Difference between revisions of "CCSPlayer Offset List (Counter-Strike: Source)"

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== CCSPlayer Offset List ==
+
For use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
For use when using [[VFunc_Offsets_(SourceMM)]].
 
  
This is the list of offsets I've been using. They work on Windows; however, I haven't tested them on Linux yet. [[User:Mani|Mani]] told me his values are the same on Windows and Linux, but I used this same table for manual hooks in SourceMM and the Linux vtable offsets were 1 greater than in Windows for that case.
+
This is the list of offsets I've been using. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
  
 
== The List ==
 
== The List ==
 
This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions near the end.
 
This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions near the end.
  
<pre>0 CCSPlayer::~CCSPlayer()
+
<b>Last Updated 19 October 2010</b>
1 CBaseEntity::SetRefEHandle(CBaseHandle const&)
+
 
2 CBaseEntity::GetRefEHandle() const
+
<pre>
3 CBaseEntity::GetCollideable()
+
// Auto reconstructed from vtable block @ 0x00C00B40
4 CBaseEntity::GetNetworkable()
+
// from "server.so", by ida_vtables.idc
5 CBaseEntity::GetBaseEntity()
+
0 CCSPlayer::~CCSPlayer()
6 CBaseEntity::GetModelIndex() const
+
1 CBaseEntity::SetRefEHandle(CBaseHandle const&)
7 CBaseEntity::GetModelName() 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)
 
