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

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m (CCSPlayer offset list (SourceMM) moved to CCSPlayer Offset List (Counter-Strike: Source): Removing SourceMM suffix once and for all)
(The List: Updated Offsets for the CSS Source2009 port)
Line 11: Line 11:
 
Counter-Strike: Source
 
Counter-Strike: Source
  
0       CCSPlayer::~CCSPlayer()
+
0 CCSPlayer::~CCSPlayer()
1       CBaseEntity::SetRefEHandle(CBaseHandle const&)
+
1 CBaseEntity::SetRefEHandle(CBaseHandle const&)
2       CBaseEntity::GetRefEHandle() const
+
2 CBaseEntity::GetRefEHandle(void)const
3       CBaseEntity::GetCollideable()
+
3 CBaseEntity::GetCollideable(void)
4       CBaseEntity::GetNetworkable()
+
4 CBaseEntity::GetNetworkable(void)
5       CBaseEntity::GetBaseEntity()
+
5 CBaseEntity::GetBaseEntity(void)
6       CBaseEntity::GetModelIndex() const
+
6 CBaseEntity::GetModelIndex(void)const
7       CBaseEntity::GetModelName() const
+
7 CBaseEntity::GetModelName(void)const
8       CBaseEntity::SetModelIndex(int)
+
8 CBaseEntity::SetModelIndex(int)
9       CCSPlayer::_GetClassName()
+
9 CCSPlayer::GetServerClass(void)
10     CCSPlayer::GetServerClass()
+
10 CCSPlayer::YouForgotToImplementOrDeclareServerClass(void)
11     CCSPlayer::GetClassName()
+
11 CCSPlayer::GetDataDescMap(void)
12     CCSPlayer::YouForgotToImplementOrDeclareServerClass()
+
12 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &)
13      CCSPlayer::GetDataDescMap()
+
13 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &)
14      CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
+
14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15      CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)
+
15 CBaseEntity::ShouldCollide(int,int)const
16      CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)
+
16 CBaseEntity::SetOwnerEntity(CBaseEntity*)
17      CBaseEntity::ShouldCollide(int, int) const
+
17 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
18      CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
18 CBasePlayer::UpdateTransmitState(void)
19      CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
+
19 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
20      CBasePlayer::UpdateTransmitState()
+
20 CBasePlayer::GetTracerType(void)
21      CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool)
+
21 CCSPlayer::Spawn(void)
22      CBasePlayer::GetTracerType()
+
22 CCSPlayer::Precache(void)
23      CCSPlayer::Spawn()
+
23 CBasePlayer::SetModel(char const*)
24      CCSPlayer::Precache()
+
24 CBaseMultiplayerPlayer::PostConstructor(char const*)
25      CBaseFlex::SetModel(char const*)
+
25 CBaseEntity::PostClientActive(void)
26      CBaseEntity::PostConstructor(char const*)
+
26 CBaseEntity::ParseMapData(CEntityMapData *)
27      CBaseEntity::PostClientActive()
+
27 CBaseEntity::KeyValue(char const*,char const*)
28      CBaseEntity::ParseMapData(CEntityMapData*)
+
28 CBaseEntity::KeyValue(char const*,float)
29      CBaseEntity::KeyValue(char const*, char const*)
+
29 CBaseEntity::KeyValue(char const*,Vector const&)
30      CBaseEntity::KeyValue(char const*, float)
+
30 CBaseEntity::GetKeyValue(char  const*,char *,int)
31      CBaseEntity::KeyValue(char const*, Vector)
+
31 CBasePlayer::Activate(void)
32      CBasePlayer::Activate()
+
32 CBaseEntity::SetParent(CBaseEntity*,int)
33      CBaseEntity::SetParent(CBaseEntity*, int)
+
33 CBasePlayer::ObjectCaps(void)
34      CBasePlayer::ObjectCaps()
+
34 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int)
35      CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
+
35 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &)
36      CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)
+
36 CBasePlayer::DrawDebugGeometryOverlays(void)
37      CBasePlayer::DrawDebugGeometryOverlays()
+
37 CBaseAnimating::DrawDebugTextOverlays(void)
38      CBaseAnimating::DrawDebugTextOverlays()
+
38 CBasePlayer::Save(ISave &)
39      CBasePlayer::Save(ISave&)
+
39 CBasePlayer::Restore(IRestore &)
40      CBasePlayer::Restore(IRestore&)
+
40 CBasePlayer::ShouldSavePhysics(void)
41      CBasePlayer::ShouldSavePhysics()
+
41 CBaseEntity::OnSave(IEntitySaveUtils *)
42      CBaseEntity::OnSave(IEntitySaveUtils*)
+
42 CBasePlayer::OnRestore(void)
43      CBasePlayer::OnRestore()
+
43 CBasePlayer::RequiredEdictIndex(void)
44      CBasePlayer::RequiredEdictIndex()
+
44 CBaseEntity::MoveDone(void)
45      CBaseEntity::MoveDone()
+
45 CBaseEntity::Think(void)
46      CBaseEntity::Think()
+
46 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
47      CBasePlayer::NetworkStateChanged_m_nNextThinkTick()
+
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
48      CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void*)
+
48 CBaseAnimating::GetBaseAnimating(void)
49      CBaseAnimating::GetBaseAnimating()
+
