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

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(The List: Updated vfunc offsets)
(The List)
Line 7: Line 7:
 
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> _ZN9CCSPlayerD0Ev
+
<b>Last Updated 09 Sept 2006[/b]
1 _ZN11CBaseEntity13SetRefEHandleERK11CBaseHandle
 
2 _ZNK11CBaseEntity13GetRefEHandleEv
 
3 _ZN11CBaseEntity14GetCollideableEv
 
4 _ZN11CBaseEntity14GetNetworkableEv
 
5 _ZN11CBaseEntity13GetBaseEntityEv
 
6 _ZNK11CBaseEntity13GetModelIndexEv
 
7 _ZNK11CBaseEntity12GetModelNameEv
 
8 _ZN11CBaseEntity13SetModelIndexEi
 
9 _ZN9CCSPlayer13_GetClassNameEv
 
10 _ZN9CCSPlayer14GetServerClassEv
 
11 _ZN9CCSPlayer12GetClassNameEv
 
12 _ZN9CCSPlayer40YouForgotToImplementOrDeclareServerClassEv
 
13 _ZN9CCSPlayer14GetDataDescMapEv
 
14 _ZN14CBaseAnimating13TestCollisionERK5Ray_tjR10CGameTrace
 
15 _ZN14CBaseAnimating12TestHitboxesERK5Ray_tjR10CGameTrace
 
16 _ZN11CBaseEntity31ComputeWorldSpaceSurroundingBoxEP6VectorS1_
 
17 _ZNK11CBaseEntity13ShouldCollideEii
 
18 _ZN11CBaseEntity14SetOwnerEntityEPS_
 
19 _ZN11CBasePlayer14ShouldTransmitEPK18CCheckTransmitInfo
 
20 _ZN11CBasePlayer19UpdateTransmitStateEv
 
21 _ZN20CBaseCombatCharacter11SetTransmitEP18CCheckTransmitInfob
 
22 _ZN11CBasePlayer13GetTracerTypeEv
 
23 _ZN9CCSPlayer5SpawnEv
 
24 _ZN9CCSPlayer8PrecacheEv
 
25 _ZN9CBaseFlex8SetModelEPKc
 
26 _ZN11CBaseEntity15PostConstructorEPKc
 
27 _ZN11CBaseEntity16PostClientActiveEv
 
28 _ZN11CBaseEntity12ParseMapDataEP14CEntityMapData
 
29 _ZN11CBaseEntity8KeyValueEPKcS1_
 
30 _ZN11CBaseEntity8KeyValueEPKcf
 
31 _ZN11CBaseEntity8KeyValueEPKc6Vector
 
32 _ZN11CBasePlayer8ActivateEv
 
33 _ZN11CBaseEntity9SetParentEPS_i
 
34 _ZN11CBasePlayer10ObjectCapsEv
 
35 _ZN11CBaseEntity11AcceptInputEPKcPS_S2_9variant_ti
 
36 _ZN14CBaseAnimating30GetInputDispatchEffectPositionEPKcR6VectorR6QAngle
 
37 _ZN11CBasePlayer25DrawDebugGeometryOverlaysEv
 
38 _ZN14CBaseAnimating21DrawDebugTextOverlaysEv
 
39 _ZN11CBasePlayer4SaveER5ISave
 
40 _ZN11CBasePlayer7RestoreER8IRestore
 
41 _ZN11CBasePlayer17ShouldSavePhysicsEv
 
42 _ZN11CBaseEntity6OnSaveEP16IEntitySaveUtils
 
43 _ZN11CBasePlayer9OnRestoreEv
 
44 _ZN11CBasePlayer18RequiredEdictIndexEv
 
45 _ZN11CBaseEntity8MoveDoneEv
 
46 _ZN11CBaseEntity5ThinkEv
 
47 _ZN11CBasePlayer36NetworkStateChanged_m_nNextThinkTickEv
 
48 _ZN11CBasePlayer36NetworkStateChanged_m_nNextThinkTickEPv
 
49 _ZN14CBaseAnimating16GetBaseAnimatingEv
 
50 _ZN11CBaseEntity17GetResponseSystemEv
 
51 _ZN11CBaseEntity16DispatchResponseEPKc
 
52 _ZN11CBasePlayer8ClassifyEv
 
53 _ZN11CBaseEntity11DeathNoticeEPS_
 
54 _ZN11CBaseEntity20ShouldAttractAutoAimEPS_
 
55 _ZN11CBaseEntity16GetAutoAimRadiusEv
 
56 _ZN11CBaseEntity16GetAutoAimCenterEv
 
57 _ZN11CBaseEntity18PassesDamageFilterERK15CTakeDamageInfo
 
58 _ZN9CCSPlayer11TraceAttackERK15CTakeDamageInfoRK6VectorP10CGameTrace
 
59 _ZN11CBaseEntity21CanBeHitByMeleeAttackEPS_
 
60 _ZN9CCSPlayer12OnTakeDamageERK15CTakeDamageInfo
 
61 _ZN11CBasePlayer10TakeHealthEfi
 
62 _ZN9CCSPlayer12Event_KilledERK15CTakeDamageInfo
 
63 _ZN11CBaseEntity17Event_KilledOtherEPS_RK15CTakeDamageInfo
 
64 _ZN20CBaseCombatCharacter10BloodColorEv
 
65 _ZN11CBaseEntity11IsTriggeredEPS_
 
66 _ZNK11CBaseEntity5IsNPCEv
 
67 _ZN20CBaseCombatCharacter24MyCombatCharacterPointerEv
 
68 _ZN11CBaseEntity8GetDelayEv
 
69 _ZN11CBaseEntity8IsMovingEv
 
70 _ZN11CBaseEntity11DamageDecalEii
 
71 _ZN11CBaseEntity10DecalTraceEP10CGameTracePKc
 
72 _ZN11CBaseEntity11ImpactTraceEP10CGameTraceiPc
 
73 _ZN11CBaseEntity10OnControlsEPS_
 
74 _ZN11CBaseEntity9HasTargetE8string_t
 
75 _ZNK11CBasePlayer8IsPlayerEv
 
76 _ZNK11CBasePlayer11IsNetClientEv
 
77 _ZN11CBaseEntity10IsTemplateEv
 
78 _ZNK11CBaseEntity12IsBaseObjectEv
 
79 _ZN11CBaseEntity16GetServerVehicleEv
 
80 _ZN11CBaseEntity10IsViewableEv
 
81 _ZN9CCSPlayer10ChangeTeamEi
 
82 _ZN11CBaseEntity13OnEntityEventE13EntityEvent_tPv
 
83 _ZNK11CBaseEntity10CanStandOnEPS_
 
84 _ZNK11CBaseEntity10CanStandOnEP7edict_t
 
85 _ZN11CBaseEntity8GetEnemyEv
 
86 _ZNK11CBaseEntity8GetEnemyEv
 
87 _ZN11CBaseEntity3UseEPS_S0_8USE_TYPEf
 
88 _ZN11CBaseEntity10StartTouchEPS_
 
89 _ZN11CBasePlayer5TouchEP11CBaseEntity
 
90 _ZN11CBaseEntity8EndTouchEPS_
 
91 _ZN11CBaseEntity12StartBlockedEPS_
 
92 _ZN11CBaseEntity7BlockedEPS_
 
93 _ZN11CBaseEntity10EndBlockedEv
 
94 _ZN11CBasePlayer15PhysicsSimulateEv
 
95 _ZN11CBasePlayer14UpdateOnRemoveEv
 
96 _ZN11CBaseEntity17StopLoopingSoundsEv
 
97 _ZN11CBaseEntity17SUB_AllowedToFadeEv
 
98 _ZN14CBaseAnimating8TeleportEPK6VectorPK6QAngleS2_
 
99 _ZN11CBaseEntity17NotifySystemEventEPS_21notify_system_event_tRK28notify_system_event_params_t
 