8 CBaseEntity::SetModelIndex(int)
9 CCSPlayer::GetServerClass()
+
9 CCSPlayer::GetServerClass(void)
10 CCSPlayer::GetClassName()
+
10 CCSPlayer::YouForgotToImplementOrDeclareServerClass(void)
11 CCSPlayer::YouForgotToImplementOrDeclareServerClass()
+
11 CCSPlayer::GetDataDescMap(void)
12 CCSPlayer::GetDataDescMap()
+
12 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &)
13 "CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)"
+
13 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &)
14 "CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)"
+
14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15 "CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)"
+
15 CBaseEntity::ShouldCollide(int,int)const
16 "CBaseEntity::ShouldCollide(int, int) const"
+
16 CBaseEntity::SetOwnerEntity(CBaseEntity*)
17 CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
17 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
18 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
+
18 CBasePlayer::UpdateTransmitState(void)
19 CBasePlayer::UpdateTransmitState()
+
19 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
20 "CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool)"
+
20 CBasePlayer::GetTracerType(void)
21 CBasePlayer::GetTracerType()
+
21 CCSPlayer::Spawn(void)
22 CCSPlayer::Spawn()
+
22 CCSPlayer::Precache(void)
23 CCSPlayer::Precache()
+
23 CBasePlayer::SetModel(char const*)
24 CBaseFlex::SetModel(char const*)
+
24 CBaseMultiplayerPlayer::PostConstructor(char const*)
25 CBaseEntity::PostConstructor(char const*)
+
25 CBaseEntity::PostClientActive(void)
26 CBaseEntity::ParseMapData(CEntityMapData*)
+
26 CBaseEntity::ParseMapData(CEntityMapData *)
27 "CBaseEntity::KeyValue(char const*, char const*)"
+
27 CBaseEntity::KeyValue(char const*,char const*)
28 "CBaseEntity::KeyValue(char const*, float)"
+
28 CBaseEntity::KeyValue(char const*,float)
29 "CBaseEntity::KeyValue(char const*, Vector)"
+
29 CBaseEntity::KeyValue(char const*,Vector const&)
30 CBaseEntity::ValidateEntityConnections()
+
30 CBaseEntity::GetKeyValue(char  const*,char *,int)
31 CBasePlayer::Activate()
+
31 CBasePlayer::Activate(void)
32 CBasePlayer::ObjectCaps()
+
32 CBaseEntity::SetParent(CBaseEntity*,int)
33 "CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)"
+
33 CBasePlayer::ObjectCaps(void)
34 "CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)"
+
34 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int)
35 CBasePlayer::DrawDebugGeometryOverlays()
+
35 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &)
36 CBaseAnimating::DrawDebugTextOverlays()
+
36 CBasePlayer::DrawDebugGeometryOverlays(void)
37 CBasePlayer::Save(ISave&)
+
37 CBaseAnimating::DrawDebugTextOverlays(void)
38 CBasePlayer::Restore(IRestore&)
+
38 CBasePlayer::Save(ISave &)
39 CBasePlayer::ShouldSavePhysics()
+
39 CBasePlayer::Restore(IRestore &)
40 CBaseEntity::OnSave(IEntitySaveUtils*)
+
40 CBasePlayer::ShouldSavePhysics(void)
41 CBasePlayer::OnRestore()
+
41 CBaseEntity::OnSave(IEntitySaveUtils *)
42 CBasePlayer::RequiredEdictIndex()
+
42 CBasePlayer::OnRestore(void)
43 CBaseEntity::MoveDone()
+
43 CBasePlayer::RequiredEdictIndex(void)
44 CBaseEntity::Think()
+
44 CBaseEntity::MoveDone(void)
45 CBaseEntity::NetworkStateChanged_m_nNextThinkTick()
+
45 CBaseEntity::Think(void)
46 CBaseAnimating::GetBaseAnimating()
+
46 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
47 CBaseEntity::GetResponseSystem()
+
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
48 CBaseEntity::DispatchResponse(char const*)
+
48 CBaseAnimating::GetBaseAnimating(void)
49 CBasePlayer::Classify()
+
49 CBaseMultiplayerPlayer::GetResponseSystem(void)
50 CBaseEntity::DeathNotice(CBaseEntity*)
+
50 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char const*)
51 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
+
51 CBasePlayer::Classify(void)
52 "CCSPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)"
+
52 CBaseEntity::DeathNotice(CBaseEntity*)
53 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
+
53 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
54 CCSPlayer::OnTakeDamage(CTakeDamageInfo const&)
+
54 CBaseEntity::GetAutoAimRadius(void)
55 "CBasePlayer::TakeHealth(float, int)"
+
55 CBaseEntity::GetAutoAimCenter(void)
56 CCSPlayer::Event_Killed(CTakeDamageInfo const&)
+
56 CBaseEntity::GetBeamTraceFilter(void)
57 CBaseEntity::Event_KilledOther(CBaseEntity*)
+
57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
58 CBaseCombatCharacter::BloodColor()
+
58 CCSPlayer::TraceAttack(CTakeDamageInfo  const&,Vector const&,CGameTrace *)
59 CBaseEntity::IsTriggered(CBaseEntity*)
+
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60 CBaseEntity::IsNPC() const
+
60 CCSPlayer::OnTakeDamage(CTakeDamageInfo const&)
61 CBaseCombatCharacter::MyCombatCharacterPointer()
+
61 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
62 CBaseEntity::GetDelay()
+
62 CBasePlayer::TakeHealth(float,int)
63 CBaseEntity::IsMoving()
+
63 CBaseEntity::IsAlive(void)
64 "CBaseEntity::DamageDecal(int, int)"
+
64 CCSPlayer::Event_Killed(CTakeDamageInfo const&)
65 "CBaseEntity::DecalTrace(CGameTrace*, char const*)"
+
65 CCSPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
66 "CBaseEntity::ImpactTrace(CGameTrace*, int, char*)"
+
66 CBaseCombatCharacter::BloodColor(void)
67 CBaseEntity::OnControls(CBaseEntity*)
+
67 CBaseEntity::IsTriggered(CBaseEntity*)
68 CBaseEntity::HasTarget(string_t)
+
68 CBaseEntity::IsNPC(void)const
69 CBasePlayer::IsPlayer() const
+
69 CBaseCombatCharacter::MyCombatCharacterPointer(void)
70 CBasePlayer::IsNetClient() const
+
70 CBaseEntity::MyNextBotPointer(void)
71 CBaseEntity::IsTemplate()
+
71 CBaseEntity::GetDelay(void)
72 CBaseEntity::IsBaseObject() const
+
72 CBaseEntity::IsMoving(void)
73 CBaseEntity::GetServerVehicle()
+
73 CBaseEntity::DamageDecal(int,int)
74 CBaseEntity::IsViewable()
+
74 CBaseEntity::DecalTrace(CGameTrace *,char const*)
75 CCSPlayer::ChangeTeam(int)
+
75 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
76 "CBaseEntity::OnEntityEvent(EntityEvent_t, void*)"
+
76 CBaseEntity::OnControls(CBaseEntity*)
77 CBaseEntity::CanStandOn(CBaseEntity*) const
+
77 CBaseEntity::HasTarget(string_t)
78 CBaseEntity::CanStandOn(edict_t*) const
+
78 CBasePlayer::IsPlayer(void)const
79 CBaseEntity::GetEnemy()
+
79 CBasePlayer::IsNetClient(void)const
80 CBaseEntity::GetEnemy() const
+
80 CBaseEntity::IsTemplate(void)
81 "CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)"
+
81 CBaseEntity::IsBaseObject(void)const
82 CBaseEntity::StartTouch(CBaseEntity*)
+
82 CBaseEntity::IsBaseTrain(void)const
83 CBasePlayer::Touch(CBaseEntity*)
+
83 CBaseEntity::IsBaseCombatWeapon(void)const
84 CBaseEntity::EndTouch(CBaseEntity*)
+
84 CBaseEntity::IsWearable(void)const
85 CBaseEntity::StartBlocked(CBaseEntity*)
+
85 CBaseEntity::MyCombatWeaponPointer(void)
86 CBaseEntity::Blocked(CBaseEntity*)
+
86 CBaseEntity::GetServerVehicle(void)
87 CBaseEntity::EndBlocked()
+
87 CBaseEntity::IsViewable(void)
88 CBasePlayer::PhysicsSimulate()
+
88 CCSPlayer::ChangeTeam(int)
89 CBasePlayer::UpdateOnRemove()
+
89 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
90 CBaseEntity::StopLoopingSounds()
+
90 CBaseEntity::CanStandOn(CBaseEntity*)const
91 CBaseEntity::SUB_AllowedToFade()
+
91 CBaseEntity::CanStandOn(edict_t *)const
92 "CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)"
+
92 CBaseEntity::GetEnemy(void)
93 "CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)"
+
93 CBaseEntity::GetEnemy(void)const
94 "CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)"
+
94 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
