CBasePlayer::UpdateTransmitState(void)
20 CBasePlayer::GetTracerType(void)
+
20 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
21 CTFPlayer::Spawn(void)
+
21 CBasePlayer::GetTracerType(void)
22 CTFPlayer::Precache(void)
+
22 CTFPlayer::Spawn(void)
23 CBasePlayer::SetModel(char  const*)
+
23 CTFPlayer::Precache(void)
24 CBaseMultiplayerPlayer::PostConstructor(char  const*)
+
24 CBasePlayer::SetModel(char  const*)
25 CBaseEntity::PostClientActive(void)
+
25 CBaseMultiplayerPlayer::PostConstructor(char  const*)
26 CBaseEntity::ParseMapData(CEntityMapData *)
+
26 CBaseEntity::PostClientActive(void)
27 CBaseEntity::KeyValue(char  const*,char  const*)
+
27 CBaseEntity::ParseMapData(CEntityMapData *)
28 CBaseEntity::KeyValue(char  const*,float)
+
28 CBaseEntity::KeyValue(char  const*,char  const*)
29 CBaseEntity::KeyValue(char  const*,Vector  const&)
+
29 CBaseEntity::KeyValue(char  const*,float)
30 CBaseEntity::GetKeyValue(char  const*,char *,int)
+
30 CBaseEntity::KeyValue(char  const*,Vector  const&)
31 CBasePlayer::Activate(void)
+
31 CBaseEntity::GetKeyValue(char  const*,char *,int)
32 CBaseEntity::SetParent(CBaseEntity*,int)
+
32 CBasePlayer::Activate(void)
33 CBasePlayer::ObjectCaps(void)
+
33 CBaseEntity::SetParent(CBaseEntity*,int)
34 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
+
34 CBasePlayer::ObjectCaps(void)
35 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
+
35 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
36 CBasePlayer::DrawDebugGeometryOverlays(void)
+
36 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
37 CTFPlayer::DrawDebugTextOverlays(void)
+
37 CBasePlayer::DrawDebugGeometryOverlays(void)
38 CBasePlayer::Save(ISave &)
+
38 CTFPlayer::DrawDebugTextOverlays(void)
39 CBasePlayer::Restore(IRestore &)
+
39 CBasePlayer::Save(ISave &)
40 CBasePlayer::ShouldSavePhysics(void)
+
40 CBasePlayer::Restore(IRestore &)
41 CBaseEntity::OnSave(IEntitySaveUtils *)
+
41 CBasePlayer::ShouldSavePhysics(void)
42 CBasePlayer::OnRestore(void)
+
42 CBaseEntity::OnSave(IEntitySaveUtils *)
43 CBasePlayer::RequiredEdictIndex(void)
+
43 CBasePlayer::OnRestore(void)
44 CBaseEntity::MoveDone(void)
+
44 CBasePlayer::RequiredEdictIndex(void)
45 CBaseEntity::Think(void)
+
45 CBaseEntity::MoveDone(void)
46 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
+
46 CBaseEntity::Think(void)
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
+
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
48 CBaseAnimating::GetBaseAnimating(void)
+
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
49 CTFPlayer::GetResponseSystem(void)
+
49 CBaseAnimating::GetBaseAnimating(void)
50 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char  const*)
+
50 CTFPlayer::GetResponseSystem(void)
51 CBasePlayer::Classify(void)
+
51 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char  const*)
52 CBaseEntity::DeathNotice(CBaseEntity*)
+
52 CBasePlayer::Classify(void)
53 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
+
53 CBaseEntity::DeathNotice(CBaseEntity*)
54 CBaseEntity::GetAutoAimRadius(void)
+
54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55 CBaseEntity::GetAutoAimCenter(void)
+
55 CBaseEntity::GetAutoAimRadius(void)
56 CBaseEntity::GetBeamTraceFilter(void)
+
56 CBaseEntity::GetAutoAimCenter(void)
57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
+
57 CBaseEntity::GetBeamTraceFilter(void)
58 CTFPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
+
58 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
+
59 CTFPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
60 CTFPlayer::OnTakeDamage(CTakeDamageInfo  const&)
+
60 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
61 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
+
61 CTFPlayer::OnTakeDamage(CTakeDamageInfo  const&)
62 CTFPlayer::TakeHealth(float,int)
+
62 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
63 CBaseEntity::IsAlive(void)
+
63 CTFPlayer::TakeHealth(float,int)
64 CTFPlayer::Event_Killed(CTakeDamageInfo  const&)
+
64 CBaseEntity::IsAlive(void)
65 CTFPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
65 CTFPlayer::Event_Killed(CTakeDamageInfo  const&)
66 CBaseCombatCharacter::BloodColor(void)
+
66 CTFPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
67 CBaseEntity::IsTriggered(CBaseEntity*)
+
67 CBaseCombatCharacter::BloodColor(void)
68 CBaseEntity::IsNPC(void)const
+
68 CBaseEntity::IsTriggered(CBaseEntity*)
69 CBaseCombatCharacter::MyCombatCharacterPointer(void)
+
69 CBaseEntity::IsNPC(void)const
70 CBaseEntity::MyNextBotPointer(void)
+
70 CBaseCombatCharacter::MyCombatCharacterPointer(void)
71 CBaseEntity::GetDelay(void)
+
71 CBaseEntity::MyNextBotPointer(void)
72 CBaseEntity::IsMoving(void)
+
72 CBaseEntity::GetDelay(void)
73 CBaseEntity::DamageDecal(int,int)
+
73 CBaseEntity::IsMoving(void)
74 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
+
74 CBaseEntity::DamageDecal(int,int)
75 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
+
75 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
76 CBaseEntity::OnControls(CBaseEntity*)
+
76 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
77 CBaseEntity::HasTarget(string_t)
+
77 CBaseEntity::OnControls(CBaseEntity*)
78 CBasePlayer::IsPlayer(void)const
+
78 CBaseEntity::HasTarget(string_t)
79 CBasePlayer::IsNetClient(void)const
+
79 CBasePlayer::IsPlayer(void)const
80 CBaseEntity::IsTemplate(void)
+
80 CBasePlayer::IsNetClient(void)const
81 CBaseEntity::IsBaseObject(void)const
+
81 CBaseEntity::IsTemplate(void)
82 CBaseEntity::IsBaseTrain(void)const
+
82 CBaseEntity::IsBaseObject(void)const
83 CBaseEntity::IsBaseCombatWeapon(void)const
+
83 CBaseEntity::IsBaseTrain(void)const
84 CBaseEntity::IsWearable(void)const
+
84 CBaseEntity::IsBaseCombatWeapon(void)const
85 CBaseEntity::MyCombatWeaponPointer(void)
+
85 CBaseEntity::IsWearable(void)const
86 CBaseEntity::GetServerVehicle(void)
+
86 CBaseEntity::MyCombatWeaponPointer(void)
87 CBaseEntity::IsViewable(void)
+
87 CBaseEntity::GetServerVehicle(void)
88 CTFPlayer::ChangeTeam(int)
+
88 CBaseEntity::IsViewable(void)
89 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
+
89 CTFPlayer::ChangeTeam(int)
90 CBaseEntity::CanStandOn(CBaseEntity*)const
+
90 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
91 CBaseEntity::CanStandOn(edict_t *)const
+
91 CBaseEntity::CanStandOn(CBaseEntity*)const
92 CBaseEntity::GetEnemy(void)
+
92 CBaseEntity::CanStandOn(edict_t *)const
93 CBaseEntity::GetEnemy(void)const
+
93 CBaseEntity::GetEnemy(void)
94 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
+
94 CBaseEntity::GetEnemy(void)const
95 CBaseEntity::StartTouch(CBaseEntity*)
+
95 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
96 CTFPlayer::Touch(CBaseEntity *)
+
96 CBaseEntity::StartTouch(CBaseEntity*)
97 CBaseEntity::EndTouch(CBaseEntity*)
+
97 CTFPlayer::Touch(CBaseEntity *)
98 CBaseEntity::StartBlocked(CBaseEntity*)
+
98 CBaseEntity::EndTouch(CBaseEntity*)
99 CBaseEntity::Blocked(CBaseEntity*)
+
99 CBaseEntity::StartBlocked(CBaseEntity*)
100 CBaseEntity::EndBlocked(void)
+
100 CBaseEntity::Blocked(CBaseEntity*)
101 CBasePlayer::PhysicsSimulate(void)
+
101 CBaseEntity::EndBlocked(void)
102 CTFPlayer::UpdateOnRemove(void)
+
102 CBasePlayer::PhysicsSimulate(void)
103 CBaseEntity::StopLoopingSounds(void)
+
103 CTFPlayer::UpdateOnRemove(void)
104 CBaseEntity::SUB_AllowedToFade(void)
+
104 CBaseEntity::StopLoopingSounds(void)
105 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
+
105 CBaseEntity::SUB_AllowedToFade(void)
106 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
+
106 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
107 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
+
107 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
108 CBaseEntity::GetTracerAttachment(void)
+
108 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
109 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
+
109 CBaseEntity::GetTracerAttachment(void)
110 CBasePlayer::DoImpactEffect(CGameTrace &,int)
+
110 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
111 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
+
111 CBasePlayer::DoImpactEffect(CGameTrace &,int)