100 _ZN11CBasePlayer10MakeTracerERK6VectorRK10CGameTracei
 
101 _ZN11CBaseEntity11FireBulletsERK17FireBulletsInfo_t
 
102 _ZN11CBasePlayer14DoImpactEffectER10CGameTracei
 
103 _ZN11CBaseEntity7RespawnEv
 
104 _ZN11CBaseEntity16IsLockedByMasterEv
 
105 _ZN14CBaseAnimating22ModifyOrAppendCriteriaER14AI_CriteriaSet
 
106 _ZN11CBaseEntity32NetworkStateChanged_m_iMaxHealthEv
 
107 _ZN11CBaseEntity32NetworkStateChanged_m_iMaxHealthEPv
 
108 _ZN11CBasePlayer29NetworkStateChanged_m_iHealthEv
 
109 _ZN11CBasePlayer29NetworkStateChanged_m_iHealthEPv
 
110 _ZN11CBasePlayer31NetworkStateChanged_m_lifeStateEv
 
111 _ZN11CBasePlayer31NetworkStateChanged_m_lifeStateEPv
 
112 _ZN11CBaseEntity32NetworkStateChanged_m_takedamageEv
 
113 _ZN11CBaseEntity32NetworkStateChanged_m_takedamageEPv
 
114 _ZNK11CBaseEntity13GetDamageTypeEv
 
115 _ZN11CBaseEntity9GetDamageEv
 
116 _ZN11CBaseEntity9SetDamageEf
 
117 _ZN11CBasePlayer11EyePositionEv
 
118 _ZN11CBasePlayer9EyeAnglesEv
 
119 _ZN11CBasePlayer14LocalEyeAnglesEv
 
120 _ZN11CBaseEntity11EarPositionEv
 
121 _ZN11CBasePlayer10BodyTargetERK6Vectorb
 
122 _ZN11CBaseEntity10HeadTargetERK6Vector
 
123 _ZNK11CBaseEntity10GetVectorsEP6VectorS1_S1_
 
124 _ZN11CBaseEntity13GetViewOffsetEv
 
125 _ZN11CBasePlayer19GetSmoothedVelocityEv
 
126 _ZN14CBaseAnimating11GetVelocityEP6VectorS1_
 
127 _ZN20CBaseCombatCharacter8FVisibleEP11CBaseEntityiPS1_
 
128 _ZN20CBaseCombatCharacter8FVisibleERK6VectoriPP11CBaseEntity
 
129 _ZN11CBaseEntity11CanBeSeenByEP11CAI_BaseNPC
 
130 _ZN11CBaseEntity20GetAttackDamageScaleEPS_
 
131 _ZN11CBaseEntity22GetReceivedDamageScaleEPS_
 
132 _ZN11CBaseEntity14CanBePoweredUpEv
 
133 _ZN11CBaseEntity16AttemptToPowerupEiffPS_P15CDamageModifier
 
134 _ZN11CBaseEntity24GetGroundVelocityToApplyER6Vector
 
135 _ZN11CBaseEntity13PhysicsSplashERK6VectorS2_ff
 
136 _ZN11CBaseEntity6SplashEv
 
137 _ZNK11CBaseEntity16WorldSpaceCenterEv
 
138 _ZNK11CBaseEntity22GetSoundEmissionOriginEv
 
139 _ZN11CBaseEntity14CreateVPhysicsEv
 
140 _ZN11CBaseEntity20ForceVPhysicsCollideEPS_
 
141 _ZN11CBasePlayer21VPhysicsDestroyObjectEv
 
142 _ZN11CBasePlayer14VPhysicsUpdateEP14IPhysicsObject
 
143 _ZN11CBaseEntity18VPhysicsTakeDamageERK15CTakeDamageInfo
 
144 _ZN20CBaseCombatCharacter23VPhysicsShadowCollisionEiP21gamevcollisionevent_t
 
145 _ZN9CCSPlayer20VPhysicsShadowUpdateEP14IPhysicsObject
 
146 _ZN11CBasePlayer17VPhysicsCollisionEiP21gamevcollisionevent_t
 
147 _ZN11CBaseEntity16VPhysicsFrictionEP14IPhysicsObjectfii
 
148 _ZN11CBaseEntity36UpdatePhysicsShadowToCurrentPositionEf
 
149 _ZN11CBaseEntity21VPhysicsGetObjectListEPP14IPhysicsObjecti
 
150 _ZN11CBaseEntity18HasPhysicsAttackerEf
 
151 _ZNK11CBasePlayer25PhysicsSolidMaskForEntityEv
 
152 _ZN11CBaseEntity25ResolveFlyCollisionCustomER10CGameTraceR6Vector
 
153 _ZN11CBaseEntity20PerformCustomPhysicsEP6VectorS1_P6QAngleS3_
 
154 _ZNK14CBaseAnimating13GetStepOriginEv
 
155 _ZNK14CBaseAnimating13GetStepAnglesEv
 
156 _ZN11CBaseEntity22ShouldDrawWaterImpactsEv
 
157 _ZN11CBaseEntity28NetworkStateChanged_m_fFlagsEv
 
158 _ZN11CBaseEntity28NetworkStateChanged_m_fFlagsEPv
 
159 _ZN11CBasePlayer33NetworkStateChanged_m_nWaterLevelEv
 
160 _ZN11CBasePlayer33NetworkStateChanged_m_nWaterLevelEPv
 
161 _ZN11CBasePlayer35NetworkStateChanged_m_hGroundEntityEv
 
162 _ZN11CBasePlayer35NetworkStateChanged_m_hGroundEntityEPv
 
163 _ZN11CBasePlayer37NetworkStateChanged_m_vecBaseVelocityEv
 
164 _ZN11CBasePlayer37NetworkStateChanged_m_vecBaseVelocityEPv
 
165 _ZN11CBasePlayer32NetworkStateChanged_m_flFrictionEv
 
166 _ZN11CBasePlayer32NetworkStateChanged_m_flFrictionEPv
 
167 _ZN11CBasePlayer33NetworkStateChanged_m_vecVelocityEv
 
168 _ZN11CBasePlayer33NetworkStateChanged_m_vecVelocityEPv
 
169 _ZN11CBasePlayer35NetworkStateChanged_m_vecViewOffsetEv
 
170 _ZN11CBasePlayer35NetworkStateChanged_m_vecViewOffsetEPv
 
171 _ZNK14CBaseAnimating13GetIdealSpeedEv
 
172 _ZNK14CBaseAnimating13GetIdealAccelEv
 
173 _ZN21CBaseAnimatingOverlay18StudioFrameAdvanceEv
 
174 _ZN14CBaseAnimating18IsActivityFinishedEv
 
175 _ZN14CBaseAnimating17ClampRagdollForceERK6VectorPS0_
 
176 _ZN14CBaseAnimating21BecomeRagdollOnClientERK6Vector
 
177 _ZN14CBaseAnimating9IsRagdollEv
 
178 _ZN14CBaseAnimating16CanBecomeRagdollEv
 
179 _ZN21CBaseAnimatingOverlay11GetSkeletonEP10CStudioHdrP6VectorP10Quaternioni
 
180 _ZN14CBaseAnimating16GetBoneTransformEiR11matrix3x4_t
 
181 _ZN14CBaseAnimating10SetupBonesEP11matrix3x4_ti
 
182 _ZN14CBaseAnimating16CalculateIKLocksEf
 
183 _ZN21CBaseAnimatingOverlay18DispatchAnimEventsEP14CBaseAnimating
 
184 _ZN9CCSPlayer15HandleAnimEventEP11animevent_t
 
185 _ZN14CBaseAnimating13GetAttachmentEiR11matrix3x4_t
 
186 _ZN14CBaseAnimating19InitBoneControllersEv
 
187 _ZN14CBaseAnimating22GetGroundSpeedVelocityEv
 
188 _ZN14CBaseAnimating6IgniteEfbfb
 
189 _ZN14CBaseAnimating10ExtinguishEv
 
190 _ZN20CBaseCombatCharacter25SetLightingOriginRelativeEP11CBaseEntity
 
191 _ZN14CBaseAnimating17SetLightingOriginEP11CBaseEntity
 
192 _ZN9CBaseFlex13SetViewtargetERK6Vector
 
193 _ZN9CBaseFlex15StartSceneEventEP15CSceneEventInfoP12CChoreoSceneP12CChoreoEventP12CChoreoActorP11CBaseEntity
 
194 _ZN9CBaseFlex18ProcessSceneEventsEv
 
195 _ZN9CBaseFlex17ProcessSceneEventEP15CSceneEventInfoP12CChoreoSceneP12CChoreoEvent
 
196 _ZN9CBaseFlex15ClearSceneEventEP15CSceneEventInfobb
 
197 _ZN9CBaseFlex25CheckSceneEventCompletionEP15CSceneEventInfofP12CChoreoSceneP12CChoreoEvent
 