95 CBaseEntity::FireBullets(FireBulletsInfo_t const&)
+
95 CBaseEntity::StartTouch(CBaseEntity*)
96 "CBasePlayer::DoImpactEffect(CGameTrace&, int)"
+
96 CBasePlayer::Touch(CBaseEntity *)
97 CBaseEntity::Respawn()
+
97 CBaseEntity::EndTouch(CBaseEntity*)
98 CBaseEntity::IsLockedByMaster()
+
98 CBaseEntity::StartBlocked(CBaseEntity*)
99 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
+
99 CBaseEntity::Blocked(CBaseEntity*)
100 CBasePlayer::NetworkStateChanged_m_lifeState()
+
100 CBaseEntity::EndBlocked(void)
101 CBaseEntity::NetworkStateChanged_m_takedamage()
+
101 CBasePlayer::PhysicsSimulate(void)
102 CBaseEntity::NetworkStateChanged_m_iMaxHealth()
+
102 CBasePlayer::UpdateOnRemove(void)
103 CBaseEntity::NetworkStateChanged_m_iHealth()
+
103 CBaseEntity::StopLoopingSounds(void)
104 CBaseEntity::GetDamageType() const
+
104 CBaseEntity::SUB_AllowedToFade(void)
105 CBaseEntity::GetDamage()
+
105 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
106 CBaseEntity::SetDamage(float)
+
106 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
107 CBasePlayer::EyePosition()
+
107 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
108 CBasePlayer::EyeAngles()
+
108 CBaseEntity::GetTracerAttachment(void)
109 CBasePlayer::LocalEyeAngles()
+
109 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
110 CBaseEntity::EarPosition()
+
110 CBasePlayer::DoImpactEffect(CGameTrace &,int)
111 "CBasePlayer::BodyTarget(Vector const&, bool)"
+
111 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
112 CBaseEntity::HeadTarget(Vector const&)
+
112 CBaseEntity::Respawn(void)
113 "CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const"
+
113 CBaseEntity::IsLockedByMaster(void)
114 CBaseEntity::GetViewOffset()
+
114 CBaseEntity::GetMaxHealth(void)const
115 CBasePlayer::GetSmoothedVelocity()
+
115 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
116 "CBaseAnimating::GetVelocity(Vector*, Vector*)"
+
116 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
117 "CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**)"
+
117 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
118 "CBaseEntity::FVisible(Vector const&, int, CBaseEntity**)"
+
118 CBasePlayer::NetworkStateChanged_m_iHealth(void)
119 CBaseEntity::CanBeSeen()
+
119 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
120 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
120 CBasePlayer::NetworkStateChanged_m_lifeState(void)
121 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
121 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
122 CBaseEntity::CanBePoweredUp()
+
122 CBaseEntity::NetworkStateChanged_m_takedamage(void)
123 "CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)"
+
123 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
124 CBaseEntity::GetGroundVelocityToApply(Vector&)
+
124 CBaseEntity::GetDamageType(void)const
125 "CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)"
+
125 CBaseEntity::GetDamage(void)
126 CBaseEntity::Splash()
+
126 CBaseEntity::SetDamage(float)
127 CBaseEntity::WorldSpaceCenter() const
+
127 CBasePlayer::EyePosition(void)
128 CBaseEntity::GetSoundEmissionOrigin() const
+
128 CBasePlayer::EyeAngles(void)
129 CBaseEntity::CreateVPhysics()
+
129 CBasePlayer::LocalEyeAngles(void)
130 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
130 CBaseEntity::EarPosition(void)
131 CBasePlayer::VPhysicsDestroyObject()
+
131 CBasePlayer::BodyTarget(Vector  const&,bool)
132 CBasePlayer::VPhysicsUpdate(IPhysicsObject*)
+
132 CBaseEntity::HeadTarget(Vector const&)
133 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
+
133 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
134 "CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)"
+
134 CBaseEntity::GetViewOffset(void)const
135 CCSPlayer::VPhysicsShadowUpdate(IPhysicsObject*)
+
135 CBaseEntity::SetViewOffset(Vector  const&)
136 "CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)"
+
136 CBasePlayer::GetSmoothedVelocity(void)
137 "CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)"
+
137 CBaseAnimating::GetVelocity(Vector *,Vector *)
138 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
138 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
139 "CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)"
+
139 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
140 CBaseEntity::HasPhysicsAttacker(float)
+
140 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
141 CBasePlayer::PhysicsSolidMaskForEntity() const
+
141 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
142 "CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)"
+
142 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
143 "CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)"
+
143 CBaseEntity::GetGroundVelocityToApply(Vector &)
144 CBaseAnimating::GetStepOrigin() const
+
144 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
145 CBaseAnimating::GetStepAngles() const
+
145 CBaseEntity::Splash(void)
146 CBaseEntity::ShouldDrawWaterImpacts()
+
146 CBaseEntity::WorldSpaceCenter(void)const
147 CBaseEntity::NetworkStateChanged_m_fFlags()
+
147 CBaseEntity::GetSoundEmissionOrigin(void)const
148 CBasePlayer::NetworkStateChanged_m_hGroundEntity()
+
148 CBaseEntity::IsDeflectable(void)
149 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
+
149 CBaseEntity::Deflected(CBaseEntity*,Vector &)
150 CBaseEntity::NetworkStateChanged_m_nWaterLevel()
+
150 CBaseEntity::CreateVPhysics(void)
151 CBasePlayer::NetworkStateChanged_m_flFriction()
+
151 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
152 CBaseEntity::NetworkStateChanged_m_vecVelocity()
+
152 CBasePlayer::VPhysicsDestroyObject(void)
153 CBasePlayer::NetworkStateChanged_m_vecViewOffset()
+
153 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
154 CBaseAnimating::GetIdealSpeed() const
+
154 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
155 CBaseAnimating::GetIdealAccel() const
+
155 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
156 CBaseAnimatingOverlay::StudioFrameAdvance()
+
156 CCSPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
157 CBaseAnimating::IsActivityFinished()
+
157 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
158 "CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)"
+
158 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
159 CBaseAnimating::BecomeRagdollOnClient(Vector const&)
+
159 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
160 CBaseAnimating::IsRagdoll()
+
160 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
161 CBaseAnimating::CanBecomeRagdoll()
+
161 CBaseEntity::VPhysicsIsFlesh(void)
162 "CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int)"
+
162 CBaseEntity::HasPhysicsAttacker(float)
163 "CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)"
+
163 CBasePlayer::PhysicsSolidMaskForEntity(void)const
164 "CBaseAnimating::SetupBones(matrix3x4_t*, int)"
+
164 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
165 CBaseAnimating::CalculateIKLocks(float)
+
165 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
166 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)
+
166 CBaseAnimating::GetStepOrigin(void)const
167 CBaseAnimating::HandleAnimEvent(animevent_t*)
+
167 CBaseAnimating::GetStepAngles(void)const
168 "CBaseAnimating::GetAttachment(int, matrix3x4_t&)"
+
168 CBaseEntity::ShouldDrawWaterImpacts(void)
169 CBaseAnimating::InitBoneControllers()
+
169 CBasePlayer::NetworkStateChanged_m_fFlags(void)
170 CBaseAnimating::GetGroundSpeedVelocity()
+
170 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
171 "CBaseAnimating::DrawServerHitboxes(float, bool)"