112 CBaseEntity::Respawn(void)
+
112 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
113 CBaseEntity::IsLockedByMaster(void)
+
113 CBaseEntity::Respawn(void)
114 CTFPlayer::GetMaxHealth(void)const
+
114 CBaseEntity::IsLockedByMaster(void)
115 CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
115 CTFPlayer::GetMaxHealth(void)const
116 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
+
116 CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
117 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
117 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
118 CBasePlayer::NetworkStateChanged_m_iHealth(void)
+
118 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
119 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
+
119 CBasePlayer::NetworkStateChanged_m_iHealth(void)
120 CBasePlayer::NetworkStateChanged_m_lifeState(void)
+
120 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
121 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
+
121 CBasePlayer::NetworkStateChanged_m_lifeState(void)
122 CBaseEntity::NetworkStateChanged_m_takedamage(void)
+
122 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
123 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
123 CBaseEntity::NetworkStateChanged_m_takedamage(void)
124 CBaseEntity::GetDamageType(void)const
+
124 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
125 CBaseEntity::GetDamage(void)
+
125 CBaseEntity::GetDamageType(void)const
126 CBaseEntity::SetDamage(float)
+
126 CBaseEntity::GetDamage(void)
127 CBasePlayer::EyePosition(void)
+
127 CBaseEntity::SetDamage(float)
128 CBasePlayer::EyeAngles(void)
+
128 CBasePlayer::EyePosition(void)
129 CBasePlayer::LocalEyeAngles(void)
+
129 CBasePlayer::EyeAngles(void)
130 CBaseEntity::EarPosition(void)
+
130 CBasePlayer::LocalEyeAngles(void)
131 CBasePlayer::BodyTarget(Vector  const&,bool)
+
131 CBaseEntity::EarPosition(void)
132 CBaseEntity::HeadTarget(Vector  const&)
+
132 CBasePlayer::BodyTarget(Vector  const&,bool)
133 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
+
133 CBaseEntity::HeadTarget(Vector  const&)
134 CBaseEntity::GetViewOffset(void)const
+
134 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
135 CBaseEntity::SetViewOffset(Vector  const&)
+
135 CBaseEntity::GetViewOffset(void)const
136 CBasePlayer::GetSmoothedVelocity(void)
+
136 CBaseEntity::SetViewOffset(Vector  const&)
137 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
137 CBasePlayer::GetSmoothedVelocity(void)
138 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
+
138 CBaseAnimating::GetVelocity(Vector *,Vector *)
139 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
+
139 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
140 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
+
140 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
141 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
141 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
142 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
142 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
143 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
143 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
144 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
+
144 CBaseEntity::GetGroundVelocityToApply(Vector &)
145 CBaseEntity::Splash(void)
+
145 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
146 CBaseEntity::WorldSpaceCenter(void)const
+
146 CBaseEntity::Splash(void)
147 CBaseEntity::GetSoundEmissionOrigin(void)const
+
147 CBaseEntity::WorldSpaceCenter(void)const
148 CTFPlayer::IsDeflectable(void)
+
148 CBaseEntity::GetSoundEmissionOrigin(void)const
149 CBaseEntity::Deflected(CBaseEntity*,Vector &)
+
149 CTFPlayer::IsDeflectable(void)
150 CBaseEntity::CreateVPhysics(void)
+
150 CBaseEntity::Deflected(CBaseEntity*,Vector &)
151 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
151 CBaseEntity::CreateVPhysics(void)
152 CBasePlayer::VPhysicsDestroyObject(void)
+
152 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
153 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
153 CBasePlayer::VPhysicsDestroyObject(void)
154 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
154 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
155 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
155 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
156 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
156 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
157 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
157 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
158 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
158 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
159 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
159 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
160 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
160 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
161 CBaseEntity::VPhysicsIsFlesh(void)
+
161 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
162 CBaseEntity::HasPhysicsAttacker(float)
+
162 CBaseEntity::VPhysicsIsFlesh(void)
163 CBasePlayer::PhysicsSolidMaskForEntity(void)const
+
163 CBaseEntity::HasPhysicsAttacker(float)
164 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
164 CBasePlayer::PhysicsSolidMaskForEntity(void)const
165 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
165 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
166 CBaseAnimating::GetStepOrigin(void)const
+
166 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
167 CBaseAnimating::GetStepAngles(void)const
+
167 CBaseAnimating::GetStepOrigin(void)const
168 CBaseEntity::ShouldDrawWaterImpacts(void)
+
168 CBaseAnimating::GetStepAngles(void)const
169 CBasePlayer::NetworkStateChanged_m_fFlags(void)
+
169 CBaseEntity::ShouldDrawWaterImpacts(void)
170 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
+
170 CBasePlayer::NetworkStateChanged_m_fFlags(void)
171 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
+
171 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
172 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
172 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
173 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
+
173 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
174 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
174 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
175 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
+
175 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
176 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
176 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
177 CBasePlayer::NetworkStateChanged_m_flFriction(void)
+
177 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
178 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
178 CBasePlayer::NetworkStateChanged_m_flFriction(void)
179 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
+
179 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
180 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
180 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
181 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
+
181 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
182 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
182 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
183 CBaseAnimating::GetIdealSpeed(void)const
+
183 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
184 CBaseAnimating::GetIdealAccel(void)const
+
184 CBaseAnimating::GetIdealSpeed(void)const
185 CBaseAnimatingOverlay::StudioFrameAdvance(void)
+
185 CBaseAnimating::GetIdealAccel(void)const
186 CBaseAnimating::IsActivityFinished(void)
+
186 CBaseAnimatingOverlay::StudioFrameAdvance(void)
187 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
+
187 CBaseAnimating::IsActivityFinished(void)
188 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
188 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
189 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
+
189 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
190 CBaseAnimating::IsRagdoll(void)
+