198 _ZN20CBaseCombatCharacter27GetPhysicsImpactDamageTableEv
 
199 _ZN20CBaseCombatCharacter11FInViewConeEP11CBaseEntity
 
200 _ZN20CBaseCombatCharacter11FInViewConeERK6Vector
 
201 _ZN20CBaseCombatCharacter10FInAimConeEP11CBaseEntity
 
202 _ZN20CBaseCombatCharacter10FInAimConeERK6Vector
 
203 _ZN20CBaseCombatCharacter21ShouldShootMissTargetEPS_
 
204 _ZN20CBaseCombatCharacter14FindMissTargetEv
 
205 _ZN20CBaseCombatCharacter17HandleInteractionEiPvPS_
 
206 _ZN11CBasePlayer10BodyAnglesEv
 
207 _ZN20CBaseCombatCharacter15BodyDirection2DEv
 
208 _ZN20CBaseCombatCharacter15BodyDirection3DEv
 
209 _ZN20CBaseCombatCharacter15HeadDirection2DEv
 
210 _ZN20CBaseCombatCharacter15HeadDirection3DEv
 
211 _ZN20CBaseCombatCharacter14EyeDirection2DEv
 
212 _ZN20CBaseCombatCharacter14EyeDirection3DEv
 
213 _ZN20CBaseCombatCharacter8GiveAmmoEiib
 
214 _ZN20CBaseCombatCharacter21NPC_TranslateActivityE8Activity
 
215 _ZN20CBaseCombatCharacter24Weapon_TranslateActivityE8ActivityPb
 
216 _ZN9CCSPlayer13Weapon_CanUseEP17CBaseCombatWeapon
 
217 _ZN9CCSPlayer12Weapon_EquipEP17CBaseCombatWeapon
 
218 _ZN20CBaseCombatCharacter20Weapon_EquipAmmoOnlyEP17CBaseCombatWeapon
 
219 _ZN11CBasePlayer11Weapon_DropEP17CBaseCombatWeaponPK6VectorS4_
 
220 _ZN9CCSPlayer13Weapon_SwitchEP17CBaseCombatWeaponi
 
221 _ZN11CBasePlayer20Weapon_ShootPositionEv
 
222 _ZN9CCSPlayer18Weapon_CanSwitchToEP17CBaseCombatWeapon
 
223 _ZN20CBaseCombatCharacter19Weapon_SlotOccupiedEP17CBaseCombatWeapon
 
224 _ZNK20CBaseCombatCharacter14Weapon_GetSlotEi
 
225 _ZN20CBaseCombatCharacter13AddPlayerItemEP17CBaseCombatWeapon
 
226 _ZN11CBasePlayer16RemovePlayerItemEP17CBaseCombatWeapon
 
227 _ZN20CBaseCombatCharacter22CanBecomeServerRagdollEv
 
228 _ZN9CCSPlayer18OnTakeDamage_AliveERK15CTakeDamageInfo
 
229 _ZN20CBaseCombatCharacter18OnTakeDamage_DyingERK15CTakeDamageInfo
 
230 _ZN20CBaseCombatCharacter17OnTakeDamage_DeadERK15CTakeDamageInfo
 
231 _ZN20CBaseCombatCharacter15OnFriendDamagedEPS_P11CBaseEntity
 
232 _ZN20CBaseCombatCharacter21NotifyFriendsOfDamageEP11CBaseEntity
 
233 _ZN20CBaseCombatCharacter16GetDeathActivityEv
 
234 _ZN20CBaseCombatCharacter9CorpseGibERK15CTakeDamageInfo
 
235 _ZN20CBaseCombatCharacter10CorpseFadeEv
 
236 _ZN20CBaseCombatCharacter12HasHumanGibsEv
 
237 _ZN20CBaseCombatCharacter12HasAlienGibsEv
 
238 _ZN20CBaseCombatCharacter9ShouldGibERK15CTakeDamageInfo
 
239 _ZN20CBaseCombatCharacter11OnKilledNPCEPS_
 
240 _ZN20CBaseCombatCharacter12Event_GibbedERK15CTakeDamageInfo
 
241 _ZN11CBasePlayer11Event_DyingEv
 
242 _ZN20CBaseCombatCharacter13BecomeRagdollERK15CTakeDamageInfoRK6Vector
 
243 _ZN20CBaseCombatCharacter25FixupBurningServerRagdollEP11CBaseEntity
 
244 _ZN20CBaseCombatCharacter19BecomeRagdollBoogieEP11CBaseEntityRK6Vectorfi
 
245 _ZN20CBaseCombatCharacter20CheckTraceHullAttackEfRK6VectorS2_iifb
 
246 _ZN20CBaseCombatCharacter20CheckTraceHullAttackERK6VectorS2_S2_S2_iifb
 
247 _ZN20CBaseCombatCharacter13PushawayTouchEP11CBaseEntity
 
248 _ZN20CBaseCombatCharacter13IRelationTypeEP11CBaseEntity
 
249 _ZN20CBaseCombatCharacter17IRelationPriorityEP11CBaseEntity
 
250 _ZN20CBaseCombatCharacter12IsInAVehicleEv
 
251 _ZN11CBasePlayer10GetVehicleEv
 
252 _ZN11CBasePlayer16GetVehicleEntityEv
 
253 _ZN20CBaseCombatCharacter21CalcWeaponProficiencyEP17CBaseCombatWeapon
 
254 _ZN20CBaseCombatCharacter15GetAttackSpreadEP17CBaseCombatWeaponP11CBaseEntity
 
255 _ZN20CBaseCombatCharacter13GetSpreadBiasEP17CBaseCombatWeaponP11CBaseEntity
 
256 _ZN11CBasePlayer13DoMuzzleFlashEv
 
257 _ZN20CBaseCombatCharacter21AddEntityRelationshipEP11CBaseEntity13Disposition_ti
 
258 _ZN20CBaseCombatCharacter24RemoveEntityRelationshipEP11CBaseEntity
 
259 _ZN20CBaseCombatCharacter20AddClassRelationshipE7Class_T13Disposition_ti
 
260 _ZN20CBaseCombatCharacter20OnChangeActiveWeaponEP17CBaseCombatWeaponS1_
 
261 _ZN11CBasePlayer27NetworkStateChanged_m_iAmmoEv
 
262 _ZN11CBasePlayer27NetworkStateChanged_m_iAmmoEPv
 
263 _ZN9CCSPlayer15CreateViewModelEi
 
264 _ZN9CCSPlayer15SetupVisibilityEP11CBaseEntityPhi
 
265 _ZNK9CCSPlayer28WantsLagCompensationOnEntityEPK11CBasePlayerPK8CUserCmdPK7CBitVecILi2048EE
 