49 CBaseMultiplayerPlayer::GetResponseSystem(void)
50      CBaseEntity::GetResponseSystem()
+
50 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char const*)
51      CBaseEntity::DispatchResponse(char const*)
+
51 CBasePlayer::Classify(void)
52      CBasePlayer::Classify()
+
52 CBaseEntity::DeathNotice(CBaseEntity*)
53      CBaseEntity::DeathNotice(CBaseEntity*)
+
53 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
54      CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
+
54 CBaseEntity::GetAutoAimRadius(void)
55      CBaseEntity::GetAutoAimRadius()
+
55 CBaseEntity::GetAutoAimCenter(void)
56     CBaseEntity::GetAutoAimCenter()
+
56 CBaseEntity::GetBeamTraceFilter(void)
57     CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
+
57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
58     CCSPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
+
58 CCSPlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *)
59     CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
+
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60     CCSPlayer::OnTakeDamage(CTakeDamageInfo const&)
+
60 CCSPlayer::OnTakeDamage(CTakeDamageInfo const&)
61     CBasePlayer::TakeHealth(float, int)
+
61 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
62      CCSPlayer::Event_Killed(CTakeDamageInfo const&)
+
62 CBasePlayer::TakeHealth(float,int)
63      CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&)
+
63 CBaseEntity::IsAlive(void)
64      CBaseCombatCharacter::BloodColor()
+
64 CCSPlayer::Event_Killed(CTakeDamageInfo const&)
65      CBaseEntity::IsTriggered(CBaseEntity*)
+
65 CCSPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo const&)
66      CBaseEntity::IsNPC() const
+
66 CBaseCombatCharacter::BloodColor(void)
67      CBaseCombatCharacter::MyCombatCharacterPointer()
+
67 CBaseEntity::IsTriggered(CBaseEntity*)
68      CBaseEntity::GetDelay()
+
68 CBaseEntity::IsNPC(void)const
69      CBaseEntity::IsMoving()
+
69 CBaseCombatCharacter::MyCombatCharacterPointer(void)
70      CBaseEntity::DamageDecal(int, int)
+
70 CBaseEntity::MyNextBotPointer(void)
71      CBaseEntity::DecalTrace(CGameTrace*, char const*)
+
71 CBaseEntity::GetDelay(void)
72      CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
+
72 CBaseEntity::IsMoving(void)
73      CBaseEntity::OnControls(CBaseEntity*)
+
73 CBaseEntity::DamageDecal(int,int)
74      CBaseEntity::HasTarget(string_t)
+
74 CBaseEntity::DecalTrace(CGameTrace *,char const*)
75      CBasePlayer::IsPlayer() const
+
75 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
76      CBasePlayer::IsNetClient() const
+
76 CBaseEntity::OnControls(CBaseEntity*)
77      CBaseEntity::IsTemplate()
+
77 CBaseEntity::HasTarget(string_t)
78      CBaseEntity::IsBaseObject() const
+
78 CBasePlayer::IsPlayer(void)const
79      CBaseEntity::GetServerVehicle()
+
79 CBasePlayer::IsNetClient(void)const
80      CBaseEntity::IsViewable()
+
80 CBaseEntity::IsTemplate(void)
81      CCSPlayer::ChangeTeam(int)
+
81 CBaseEntity::IsBaseObject(void)const
82      CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
+
82 CBaseEntity::IsBaseTrain(void)const
83      CBaseEntity::CanStandOn(CBaseEntity*) const
+
83 CBaseEntity::IsBaseCombatWeapon(void)const
84      CBaseEntity::CanStandOn(edict_t*) const
+
84 CBaseEntity::IsWearable(void)const
85      CBaseEntity::GetEnemy()
+
85 CBaseEntity::MyCombatWeaponPointer(void)
86      CBaseEntity::GetEnemy() const
+
86 CBaseEntity::GetServerVehicle(void)
87      CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
+
87 CBaseEntity::IsViewable(void)
88      CBaseEntity::StartTouch(CBaseEntity*)
+
88 CCSPlayer::ChangeTeam(int)
89      CBasePlayer::Touch(CBaseEntity*)
+
89 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
90      CBaseEntity::EndTouch(CBaseEntity*)
+
90 CBaseEntity::CanStandOn(CBaseEntity*)const
91      CBaseEntity::StartBlocked(CBaseEntity*)
+
91 CBaseEntity::CanStandOn(edict_t *)const
92      CBaseEntity::Blocked(CBaseEntity*)
+
92 CBaseEntity::GetEnemy(void)
93      CBaseEntity::EndBlocked()
+
93 CBaseEntity::GetEnemy(void)const
94      CBasePlayer::PhysicsSimulate()
+
94 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
95      CBasePlayer::UpdateOnRemove()
+
95 CBaseEntity::StartTouch(CBaseEntity*)
96      CBaseEntity::StopLoopingSounds()
+
96 CBasePlayer::Touch(CBaseEntity *)
97      CBaseEntity::SUB_AllowedToFade()
+
97 CBaseEntity::EndTouch(CBaseEntity*)
98      CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
+
98 CBaseEntity::StartBlocked(CBaseEntity*)
99      CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
+
99 CBaseEntity::Blocked(CBaseEntity*)
100    CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
+
100 CBaseEntity::EndBlocked(void)
101    CBaseEntity::FireBullets(FireBulletsInfo_t const&)
+
101 CBasePlayer::PhysicsSimulate(void)
102    CBasePlayer::DoImpactEffect(CGameTrace&, int)