190 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
191 CBaseAnimating::CanBecomeRagdoll(void)
+
191 CBaseAnimating::IsRagdoll(void)
192 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
192 CBaseAnimating::CanBecomeRagdoll(void)
193 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
193 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
194 CBaseAnimating::SetupBones(matrix3x4_t *,int)
+
194 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
195 CBaseAnimating::CalculateIKLocks(float)
+
195 CBaseAnimating::SetupBones(matrix3x4_t *,int)
196 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
196 CBaseAnimating::CalculateIKLocks(float)
197 CBasePlayer::HandleAnimEvent(animevent_t *)
+
197 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
198 CBaseAnimating::PopulatePoseParameters(void)
+
198 CBasePlayer::HandleAnimEvent(animevent_t *)
199 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
199 CBaseAnimating::PopulatePoseParameters(void)
200 CBaseAnimating::InitBoneControllers(void)
+
200 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
201 CBaseAnimating::GetGroundSpeedVelocity(void)
+
201 CBaseAnimating::InitBoneControllers(void)
202 CBaseAnimating::Ignite(float,bool,float,bool)
+
202 CBaseAnimating::GetGroundSpeedVelocity(void)
203 CBaseAnimating::IgniteLifetime(float)
+
203 CBaseAnimating::Ignite(float,bool,float,bool)
204 CBaseAnimating::IgniteNumHitboxFires(int)
+
204 CBaseAnimating::IgniteLifetime(float)
205 CBaseAnimating::IgniteHitboxFireScale(float)
+
205 CBaseAnimating::IgniteNumHitboxFires(int)
206 CBaseAnimating::Extinguish(void)
+
206 CBaseAnimating::IgniteHitboxFireScale(float)
207 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
207 CBaseAnimating::Extinguish(void)
208 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
208 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
209 CBaseFlex::SetViewtarget(Vector  const&)
+
209 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
210 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
210 CBaseFlex::SetViewtarget(Vector  const&)
211 CBaseFlex::ProcessSceneEvents(void)
+
211 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
212 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
212 CBaseFlex::ProcessSceneEvents(void)
213 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
213 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
214 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
214 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
215 CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
+
215 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
216 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
+
216 CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
217 CBasePlayer::GetPhysicsImpactDamageTable(void)
+
217 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
218 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
218 CBasePlayer::GetPhysicsImpactDamageTable(void)
219 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
219 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
220 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
220 CBaseCombatCharacter::FInViewCone(Vector  const&)
221 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
221 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
222 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
222 CBaseCombatCharacter::FInAimCone(Vector  const&)
223 CBaseCombatCharacter::FindMissTarget(void)
+
223 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
224 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
+
224 CBaseCombatCharacter::FindMissTarget(void)
225 CBasePlayer::BodyAngles(void)
+
225 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
226 CBaseCombatCharacter::BodyDirection2D(void)
+
226 CBasePlayer::BodyAngles(void)
227 CBaseCombatCharacter::BodyDirection3D(void)
+
227 CBaseCombatCharacter::BodyDirection2D(void)
228 CBaseCombatCharacter::HeadDirection2D(void)
+
228 CBaseCombatCharacter::BodyDirection3D(void)
229 CBaseCombatCharacter::HeadDirection3D(void)
+
229 CBaseCombatCharacter::HeadDirection2D(void)
230 CBaseCombatCharacter::EyeDirection2D(void)
+
230 CBaseCombatCharacter::HeadDirection3D(void)
231 CBaseCombatCharacter::EyeDirection3D(void)
+
231 CBaseCombatCharacter::EyeDirection2D(void)
232 CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
+
232 CBaseCombatCharacter::EyeDirection3D(void)
233 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
+
233 CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
234 CBaseCombatCharacter::IsHiddenByFog(float)const
+
234 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
235 CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
+
235 CBaseCombatCharacter::IsHiddenByFog(float)const
236 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
+
236 CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
237 CBaseCombatCharacter::GetFogObscuredRatio(float)const
+
237 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
238 CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
+
238 CBaseCombatCharacter::GetFogObscuredRatio(float)const
239 CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
+
239 CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
240 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
+
240 CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
241 CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
+
241 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
242 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
+
242 CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
243 CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
+
243 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
244 CTFPlayer::GiveAmmo(int,int,bool)
+
244 CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
245 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
245 CTFPlayer::GiveAmmo(int,int,bool)
246 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
246 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
247 CTFPlayer::Weapon_FrameUpdate(void)
+
247 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
248 CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
+
248 CTFPlayer::Weapon_FrameUpdate(void)
249 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
+
249 CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
250 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
+
250 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
251 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
251 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
252 CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
252 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
253 CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
+
253 CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
254 CBasePlayer::Weapon_ShootPosition(void)
+
254 CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
255 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
255 CBasePlayer::Weapon_ShootPosition(void)
256 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
256 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
257 CBaseCombatCharacter::Weapon_GetSlot(int)const
+
257 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
258 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
258 CBaseCombatCharacter::Weapon_GetSlot(int)const
259 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
259 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
260 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
+
260 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
261 CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
261 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
262 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
262 CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
263 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
263 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
264 CBaseCombatCharacter::GetAliveDuration(void)const
+
264 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
265 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
265 CBaseCombatCharacter::GetAliveDuration(void)const