266 _ZN11CBasePlayer11SharedSpawnEv
 
267 _ZN9CCSPlayer12InitialSpawnEv
 
268 _ZN11CBasePlayer7InitHUDEv
 
269 _ZN9CCSPlayer17ShowViewPortPanelEPKcbP9KeyValues
 
270 _ZN9CCSPlayer16PlayerDeathThinkEv
 
271 _ZN11CBasePlayer4JumpEv
 
272 _ZN11CBasePlayer4DuckEv
 
273 _ZN9CCSPlayer8PreThinkEv
 
274 _ZN9CCSPlayer9PostThinkEv
 
275 _ZN11CBasePlayer12DamageEffectEfi
 
276 _ZN9CCSPlayer20OnDamagedByExplosionERK15CTakeDamageInfo
 
277 _ZN11CBasePlayer17ShouldFadeOnDeathEv
 
278 _ZNK11CBasePlayer12IsFakeClientEv
 
279 _ZNK11CBasePlayer13GetPlayerMinsEv
 
280 _ZNK11CBasePlayer13GetPlayerMaxsEv
 
281 _ZN11CBasePlayer8CalcRollERK6QAngleRK6Vectorff
 
282 _ZN11CBasePlayer19PackDeadPlayerItemsEv
 
283 _ZN9CCSPlayer14RemoveAllItemsEb
 
284 _ZNK11CBasePlayer9IsRunningEv
 
285 _ZN11CBasePlayer14Weapon_SetLastEP17CBaseCombatWeapon
 
286 _ZN11CBasePlayer20Weapon_ShouldSetLastEP17CBaseCombatWeaponS1_
 
287 _ZN11CBasePlayer23Weapon_ShouldSelectItemEP17CBaseCombatWeapon
 
288 _ZN11CBasePlayer16UpdateClientDataEv
 
289 _ZN11CBasePlayer10ExitLadderEv
 
290 _ZN9CCSPlayer14FlashlightIsOnEv
 
291 _ZN9CCSPlayer16FlashlightTurnOnEv
 
292 _ZN9CCSPlayer17FlashlightTurnOffEv
 
293 _ZN11CBasePlayer25IsIlluminatedByFlashlightEP11CBaseEntityPf
 
294 _ZN9CCSPlayer15UpdateStepSoundEP13surfacedata_tRK6VectorS4_
 
295 _ZN9CCSPlayer13PlayStepSoundER6VectorP13surfacedata_tfb
 
296 _ZN9CCSPlayer10DeathSoundERK15CTakeDamageInfo
 
297 _ZN9CCSPlayer12SetAnimationE11PLAYER_ANIM
 
298 _ZN11CBasePlayer15ImpulseCommandsEv
 
299 _ZN9CCSPlayer20CheatImpulseCommandsEi
 
300 _ZN9CCSPlayer13ClientCommandEPKc
 
301 _ZN11CBasePlayer17StartObserverModeEi
 
302 _ZN11CBasePlayer16StopObserverModeEv
 
303 _ZN11CBasePlayer15SetObserverModeEi
 
304 _ZN11CBasePlayer15GetObserverModeEv
 
305 _ZN11CBasePlayer17SetObserverTargetEP11CBaseEntity
 
306 _ZN11CBasePlayer11ObserverUseEb
 
307 _ZN11CBasePlayer17GetObserverTargetEv
 
308 _ZN11CBasePlayer22FindNextObserverTargetEb
 
309 _ZN9CCSPlayer31GetNextObserverSearchStartPointEb
 
310 _ZN11CBasePlayer21IsValidObserverTargetEP11CBaseEntity
 
311 _ZN11CBasePlayer21CheckObserverSettingsEv
 
312 _ZN11CBasePlayer14JumptoPositionERK6VectorRK6QAngle
 
313 _ZN11CBasePlayer17ForceObserverModeEi
 
314 _ZN11CBasePlayer17ResetObserverModeEv
 
315 _ZN9CCSPlayer15StartReplayModeEffi
 
316 _ZN9CCSPlayer14StopReplayModeEv
 
317 _ZN11CBasePlayer13GetDelayTicksEv
 
318 _ZN11CBasePlayer15GetReplayEntityEv
 
319 _ZN11CBasePlayer12CreateCorpseEv
 
320 _ZN9CCSPlayer19EntSelectSpawnPointEv
 
321 _ZN11CBasePlayer12GetInVehicleEP14IServerVehiclei
 
322 _ZN11CBasePlayer12LeaveVehicleERK6VectorRK6QAngle
 
323 _ZN11CBasePlayer14OnVehicleStartEv
 
324 _ZN11CBasePlayer12OnVehicleEndER6Vector
 
325 _ZN9CCSPlayer10BumpWeaponEP17CBaseCombatWeapon
 
326 _ZN11CBasePlayer14SelectLastItemEv
 
327 _ZN11CBasePlayer10SelectItemEPKci
 
328 _ZN11CBasePlayer13ItemPostFrameEv
 
329 _ZN9CCSPlayer13GiveNamedItemEPKci
 
330 _ZN11CBasePlayer16CheckTrainUpdateEv
 
331 _ZN11CBasePlayer19SetPlayerUnderwaterEb
 
332 _ZNK11CBasePlayer20CanBreatheUnderwaterEv
 
333 _ZN11CBasePlayer9PlayerUseEv
 
334 _ZN11CBasePlayer16PlayUseDenySoundEv
 
335 _ZN9CCSPlayer13FindUseEntityEv
 
336 _ZN9CCSPlayer15IsUseableEntityEP11CBaseEntityj
 
337 _ZN11CBasePlayer12PickupObjectEP11CBaseEntityb
 
338 _ZN11CBasePlayer29ForceDropOfCarriedPhysObjectsEP11CBaseEntity
 
339 _ZN11CBasePlayer17GetHeldObjectMassEP14IPhysicsObject
 
340 _ZN11CBasePlayer19UpdateGeigerCounterEv
 
341 _ZN11CBasePlayer16GetAutoaimVectorEf
 
342 _ZN11CBasePlayer16GetAutoaimVectorEff
 
343 _ZN11CBasePlayer16GetAutoaimVectorER16autoaim_params_t
 
344 _ZN11CBasePlayer13ShouldAutoaimEv
 
345 _ZN11CBasePlayer20ForceClientDllUpdateEv
 
346 _ZN11CBasePlayer15ProcessUsercmdsEP8CUserCmdiiib
 
347 _ZN9CCSPlayer16PlayerRunCommandEP8CUserCmdP11IMoveHelper
 
348 _ZN11CBasePlayer8CanSpeakEv
 
349 _ZN9CCSPlayer15CanHearChatFromEP11CBasePlayer
 
350 _ZN9CCSPlayer28ModifyOrAppendPlayerCriteriaER14AI_CriteriaSet
 
351 _ZN11CBasePlayer13CheckChatTextEPci
 
352 _ZN11CBasePlayer18IsFollowingPhysicsEv
 
353 _ZN9CCSPlayer14InitVCollisionEv
 
354 _ZN11CBasePlayer36UpdatePhysicsShadowToCurrentPositionEv
 
355 _ZN11CBasePlayer9EquipSuitEb
 
356 _ZN11CBasePlayer10RemoveSuitEv
 
357 _ZN11CBasePlayer13CommitSuicideEv
 
358 _ZNK11CBasePlayer5IsBotEv
 
359 _ZNK9CCSPlayer15SpawnArmorValueEv
 
360 _ZN9CCSPlayer32NetworkStateChanged_m_ArmorValueEv
 
361 _ZN9CCSPlayer32NetworkStateChanged_m_ArmorValueEPv
 
362 _ZNK9CCSPlayer16IsBeingGivenItemEv
 
363 _ZN9CCSPlayer22CSAnim_GetActiveWeaponEv
 
364 _ZN9CCSPlayer14CSAnim_CanMoveEv
 
365 _ZN9CCSPlayer5BlindEfff
 
366 _ZN9CCSPlayer8Cmd_ArgcEv
 
367 _ZN9CCSPlayer8Cmd_ArgvEi
 
  
 +
<pre>
 +
Counter-Strike: Source
 +
 +
0      CCSPlayer::~CCSPlayer()
 +
1      CBaseEntity::SetRefEHandle(CBaseHandle const&)
 +
2      CBaseEntity::GetRefEHandle() const
 +
3      CBaseEntity::GetCollideable()
 +
4      CBaseEntity::GetNetworkable()
 +
5      CBaseEntity::GetBaseEntity()
 +
6      CBaseEntity::GetModelIndex() const
 +
7      CBaseEntity::GetModelName() const
 +
8      CBaseEntity::SetModelIndex(int)
 +
9      CCSPlayer::_GetClassName()
 +
10      CCSPlayer::GetServerClass()
 +
11      CCSPlayer::GetClassName()
 +
12      CCSPlayer::YouForgotToImplementOrDeclareServerClass()
 +
13      CCSPlayer::GetDataDescMap()
 +
14      CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
 +
15      CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)
 +
16      CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)
 +
17      CBaseEntity::ShouldCollide(int, int) const
 +
18      CBaseEntity::SetOwnerEntity(CBaseEntity*)
 +
19      CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
 +
20      CBasePlayer::UpdateTransmitState()
 +
21      CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool)
 +
22      CBasePlayer::GetTracerType()
 +
23      CCSPlayer::Spawn()
 +
24      CCSPlayer::Precache()
 +
25      CBaseFlex::SetModel(char const*)
 +
26      CBaseEntity::PostConstructor(char const*)
 +
27      CBaseEntity::PostClientActive()
 +
28      CBaseEntity::ParseMapData(CEntityMapData*)
 +
29      CBaseEntity::KeyValue(char const*, char const*)
 +
30      CBaseEntity::KeyValue(char const*, float)
 +
31      CBaseEntity::KeyValue(char const*, Vector)
 +
32      CBasePlayer::Activate()
 +
33      CBaseEntity::SetParent(CBaseEntity*, int)
 +
34      CBasePlayer::ObjectCaps()
 +
35      CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
 +
36      CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)
 +
37      CBasePlayer::DrawDebugGeometryOverlays()
 +
38      CBaseAnimating::DrawDebugTextOverlays()
 +
39      CBasePlayer::Save(ISave&)
 +
40      CBasePlayer::Restore(IRestore&)
 +
41      CBasePlayer::ShouldSavePhysics()
 +
42      CBaseEntity::OnSave(IEntitySaveUtils*)
 +
43      CBasePlayer::OnRestore()
 +
44      CBasePlayer::RequiredEdictIndex()
 +
45      CBaseEntity::MoveDone()
 +
46      CBaseEntity::Think()
 +
47      CBasePlayer::NetworkStateChanged_m_nNextThinkTick()
 +
48      CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void*)
 +
49      CBaseAnimating::GetBaseAnimating()
 +
50      CBaseEntity::GetResponseSystem()
 +
51      CBaseEntity::DispatchResponse(char const*)
 +
52      CBasePlayer::Classify()
 +
53      CBaseEntity::DeathNotice(CBaseEntity*)
 +
54      CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
 +
55      CBaseEntity::GetAutoAimRadius()
 +
56      CBaseEntity::GetAutoAimCenter()
 +
57      CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
 +
58      CCSPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
 +
59      CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
 +
60      CCSPlayer::OnTakeDamage(CTakeDamageInfo const&)
 +
61      CBasePlayer::TakeHealth(float, int)
 +
62      CCSPlayer::Event_Killed(CTakeDamageInfo const&)
 +
63      CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&)
 +
64      CBaseCombatCharacter::BloodColor()
 +
65      CBaseEntity::IsTriggered(CBaseEntity*)