+
102 CBasePlayer::UpdateOnRemove(void)
103    CBaseEntity::Respawn()
+
103 CBaseEntity::StopLoopingSounds(void)
104    CBaseEntity::IsLockedByMaster()
+
104 CBaseEntity::SUB_AllowedToFade(void)
105    CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
+
105 CBaseFlex::Teleport(Vector const*,QAngle const*,Vector const*)
106    CBaseEntity::NetworkStateChanged_m_iMaxHealth()
+
106 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&)
107    CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*)
+
107 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int)
108    CBasePlayer::NetworkStateChanged_m_iHealth()
+
108 CBaseEntity::GetTracerAttachment(void)
109    CBasePlayer::NetworkStateChanged_m_iHealth(void*)
+
109 CBaseEntity::FireBullets(FireBulletsInfo_t const&)
110    CBasePlayer::NetworkStateChanged_m_lifeState()
+
110 CBasePlayer::DoImpactEffect(CGameTrace &,int)
111    CBasePlayer::NetworkStateChanged_m_lifeState(void*)
+
111 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
112    CBaseEntity::NetworkStateChanged_m_takedamage()
+
112 CBaseEntity::Respawn(void)
113    CBaseEntity::NetworkStateChanged_m_takedamage(void*)
+
113 CBaseEntity::IsLockedByMaster(void)
114    CBaseEntity::GetDamageType() const
+
114 CBaseEntity::GetMaxHealth(void)const
115    CBaseEntity::GetDamage()
+
115 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
116    CBaseEntity::SetDamage(float)
+
116 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
117    CBasePlayer::EyePosition()
+
117 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
118    CBasePlayer::EyeAngles()
+
118 CBasePlayer::NetworkStateChanged_m_iHealth(void)
119    CBasePlayer::LocalEyeAngles()
+
119 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
120    CBaseEntity::EarPosition()
+
120 CBasePlayer::NetworkStateChanged_m_lifeState(void)
121    CBasePlayer::BodyTarget(Vector const&, bool)
+
121 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
122    CBaseEntity::HeadTarget(Vector const&)
+
122 CBaseEntity::NetworkStateChanged_m_takedamage(void)
123    CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
+
123 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
124    CBaseEntity::GetViewOffset()
+
124 CBaseEntity::GetDamageType(void)const
125    CBasePlayer::GetSmoothedVelocity()
+
125 CBaseEntity::GetDamage(void)
126    CBaseAnimating::GetVelocity(Vector*, Vector*)
+
126 CBaseEntity::SetDamage(float)
127    CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**)
+
127 CBasePlayer::EyePosition(void)
128    CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**)
+
128 CBasePlayer::EyeAngles(void)
129    CBaseEntity::CanBeSeenBy(CAI_BaseNPC*)
+
129 CBasePlayer::LocalEyeAngles(void)
130    CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
130 CBaseEntity::EarPosition(void)
131    CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
131 CBasePlayer::BodyTarget(Vector const&,bool)
132    CBaseEntity::CanBePoweredUp()
+
132 CBaseEntity::HeadTarget(Vector const&)
133    CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
+
133 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
134    CBaseEntity::GetGroundVelocityToApply(Vector&)
+
134 CBaseEntity::GetViewOffset(void)const
135    CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
+
135 CBaseEntity::SetViewOffset(Vector  const&)
136    CBaseEntity::Splash()
+
136 CBasePlayer::GetSmoothedVelocity(void)
137    CBaseEntity::WorldSpaceCenter() const
+
137 CBaseAnimating::GetVelocity(Vector *,Vector *)
138    CBaseEntity::GetSoundEmissionOrigin() const
+
138 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
139    CBaseEntity::CreateVPhysics()
+
139 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **)
140    CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
140 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
141    CBasePlayer::VPhysicsDestroyObject()
+
141 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
142    CBasePlayer::VPhysicsUpdate(IPhysicsObject*)
+
142 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
143    CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
+
143 CBaseEntity::GetGroundVelocityToApply(Vector &)
144    CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
+
144 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float)
145    CCSPlayer::VPhysicsShadowUpdate(IPhysicsObject*)
+
145 CBaseEntity::Splash(void)
146    CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)
+
146 CBaseEntity::WorldSpaceCenter(void)const
147    CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
+
147 CBaseEntity::GetSoundEmissionOrigin(void)const
148    CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
148 CBaseEntity::IsDeflectable(void)
149    CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
+
149 CBaseEntity::Deflected(CBaseEntity*,Vector &)
150    CBaseEntity::HasPhysicsAttacker(float)
+