266 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
+
266 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
267 CBaseCombatCharacter::HasEverBeenInjured(int)const
+
267 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
268 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
+
268 CBaseCombatCharacter::HasEverBeenInjured(int)const
269 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
269 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
270 CBaseCombatCharacter::GetDeathActivity(void)
+
270 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
271 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
+
271 CBaseCombatCharacter::GetDeathActivity(void)
272 CBaseCombatCharacter::CorpseFade(void)
+
272 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
273 CBaseCombatCharacter::HasHumanGibs(void)
+
273 CBaseCombatCharacter::CorpseFade(void)
274 CBaseCombatCharacter::HasAlienGibs(void)
+
274 CBaseCombatCharacter::HasHumanGibs(void)
275 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
+
275 CBaseCombatCharacter::HasAlienGibs(void)
276 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
276 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
277 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
+
277 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
278 CBasePlayer::Event_Dying(void)
+
278 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
279 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
+
279 CBasePlayer::Event_Dying(void)
280 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
280 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
281 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
+
281 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
282 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
+
282 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
283 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
+
283 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
284 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
284 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
285 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
285 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
286 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
286 CBaseCombatCharacter::IRelationType(CBaseEntity *)
287 CBasePlayer::IsInAVehicle(void)const
+
287 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
288 CBasePlayer::GetVehicle(void)
+
288 CBasePlayer::IsInAVehicle(void)const
289 CBasePlayer::GetVehicleEntity(void)
+
289 CBasePlayer::GetVehicle(void)
290 CBaseCombatCharacter::ExitVehicle(void)
+
290 CBasePlayer::GetVehicleEntity(void)
291 CTFPlayer::RemoveAllWeapons(void)
+
291 CBaseCombatCharacter::ExitVehicle(void)
292 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
+
292 CTFPlayer::RemoveAllWeapons(void)
293 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
293 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
294 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
294 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
295 CBasePlayer::DoMuzzleFlash(void)
+
295 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
296 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
296 CBasePlayer::DoMuzzleFlash(void)
297 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
297 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
298 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
298 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
299 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
299 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
300 CBaseCombatCharacter::GetLastKnownArea(void)const
+
300 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
301 CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
+
301 CBaseCombatCharacter::GetLastKnownArea(void)const
302 CBaseCombatCharacter::ClearLastKnownArea(void)
+
302 CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
303 CBaseCombatCharacter::UpdateLastKnownArea(void)
+
303 CBaseCombatCharacter::ClearLastKnownArea(void)
304 CTFPlayer::OnNavAreaChanged(CNavArea *,CNavArea *)
+
304 CBaseCombatCharacter::UpdateLastKnownArea(void)
305 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
+
305 CTFPlayer::OnNavAreaChanged(CNavArea *,CNavArea *)
306 CBaseCombatCharacter::OnPursuedBy(INextBot *)
+
306 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
307 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
+
307 CBaseCombatCharacter::OnPursuedBy(INextBot *)
308 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
308 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
309 CTFPlayer::CreateViewModel(int)
+
309 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
310 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
310 CTFPlayer::CreateViewModel(int)
311 CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
+
311 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
312 CBasePlayer::SharedSpawn(void)
+
312 CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
313 CTFPlayer::ForceRespawn(void)
+
313 CBasePlayer::SharedSpawn(void)
314 CTFPlayer::InitialSpawn(void)
+
314 CTFPlayer::ForceRespawn(void)
315 CBasePlayer::InitHUD(void)
+
315 CTFPlayer::InitialSpawn(void)
316 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
316 CBasePlayer::InitHUD(void)
317 CTFPlayer::PlayerDeathThink(void)
+
317 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
318 CBasePlayer::Jump(void)
+
318 CTFPlayer::PlayerDeathThink(void)
319 CBasePlayer::Duck(void)
+
319 CBasePlayer::Jump(void)
320 CTFPlayer::PreThink(void)
+
320 CBasePlayer::Duck(void)
321 CTFPlayer::PostThink(void)
+
321 CTFPlayer::PreThink(void)
322 CTFPlayer::DamageEffect(float,int)
+
322 CTFPlayer::PostThink(void)
323 CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
+
323 CTFPlayer::DamageEffect(float,int)
324 CBasePlayer::ShouldFadeOnDeath(void)
+
324 CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
325 CBasePlayer::IsFakeClient(void)const
+
325 CBasePlayer::ShouldFadeOnDeath(void)
326 CBasePlayer::GetPlayerMins(void)const
+
326 CBasePlayer::IsFakeClient(void)const
327 CBasePlayer::GetPlayerMaxs(void)const
+
327 CBasePlayer::GetPlayerMins(void)const
328 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
+
328 CBasePlayer::GetPlayerMaxs(void)const
329 CBasePlayer::PackDeadPlayerItems(void)
+
329 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
330 CTFPlayer::RemoveAllItems(bool)
+
330 CBasePlayer::PackDeadPlayerItems(void)
331 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
331 CTFPlayer::RemoveAllItems(bool)
332 CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
332 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
333 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
333 CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
334 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
+
334 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
335 CBasePlayer::GetTimeSinceWeaponFired(void)const
+
335 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
336 CBasePlayer::IsFiringWeapon(void)const
+
336 CBasePlayer::GetTimeSinceWeaponFired(void)const
337 CBasePlayer::UpdateClientData(void)
+
337 CBasePlayer::IsFiringWeapon(void)const
338 CBasePlayer::ExitLadder(void)
+
338 CBasePlayer::UpdateClientData(void)
339 CBasePlayer::GetLadderSurface(Vector  const&)
+
339 CBasePlayer::ExitLadder(void)
340 CBasePlayer::SetFlashlightEnabled(bool)
+
340 CBasePlayer::GetLadderSurface(Vector  const&)
341 CTFPlayer::FlashlightIsOn(void)
+
341 CBasePlayer::SetFlashlightEnabled(bool)
342 CTFPlayer::FlashlightTurnOn(void)
+
342 CTFPlayer::FlashlightIsOn(void)
343 CTFPlayer::FlashlightTurnOff(void)
+
343 CTFPlayer::FlashlightTurnOn(void)
344 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
344 CTFPlayer::FlashlightTurnOff(void)
345 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
+
345 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
346 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
346 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
347 CTFPlayer::GetStepSoundVelocities(float *,float *)
+
347 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