 +
66      CBaseEntity::IsNPC() const
 +
67      CBaseCombatCharacter::MyCombatCharacterPointer()
 +
68      CBaseEntity::GetDelay()
 +
69      CBaseEntity::IsMoving()
 +
70      CBaseEntity::DamageDecal(int, int)
 +
71      CBaseEntity::DecalTrace(CGameTrace*, char const*)
 +
72      CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
 +
73      CBaseEntity::OnControls(CBaseEntity*)
 +
74      CBaseEntity::HasTarget(string_t)
 +
75      CBasePlayer::IsPlayer() const
 +
76      CBasePlayer::IsNetClient() const
 +
77      CBaseEntity::IsTemplate()
 +
78      CBaseEntity::IsBaseObject() const
 +
79      CBaseEntity::GetServerVehicle()
 +
80      CBaseEntity::IsViewable()
 +
81      CCSPlayer::ChangeTeam(int)
 +
82      CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
 +
83      CBaseEntity::CanStandOn(CBaseEntity*) const
 +
84      CBaseEntity::CanStandOn(edict_t*) const
 +
85      CBaseEntity::GetEnemy()
 +
86      CBaseEntity::GetEnemy() const
 +
87      CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
 +
88      CBaseEntity::StartTouch(CBaseEntity*)
 +
89      CBasePlayer::Touch(CBaseEntity*)
 +
90      CBaseEntity::EndTouch(CBaseEntity*)
 +
91      CBaseEntity::StartBlocked(CBaseEntity*)
 +
92      CBaseEntity::Blocked(CBaseEntity*)
 +
93      CBaseEntity::EndBlocked()
 +
94      CBasePlayer::PhysicsSimulate()
 +
95      CBasePlayer::UpdateOnRemove()
 +
96      CBaseEntity::StopLoopingSounds()
 +
97      CBaseEntity::SUB_AllowedToFade()
 +
98      CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
 +
99      CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
 +
100    CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
 +
101    CBaseEntity::FireBullets(FireBulletsInfo_t const&)
 +
102    CBasePlayer::DoImpactEffect(CGameTrace&, int)
 +
103    CBaseEntity::Respawn()
 +
104    CBaseEntity::IsLockedByMaster()
 +
105    CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
 +
106    CBaseEntity::NetworkStateChanged_m_iMaxHealth()
 +
107    CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*)
 +
108    CBasePlayer::NetworkStateChanged_m_iHealth()
 +
109    CBasePlayer::NetworkStateChanged_m_iHealth(void*)
 +
110    CBasePlayer::NetworkStateChanged_m_lifeState()
 +
111    CBasePlayer::NetworkStateChanged_m_lifeState(void*)
 +
112    CBaseEntity::NetworkStateChanged_m_takedamage()
 +
113    CBaseEntity::NetworkStateChanged_m_takedamage(void*)
 +
114    CBaseEntity::GetDamageType() const
 +
115    CBaseEntity::GetDamage()
 +
116    CBaseEntity::SetDamage(float)
 +
117    CBasePlayer::EyePosition()
 +
118    CBasePlayer::EyeAngles()
 +
119    CBasePlayer::LocalEyeAngles()
 +
120    CBaseEntity::EarPosition()
 +
121    CBasePlayer::BodyTarget(Vector const&, bool)
 +
122    CBaseEntity::HeadTarget(Vector const&)
 +
123    CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
 +
124    CBaseEntity::GetViewOffset()
 +
125    CBasePlayer::GetSmoothedVelocity()
 +
126    CBaseAnimating::GetVelocity(Vector*, Vector*)
 +
127    CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**)
 +
128    CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**)
 +
129    CBaseEntity::CanBeSeenBy(CAI_BaseNPC*)
 +
130    CBaseEntity::GetAttackDamageScale(CBaseEntity*)
 +
131    CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
 +
132    CBaseEntity::CanBePoweredUp()
 +
133    CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
 +
134    CBaseEntity::GetGroundVelocityToApply(Vector&)
 +
135    CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
 +
136    CBaseEntity::Splash()
 +
137    CBaseEntity::WorldSpaceCenter() const
 +
138    CBaseEntity::GetSoundEmissionOrigin() const
 +
139    CBaseEntity::CreateVPhysics()
 +
140    CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
 +
141    CBasePlayer::VPhysicsDestroyObject()
 +
142    CBasePlayer::VPhysicsUpdate(IPhysicsObject*)
 +
143    CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
 +
144    CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
 +
145    CCSPlayer::VPhysicsShadowUpdate(IPhysicsObject*)
 +
146    CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)
 +
147    CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
 +
148    CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
 +
149    CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
 +
150    CBaseEntity::HasPhysicsAttacker(float)
 +
151    CBasePlayer::PhysicsSolidMaskForEntity() const
 +
152    CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
 +
153    CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
 +
154    CBaseAnimating::GetStepOrigin() const
 +
155    CBaseAnimating::GetStepAngles() const
 +
156    CBaseEntity::ShouldDrawWaterImpacts()
 +
157    CBaseEntity::NetworkStateChanged_m_fFlags()
 +
158    CBaseEntity::NetworkStateChanged_m_fFlags(void*)
 +
159    CBasePlayer::NetworkStateChanged_m_nWaterLevel()
 +
160    CBasePlayer::NetworkStateChanged_m_nWaterLevel(void*)
 +
161    CBasePlayer::NetworkStateChanged_m_hGroundEntity()
 +
162    CBasePlayer::NetworkStateChanged_m_hGroundEntity(void*)
 +
163    CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
 +
164    CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void*)
 +
165    CBasePlayer::NetworkStateChanged_m_flFriction()
 +
166    CBasePlayer::NetworkStateChanged_m_flFriction(void*)
 +
167    CBasePlayer::NetworkStateChanged_m_vecVelocity()
 +
168    CBasePlayer::NetworkStateChanged_m_vecVelocity(void*)
 +
169    CBasePlayer::NetworkStateChanged_m_vecViewOffset()
 +
170    CBasePlayer::NetworkStateChanged_m_vecViewOffset(void*)
 +
171    CBaseAnimating::GetIdealSpeed() const
 +
172    CBaseAnimating::GetIdealAccel() const
 +
173    CBaseAnimatingOverlay::StudioFrameAdvance()
 +
174    CBaseAnimating::IsActivityFinished()
 +
175    CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
 +
176    CBaseAnimating::BecomeRagdollOnClient(Vector const&)
 +
177    CBaseAnimating::IsRagdoll()
 +
178    CBaseAnimating::CanBecomeRagdoll()
 +
179    CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int)
 +
180    CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
 +
181    CBaseAnimating::SetupBones(matrix3x4_t*, int)
 +
182    CBaseAnimating::CalculateIKLocks(float)
 +
183    CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)
 +
184    CCSPlayer::HandleAnimEvent(animevent_t*)
 +
185    CBaseAnimating::GetAttachment(int, matrix3x4_t&)
 +
186    CBaseAnimating::InitBoneControllers()
 +
187    CBaseAnimating::GetGroundSpeedVelocity()
 +
188    CBaseAnimating::Ignite(float, bool, float, bool)
 +
189    CBaseAnimating::Extinguish()
 +
190    CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*)
 +
191    CBaseAnimating::SetLightingOrigin(CBaseEntity*)
 +
192    CBaseFlex::SetViewtarget(Vector const&)
 +
193    CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)
 +
194    CBaseFlex::ProcessSceneEvents()
 +
195    CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)
 +
196    CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)
 +
197    CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)
 +
198    CBaseCombatCharacter::GetPhysicsImpactDamageTable()
 +
199    CBaseCombatCharacter::FInViewCone(CBaseEntity*)
 +
200    CBaseCombatCharacter::FInViewCone(Vector const&)
 +
201    CBaseCombatCharacter::FInAimCone(CBaseEntity*)
 +
202    CBaseCombatCharacter::FInAimCone(Vector const&)
 +
203    CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
 +
204    CBaseCombatCharacter::FindMissTarget()
 +
205    CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*)
 +
206    CBasePlayer::BodyAngles()
 +
207    CBaseCombatCharacter::BodyDirection2D()
 +
208    CBaseCombatCharacter::BodyDirection3D()
 +
209    CBaseCombatCharacter::HeadDirection2D()
 +
210    CBaseCombatCharacter::HeadDirection3D()
 +
211    CBaseCombatCharacter::EyeDirection2D()
 +
212    CBaseCombatCharacter::EyeDirection3D()
 +
213    CBaseCombatCharacter::GiveAmmo(int, int, bool)
 +
214    CBaseCombatCharacter::NPC_TranslateActivity(Activity)