+
171 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
172 "CBaseAnimating::Ignite(float, bool, float, bool)"
+
172 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
173 CBaseAnimating::Extinguish()
+
173 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
174 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*)
+
174 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
175 CBaseAnimating::SetLightingOrigin(CBaseEntity*)
+
175 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
176 CBaseFlex::SetViewtarget(Vector const&)
+
176 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
177 "CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)"
+
177 CBasePlayer::NetworkStateChanged_m_flFriction(void)
178 CBaseFlex::ProcessSceneEvents()
+
178 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
179 "CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)"
+
179 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
180 "CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)"
+
180 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
181 "CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)"
+
181 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
182 CBaseCombatCharacter::GetPhysicsImpactDamageTable()
+
182 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
183 CBaseCombatCharacter::FInViewCone(CBaseEntity*)
+
183 CBaseAnimating::GetIdealSpeed(void)const
184 CBaseCombatCharacter::FInViewCone(Vector const&)
+
184 CBaseAnimating::GetIdealAccel(void)const
185 CBaseCombatCharacter::FInAimCone(CBaseEntity*)
+
185 CBaseAnimatingOverlay::StudioFrameAdvance(void)
186 CBaseCombatCharacter::FInAimCone(Vector const&)
+
186 CBaseAnimating::IsActivityFinished(void)
187 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
187 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
188 CBaseCombatCharacter::FindMissTarget()
+
188 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
189 "CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*)"
+
189 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
190 CBasePlayer::BodyAngles()
+
190 CBaseAnimating::IsRagdoll(void)
191 CBaseCombatCharacter::BodyDirection2D()
+
191 CBaseAnimating::CanBecomeRagdoll(void)
192 CBaseCombatCharacter::BodyDirection3D()
+
192 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
193 CBaseCombatCharacter::HeadDirection2D()
+
193 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
194 CBaseCombatCharacter::HeadDirection3D()
+
194 CBaseAnimating::SetupBones(matrix3x4_t *,int)
195 CBaseCombatCharacter::EyeDirection2D()
+
195 CBaseAnimating::CalculateIKLocks(float)
196 CBaseCombatCharacter::EyeDirection3D()
+
196 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
197 "CBaseCombatCharacter::GiveAmmo(int, int, bool)"
+
197 CCSPlayer::HandleAnimEvent(animevent_t *)
198 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
198 CBaseAnimating::PopulatePoseParameters(void)
199 "CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)"
+
199 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
200 CCSPlayer::Weapon_CanUse(CBaseCombatWeapon*)
+
200 CBaseAnimating::InitBoneControllers(void)
201 CCSPlayer::Weapon_Equip(CBaseCombatWeapon*)
+
201 CBaseAnimating::GetGroundSpeedVelocity(void)
202 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)
+
202 CBaseAnimating::Ignite(float,bool,float,bool)
203 "CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)"
+
203 CBaseAnimating::IgniteLifetime(float)
204 "CCSPlayer::Weapon_Switch(CBaseCombatWeapon*, int)"
+
204 CBaseAnimating::IgniteNumHitboxFires(int)
205 CBasePlayer::Weapon_ShootPosition()
+
205 CBaseAnimating::IgniteHitboxFireScale(float)
206 CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon*)
+
206 CBaseAnimating::Extinguish(void)
207 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
+
207 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
208 CBaseCombatCharacter::Weapon_GetSlot(int) const
+
208 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
209 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)
+
209 CBaseFlex::SetViewtarget(Vector  const&)
210 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)
+
210 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
211 CBaseCombatCharacter::CanBecomeServerRagdoll()
+
211 CBaseFlex::ProcessSceneEvents(void)
212 CCSPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
+
212 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
213 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
+
213 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
214 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
+
214 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
215 "CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)"
+
215 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
216 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*)
+
216 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
217 CBaseCombatCharacter::GetDeathActivity()
+
217 CBasePlayer::GetPhysicsImpactDamageTable(void)
218 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
+
218 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
219 CBaseCombatCharacter::CorpseFade()
+
219 CBaseCombatCharacter::FInViewCone(Vector  const&)
220 CBaseCombatCharacter::HasHumanGibs()
+
220 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
221 CBaseCombatCharacter::HasAlienGibs()
+
221 CBaseCombatCharacter::FInAimCone(Vector  const&)
222 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
+
222 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
223 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
223 CBaseCombatCharacter::FindMissTarget(void)
224 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
+
224 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
225 CBasePlayer::Event_Dying()
+
225 CBasePlayer::BodyAngles(void)
226 "CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)"
+
226 CBaseCombatCharacter::BodyDirection2D(void)
227 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*)
+
227 CBaseCombatCharacter::BodyDirection3D(void)
228 "CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)"
+
228 CBaseCombatCharacter::HeadDirection2D(void)
229 "CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)"
+
229 CBaseCombatCharacter::HeadDirection3D(void)
230 CBaseCombatCharacter::PushawayTouch(CBaseEntity*)
+
230 CBaseCombatCharacter::EyeDirection2D(void)
231 CBaseCombatCharacter::IRelationType(CBaseEntity*)
+
231 CBaseCombatCharacter::EyeDirection3D(void)
232 CBaseCombatCharacter::IRelationPriority(CBaseEntity*)
+
232 CBaseCombatCharacter::IsHiddenByFog(Vector const&)const
233 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*)
+
233 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
234 "CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)"
+
234 CBaseCombatCharacter::IsHiddenByFog(float)const
235 "CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)"
+
235 CBaseCombatCharacter::GetFogObscuredRatio(Vector const&)const
236 CBasePlayer::DoMuzzleFlash()
+
236 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
237 "CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)"
+
237 CBaseCombatCharacter::GetFogObscuredRatio(float)const
238 "CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)"
+
238 CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
239 "CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)"
+
239 CBaseCombatCharacter::IsLookingTowards(Vector const&,float)const
240 CBasePlayer::NetworkStateChanged_m_iAmmo()
+
240 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
241 CCSPlayer::CreateViewModel(int)
+
241 CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