348 CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
+
348 CTFPlayer::GetStepSoundVelocities(float *,float *)
349 CTFPlayer::DeathSound(CTakeDamageInfo  const&)
+
349 CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
350 CTFPlayer::SetAnimation(PLAYER_ANIM)
+
350 CTFPlayer::DeathSound(CTakeDamageInfo  const&)
351 CBasePlayer::ImpulseCommands(void)
+
351 CTFPlayer::SetAnimation(PLAYER_ANIM)
352 CTFPlayer::CheatImpulseCommands(int)
+
352 CBasePlayer::ImpulseCommands(void)
353 CTFPlayer::ClientCommand(CCommand  const&)
+
353 CTFPlayer::CheatImpulseCommands(int)
354 CBasePlayer::StartObserverMode(int)
+
354 CTFPlayer::ClientCommand(CCommand  const&)
355 CBasePlayer::StopObserverMode(void)
+
355 CBasePlayer::StartObserverMode(int)
356 CTFPlayer::ModeWantsSpectatorGUI(int)
+
356 CBasePlayer::StopObserverMode(void)
357 CTFPlayer::SetObserverMode(int)
+
357 CTFPlayer::ModeWantsSpectatorGUI(int)
358 CBasePlayer::GetObserverMode(void)
+
358 CTFPlayer::SetObserverMode(int)
359 CTFPlayer::SetObserverTarget(CBaseEntity *)
+
359 CBasePlayer::GetObserverMode(void)
360 CBasePlayer::ObserverUse(bool)
+
360 CTFPlayer::SetObserverTarget(CBaseEntity *)
361 CBasePlayer::GetObserverTarget(void)
+
361 CBasePlayer::ObserverUse(bool)
362 CTFPlayer::FindNextObserverTarget(bool)
+
362 CBasePlayer::GetObserverTarget(void)
363 CTFPlayer::GetNextObserverSearchStartPoint(bool)
+
363 CTFPlayer::FindNextObserverTarget(bool)
364 CTFPlayer::IsValidObserverTarget(CBaseEntity *)
+
364 CTFPlayer::GetNextObserverSearchStartPoint(bool)
365 CTFPlayer::CheckObserverSettings(void)
+
365 CTFPlayer::IsValidObserverTarget(CBaseEntity *)
366 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
+
366 CTFPlayer::CheckObserverSettings(void)
367 CBasePlayer::ForceObserverMode(int)
+
367 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
368 CBasePlayer::ResetObserverMode(void)
+
368 CBasePlayer::ForceObserverMode(int)
369 CTFPlayer::ValidateCurrentObserverTarget(void)
+
369 CBasePlayer::ResetObserverMode(void)
370 CTFPlayer::AttemptToExitFreezeCam(void)
+
370 CTFPlayer::ValidateCurrentObserverTarget(void)
371 CBasePlayer::StartReplayMode(float,float,int)
+
371 CTFPlayer::AttemptToExitFreezeCam(void)
372 CBasePlayer::StopReplayMode(void)
+
372 CBasePlayer::StartReplayMode(float,float,int)
373 CBasePlayer::GetDelayTicks(void)
+
373 CBasePlayer::StopReplayMode(void)
374 CBasePlayer::GetReplayEntity(void)
+
374 CBasePlayer::GetDelayTicks(void)
375 CBasePlayer::CreateCorpse(void)
+
375 CBasePlayer::GetReplayEntity(void)
376 CTFPlayer::EntSelectSpawnPoint(void)
+
376 CBasePlayer::CreateCorpse(void)
377 CBasePlayer::GetInVehicle(IServerVehicle *,int)
+
377 CTFPlayer::EntSelectSpawnPoint(void)
378 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
+
378 CBasePlayer::GetInVehicle(IServerVehicle *,int)
379 CBasePlayer::OnVehicleStart(void)
+
379 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
380 CBasePlayer::OnVehicleEnd(Vector &)
+
380 CBasePlayer::OnVehicleStart(void)
381 CTFPlayer::BumpWeapon(CBaseCombatWeapon *)
+
381 CBasePlayer::OnVehicleEnd(Vector &)
382 CBasePlayer::SelectLastItem(void)
+
382 CTFPlayer::BumpWeapon(CBaseCombatWeapon *)
383 CBasePlayer::SelectItem(char  const*,int)
+
383 CBasePlayer::SelectLastItem(void)
384 CTFPlayer::ItemPostFrame(void)
+
384 CBasePlayer::SelectItem(char  const*,int)
385 CBasePlayer::GiveNamedItem(char  const*,int)
+
385 CTFPlayer::ItemPostFrame(void)
386 CBasePlayer::CheckTrainUpdate(void)
+
386 CBasePlayer::GiveNamedItem(char  const*,int)
387 CBasePlayer::SetPlayerUnderwater(bool)
+
387 CBasePlayer::CheckTrainUpdate(void)
388 CBasePlayer::CanBreatheUnderwater(void)const
+
388 CBasePlayer::SetPlayerUnderwater(bool)
389 CTFPlayer::PlayerUse(void)
+
389 CBasePlayer::CanBreatheUnderwater(void)const
390 CBasePlayer::PlayUseDenySound(void)
+
390 CTFPlayer::PlayerUse(void)
391 CBasePlayer::FindUseEntity(void)
+
391 CBasePlayer::PlayUseDenySound(void)
392 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
392 CBasePlayer::FindUseEntity(void)
393 CBasePlayer::PickupObject(CBaseEntity *,bool)
+
393 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
394 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
394 CBasePlayer::PickupObject(CBaseEntity *,bool)
395 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
+
395 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
396 CBasePlayer::UpdateGeigerCounter(void)
+
396 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
397 CBasePlayer::GetAutoaimVector(float)
+
397 CBasePlayer::UpdateGeigerCounter(void)
398 CBasePlayer::GetAutoaimVector(float,float)
+
398 CBasePlayer::GetAutoaimVector(float)
399 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
+
399 CBasePlayer::GetAutoaimVector(float,float)
400 CBasePlayer::ShouldAutoaim(void)
+
400 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
401 CBasePlayer::ForceClientDllUpdate(void)
+
401 CBasePlayer::ShouldAutoaim(void)
402 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
402 CBasePlayer::ForceClientDllUpdate(void)
403 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
403 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
404 CTFPlayer::ChangeTeam(int,bool,bool)
+
404 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
405 CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
+
405 CTFPlayer::ChangeTeam(int,bool,bool)
406 CBaseMultiplayerPlayer::CanSpeak(void)
+
406 CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
407 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
407 CBaseMultiplayerPlayer::CanSpeak(void)
408 CBasePlayer::CheckChatText(char *,int)
+
408 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
409 CTFPlayer::CreateRagdollEntity(void)
+
409 CBasePlayer::CheckChatText(char *,int)
410 CTFPlayer::ShouldAnnounceAchievement(void)
+
410 CTFPlayer::CreateRagdollEntity(void)
411 CBasePlayer::EquipWearable(CWearableItem *)
+
411 CTFPlayer::ShouldAnnounceAchievement(void)
412 CBasePlayer::RemoveWearable(CWearableItem *)
+
412 CBasePlayer::EquipWearable(CWearableItem *)
413 CBasePlayer::IsFollowingPhysics(void)
+
413 CBasePlayer::RemoveWearable(CWearableItem *)
414 CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
+
414 CBasePlayer::IsFollowingPhysics(void)
415 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
+
415 CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
416 CBasePlayer::Hints(void)
+
416 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
417 CTFPlayer::IsReadyToPlay(void)
+
417 CBasePlayer::Hints(void)
418 CTFPlayer::IsReadyToSpawn(void)
+
418 CTFPlayer::IsReadyToPlay(void)
419 CTFPlayer::ShouldGainInstantSpawn(void)
+
419 CTFPlayer::IsReadyToSpawn(void)
420 CTFPlayer::ResetPerRoundStats(void)
+
420 CTFPlayer::ShouldGainInstantSpawn(void)
421 CTFPlayer::ResetScores(void)
+
421 CTFPlayer::ResetPerRoundStats(void)
422 CBasePlayer::EquipSuit(bool)
+
422 CTFPlayer::ResetScores(void)
423 CBasePlayer::RemoveSuit(void)
+
423 CBasePlayer::EquipSuit(bool)
424 CTFPlayer::CommitSuicide(bool,bool)
+
424 CBasePlayer::RemoveSuit(void)
425 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
+
425 CTFPlayer::CommitSuicide(bool,bool)
426 CBasePlayer::IsBot(void)const
+
426 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
427 CBaseMultiplayerPlayer::GetExpresser(void)
+
427 CBasePlayer::IsBot(void)const
428 CBasePlayer::SpawnArmorValue(void)const
+
428 CBaseMultiplayerPlayer::GetExpresser(void)
429 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
429 CBasePlayer::SpawnArmorValue(void)const
430 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
430 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
431 CBasePlayer::HasHaptics(void)
+
431 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
432 CBasePlayer::SetHaptics(bool)
+
432 CBasePlayer::HasHaptics(void)
433 CBasePlayer::PlayerSolidMask(bool)const
+
433 CBasePlayer::SetHaptics(bool)
434 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
+
434 CBasePlayer::PlayerSolidMask(bool)const
435 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
+
435 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
436 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