150 CBaseEntity::CreateVPhysics(void)
151    CBasePlayer::PhysicsSolidMaskForEntity() const
+
151 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
152    CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
+
152 CBasePlayer::VPhysicsDestroyObject(void)
153    CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
+
153 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
154    CBaseAnimating::GetStepOrigin() const
+
154 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
155    CBaseAnimating::GetStepAngles() const
+
155 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
156    CBaseEntity::ShouldDrawWaterImpacts()
+
156 CCSPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
157    CBaseEntity::NetworkStateChanged_m_fFlags()
+
157 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
158    CBaseEntity::NetworkStateChanged_m_fFlags(void*)
+
158 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
159    CBasePlayer::NetworkStateChanged_m_nWaterLevel()
+
159 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
160    CBasePlayer::NetworkStateChanged_m_nWaterLevel(void*)
+
160 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
161    CBasePlayer::NetworkStateChanged_m_hGroundEntity()
+
161 CBaseEntity::VPhysicsIsFlesh(void)
162    CBasePlayer::NetworkStateChanged_m_hGroundEntity(void*)
+
162 CBaseEntity::HasPhysicsAttacker(float)
163    CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
+
163 CBasePlayer::PhysicsSolidMaskForEntity(void)const
164    CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void*)
+
164 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
165    CBasePlayer::NetworkStateChanged_m_flFriction()
+
165 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
166    CBasePlayer::NetworkStateChanged_m_flFriction(void*)
+
166 CBaseAnimating::GetStepOrigin(void)const
167    CBasePlayer::NetworkStateChanged_m_vecVelocity()
+
167 CBaseAnimating::GetStepAngles(void)const
168    CBasePlayer::NetworkStateChanged_m_vecVelocity(void*)
+
168 CBaseEntity::ShouldDrawWaterImpacts(void)
169    CBasePlayer::NetworkStateChanged_m_vecViewOffset()
+
169 CBasePlayer::NetworkStateChanged_m_fFlags(void)
170    CBasePlayer::NetworkStateChanged_m_vecViewOffset(void*)
+
170 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
171    CBaseAnimating::GetIdealSpeed() const
+
171 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
172    CBaseAnimating::GetIdealAccel() const
+
172 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
173    CBaseAnimatingOverlay::StudioFrameAdvance()
+
173 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
174    CBaseAnimating::IsActivityFinished()
+
174 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
175    CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
+
175 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
176    CBaseAnimating::BecomeRagdollOnClient(Vector const&)
+
176 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
177    CBaseAnimating::IsRagdoll()
+
177 CBasePlayer::NetworkStateChanged_m_flFriction(void)
178    CBaseAnimating::CanBecomeRagdoll()
+
178 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
179    CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int)
+
179 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
180    CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
+
180 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
181    CBaseAnimating::SetupBones(matrix3x4_t*, int)
+
181 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
182    CBaseAnimating::CalculateIKLocks(float)
+
182 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
183    CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)
+
183 CBaseAnimating::GetIdealSpeed(void)const
184    CCSPlayer::HandleAnimEvent(animevent_t*)
+
184 CBaseAnimating::GetIdealAccel(void)const
185    CBaseAnimating::GetAttachment(int, matrix3x4_t&)
+
185 CBaseAnimatingOverlay::StudioFrameAdvance(void)
186    CBaseAnimating::InitBoneControllers()
+
186 CBaseAnimating::IsActivityFinished(void)
187    CBaseAnimating::GetGroundSpeedVelocity()
+
187 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
188    CBaseAnimating::Ignite(float, bool, float, bool)
+
188 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*)
189    CBaseAnimating::Extinguish()
+
189 CBaseAnimating::BecomeRagdollOnClient(Vector const&)
190    CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*)
+
190 CBaseAnimating::IsRagdoll(void)
191    CBaseAnimating::SetLightingOrigin(CBaseEntity*)
+
191 CBaseAnimating::CanBecomeRagdoll(void)
192    CBaseFlex::SetViewtarget(Vector const&)
+
192 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
193    CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)
+
193 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
194    CBaseFlex::ProcessSceneEvents()
+
194 CBaseAnimating::SetupBones(matrix3x4_t *,int)