 +
215    CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)
 +
216    CCSPlayer::Weapon_CanUse(CBaseCombatWeapon*)
 +
217    CCSPlayer::Weapon_Equip(CBaseCombatWeapon*)
 +
218    CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)
 +
219    CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)
 +
220    CCSPlayer::Weapon_Switch(CBaseCombatWeapon*, int)
 +
221    CBasePlayer::Weapon_ShootPosition()
 +
222    CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon*)
 +
223    CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
 +
224    CBaseCombatCharacter::Weapon_GetSlot(int) const
 +
225    CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)
 +
226    CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)
 +
227    CBaseCombatCharacter::CanBecomeServerRagdoll()
 +
228    CCSPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
 +
229    CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
 +
230    CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
 +
231    CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)
 +
232    CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*)
 +
233    CBaseCombatCharacter::GetDeathActivity()
 +
234    CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
 +
235    CBaseCombatCharacter::CorpseFade()
 +
236    CBaseCombatCharacter::HasHumanGibs()
 +
237    CBaseCombatCharacter::HasAlienGibs()
 +
238    CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
 +
239    CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
 +
240    CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
 +
241    CBasePlayer::Event_Dying()
 +
242    CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
 +
243    CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*)
 +
244    CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int)
 +
245    CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
 +
246    CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
 +
247    CBaseCombatCharacter::PushawayTouch(CBaseEntity*)
 +
248    CBaseCombatCharacter::IRelationType(CBaseEntity*)
 +
249    CBaseCombatCharacter::IRelationPriority(CBaseEntity*)
 +
250    CBaseCombatCharacter::IsInAVehicle()
 +
251    CBasePlayer::GetVehicle()
 +
252    CBasePlayer::GetVehicleEntity()
 +
253    CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*)
 +
254    CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)
 +
255    CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)
 +
256    CBasePlayer::DoMuzzleFlash()
 +
257    CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)
 +
258    CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*)
 +
259    CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
 +
260    CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)
 +
261    CBasePlayer::NetworkStateChanged_m_iAmmo()
 +
262    CBasePlayer::NetworkStateChanged_m_iAmmo(void*)
 +
263    CCSPlayer::CreateViewModel(int)
 +
264    CCSPlayer::SetupVisibility(CBaseEntity*, unsigned char*, int)
 +
265    CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const
 +
266    CBasePlayer::SharedSpawn()
 +
267    CCSPlayer::InitialSpawn()
 +
268    CBasePlayer::InitHUD()
 +
269    CCSPlayer::ShowViewPortPanel(char const*, bool, KeyValues*)
 +
270    CCSPlayer::PlayerDeathThink()
 +
271    CBasePlayer::Jump()
 +
272    CBasePlayer::Duck()
 +
273    CCSPlayer::PreThink()
 +
274    CCSPlayer::PostThink()
 +
275    CBasePlayer::DamageEffect(float, int)
 +
276    CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
 +
277    CBasePlayer::ShouldFadeOnDeath()
 +
278    CBasePlayer::IsFakeClient() const
 +
279    CBasePlayer::GetPlayerMins() const
 +
280    CBasePlayer::GetPlayerMaxs() const
 +
281    CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
 +
282    CBasePlayer::PackDeadPlayerItems()
 +
283    CCSPlayer::RemoveAllItems(bool)
 +
284    CBasePlayer::IsRunning() const
 +
285    CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)
 +
286    CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)
 +
287    CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)
 +
288    CBasePlayer::UpdateClientData()
 +
289    CBasePlayer::ExitLadder()
 +
290    CCSPlayer::FlashlightIsOn()
 +
291    CCSPlayer::FlashlightTurnOn()
 +
292    CCSPlayer::FlashlightTurnOff()
 +
293    CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity*, float*)
 +
294    CCSPlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)
 +
295    CCSPlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool)
 +
296    CCSPlayer::DeathSound(CTakeDamageInfo const&)
 +
297    CCSPlayer::SetAnimation(PLAYER_ANIM)
 +
298    CBasePlayer::ImpulseCommands()
 +
299    CCSPlayer::CheatImpulseCommands(int)
 +
300    CCSPlayer::ClientCommand(char const*)
 +
301    CBasePlayer::StartObserverMode(int)
 +
302    CBasePlayer::StopObserverMode()
 +
303    CBasePlayer::SetObserverMode(int)
 +
304    CBasePlayer::GetObserverMode()
 +
305    CBasePlayer::SetObserverTarget(CBaseEntity*)
 +
306    CBasePlayer::ObserverUse(bool)
 +
307    CBasePlayer::GetObserverTarget()
 +
308    CBasePlayer::FindNextObserverTarget(bool)
 +
309    CCSPlayer::GetNextObserverSearchStartPoint(bool)
 +
310    CBasePlayer::IsValidObserverTarget(CBaseEntity*)
 +
311    CBasePlayer::CheckObserverSettings()
 +
312    CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
 +
313    CBasePlayer::ForceObserverMode(int)
 +
314    CBasePlayer::ResetObserverMode()
 +
315    CCSPlayer::StartReplayMode(float, float, int)
 +
316    CCSPlayer::StopReplayMode()
 +
317    CBasePlayer::GetDelayTicks()
 +
318    CBasePlayer::GetReplayEntity()
 +
319    CBasePlayer::CreateCorpse()
 +
320    CCSPlayer::EntSelectSpawnPoint()
 +
321    CBasePlayer::GetInVehicle(IServerVehicle*, int)
 +
322    CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
 +
323    CBasePlayer::OnVehicleStart()
 +
324    CBasePlayer::OnVehicleEnd(Vector&)
 +
325    CCSPlayer::BumpWeapon(CBaseCombatWeapon*)
 +
326    CBasePlayer::SelectLastItem()
 +
327    CBasePlayer::SelectItem(char const*, int)
 +
328    CBasePlayer::ItemPostFrame()
 +
329    CCSPlayer::GiveNamedItem(char const*, int)
 +
330    CBasePlayer::CheckTrainUpdate()
 +
331    CBasePlayer::SetPlayerUnderwater(bool)
 +
332    CBasePlayer::CanBreatheUnderwater() const
 +
333    CBasePlayer::PlayerUse()
 +
334    CBasePlayer::PlayUseDenySound()
 +
335    CCSPlayer::FindUseEntity()
 +
336    CCSPlayer::IsUseableEntity(CBaseEntity*, unsigned int)
 +
337    CBasePlayer::PickupObject(CBaseEntity*, bool)
 +
338    CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*)
 +
339    CBasePlayer::GetHeldObjectMass(IPhysicsObject*)
 +
340    CBasePlayer::UpdateGeigerCounter()
 +
341    CBasePlayer::GetAutoaimVector(float)
 +
342    CBasePlayer::GetAutoaimVector(float, float)
 +
343    CBasePlayer::GetAutoaimVector(autoaim_params_t&)
 +
344    CBasePlayer::ShouldAutoaim()
 +
345    CBasePlayer::ForceClientDllUpdate()
 +
346    CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)
 +
347    CCSPlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*)
 +
348    CBasePlayer::CanSpeak()
 +
349    CCSPlayer::CanHearChatFrom(CBasePlayer*)
 +
350    CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
 +
351    CBasePlayer::CheckChatText(char*, int)
 +
352    CBasePlayer::IsFollowingPhysics()
 +
353    CCSPlayer::InitVCollision()
 +
354    CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
 +
355    CBasePlayer::EquipSuit(bool)
 +
356    CBasePlayer::RemoveSuit()
 +
357    CBasePlayer::CommitSuicide()
 +
358    CBasePlayer::IsBot() const
 +
359    CCSPlayer::SpawnArmorValue() const
 +
360    CCSPlayer::NetworkStateChanged_m_ArmorValue()
 +
361    CCSPlayer::NetworkStateChanged_m_ArmorValue(void*)
 +
362    CCSPlayer::IsBeingGivenItem() const
 +
363    CCSPlayer::CSAnim_GetActiveWeapon()
 +
364    CCSPlayer::CSAnim_CanMove()
 +
365    CCSPlayer::Blind(float, float, float)
 +
366    CCSPlayer::Cmd_Argc()
 +
367    CCSPlayer::Cmd_Argv(int)
 