+
436 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
437 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
+
437 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
438 CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
+
438 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
439 CTFPlayer::CanSpeakVoiceCommand(void)
+
439 CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
440 CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
+
440 CTFPlayer::CanSpeakVoiceCommand(void)
441 CTFPlayer::NoteSpokeVoiceCommand(char  const*)
+
441 CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
442 CTFPlayer::OnAchievementEarned(int)
+
442 CTFPlayer::NoteSpokeVoiceCommand(char  const*)
443 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
+
443 CTFPlayer::OnAchievementEarned(int)
444 CTFPlayer::CalculateTeamBalanceScore(void)
+
444 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
445 CBaseMultiplayerPlayer::CreateExpresser(void)
+
445 CTFPlayer::CalculateTeamBalanceScore(void)
446 CTFPlayer::DetermineAssistForKill(CTakeDamageInfo  const&)
+
446 CBaseMultiplayerPlayer::CreateExpresser(void)
447 CTFPlayer::SetNumberofDominations(int)
+
447 CTFPlayer::DetermineAssistForKill(CTakeDamageInfo  const&)
448 CTFPlayer::GetNumberofDominations(void)
+
448 CTFPlayer::SetNumberofDominations(int)
449 CTFPlayer::ShouldGib(CTakeDamageInfo  const&,bool)
+
449 CTFPlayer::GetNumberofDominations(void)
450 CTFPlayer::GetAttributeManager(void)
+
450 CTFPlayer::ShouldGib(CTakeDamageInfo  const&,bool)
451 CTFPlayer::GetAttributeContainer(void)
+
451 CTFPlayer::GetAttributeManager(void)
452 CTFPlayer::GetAttributeOwner(void)
+
452 CTFPlayer::GetAttributeContainer(void)
453 CTFPlayer::ReapplyProvision(void)
+
453 CTFPlayer::GetAttributeOwner(void)
454 CTFPlayer::InventoryUpdated(CPlayerInventory *,EItemRequestResult)
+
454 CTFPlayer::ReapplyProvision(void)
455 CTFPlayer::SOCacheUnsubscribed(CSteamID  const&)
+
455 CTFPlayer::InventoryUpdated(CPlayerInventory *,EItemRequestResult)
456 CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *,bool)
+
456 CTFPlayer::SOCacheUnsubscribed(CSteamID  const&)
457 CTFPlayer::InitClass(void)
+
457 CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *,bool)
 +
458 CTFPlayer::InitClass(void)
 
</pre>
 
</pre>

Revision as of 00:55, 22 May 2010

Also for use when using virtual offsets.

These are the Linux offsets. Windows offsets are usually 1 less.

The List

This comes from the symbol tables, so you'll have to look in the SDK for return types.

Last Updated 29 April 2010

// Auto reconstructed from vtable block @ 0x00BDB380
// from "server.so", by ida_vtables.idc
0	CTFPlayer::~CTFPlayer()
1	CTFPlayer::~CTFPlayer()
2	CBaseEntity::SetRefEHandle(CBaseHandle  const&)
3	CBaseEntity::GetRefEHandle(void)const
4	CBaseEntity::GetCollideable(void)
5	CBaseEntity::GetNetworkable(void)
6	CBaseEntity::GetBaseEntity(void)
7	CBaseEntity::GetModelIndex(void)const
8	CBaseEntity::GetModelName(void)const
9	CBaseEntity::SetModelIndex(int)
10	CTFPlayer::GetServerClass(void)
11	CTFPlayer::YouForgotToImplementOrDeclareServerClass(void)
12	CTFPlayer::GetDataDescMap(void)
13	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
14	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
15	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
16	CTFPlayer::ShouldCollide(int,int)const
17	CBaseEntity::SetOwnerEntity(CBaseEntity*)
18	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
19	CBasePlayer::UpdateTransmitState(void)
20	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
21	CBasePlayer::GetTracerType(void)
22	CTFPlayer::Spawn(void)
23	CTFPlayer::Precache(void)
24	CBasePlayer::SetModel(char  const*)
25	CBaseMultiplayerPlayer::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  const&)
31	CBaseEntity::GetKeyValue(char  const*,char *,int)
32	CBasePlayer::Activate(void)
33	CBaseEntity::SetParent(CBaseEntity*,int)
34	CBasePlayer::ObjectCaps(void)
35	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
36	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
37	CBasePlayer::DrawDebugGeometryOverlays(void)
38	CTFPlayer::DrawDebugTextOverlays(void)
39	CBasePlayer::Save(ISave &)
40	CBasePlayer::Restore(IRestore &)
41	CBasePlayer::ShouldSavePhysics(void)
42	CBaseEntity::OnSave(IEntitySaveUtils *)
43	CBasePlayer::OnRestore(void)
44	CBasePlayer::RequiredEdictIndex(void)
45	CBaseEntity::MoveDone(void)
46	CBaseEntity::Think(void)
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
49	CBaseAnimating::GetBaseAnimating(void)
50	CTFPlayer::GetResponseSystem(void)
51	CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char  const*)
52	CBasePlayer::Classify(void)
53	CBaseEntity::DeathNotice(CBaseEntity*)
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55	CBaseEntity::GetAutoAimRadius(void)
56	CBaseEntity::GetAutoAimCenter(void)
57	CBaseEntity::GetBeamTraceFilter(void)
58	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
59	CTFPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
60	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
61	CTFPlayer::OnTakeDamage(CTakeDamageInfo  const&)
62	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
63	CTFPlayer::TakeHealth(float,int)
64	CBaseEntity::IsAlive(void)
65	CTFPlayer::Event_Killed(CTakeDamageInfo  const&)
66	CTFPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
67	CBaseCombatCharacter::BloodColor(void)
68	CBaseEntity::IsTriggered(CBaseEntity*)
69	CBaseEntity::IsNPC(void)const
70	CBaseCombatCharacter::MyCombatCharacterPointer(void)
71	CBaseEntity::MyNextBotPointer(void)
72	CBaseEntity::GetDelay(void)
73	CBaseEntity::IsMoving(void)
74	CBaseEntity::DamageDecal(int,int)
75	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
76	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
77	CBaseEntity::OnControls(CBaseEntity*)
78	CBaseEntity::HasTarget(string_t)
79	CBasePlayer::IsPlayer(void)const
80	CBasePlayer::IsNetClient(void)const
81	CBaseEntity::IsTemplate(void)
82	CBaseEntity::IsBaseObject(void)const
83	CBaseEntity::IsBaseTrain(void)const
84	CBaseEntity::IsBaseCombatWeapon(void)const
85	CBaseEntity::IsWearable(void)const
86	CBaseEntity::MyCombatWeaponPointer(void)
87	CBaseEntity::GetServerVehicle(void)
88	CBaseEntity::IsViewable(void)
89	CTFPlayer::ChangeTeam(int)
90	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
91	CBaseEntity::CanStandOn(CBaseEntity*)const
92	CBaseEntity::CanStandOn(edict_t *)const
93	CBaseEntity::GetEnemy(void)
94	CBaseEntity::GetEnemy(void)const
95	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
96	CBaseEntity::StartTouch(CBaseEntity*)
97	CTFPlayer::Touch(CBaseEntity *)
98	CBaseEntity::EndTouch(CBaseEntity*)
99	CBaseEntity::StartBlocked(CBaseEntity*)
100	CBaseEntity::Blocked(CBaseEntity*)
101	CBaseEntity::EndBlocked(void)
102	CBasePlayer::PhysicsSimulate(void)
103	CTFPlayer::UpdateOnRemove(void)
104	CBaseEntity::StopLoopingSounds(void)
105	CBaseEntity::SUB_AllowedToFade(void)
106	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
107	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
108	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
109	CBaseEntity::GetTracerAttachment(void)
110	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
111	CBasePlayer::DoImpactEffect(CGameTrace &,int)
112	CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
113	CBaseEntity::Respawn(void)
114	CBaseEntity::IsLockedByMaster(void)
115	CTFPlayer::GetMaxHealth(void)const
116	CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
117	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
118	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
119	CBasePlayer::NetworkStateChanged_m_iHealth(void)
120	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
121	CBasePlayer::NetworkStateChanged_m_lifeState(void)
122	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
123	CBaseEntity::NetworkStateChanged_m_takedamage(void)
124	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
125	CBaseEntity::GetDamageType(void)const
126	CBaseEntity::GetDamage(void)
127	CBaseEntity::SetDamage(float)
128	CBasePlayer::EyePosition(void)
129	CBasePlayer::EyeAngles(void)
130	CBasePlayer::LocalEyeAngles(void)