195    CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)
+
195 CBaseAnimating::CalculateIKLocks(float)
196    CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)
+
196 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
197    CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)
+
197 CCSPlayer::HandleAnimEvent(animevent_t *)
198    CBaseCombatCharacter::GetPhysicsImpactDamageTable()
+
198 CBaseAnimating::PopulatePoseParameters(void)
199    CBaseCombatCharacter::FInViewCone(CBaseEntity*)
+
199 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
200    CBaseCombatCharacter::FInViewCone(Vector const&)
+
200 CBaseAnimating::InitBoneControllers(void)
201    CBaseCombatCharacter::FInAimCone(CBaseEntity*)
+
201 CBaseAnimating::GetGroundSpeedVelocity(void)
202    CBaseCombatCharacter::FInAimCone(Vector const&)
+
202 CBaseAnimating::Ignite(float,bool,float,bool)
203    CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
203 CBaseAnimating::IgniteLifetime(float)
204    CBaseCombatCharacter::FindMissTarget()
+
204 CBaseAnimating::IgniteNumHitboxFires(int)
205    CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*)
+
205 CBaseAnimating::IgniteHitboxFireScale(float)
206    CBasePlayer::BodyAngles()
+
206 CBaseAnimating::Extinguish(void)
207    CBaseCombatCharacter::BodyDirection2D()
+
207 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
208    CBaseCombatCharacter::BodyDirection3D()
+
208 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
209    CBaseCombatCharacter::HeadDirection2D()
+
209 CBaseFlex::SetViewtarget(Vector const&)
210    CBaseCombatCharacter::HeadDirection3D()
+
210 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
211    CBaseCombatCharacter::EyeDirection2D()
+
211 CBaseFlex::ProcessSceneEvents(void)
212    CBaseCombatCharacter::EyeDirection3D()
+
212 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
213    CBaseCombatCharacter::GiveAmmo(int, int, bool)
+
213 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
214    CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
214 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
215    CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)
+
215 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
216    CCSPlayer::Weapon_CanUse(CBaseCombatWeapon*)
+
216 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
217    CCSPlayer::Weapon_Equip(CBaseCombatWeapon*)
+
217 CBasePlayer::GetPhysicsImpactDamageTable(void)
218    CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)
+
218 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
219    CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)
+
219 CBaseCombatCharacter::FInViewCone(Vector  const&)
220    CCSPlayer::Weapon_Switch(CBaseCombatWeapon*, int)
+
220 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
221    CBasePlayer::Weapon_ShootPosition()
+
221 CBaseCombatCharacter::FInAimCone(Vector const&)
222    CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon*)
+
222 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
223    CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
+
223 CBaseCombatCharacter::FindMissTarget(void)
224    CBaseCombatCharacter::Weapon_GetSlot(int) const
+
224 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
225    CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)
+
225 CBasePlayer::BodyAngles(void)
226    CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)
+
226 CBaseCombatCharacter::BodyDirection2D(void)
227    CBaseCombatCharacter::CanBecomeServerRagdoll()
+
227 CBaseCombatCharacter::BodyDirection3D(void)
228    CCSPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
+
228 CBaseCombatCharacter::HeadDirection2D(void)
229    CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
+
229 CBaseCombatCharacter::HeadDirection3D(void)
230    CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
+
230 CBaseCombatCharacter::EyeDirection2D(void)
231    CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)
+
231 CBaseCombatCharacter::EyeDirection3D(void)
232    CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*)
+
232 CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
233    CBaseCombatCharacter::GetDeathActivity()
+
233 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
234    CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
+
234 CBaseCombatCharacter::IsHiddenByFog(float)const
235    CBaseCombatCharacter::CorpseFade()
+
235 CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
236    CBaseCombatCharacter::HasHumanGibs()
+
236 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
237    CBaseCombatCharacter::HasAlienGibs()
+
237 CBaseCombatCharacter::GetFogObscuredRatio(float)const
238    CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
+
238 CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
239    CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
239 CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