</pre>
 
</pre>

Revision as of 14:51, 6 September 2006

CCSPlayer Offset List

For use when using VFunc 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 09 Sept 2006[/b]

Counter-Strike: Source

0       CCSPlayer::~CCSPlayer()
1       CBaseEntity::SetRefEHandle(CBaseHandle const&)
2       CBaseEntity::GetRefEHandle() const
3       CBaseEntity::GetCollideable()
4       CBaseEntity::GetNetworkable()
5       CBaseEntity::GetBaseEntity()
6       CBaseEntity::GetModelIndex() const
7       CBaseEntity::GetModelName() const
8       CBaseEntity::SetModelIndex(int)
9       CCSPlayer::_GetClassName()
10      CCSPlayer::GetServerClass()
11      CCSPlayer::GetClassName()
12      CCSPlayer::YouForgotToImplementOrDeclareServerClass()
13      CCSPlayer::GetDataDescMap()
14      CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
15      CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)
16      CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)
17      CBaseEntity::ShouldCollide(int, int) const
18      CBaseEntity::SetOwnerEntity(CBaseEntity*)
19      CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
20      CBasePlayer::UpdateTransmitState()
21      CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool)
22      CBasePlayer::GetTracerType()
23      CCSPlayer::Spawn()
24      CCSPlayer::Precache()
25      CBaseFlex::SetModel(char const*)
26      CBaseEntity::PostConstructor(char const*)
27      CBaseEntity::PostClientActive()
28      CBaseEntity::ParseMapData(CEntityMapData*)
29      CBaseEntity::KeyValue(char const*, char const*)
30      CBaseEntity::KeyValue(char const*, float)
31      CBaseEntity::KeyValue(char const*, Vector)
32      CBasePlayer::Activate()
33      CBaseEntity::SetParent(CBaseEntity*, int)
34      CBasePlayer::ObjectCaps()
35      CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
36      CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)
37      CBasePlayer::DrawDebugGeometryOverlays()
38      CBaseAnimating::DrawDebugTextOverlays()
39      CBasePlayer::Save(ISave&)
40      CBasePlayer::Restore(IRestore&)
41      CBasePlayer::ShouldSavePhysics()
42      CBaseEntity::OnSave(IEntitySaveUtils*)
43      CBasePlayer::OnRestore()
44      CBasePlayer::RequiredEdictIndex()
45      CBaseEntity::MoveDone()
46      CBaseEntity::Think()
47      CBasePlayer::NetworkStateChanged_m_nNextThinkTick()
48      CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void*)
49      CBaseAnimating::GetBaseAnimating()
50      CBaseEntity::GetResponseSystem()
51      CBaseEntity::DispatchResponse(char const*)
52      CBasePlayer::Classify()
53      CBaseEntity::DeathNotice(CBaseEntity*)
54      CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55      CBaseEntity::GetAutoAimRadius()
56      CBaseEntity::GetAutoAimCenter()
57      CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
58      CCSPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
59      CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60      CCSPlayer::OnTakeDamage(CTakeDamageInfo const&)
61      CBasePlayer::TakeHealth(float, int)
62      CCSPlayer::Event_Killed(CTakeDamageInfo const&)
63      CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&)
64      CBaseCombatCharacter::BloodColor()
65      CBaseEntity::IsTriggered(CBaseEntity*)
66      CBaseEntity::IsNPC() const
67      CBaseCombatCharacter::MyCombatCharacterPointer()
68      CBaseEntity::GetDelay()
69      CBaseEntity::IsMoving()
70      CBaseEntity::DamageDecal(int, int)
71      CBaseEntity::DecalTrace(CGameTrace*, char const*)
72      CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
73      CBaseEntity::OnControls(CBaseEntity*)
74      CBaseEntity::HasTarget(string_t)
75      CBasePlayer::IsPlayer() const
76      CBasePlayer::IsNetClient() const
77      CBaseEntity::IsTemplate()
78      CBaseEntity::IsBaseObject() const
79      CBaseEntity::GetServerVehicle()
80      CBaseEntity::IsViewable()
81      CCSPlayer::ChangeTeam(int)
82      CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
83      CBaseEntity::CanStandOn(CBaseEntity*) const
84      CBaseEntity::CanStandOn(edict_t*) const
85      CBaseEntity::GetEnemy()
86      CBaseEntity::GetEnemy() const
87      CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
88      CBaseEntity::StartTouch(CBaseEntity*)
89      CBasePlayer::Touch(CBaseEntity*)
90      CBaseEntity::EndTouch(CBaseEntity*)
91      CBaseEntity::StartBlocked(CBaseEntity*)
92      CBaseEntity::Blocked(CBaseEntity*)
93      CBaseEntity::EndBlocked()
94      CBasePlayer::PhysicsSimulate()
95      CBasePlayer::UpdateOnRemove()
96      CBaseEntity::StopLoopingSounds()
97      CBaseEntity::SUB_AllowedToFade()
98      CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
99      CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
100     CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
101     CBaseEntity::FireBullets(FireBulletsInfo_t const&)
102     CBasePlayer::DoImpactEffect(CGameTrace&, int)
103     CBaseEntity::Respawn()
104     CBaseEntity::IsLockedByMaster()
105     CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
106     CBaseEntity::NetworkStateChanged_m_iMaxHealth()
107     CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*)
108     CBasePlayer::NetworkStateChanged_m_iHealth()
109     CBasePlayer::NetworkStateChanged_m_iHealth(void*)
110     CBasePlayer::NetworkStateChanged_m_lifeState()
111     CBasePlayer::NetworkStateChanged_m_lifeState(void*)
112     CBaseEntity::NetworkStateChanged_m_takedamage()
113     CBaseEntity::NetworkStateChanged_m_takedamage(void*)
114     CBaseEntity::GetDamageType() const
115     CBaseEntity::GetDamage()
116     CBaseEntity::SetDamage(float)
117     CBasePlayer::EyePosition()
118     CBasePlayer::EyeAngles()
119     CBasePlayer::LocalEyeAngles()
120     CBaseEntity::EarPosition()
121     CBasePlayer::BodyTarget(Vector const&, bool)
122     CBaseEntity::HeadTarget(Vector const&)
123     CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
124     CBaseEntity::GetViewOffset()
125     CBasePlayer::GetSmoothedVelocity()
126     CBaseAnimating::GetVelocity(Vector*, Vector*)
127     CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**)
128     CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**)
129     CBaseEntity::CanBeSeenBy(CAI_BaseNPC*)
130     CBaseEntity::GetAttackDamageScale(CBaseEntity*)
131     CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
132     CBaseEntity::CanBePoweredUp()
133     CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
134     CBaseEntity::GetGroundVelocityToApply(Vector&)
135     CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
136     CBaseEntity::Splash()
137     CBaseEntity::WorldSpaceCenter() const
138     CBaseEntity::GetSoundEmissionOrigin() const
139     CBaseEntity::CreateVPhysics()
140     CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
141     CBasePlayer::VPhysicsDestroyObject()
142     CBasePlayer::VPhysicsUpdate(IPhysicsObject*)
143     CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
144     CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
145     CCSPlayer::VPhysicsShadowUpdate(IPhysicsObject*)
146     CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)
147     CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
148     CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
149     CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
150     CBaseEntity::HasPhysicsAttacker(float)
151     CBasePlayer::PhysicsSolidMaskForEntity() const
152     CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
153     CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
154     CBaseAnimating::GetStepOrigin() const
155     CBaseAnimating::GetStepAngles() const
156     CBaseEntity::ShouldDrawWaterImpacts()
157     CBaseEntity::NetworkStateChanged_m_fFlags()
158     CBaseEntity::NetworkStateChanged_m_fFlags(void*)
159     CBasePlayer::NetworkStateChanged_m_nWaterLevel()
160     CBasePlayer::NetworkStateChanged_m_nWaterLevel(void*)
161     CBasePlayer::NetworkStateChanged_m_hGroundEntity()
162     CBasePlayer::NetworkStateChanged_m_hGroundEntity(void*)
163     CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
164     CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void*)
165     CBasePlayer::NetworkStateChanged_m_flFriction()
166     CBasePlayer::NetworkStateChanged_m_flFriction(void*)
167     CBasePlayer::NetworkStateChanged_m_vecVelocity()
168     CBasePlayer::NetworkStateChanged_m_vecVelocity(void*)
169     CBasePlayer::NetworkStateChanged_m_vecViewOffset()
170     CBasePlayer::NetworkStateChanged_m_vecViewOffset(void*)
171     CBaseAnimating::GetIdealSpeed() const
172     CBaseAnimating::GetIdealAccel() const
173     CBaseAnimatingOverlay::StudioFrameAdvance()
174     CBaseAnimating::IsActivityFinished()
175     CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
176     CBaseAnimating::BecomeRagdollOnClient(Vector const&)
177     CBaseAnimating::IsRagdoll()
178     CBaseAnimating::CanBecomeRagdoll()
179     CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int)
180     CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
181     CBaseAnimating::SetupBones(matrix3x4_t*, int)
182     CBaseAnimating::CalculateIKLocks(float)
183     CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)