131	CBaseEntity::EarPosition(void)
132	CBasePlayer::BodyTarget(Vector  const&,bool)
133	CBaseEntity::HeadTarget(Vector  const&)
134	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
135	CBaseEntity::GetViewOffset(void)const
136	CBaseEntity::SetViewOffset(Vector  const&)
137	CBasePlayer::GetSmoothedVelocity(void)
138	CBaseAnimating::GetVelocity(Vector *,Vector *)
139	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
140	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
141	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
142	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
143	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
144	CBaseEntity::GetGroundVelocityToApply(Vector &)
145	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
146	CBaseEntity::Splash(void)
147	CBaseEntity::WorldSpaceCenter(void)const
148	CBaseEntity::GetSoundEmissionOrigin(void)const
149	CTFPlayer::IsDeflectable(void)
150	CBaseEntity::Deflected(CBaseEntity*,Vector &)
151	CBaseEntity::CreateVPhysics(void)
152	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
153	CBasePlayer::VPhysicsDestroyObject(void)
154	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
155	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
156	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
157	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
158	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
159	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
160	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
161	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
162	CBaseEntity::VPhysicsIsFlesh(void)
163	CBaseEntity::HasPhysicsAttacker(float)
164	CBasePlayer::PhysicsSolidMaskForEntity(void)const
165	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
166	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
167	CBaseAnimating::GetStepOrigin(void)const
168	CBaseAnimating::GetStepAngles(void)const
169	CBaseEntity::ShouldDrawWaterImpacts(void)
170	CBasePlayer::NetworkStateChanged_m_fFlags(void)
171	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
172	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
173	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
174	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
175	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
176	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
177	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
178	CBasePlayer::NetworkStateChanged_m_flFriction(void)
179	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
180	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
181	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
182	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
183	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
184	CBaseAnimating::GetIdealSpeed(void)const
185	CBaseAnimating::GetIdealAccel(void)const
186	CBaseAnimatingOverlay::StudioFrameAdvance(void)
187	CBaseAnimating::IsActivityFinished(void)
188	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
189	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
190	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
191	CBaseAnimating::IsRagdoll(void)
192	CBaseAnimating::CanBecomeRagdoll(void)
193	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
194	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
195	CBaseAnimating::SetupBones(matrix3x4_t *,int)
196	CBaseAnimating::CalculateIKLocks(float)
197	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
198	CBasePlayer::HandleAnimEvent(animevent_t *)
199	CBaseAnimating::PopulatePoseParameters(void)
200	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
201	CBaseAnimating::InitBoneControllers(void)
202	CBaseAnimating::GetGroundSpeedVelocity(void)
203	CBaseAnimating::Ignite(float,bool,float,bool)
204	CBaseAnimating::IgniteLifetime(float)
205	CBaseAnimating::IgniteNumHitboxFires(int)
206	CBaseAnimating::IgniteHitboxFireScale(float)
207	CBaseAnimating::Extinguish(void)
208	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
209	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
210	CBaseFlex::SetViewtarget(Vector  const&)
211	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
212	CBaseFlex::ProcessSceneEvents(void)
213	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
214	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
215	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
216	CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
217	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
218	CBasePlayer::GetPhysicsImpactDamageTable(void)
219	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
220	CBaseCombatCharacter::FInViewCone(Vector  const&)
221	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
222	CBaseCombatCharacter::FInAimCone(Vector  const&)
223	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
224	CBaseCombatCharacter::FindMissTarget(void)
225	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
226	CBasePlayer::BodyAngles(void)
227	CBaseCombatCharacter::BodyDirection2D(void)
228	CBaseCombatCharacter::BodyDirection3D(void)
229	CBaseCombatCharacter::HeadDirection2D(void)
230	CBaseCombatCharacter::HeadDirection3D(void)
231	CBaseCombatCharacter::EyeDirection2D(void)
232	CBaseCombatCharacter::EyeDirection3D(void)
233	CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
234	CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
235	CBaseCombatCharacter::IsHiddenByFog(float)const
236	CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
237	CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
238	CBaseCombatCharacter::GetFogObscuredRatio(float)const
239	CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
240	CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
241	CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
242	CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
243	CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
244	CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
245	CTFPlayer::GiveAmmo(int,int,bool)
246	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
247	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
248	CTFPlayer::Weapon_FrameUpdate(void)
249	CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
250	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
251	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
252	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
253	CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
254	CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
255	CBasePlayer::Weapon_ShootPosition(void)
256	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
257	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
258	CBaseCombatCharacter::Weapon_GetSlot(int)const
259	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
260	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
261	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
262	CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
263	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
264	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
265	CBaseCombatCharacter::GetAliveDuration(void)const
266	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
267	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
268	CBaseCombatCharacter::HasEverBeenInjured(int)const
269	CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
270	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
271	CBaseCombatCharacter::GetDeathActivity(void)
272	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
273	CBaseCombatCharacter::CorpseFade(void)
274	CBaseCombatCharacter::HasHumanGibs(void)
275	CBaseCombatCharacter::HasAlienGibs(void)
276	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
277	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
278	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
279	CBasePlayer::Event_Dying(void)
280	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
281	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
282	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
283	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
284	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