242 "CCSPlayer::SetupVisibility(CBaseEntity*, unsigned char*, int)"
+
242 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
243 "CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const"
+
243 CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
244 CBasePlayer::SharedSpawn()
+
244 CBaseCombatCharacter::GiveAmmo(int,int,bool)
245 CCSPlayer::InitialSpawn()
+
245 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
246 CBasePlayer::InitHUD()
+
246 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
247 "CCSPlayer::ShowViewPortPanel(char const*, bool, KeyValues*)"
+
247 CBaseCombatCharacter::Weapon_FrameUpdate(void)
248 CCSPlayer::PlayerDeathThink()
+
248 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
249 CBasePlayer::Jump()
+
249 CCSPlayer::Weapon_CanUse(CBaseCombatWeapon *)
250 CBasePlayer::Duck()
+
250 CCSPlayer::Weapon_Equip(CBaseCombatWeapon *)
251 CCSPlayer::PreThink()
+
251 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
252 CCSPlayer::PostThink()
+
252 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
253 "CBasePlayer::DamageEffect(float, int)"
+
253 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
254 CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
+
254 CBasePlayer::Weapon_ShootPosition(void)
255 CBasePlayer::ShouldFadeOnDeath()
+
255 CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
256 CBasePlayer::IsFakeClient() const
+
256 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
257 CBasePlayer::GetPlayerMins() const
+
257 CBaseCombatCharacter::Weapon_GetSlot(int)const
258 CBasePlayer::GetPlayerMaxs() const
+
258 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
259 "CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)"
+
259 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
260 CBasePlayer::PackDeadPlayerItems()
+
260 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
261 CCSPlayer::RemoveAllItems(bool)
+
261 CCSPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
262 CBasePlayer::IsRunning() const
+
262 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
263 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)
+
263 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
264 "CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)"
+
264 CBaseCombatCharacter::GetAliveDuration(void)const
265 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)
+
265 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
266 CBasePlayer::UpdateClientData()
+
266 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
267 CBasePlayer::ExitLadder()
+
267 CBaseCombatCharacter::HasEverBeenInjured(int)const
268 CCSPlayer::FlashlightIsOn()
+
268 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
269 CCSPlayer::FlashlightTurnOn()
+
269 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
270 CCSPlayer::FlashlightTurnOff()
+
270 CBaseCombatCharacter::GetDeathActivity(void)
271 "CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity*, float*)"
+
271 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
272 "CCSPlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)"
+
272 CBaseCombatCharacter::CorpseFade(void)
273 "CCSPlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool)"
+
273 CBaseCombatCharacter::HasHumanGibs(void)
274 CCSPlayer::DeathSound()
+
274 CBaseCombatCharacter::HasAlienGibs(void)
275 CCSPlayer::SetAnimation(PLAYER_ANIM)
+
275 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
276 CBasePlayer::ImpulseCommands()
+
276 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
277 CCSPlayer::CheatImpulseCommands(int)
+
277 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
278 CCSPlayer::ClientCommand(char const*)
+
278 CBasePlayer::Event_Dying(CTakeDamageInfo  const&)
279 CBasePlayer::StartObserverMode(int)
+
279 CBaseCombatCharacter::Event_Dying(void)
280 CBasePlayer::StopObserverMode()
+
280 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
281 CBasePlayer::SetObserverMode(int)
+
281 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
282 CBasePlayer::GetObserverMode()
+
282 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int)
283 CBasePlayer::SetObserverTarget(CBaseEntity*)
+
283 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector  const&,int,int,float,bool)
284 CBasePlayer::ObserverUse(bool)
+
284 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
285 CBasePlayer::GetObserverTarget()
+
285 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
286 CBasePlayer::FindNextObserverTarget(bool)
+
286 CBaseCombatCharacter::IRelationType(CBaseEntity *)
287 CBasePlayer::IsValidObserverTarget(CBaseEntity*)
+
287 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
288 CBasePlayer::CheckObserverSettings()
+
288 CBasePlayer::IsInAVehicle(void)const
289 "CBasePlayer::JumptoPosition(Vector const&, QAngle const&)"
+
289 CBasePlayer::GetVehicle(void)
290 CBasePlayer::ForceObserverMode(int)
+
290 CBasePlayer::GetVehicleEntity(void)
291 CBasePlayer::ResetObserverMode()
+
291 CBaseCombatCharacter::ExitVehicle(void)
292 "CCSPlayer::StartReplayMode(float, float, int)"
+
292 CBaseCombatCharacter::RemoveAllWeapons(void)
293 CCSPlayer::StopReplayMode()
+
293 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
294 CBasePlayer::GetDelayTicks()
+
294 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
295 CBasePlayer::GetReplayEntity()
+
295 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
296 CBasePlayer::CreateCorpse()
+
296 CBasePlayer::DoMuzzleFlash(void)
297 CCSPlayer::EntSelectSpawnPoint()
+
297 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
298 "CBasePlayer::GetInVehicle(IServerVehicle*, int)"
+
298 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
299 "CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)"
+
299 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
300 CBasePlayer::OnVehicleStart()
+
300 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
301 CBasePlayer::OnVehicleEnd(Vector&)
+
301 CBaseCombatCharacter::GetLastKnownArea(void)const
302 CCSPlayer::BumpWeapon(CBaseCombatWeapon*)
+
302 CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
303 CBasePlayer::SelectLastItem()
+
303 CBaseCombatCharacter::ClearLastKnownArea(void)
304 "CBasePlayer::SelectItem(char const*, int)"
+
304 CBaseCombatCharacter::UpdateLastKnownArea(void)
305 CBasePlayer::ItemPostFrame()
+
305 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
306 "CCSPlayer::GiveNamedItem(char const*, int)"
+
306 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
307 CBasePlayer::CheckTrainUpdate()
+
307 CBaseCombatCharacter::OnPursuedBy(INextBot *)
308 CBasePlayer::SetPlayerUnderwater(bool)
+
308 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
309 CBasePlayer::CanBreatheUnderwater() const
+
309 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
310 CBasePlayer::PlayerUse()
+
310 CCSPlayer::CreateViewModel(int)
311 CBasePlayer::PlayUseDenySound()
+
311 CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
312 CCSPlayer::FindUseEntity()
+
312 CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
313 "CCSPlayer::IsUseableEntity(CBaseEntity*, unsigned int)"
+
313 CBasePlayer::SharedSpawn(void)
314 "CBasePlayer::PickupObject(CBaseEntity*, bool)"
+
314 CBasePlayer::ForceRespawn(void)
315 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*)
+
315 CCSPlayer::InitialSpawn(void)
316 CBasePlayer::GetHeldObjectMass(IPhysicsObject*)
+
316 CBasePlayer::InitHUD(void)
317 CBasePlayer::UpdateGeigerCounter()
+
317 CCSPlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
318 CBasePlayer::GetAutoaimVector(float)
+
318 CCSPlayer::PlayerDeathThink(void)