240    CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
+
240 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
241    CBasePlayer::Event_Dying()
+
241 CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
242    CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
+
242 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
243    CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*)
+
243 CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
244    CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int)
+
244 CBaseCombatCharacter::GiveAmmo(int,int,bool)
245    CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
+
245 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
246    CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
+
246 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
247    CBaseCombatCharacter::PushawayTouch(CBaseEntity*)
+
247 CBaseCombatCharacter::Weapon_FrameUpdate(void)
248    CBaseCombatCharacter::IRelationType(CBaseEntity*)
+
248 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
249    CBaseCombatCharacter::IRelationPriority(CBaseEntity*)
+
249 CCSPlayer::Weapon_CanUse(CBaseCombatWeapon *)
250    CBaseCombatCharacter::IsInAVehicle()
+
250 CCSPlayer::Weapon_Equip(CBaseCombatWeapon *)
251    CBasePlayer::GetVehicle()
+
251 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
252    CBasePlayer::GetVehicleEntity()
+
252 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
253    CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*)
+
253 CCSPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
254    CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)
+
254 CBasePlayer::Weapon_ShootPosition(void)
255    CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)
+
255 CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
256    CBasePlayer::DoMuzzleFlash()
+
256 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
257    CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)
+
257 CBaseCombatCharacter::Weapon_GetSlot(int)const
258    CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*)
+
258 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
259    CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
+
259 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
260    CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
260 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
261    CBasePlayer::NetworkStateChanged_m_iAmmo()
+
261 CCSPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
262    CBasePlayer::NetworkStateChanged_m_iAmmo(void*)
+
262 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
263    CCSPlayer::CreateViewModel(int)
+
263 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
264    CCSPlayer::SetupVisibility(CBaseEntity*, unsigned char*, int)
+
264 CBaseCombatCharacter::GetAliveDuration(void)const
265    CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const
+
265 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
266    CBasePlayer::SharedSpawn()
+
266 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
267    CCSPlayer::InitialSpawn()
+
267 CBaseCombatCharacter::HasEverBeenInjured(int)const
268    CBasePlayer::InitHUD()
+
268 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
269    CCSPlayer::ShowViewPortPanel(char const*, bool, KeyValues*)
+
269 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
270    CCSPlayer::PlayerDeathThink()
+
270 CBaseCombatCharacter::GetDeathActivity(void)
271    CBasePlayer::Jump()
+
271 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
272    CBasePlayer::Duck()
+
272 CBaseCombatCharacter::CorpseFade(void)
273    CCSPlayer::PreThink()
+
273 CBaseCombatCharacter::HasHumanGibs(void)
274    CCSPlayer::PostThink()
+
274 CBaseCombatCharacter::HasAlienGibs(void)
275    CBasePlayer::DamageEffect(float, int)
+
275 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
276    CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
+
276 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
277    CBasePlayer::ShouldFadeOnDeath()
+
277 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
278    CBasePlayer::IsFakeClient() const
+
278 CBasePlayer::Event_Dying(void)
279    CBasePlayer::GetPlayerMins() const
+
279 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
280    CBasePlayer::GetPlayerMaxs() const
+
280 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
281    CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
+
281 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
282    CBasePlayer::PackDeadPlayerItems()
+
282 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
283    CCSPlayer::RemoveAllItems(bool)
+
283 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
284    CBasePlayer::IsRunning() const
+
284 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
285    CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)