184     CCSPlayer::HandleAnimEvent(animevent_t*)
185     CBaseAnimating::GetAttachment(int, matrix3x4_t&)
186     CBaseAnimating::InitBoneControllers()
187     CBaseAnimating::GetGroundSpeedVelocity()
188     CBaseAnimating::Ignite(float, bool, float, bool)
189     CBaseAnimating::Extinguish()
190     CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*)
191     CBaseAnimating::SetLightingOrigin(CBaseEntity*)
192     CBaseFlex::SetViewtarget(Vector const&)
193     CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)
194     CBaseFlex::ProcessSceneEvents()
195     CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)
196     CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)
197     CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)
198     CBaseCombatCharacter::GetPhysicsImpactDamageTable()
199     CBaseCombatCharacter::FInViewCone(CBaseEntity*)
200     CBaseCombatCharacter::FInViewCone(Vector const&)
201     CBaseCombatCharacter::FInAimCone(CBaseEntity*)
202     CBaseCombatCharacter::FInAimCone(Vector const&)
203     CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
204     CBaseCombatCharacter::FindMissTarget()
205     CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*)
206     CBasePlayer::BodyAngles()
207     CBaseCombatCharacter::BodyDirection2D()
208     CBaseCombatCharacter::BodyDirection3D()
209     CBaseCombatCharacter::HeadDirection2D()
210     CBaseCombatCharacter::HeadDirection3D()
211     CBaseCombatCharacter::EyeDirection2D()
212     CBaseCombatCharacter::EyeDirection3D()
213     CBaseCombatCharacter::GiveAmmo(int, int, bool)
214     CBaseCombatCharacter::NPC_TranslateActivity(Activity)
215     CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)
216     CCSPlayer::Weapon_CanUse(CBaseCombatWeapon*)
217     CCSPlayer::Weapon_Equip(CBaseCombatWeapon*)
218     CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)
219     CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)
220     CCSPlayer::Weapon_Switch(CBaseCombatWeapon*, int)
221     CBasePlayer::Weapon_ShootPosition()
222     CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon*)
223     CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
224     CBaseCombatCharacter::Weapon_GetSlot(int) const
225     CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)
226     CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)
227     CBaseCombatCharacter::CanBecomeServerRagdoll()
228     CCSPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
229     CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
230     CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
231     CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)
232     CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*)
233     CBaseCombatCharacter::GetDeathActivity()
234     CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
235     CBaseCombatCharacter::CorpseFade()
236     CBaseCombatCharacter::HasHumanGibs()
237     CBaseCombatCharacter::HasAlienGibs()
238     CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
239     CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
240     CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
241     CBasePlayer::Event_Dying()
242     CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
243     CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*)
244     CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int)
245     CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
246     CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
247     CBaseCombatCharacter::PushawayTouch(CBaseEntity*)
248     CBaseCombatCharacter::IRelationType(CBaseEntity*)
249     CBaseCombatCharacter::IRelationPriority(CBaseEntity*)
250     CBaseCombatCharacter::IsInAVehicle()
251     CBasePlayer::GetVehicle()
252     CBasePlayer::GetVehicleEntity()
253     CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*)
254     CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)
255     CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)
256     CBasePlayer::DoMuzzleFlash()
257     CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)
258     CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*)
259     CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
260     CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)
261     CBasePlayer::NetworkStateChanged_m_iAmmo()
262     CBasePlayer::NetworkStateChanged_m_iAmmo(void*)
263     CCSPlayer::CreateViewModel(int)
264     CCSPlayer::SetupVisibility(CBaseEntity*, unsigned char*, int)
265     CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const
266     CBasePlayer::SharedSpawn()
267     CCSPlayer::InitialSpawn()
268     CBasePlayer::InitHUD()
269     CCSPlayer::ShowViewPortPanel(char const*, bool, KeyValues*)
270     CCSPlayer::PlayerDeathThink()
271     CBasePlayer::Jump()
272     CBasePlayer::Duck()
273     CCSPlayer::PreThink()
274     CCSPlayer::PostThink()
275     CBasePlayer::DamageEffect(float, int)
276     CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
277     CBasePlayer::ShouldFadeOnDeath()
278     CBasePlayer::IsFakeClient() const
279     CBasePlayer::GetPlayerMins() const
280     CBasePlayer::GetPlayerMaxs() const
281     CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
282     CBasePlayer::PackDeadPlayerItems()
283     CCSPlayer::RemoveAllItems(bool)
284     CBasePlayer::IsRunning() const
285     CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)
286     CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)
287     CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)
288     CBasePlayer::UpdateClientData()
289     CBasePlayer::ExitLadder()
290     CCSPlayer::FlashlightIsOn()
291     CCSPlayer::FlashlightTurnOn()
292     CCSPlayer::FlashlightTurnOff()
293     CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity*, float*)
294     CCSPlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)
295     CCSPlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool)
296     CCSPlayer::DeathSound(CTakeDamageInfo const&)
297     CCSPlayer::SetAnimation(PLAYER_ANIM)
298     CBasePlayer::ImpulseCommands()
299     CCSPlayer::CheatImpulseCommands(int)
300     CCSPlayer::ClientCommand(char const*)
301     CBasePlayer::StartObserverMode(int)
302     CBasePlayer::StopObserverMode()
303     CBasePlayer::SetObserverMode(int)
304     CBasePlayer::GetObserverMode()
305     CBasePlayer::SetObserverTarget(CBaseEntity*)
306     CBasePlayer::ObserverUse(bool)
307     CBasePlayer::GetObserverTarget()
308     CBasePlayer::FindNextObserverTarget(bool)
309     CCSPlayer::GetNextObserverSearchStartPoint(bool)
310     CBasePlayer::IsValidObserverTarget(CBaseEntity*)
311     CBasePlayer::CheckObserverSettings()
312     CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
313     CBasePlayer::ForceObserverMode(int)
314     CBasePlayer::ResetObserverMode()
315     CCSPlayer::StartReplayMode(float, float, int)
316     CCSPlayer::StopReplayMode()
317     CBasePlayer::GetDelayTicks()
318     CBasePlayer::GetReplayEntity()
319     CBasePlayer::CreateCorpse()
320     CCSPlayer::EntSelectSpawnPoint()
321     CBasePlayer::GetInVehicle(IServerVehicle*, int)
322     CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
323     CBasePlayer::OnVehicleStart()
324     CBasePlayer::OnVehicleEnd(Vector&)
325     CCSPlayer::BumpWeapon(CBaseCombatWeapon*)
326     CBasePlayer::SelectLastItem()
327     CBasePlayer::SelectItem(char const*, int)
328     CBasePlayer::ItemPostFrame()
329     CCSPlayer::GiveNamedItem(char const*, int)
330     CBasePlayer::CheckTrainUpdate()
331     CBasePlayer::SetPlayerUnderwater(bool)
332     CBasePlayer::CanBreatheUnderwater() const
333     CBasePlayer::PlayerUse()
334     CBasePlayer::PlayUseDenySound()
335     CCSPlayer::FindUseEntity()
336     CCSPlayer::IsUseableEntity(CBaseEntity*, unsigned int)
337     CBasePlayer::PickupObject(CBaseEntity*, bool)
338     CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*)
339     CBasePlayer::GetHeldObjectMass(IPhysicsObject*)
340     CBasePlayer::UpdateGeigerCounter()
341     CBasePlayer::GetAutoaimVector(float)
342     CBasePlayer::GetAutoaimVector(float, float)
343     CBasePlayer::GetAutoaimVector(autoaim_params_t&)
344     CBasePlayer::ShouldAutoaim()
345     CBasePlayer::ForceClientDllUpdate()
346     CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)
347     CCSPlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*)
348     CBasePlayer::CanSpeak()
349     CCSPlayer::CanHearChatFrom(CBasePlayer*)
350     CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
351     CBasePlayer::CheckChatText(char*, int)
352     CBasePlayer::IsFollowingPhysics()
353     CCSPlayer::InitVCollision()
354     CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
355     CBasePlayer::EquipSuit(bool)
356     CBasePlayer::RemoveSuit()
357     CBasePlayer::CommitSuicide()
358     CBasePlayer::IsBot() const
359     CCSPlayer::SpawnArmorValue() const
360     CCSPlayer::NetworkStateChanged_m_ArmorValue()
361     CCSPlayer::NetworkStateChanged_m_ArmorValue(void*)
362     CCSPlayer::IsBeingGivenItem() const
363     CCSPlayer::CSAnim_GetActiveWeapon()
364     CCSPlayer::CSAnim_CanMove()
365     CCSPlayer::Blind(float, float, float)
366     CCSPlayer::Cmd_Argc()
367     CCSPlayer::Cmd_Argv(int)