319 "CBasePlayer::GetAutoaimVector(float, autoaim_params_t&)"
+
319 CBasePlayer::Jump(void)
320 CBasePlayer::ShouldAutoaim()
+
320 CBasePlayer::Duck(void)
321 CBasePlayer::ForceClientDllUpdate()
+
321 CCSPlayer::PreThink(void)
322 "CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)"
+
322 CCSPlayer::PostThink(void)
323 "CCSPlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*)"
+
323 CBasePlayer::DamageEffect(float,int)
324 CBasePlayer::CanSpeak()
+
324 CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
325 CCSPlayer::CanHearChatFrom(CBasePlayer*)
+
325 CBasePlayer::ShouldFadeOnDeath(void)
326 CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
+
326 CBasePlayer::IsFakeClient(void)const
327 "CBasePlayer::CheckChatText(char*, int)"
+
327 CBasePlayer::GetPlayerMins(void)const
328 CBasePlayer::IsFollowingPhysics()
+
328 CBasePlayer::GetPlayerMaxs(void)const
329 CCSPlayer::InitVCollision()
+
329 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
330 CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
+
330 CBasePlayer::PackDeadPlayerItems(void)
331 CBasePlayer::EquipSuit()
+
331 CCSPlayer::RemoveAllItems(bool)
332 CBasePlayer::CommitSuicide()
+
332 CBasePlayer::IsRunning(void)const
333 CBasePlayer::IsBot() const
+
333 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
334 CCSPlayer::SpawnArmorValue() const
+
334 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
335 CCSPlayer::NetworkStateChanged_m_ArmorValue()
+
335 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
336 CCSPlayer::IsBeingGivenItem() const
+
336 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
337 CCSPlayer::CSAnim_GetActiveWeapon()
+
337 CBasePlayer::GetTimeSinceWeaponFired(void)const
338 CCSPlayer::CSAnim_CanMove()
+
338 CBasePlayer::IsFiringWeapon(void)const
339 "CCSPlayer::Blind(float, float, float)"
+
339 CBasePlayer::UpdateClientData(void)
340 CCSPlayer::Cmd_Argc()
+
340 CBasePlayer::ExitLadder(void)
341 CCSPlayer::Cmd_Argv(int)
+
341 CBasePlayer::GetLadderSurface(Vector  const&)
 +
342 CBasePlayer::SetFlashlightEnabled(bool)
 +
343 CCSPlayer::FlashlightIsOn(void)
 +
344 CCSPlayer::FlashlightTurnOn(void)
 +
345 CCSPlayer::FlashlightTurnOff(void)
 +
346 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
 +
347 CCSPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
 +
348 CCSPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
 +
349 CBasePlayer::GetStepSoundVelocities(float *,float *)
 +
350 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
 +
351 CCSPlayer::DeathSound(CTakeDamageInfo  const&)
 +
352 CCSPlayer::SetAnimation(PLAYER_ANIM)
 +
353 CBasePlayer::ImpulseCommands(void)
 +
354 CCSPlayer::CheatImpulseCommands(int)
 +
355 CCSPlayer::ClientCommand(CCommand  const&)
 +
356 CBasePlayer::StartObserverMode(int)
 +
357 CBasePlayer::StopObserverMode(void)
 +
358 CBasePlayer::ModeWantsSpectatorGUI(int)
 +
359 CBasePlayer::SetObserverMode(int)
 +
360 CBasePlayer::GetObserverMode(void)
 +
361 CBasePlayer::SetObserverTarget(CBaseEntity *)
 +
362 CBasePlayer::ObserverUse(bool)
 +
363 CBasePlayer::GetObserverTarget(void)
 +
364 CBasePlayer::FindNextObserverTarget(bool)
 +
365 CCSPlayer::GetNextObserverSearchStartPoint(bool)
 +
366 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
 +
367 CBasePlayer::CheckObserverSettings(void)
 +
368 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
 +
369 CBasePlayer::ForceObserverMode(int)
 +
370 CBasePlayer::ResetObserverMode(void)
 +
371 CBasePlayer::ValidateCurrentObserverTarget(void)
 +
372 CCSPlayer::AttemptToExitFreezeCam(void)
 +
373 CCSPlayer::StartReplayMode(float,float,int)
 +
374 CCSPlayer::StopReplayMode(void)
 +
375 CBasePlayer::GetDelayTicks(void)
 +
376 CBasePlayer::GetReplayEntity(void)
 +
377 CBasePlayer::CreateCorpse(void)
 +
378 CCSPlayer::EntSelectSpawnPoint(void)
 +
379 CBasePlayer::GetInVehicle(IServerVehicle *,int)
 +
380 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
 +
381 CBasePlayer::OnVehicleStart(void)
 +
382 CBasePlayer::OnVehicleEnd(Vector &)
 +
383 CCSPlayer::BumpWeapon(CBaseCombatWeapon *)
 +
384 CBasePlayer::SelectLastItem(void)
 +
385 CBasePlayer::SelectItem(char  const*,int)
 +
386 CBasePlayer::ItemPostFrame(void)
 +
387 CCSPlayer::GiveNamedItem(char  const*,int)
 +
388 CBasePlayer::CheckTrainUpdate(void)
 +
389 CBasePlayer::SetPlayerUnderwater(bool)
 +
390 CBasePlayer::CanBreatheUnderwater(void)const
 +
391 CBasePlayer::PlayerUse(void)
 +
392 CCSPlayer::PlayUseDenySound(void)
 +
393 CCSPlayer::FindUseEntity(void)
 +
394 CCSPlayer::IsUseableEntity(CBaseEntity *,unsigned int)
 +
395 CBasePlayer::PickupObject(CBaseEntity *,bool)
 +
396 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
 +
397 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
 +
398 CBasePlayer::UpdateGeigerCounter(void)
 +
399 CBasePlayer::GetAutoaimVector(float)
 +
400 CBasePlayer::GetAutoaimVector(float,float)
 +
401 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
 +
402 CBasePlayer::ShouldAutoaim(void)
 +
403 CBasePlayer::ForceClientDllUpdate(void)
 +
404 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
 +
405 CCSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
 +
406 CBasePlayer::ChangeTeam(int,bool,bool)
 +
407 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
 +
408 CBaseMultiplayerPlayer::CanSpeak(void)
 +
409 CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
 +
410 CBasePlayer::CheckChatText(char *,int)
 +
411 CCSPlayer::CreateRagdollEntity(void)
 +
412 CBasePlayer::ShouldAnnounceAchievement(void)
 +
413 CBasePlayer::EquipWearable(CWearableItem *)
 +
414 CBasePlayer::RemoveWearable(CWearableItem *)
 +
415 CBasePlayer::IsFollowingPhysics(void)
 +
416 CCSPlayer::InitVCollision(Vector  const&,Vector  const&)
 +
417 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
 +
418 CBasePlayer::Hints(void)
 +
419 CBasePlayer::IsReadyToPlay(void)
 +
420 CBasePlayer::IsReadyToSpawn(void)
 +
421 CBasePlayer::ShouldGainInstantSpawn(void)
 +
422 CBasePlayer::ResetPerRoundStats(void)
 +
423 CBasePlayer::ResetScores(void)
 +
424 CBasePlayer::EquipSuit(bool)
 +
425 CBasePlayer::RemoveSuit(void)
 +
426 CCSPlayer::GetPlayerMaxSpeed(void)
 +
427 CCSPlayer::CommitSuicide(bool,bool)
 +
428 CCSPlayer::CommitSuicide(Vector  const&,bool,bool)
 +
429 CBasePlayer::IsBot(void)const
 +
430 CBasePlayer::IsBotOfType(int)const
 +
431 CBasePlayer::GetBotType(void)const
 +
432 CBaseMultiplayerPlayer::GetExpresser(void)
 +
433 CCSPlayer::SpawnArmorValue(void)const
 +
434 CCSPlayer::NetworkStateChanged_m_ArmorValue(void)
 +
435 CCSPlayer::NetworkStateChanged_m_ArmorValue(void *)
 +
436 CBasePlayer::HasHaptics(void)
 +
437 CBasePlayer::SetHaptics(bool)
 +
438 CBasePlayer::PlayerSolidMask(bool)const
 +
439 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
 +
440 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
 +
441 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
 +
442 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
 +
443 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
 +
444 CBaseMultiplayerPlayer::CanBeAutobalanced(void)
 +
445 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
 +
446 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
 +
447 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
 +
448 CBaseMultiplayerPlayer::OnAchievementEarned(int)
 +
449 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
 +
450 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
 +
451 CBaseMultiplayerPlayer::CreateExpresser(void)
 +
452 CCSPlayer::IsBeingGivenItem(void)const
 +
453 CCSPlayer::CSAnim_GetActiveWeapon(void)
 +
454 CCSPlayer::CSAnim_CanMove(void)
 +
455 CCSPlayer::Blind(float,float,float)
 