+
285 CBaseCombatCharacter::IRelationType(CBaseEntity *)
286    CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
286 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
287    CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)
+
287 CBasePlayer::IsInAVehicle(void)const
288    CBasePlayer::UpdateClientData()
+
288 CBasePlayer::GetVehicle(void)
289    CBasePlayer::ExitLadder()
+
289 CBasePlayer::GetVehicleEntity(void)
290    CCSPlayer::FlashlightIsOn()
+
290 CBaseCombatCharacter::ExitVehicle(void)
291    CCSPlayer::FlashlightTurnOn()
+
291 CBaseCombatCharacter::RemoveAllWeapons(void)
292    CCSPlayer::FlashlightTurnOff()
+
292 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
293    CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity*, float*)
+
293 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
294    CCSPlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)
+
294 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
295    CCSPlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool)
+
295 CBasePlayer::DoMuzzleFlash(void)
296    CCSPlayer::DeathSound(CTakeDamageInfo const&)
+
296 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
297    CCSPlayer::SetAnimation(PLAYER_ANIM)
+
297 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
298    CBasePlayer::ImpulseCommands()
+
298 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
299    CCSPlayer::CheatImpulseCommands(int)
+
299 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
300    CCSPlayer::ClientCommand(char const*)
+
300 CBaseCombatCharacter::GetLastKnownArea(void)const
301    CBasePlayer::StartObserverMode(int)
+
301 CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
302    CBasePlayer::StopObserverMode()
+
302 CBaseCombatCharacter::ClearLastKnownArea(void)
303    CBasePlayer::SetObserverMode(int)
+
303 CBaseCombatCharacter::UpdateLastKnownArea(void)
304    CBasePlayer::GetObserverMode()
+
304 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
305    CBasePlayer::SetObserverTarget(CBaseEntity*)
+
305 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
306    CBasePlayer::ObserverUse(bool)
+
306 CBaseCombatCharacter::OnPursuedBy(INextBot *)
307    CBasePlayer::GetObserverTarget()
+
307 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
308    CBasePlayer::FindNextObserverTarget(bool)
+
308 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
309    CCSPlayer::GetNextObserverSearchStartPoint(bool)
+
309 CCSPlayer::CreateViewModel(int)
310    CBasePlayer::IsValidObserverTarget(CBaseEntity*)
+
310 CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
311    CBasePlayer::CheckObserverSettings()
+
311 CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
312    CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
+
312 CBasePlayer::SharedSpawn(void)
313    CBasePlayer::ForceObserverMode(int)
+
313 CBasePlayer::ForceRespawn(void)
314    CBasePlayer::ResetObserverMode()
+
314 CCSPlayer::InitialSpawn(void)
315    CCSPlayer::StartReplayMode(float, float, int)
+
315 CBasePlayer::InitHUD(void)
316    CCSPlayer::StopReplayMode()
+
316 CCSPlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
317    CBasePlayer::GetDelayTicks()
+
317 CCSPlayer::PlayerDeathThink(void)
318    CBasePlayer::GetReplayEntity()
+
318 CBasePlayer::Jump(void)
319    CBasePlayer::CreateCorpse()
+
319 CBasePlayer::Duck(void)
320    CCSPlayer::EntSelectSpawnPoint()
+
320 CCSPlayer::PreThink(void)
321    CBasePlayer::GetInVehicle(IServerVehicle*, int)
+
321 CCSPlayer::PostThink(void)
322    CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
+
322 CBasePlayer::DamageEffect(float,int)
323    CBasePlayer::OnVehicleStart()
+
323 CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
324    CBasePlayer::OnVehicleEnd(Vector&)
+
324 CBasePlayer::ShouldFadeOnDeath(void)
325    CCSPlayer::BumpWeapon(CBaseCombatWeapon*)
+
325 CBasePlayer::IsFakeClient(void)const
326    CBasePlayer::SelectLastItem()
+
326 CBasePlayer::GetPlayerMins(void)const
327    CBasePlayer::SelectItem(char const*, int)
+
327 CBasePlayer::GetPlayerMaxs(void)const
328    CBasePlayer::ItemPostFrame()
+
328 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
329    CCSPlayer::GiveNamedItem(char const*, int)
+
329 CBasePlayer::PackDeadPlayerItems(void)
330    CBasePlayer::CheckTrainUpdate()
+
330 CCSPlayer::RemoveAllItems(bool)
331    CBasePlayer::SetPlayerUnderwater(bool)
+
331 CBasePlayer::IsRunning(void)const
332    CBasePlayer::CanBreatheUnderwater() const
+
332 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
333    CBasePlayer::PlayerUse()
+
333 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
334    CBasePlayer::PlayUseDenySound()
+
334 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
335    CCSPlayer::FindUseEntity()
+
335 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
336    CCSPlayer::IsUseableEntity(CBaseEntity*, unsigned int)