285	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
286	CBaseCombatCharacter::IRelationType(CBaseEntity *)
287	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
288	CBasePlayer::IsInAVehicle(void)const
289	CBasePlayer::GetVehicle(void)
290	CBasePlayer::GetVehicleEntity(void)
291	CBaseCombatCharacter::ExitVehicle(void)
292	CTFPlayer::RemoveAllWeapons(void)
293	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
294	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
295	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
296	CBasePlayer::DoMuzzleFlash(void)
297	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
298	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
299	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
300	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
301	CBaseCombatCharacter::GetLastKnownArea(void)const
302	CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
303	CBaseCombatCharacter::ClearLastKnownArea(void)
304	CBaseCombatCharacter::UpdateLastKnownArea(void)
305	CTFPlayer::OnNavAreaChanged(CNavArea *,CNavArea *)
306	CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
307	CBaseCombatCharacter::OnPursuedBy(INextBot *)
308	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
309	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
310	CTFPlayer::CreateViewModel(int)
311	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
312	CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
313	CBasePlayer::SharedSpawn(void)
314	CTFPlayer::ForceRespawn(void)
315	CTFPlayer::InitialSpawn(void)
316	CBasePlayer::InitHUD(void)
317	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
318	CTFPlayer::PlayerDeathThink(void)
319	CBasePlayer::Jump(void)
320	CBasePlayer::Duck(void)
321	CTFPlayer::PreThink(void)
322	CTFPlayer::PostThink(void)
323	CTFPlayer::DamageEffect(float,int)
324	CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
325	CBasePlayer::ShouldFadeOnDeath(void)
326	CBasePlayer::IsFakeClient(void)const
327	CBasePlayer::GetPlayerMins(void)const
328	CBasePlayer::GetPlayerMaxs(void)const
329	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
330	CBasePlayer::PackDeadPlayerItems(void)
331	CTFPlayer::RemoveAllItems(bool)
332	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
333	CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
334	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
335	CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
336	CBasePlayer::GetTimeSinceWeaponFired(void)const
337	CBasePlayer::IsFiringWeapon(void)const
338	CBasePlayer::UpdateClientData(void)
339	CBasePlayer::ExitLadder(void)
340	CBasePlayer::GetLadderSurface(Vector  const&)
341	CBasePlayer::SetFlashlightEnabled(bool)
342	CTFPlayer::FlashlightIsOn(void)
343	CTFPlayer::FlashlightTurnOn(void)
344	CTFPlayer::FlashlightTurnOff(void)
345	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
346	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
347	CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
348	CTFPlayer::GetStepSoundVelocities(float *,float *)
349	CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
350	CTFPlayer::DeathSound(CTakeDamageInfo  const&)
351	CTFPlayer::SetAnimation(PLAYER_ANIM)
352	CBasePlayer::ImpulseCommands(void)
353	CTFPlayer::CheatImpulseCommands(int)
354	CTFPlayer::ClientCommand(CCommand  const&)
355	CBasePlayer::StartObserverMode(int)
356	CBasePlayer::StopObserverMode(void)
357	CTFPlayer::ModeWantsSpectatorGUI(int)
358	CTFPlayer::SetObserverMode(int)
359	CBasePlayer::GetObserverMode(void)
360	CTFPlayer::SetObserverTarget(CBaseEntity *)
361	CBasePlayer::ObserverUse(bool)
362	CBasePlayer::GetObserverTarget(void)
363	CTFPlayer::FindNextObserverTarget(bool)
364	CTFPlayer::GetNextObserverSearchStartPoint(bool)
365	CTFPlayer::IsValidObserverTarget(CBaseEntity *)
366	CTFPlayer::CheckObserverSettings(void)
367	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
368	CBasePlayer::ForceObserverMode(int)
369	CBasePlayer::ResetObserverMode(void)
370	CTFPlayer::ValidateCurrentObserverTarget(void)
371	CTFPlayer::AttemptToExitFreezeCam(void)
372	CBasePlayer::StartReplayMode(float,float,int)
373	CBasePlayer::StopReplayMode(void)
374	CBasePlayer::GetDelayTicks(void)
375	CBasePlayer::GetReplayEntity(void)
376	CBasePlayer::CreateCorpse(void)
377	CTFPlayer::EntSelectSpawnPoint(void)
378	CBasePlayer::GetInVehicle(IServerVehicle *,int)
379	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
380	CBasePlayer::OnVehicleStart(void)
381	CBasePlayer::OnVehicleEnd(Vector &)
382	CTFPlayer::BumpWeapon(CBaseCombatWeapon *)
383	CBasePlayer::SelectLastItem(void)
384	CBasePlayer::SelectItem(char  const*,int)
385	CTFPlayer::ItemPostFrame(void)
386	CBasePlayer::GiveNamedItem(char  const*,int)
387	CBasePlayer::CheckTrainUpdate(void)
388	CBasePlayer::SetPlayerUnderwater(bool)
389	CBasePlayer::CanBreatheUnderwater(void)const
390	CTFPlayer::PlayerUse(void)
391	CBasePlayer::PlayUseDenySound(void)
392	CBasePlayer::FindUseEntity(void)
393	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
394	CBasePlayer::PickupObject(CBaseEntity *,bool)
395	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
396	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
397	CBasePlayer::UpdateGeigerCounter(void)
398	CBasePlayer::GetAutoaimVector(float)
399	CBasePlayer::GetAutoaimVector(float,float)
400	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
401	CBasePlayer::ShouldAutoaim(void)
402	CBasePlayer::ForceClientDllUpdate(void)
403	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
404	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
405	CTFPlayer::ChangeTeam(int,bool,bool)
406	CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
407	CBaseMultiplayerPlayer::CanSpeak(void)
408	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
409	CBasePlayer::CheckChatText(char *,int)
410	CTFPlayer::CreateRagdollEntity(void)
411	CTFPlayer::ShouldAnnounceAchievement(void)
412	CBasePlayer::EquipWearable(CWearableItem *)
413	CBasePlayer::RemoveWearable(CWearableItem *)
414	CBasePlayer::IsFollowingPhysics(void)
415	CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
416	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
417	CBasePlayer::Hints(void)
418	CTFPlayer::IsReadyToPlay(void)
419	CTFPlayer::IsReadyToSpawn(void)
420	CTFPlayer::ShouldGainInstantSpawn(void)
421	CTFPlayer::ResetPerRoundStats(void)
422	CTFPlayer::ResetScores(void)
423	CBasePlayer::EquipSuit(bool)
424	CBasePlayer::RemoveSuit(void)
425	CTFPlayer::CommitSuicide(bool,bool)
426	CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
427	CBasePlayer::IsBot(void)const
428	CBaseMultiplayerPlayer::GetExpresser(void)
429	CBasePlayer::SpawnArmorValue(void)const
430	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
431	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
432	CBasePlayer::HasHaptics(void)
433	CBasePlayer::SetHaptics(bool)
434	CBasePlayer::PlayerSolidMask(bool)const
435	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
436	CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
437	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
438	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
439	CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
440	CTFPlayer::CanSpeakVoiceCommand(void)
441	CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
442	CTFPlayer::NoteSpokeVoiceCommand(char  const*)
443	CTFPlayer::OnAchievementEarned(int)
444	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
445	CTFPlayer::CalculateTeamBalanceScore(void)
446	CBaseMultiplayerPlayer::CreateExpresser(void)
447	CTFPlayer::DetermineAssistForKill(CTakeDamageInfo  const&)
448	CTFPlayer::SetNumberofDominations(int)
449	CTFPlayer::GetNumberofDominations(void)
450	CTFPlayer::ShouldGib(CTakeDamageInfo  const&,bool)
451	CTFPlayer::GetAttributeManager(void)
452	CTFPlayer::GetAttributeContainer(void)
453	CTFPlayer::GetAttributeOwner(void)
454	CTFPlayer::ReapplyProvision(void)
455	CTFPlayer::InventoryUpdated(CPlayerInventory *,EItemRequestResult)
456	CTFPlayer::SOCacheUnsubscribed(CSteamID  const&)
457	CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *,bool)
458	CTFPlayer::InitClass(void)