</pre>
 
</pre>

Latest revision as of 12:10, 19 October 2010

For use when using virtual offsets.

This is the list of offsets I've been using. 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...or guess for the CSS specific functions near the end.

Last Updated 19 October 2010

// Auto reconstructed from vtable block @ 0x00C00B40
// from "server.so", by ida_vtables.idc
0	CCSPlayer::~CCSPlayer()
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	CCSPlayer::GetServerClass(void)
10	CCSPlayer::YouForgotToImplementOrDeclareServerClass(void)
11	CCSPlayer::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	CBaseEntity::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	CCSPlayer::Spawn(void)
22	CCSPlayer::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	CBaseAnimating::DrawDebugTextOverlays(void)
38	CBasePlayer::Save(ISave &)
39	CBasePlayer::Restore(IRestore &)
40	CBasePlayer::ShouldSavePhysics(void)
41	CBaseEntity::OnSave(IEntitySaveUtils *)
42	CBasePlayer::OnRestore(void)
43	CBasePlayer::RequiredEdictIndex(void)
44	CBaseEntity::MoveDone(void)
45	CBaseEntity::Think(void)
46	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
48	CBaseAnimating::GetBaseAnimating(void)
49	CBaseMultiplayerPlayer::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	CCSPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60	CCSPlayer::OnTakeDamage(CTakeDamageInfo  const&)
61	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
62	CBasePlayer::TakeHealth(float,int)
63	CBaseEntity::IsAlive(void)
64	CCSPlayer::Event_Killed(CTakeDamageInfo  const&)
65	CCSPlayer::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	CCSPlayer::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	CBasePlayer::Touch(CBaseEntity *)
97	CBaseEntity::EndTouch(CBaseEntity*)
98	CBaseEntity::StartBlocked(CBaseEntity*)
99	CBaseEntity::Blocked(CBaseEntity*)
100	CBaseEntity::EndBlocked(void)
101	CBasePlayer::PhysicsSimulate(void)
102	CBasePlayer::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::ModifyFireBulletsDamage(CTakeDamageInfo *)
112	CBaseEntity::Respawn(void)
113	CBaseEntity::IsLockedByMaster(void)
114	CBaseEntity::GetMaxHealth(void)const
115	CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
116	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
117	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
118	CBasePlayer::NetworkStateChanged_m_iHealth(void)
119	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
120	CBasePlayer::NetworkStateChanged_m_lifeState(void)
121	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
122	CBaseEntity::NetworkStateChanged_m_takedamage(void)
123	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
124	CBaseEntity::GetDamageType(void)const
125	CBaseEntity::GetDamage(void)
126	CBaseEntity::SetDamage(float)
127	CBasePlayer::EyePosition(void)
128	CBasePlayer::EyeAngles(void)
129	CBasePlayer::LocalEyeAngles(void)
130	CBaseEntity::EarPosition(void)
131	CBasePlayer::BodyTarget(Vector  const&,bool)
132	CBaseEntity::HeadTarget(Vector  const&)
133	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
134	CBaseEntity::GetViewOffset(void)const
135	CBaseEntity::SetViewOffset(Vector  const&)
136	CBasePlayer::GetSmoothedVelocity(void)
137	CBaseAnimating::GetVelocity(Vector *,Vector *)
138	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
139	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
140	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
141	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
142	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
143	CBaseEntity::GetGroundVelocityToApply(Vector &)
144	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
145	CBaseEntity::Splash(void)
146	CBaseEntity::WorldSpaceCenter(void)const
147	CBaseEntity::GetSoundEmissionOrigin(void)const
148	CBaseEntity::IsDeflectable(void)
149	CBaseEntity::Deflected(CBaseEntity*,Vector &)
150	CBaseEntity::CreateVPhysics(void)
151	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
152	CBasePlayer::VPhysicsDestroyObject(void)
153	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
154	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
155	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
156	CCSPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
157	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
158	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
159	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
160	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
161	CBaseEntity::VPhysicsIsFlesh(void)
162	CBaseEntity::HasPhysicsAttacker(float)
163	CBasePlayer::PhysicsSolidMaskForEntity(void)const
164	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
165	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
166	CBaseAnimating::GetStepOrigin(void)const
167	CBaseAnimating::GetStepAngles(void)const
168	CBaseEntity::ShouldDrawWaterImpacts(void)
169	CBasePlayer::NetworkStateChanged_m_fFlags(void)
170	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
171	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
172	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
173	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
174	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
175	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
176	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
177	CBasePlayer::NetworkStateChanged_m_flFriction(void)
178	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
179	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
180	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
181	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
182	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
183	CBaseAnimating::GetIdealSpeed(void)const
184	CBaseAnimating::GetIdealAccel(void)const
185	CBaseAnimatingOverlay::StudioFrameAdvance(void)
186	CBaseAnimating::IsActivityFinished(void)
187	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
188	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
189	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
190	CBaseAnimating::IsRagdoll(void)
191	CBaseAnimating::CanBecomeRagdoll(void)
192	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
193	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
194	CBaseAnimating::SetupBones(matrix3x4_t *,int)
195	CBaseAnimating::CalculateIKLocks(float)
196	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
197	CCSPlayer::HandleAnimEvent(animevent_t *)
198	CBaseAnimating::PopulatePoseParameters(void)
199	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
200	CBaseAnimating::InitBoneControllers(void)
201	CBaseAnimating::GetGroundSpeedVelocity(void)
202	CBaseAnimating::Ignite(float,bool,float,bool)
203	CBaseAnimating::IgniteLifetime(float)
204	CBaseAnimating::IgniteNumHitboxFires(int)
205	CBaseAnimating::IgniteHitboxFireScale(float)
206	CBaseAnimating::Extinguish(void)
207	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
208	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
209	CBaseFlex::SetViewtarget(Vector  const&)
210	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
211	CBaseFlex::ProcessSceneEvents(void)
212	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
213	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
214	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
215	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
216	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
217	CBasePlayer::GetPhysicsImpactDamageTable(void)
218	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
219	CBaseCombatCharacter::FInViewCone(Vector  const&)
220	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
221	CBaseCombatCharacter::FInAimCone(Vector  const&)
222	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
223	CBaseCombatCharacter::FindMissTarget(void)
224	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
225	CBasePlayer::BodyAngles(void)
226	CBaseCombatCharacter::BodyDirection2D(void)
227	CBaseCombatCharacter::BodyDirection3D(void)
228	CBaseCombatCharacter::HeadDirection2D(void)
229	CBaseCombatCharacter::HeadDirection3D(void)
230	CBaseCombatCharacter::EyeDirection2D(void)
231	CBaseCombatCharacter::EyeDirection3D(void)
232	CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
233	CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
234	CBaseCombatCharacter::IsHiddenByFog(float)const
235	CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
236	CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
237	CBaseCombatCharacter::GetFogObscuredRatio(float)const
238	CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
239	CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
240	CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
241	CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
242	CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
243	CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
244	CBaseCombatCharacter::GiveAmmo(int,int,bool)
245	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
246	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
247	CBaseCombatCharacter::Weapon_FrameUpdate(void)
248	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
249	CCSPlayer::Weapon_CanUse(CBaseCombatWeapon *)
250	CCSPlayer::Weapon_Equip(CBaseCombatWeapon *)
251	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
252	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
253	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
254	CBasePlayer::Weapon_ShootPosition(void)
255	CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
256	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
257	CBaseCombatCharacter::Weapon_GetSlot(int)const
258	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
259	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
260	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
261	CCSPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
262	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
263	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
264	CBaseCombatCharacter::GetAliveDuration(void)const
265	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
266	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
267	CBaseCombatCharacter::HasEverBeenInjured(int)const
268	CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
269	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
270	CBaseCombatCharacter::GetDeathActivity(void)
271	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
272	CBaseCombatCharacter::CorpseFade(void)
273	CBaseCombatCharacter::HasHumanGibs(void)
274	CBaseCombatCharacter::HasAlienGibs(void)
275	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
276	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
277	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
278	CBasePlayer::Event_Dying(CTakeDamageInfo  const&)
279	CBaseCombatCharacter::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	CBaseCombatCharacter::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	CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
306	CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
307	CBaseCombatCharacter::OnPursuedBy(INextBot *)
308	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
309	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
310	CCSPlayer::CreateViewModel(int)
311	CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
312	CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
313	CBasePlayer::SharedSpawn(void)
314	CBasePlayer::ForceRespawn(void)
315	CCSPlayer::InitialSpawn(void)
316	CBasePlayer::InitHUD(void)
317	CCSPlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
318	CCSPlayer::PlayerDeathThink(void)
319	CBasePlayer::Jump(void)
320	CBasePlayer::Duck(void)
321	CCSPlayer::PreThink(void)
322	CCSPlayer::PostThink(void)
323	CBasePlayer::DamageEffect(float,int)
324	CCSPlayer::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	CCSPlayer::RemoveAllItems(bool)
332	CBasePlayer::IsRunning(void)const
333	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
334	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
335	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
336	CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
337	CBasePlayer::GetTimeSinceWeaponFired(void)const
338	CBasePlayer::IsFiringWeapon(void)const
339	CBasePlayer::UpdateClientData(void)
340	CBasePlayer::ExitLadder(void)
341	CBasePlayer::GetLadderSurface(Vector  const&)
342	CBasePlayer::SetFlashlightEnabled(bool)
343	CCSPlayer::FlashlightIsOn(void)
344	CCSPlayer::FlashlightTurnOn(void)
345	CCSPlayer::FlashlightTurnOff(void)
346	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
347	CCSPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
348	CCSPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
349	CBasePlayer::GetStepSoundVelocities(float *,float *)
350	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
351	CCSPlayer::DeathSound(CTakeDamageInfo  const&)
352	CCSPlayer::SetAnimation(PLAYER_ANIM)
353	CBasePlayer::ImpulseCommands(void)
354	CCSPlayer::CheatImpulseCommands(int)
355	CCSPlayer::ClientCommand(CCommand  const&)
356	CBasePlayer::StartObserverMode(int)
357	CBasePlayer::StopObserverMode(void)
358	CBasePlayer::ModeWantsSpectatorGUI(int)
359	CBasePlayer::SetObserverMode(int)
360	CBasePlayer::GetObserverMode(void)
361	CBasePlayer::SetObserverTarget(CBaseEntity *)
362	CBasePlayer::ObserverUse(bool)
363	CBasePlayer::GetObserverTarget(void)
364	CBasePlayer::FindNextObserverTarget(bool)
365	CCSPlayer::GetNextObserverSearchStartPoint(bool)
366	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
367	CBasePlayer::CheckObserverSettings(void)
368	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
369	CBasePlayer::ForceObserverMode(int)
370	CBasePlayer::ResetObserverMode(void)
371	CBasePlayer::ValidateCurrentObserverTarget(void)
372	CCSPlayer::AttemptToExitFreezeCam(void)
373	CCSPlayer::StartReplayMode(float,float,int)
374	CCSPlayer::StopReplayMode(void)
375	CBasePlayer::GetDelayTicks(void)
376	CBasePlayer::GetReplayEntity(void)
377	CBasePlayer::CreateCorpse(void)
378	CCSPlayer::EntSelectSpawnPoint(void)
379	CBasePlayer::GetInVehicle(IServerVehicle *,int)
380	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
381	CBasePlayer::OnVehicleStart(void)
382	CBasePlayer::OnVehicleEnd(Vector &)
383	CCSPlayer::BumpWeapon(CBaseCombatWeapon *)
384	CBasePlayer::SelectLastItem(void)
385	CBasePlayer::SelectItem(char  const*,int)
386	CBasePlayer::ItemPostFrame(void)
387	CCSPlayer::GiveNamedItem(char  const*,int)
388	CBasePlayer::CheckTrainUpdate(void)
389	CBasePlayer::SetPlayerUnderwater(bool)
390	CBasePlayer::CanBreatheUnderwater(void)const
391	CBasePlayer::PlayerUse(void)
392	CCSPlayer::PlayUseDenySound(void)
393	CCSPlayer::FindUseEntity(void)
394	CCSPlayer::IsUseableEntity(CBaseEntity *,unsigned int)
395	CBasePlayer::PickupObject(CBaseEntity *,bool)
396	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
397	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
398	CBasePlayer::UpdateGeigerCounter(void)
399	CBasePlayer::GetAutoaimVector(float)
400	CBasePlayer::GetAutoaimVector(float,float)
401	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
402	CBasePlayer::ShouldAutoaim(void)
403	CBasePlayer::ForceClientDllUpdate(void)
404	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
405	CCSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
406	CBasePlayer::ChangeTeam(int,bool,bool)
407	CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
408	CBaseMultiplayerPlayer::CanSpeak(void)
409	CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
410	CBasePlayer::CheckChatText(char *,int)
411	CCSPlayer::CreateRagdollEntity(void)
412	CBasePlayer::ShouldAnnounceAchievement(void)
413	CBasePlayer::EquipWearable(CWearableItem *)
414	CBasePlayer::RemoveWearable(CWearableItem *)
415	CBasePlayer::IsFollowingPhysics(void)
416	CCSPlayer::InitVCollision(Vector  const&,Vector  const&)
417	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
418	CBasePlayer::Hints(void)
419	CBasePlayer::IsReadyToPlay(void)
420	CBasePlayer::IsReadyToSpawn(void)
421	CBasePlayer::ShouldGainInstantSpawn(void)
422	CBasePlayer::ResetPerRoundStats(void)
423	CBasePlayer::ResetScores(void)
424	CBasePlayer::EquipSuit(bool)
425	CBasePlayer::RemoveSuit(void)
426	CCSPlayer::GetPlayerMaxSpeed(void)
427	CCSPlayer::CommitSuicide(bool,bool)
428	CCSPlayer::CommitSuicide(Vector  const&,bool,bool)
429	CBasePlayer::IsBot(void)const
430	CBasePlayer::IsBotOfType(int)const
431	CBasePlayer::GetBotType(void)const
432	CBaseMultiplayerPlayer::GetExpresser(void)
433	CCSPlayer::SpawnArmorValue(void)const
434	CCSPlayer::NetworkStateChanged_m_ArmorValue(void)
435	CCSPlayer::NetworkStateChanged_m_ArmorValue(void *)
436	CBasePlayer::HasHaptics(void)
437	CBasePlayer::SetHaptics(bool)
438	CBasePlayer::PlayerSolidMask(bool)const
439	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
440	CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
441	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
442	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
443	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
444	CBaseMultiplayerPlayer::CanBeAutobalanced(void)
445	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
446	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
447	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
448	CBaseMultiplayerPlayer::OnAchievementEarned(int)
449	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
450	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
451	CBaseMultiplayerPlayer::CreateExpresser(void)
452	CCSPlayer::IsBeingGivenItem(void)const
453	CCSPlayer::CSAnim_GetActiveWeapon(void)
454	CCSPlayer::CSAnim_CanMove(void)
455	CCSPlayer::Blind(float,float,float)