+
336 CBasePlayer::GetTimeSinceWeaponFired(void)const
337    CBasePlayer::PickupObject(CBaseEntity*, bool)
+
337 CBasePlayer::IsFiringWeapon(void)const
338    CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*)
+
338 CBasePlayer::UpdateClientData(void)
339    CBasePlayer::GetHeldObjectMass(IPhysicsObject*)
+
339 CBasePlayer::ExitLadder(void)
340    CBasePlayer::UpdateGeigerCounter()
+
340 CBasePlayer::GetLadderSurface(Vector  const&)
341    CBasePlayer::GetAutoaimVector(float)
+
341 CBasePlayer::SetFlashlightEnabled(bool)
342    CBasePlayer::GetAutoaimVector(float, float)
+
342 CCSPlayer::FlashlightIsOn(void)
343    CBasePlayer::GetAutoaimVector(autoaim_params_t&)
+
343 CCSPlayer::FlashlightTurnOn(void)
344    CBasePlayer::ShouldAutoaim()
+
344 CCSPlayer::FlashlightTurnOff(void)
345    CBasePlayer::ForceClientDllUpdate()
+
345 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
346    CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)
+
346 CCSPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
347    CCSPlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*)
+
347 CCSPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
348    CBasePlayer::CanSpeak()
+
348 CBasePlayer::GetStepSoundVelocities(float *,float *)
349    CCSPlayer::CanHearChatFrom(CBasePlayer*)
+
349 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
350    CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
+
350 CCSPlayer::DeathSound(CTakeDamageInfo  const&)
351    CBasePlayer::CheckChatText(char*, int)
+
351 CCSPlayer::SetAnimation(PLAYER_ANIM)
352    CBasePlayer::IsFollowingPhysics()
+
352 CBasePlayer::ImpulseCommands(void)
353    CCSPlayer::InitVCollision()
+
353 CCSPlayer::CheatImpulseCommands(int)
354    CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
+
354 CCSPlayer::ClientCommand(CCommand  const&)
355    CBasePlayer::EquipSuit(bool)
+
355 CBasePlayer::StartObserverMode(int)
356    CBasePlayer::RemoveSuit()
+
356 CBasePlayer::StopObserverMode(void)
357    CBasePlayer::CommitSuicide()
+
357 CBasePlayer::ModeWantsSpectatorGUI(int)
358    CBasePlayer::IsBot() const
+
358 CBasePlayer::SetObserverMode(int)
359    CCSPlayer::SpawnArmorValue() const
+
359 CBasePlayer::GetObserverMode(void)
360    CCSPlayer::NetworkStateChanged_m_ArmorValue()
+
360 CBasePlayer::SetObserverTarget(CBaseEntity *)
361    CCSPlayer::NetworkStateChanged_m_ArmorValue(void*)
+
361 CBasePlayer::ObserverUse(bool)
362    CCSPlayer::IsBeingGivenItem() const
+
362 CBasePlayer::GetObserverTarget(void)
363    CCSPlayer::CSAnim_GetActiveWeapon()
+
363 CBasePlayer::FindNextObserverTarget(bool)
364    CCSPlayer::CSAnim_CanMove()
+
364 CCSPlayer::GetNextObserverSearchStartPoint(bool)
365    CCSPlayer::Blind(float, float, float)
+
365 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
366    CCSPlayer::Cmd_Argc()
+
366 CBasePlayer::CheckObserverSettings(void)
367    CCSPlayer::Cmd_Argv(int)
+
367 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
 +
368 CBasePlayer::ForceObserverMode(int)
 +
369 CBasePlayer::ResetObserverMode(void)
 +
370 CBasePlayer::ValidateCurrentObserverTarget(void)
 +
371 CCSPlayer::AttemptToExitFreezeCam(void)
 +
372 CCSPlayer::StartReplayMode(float,float,int)
 +
373 CCSPlayer::StopReplayMode(void)
 +
374 CBasePlayer::GetDelayTicks(void)
 +
375 CBasePlayer::GetReplayEntity(void)
 +
376 CBasePlayer::CreateCorpse(void)
 +
377 CCSPlayer::EntSelectSpawnPoint(void)
 +
378 CBasePlayer::GetInVehicle(IServerVehicle *,int)
 +
379 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
 +
380 CBasePlayer::OnVehicleStart(void)
 +
381 CBasePlayer::OnVehicleEnd(Vector &)
 +
382 CCSPlayer::BumpWeapon(CBaseCombatWeapon *)
 +
383 CBasePlayer::SelectLastItem(void)
 +
384 CBasePlayer::SelectItem(char  const*,int)
 +
385 CBasePlayer::ItemPostFrame(void)
 +
386 CCSPlayer::GiveNamedItem(char  const*,int)
 +
387 CBasePlayer::CheckTrainUpdate(void)
 +
388 CBasePlayer::SetPlayerUnderwater(bool)
 +
389 CBasePlayer::CanBreatheUnderwater(void)const
 +
390 CBasePlayer::PlayerUse(void)
 +
391 CCSPlayer::PlayUseDenySound(void)
 +
392 CCSPlayer::FindUseEntity(void)
 +
393 CCSPlayer::IsUseableEntity(CBaseEntity *,unsigned int)
 +
394 CBasePlayer::PickupObject(CBaseEntity *,bool)
 +
395 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
 +
396 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
 +
397 CBasePlayer::UpdateGeigerCounter(void)
 +
398 CBasePlayer::GetAutoaimVector(float)
 +
399 CBasePlayer::GetAutoaimVector(float,float)
 +
400 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
 +
401 CBasePlayer::ShouldAutoaim(void)
 +
402 CBasePlayer::ForceClientDllUpdate(void)
 +
403 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
 +
404 CCSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
 +
405 CBasePlayer::ChangeTeam(int,bool,bool)
 +
406 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
 +
407 CBaseMultiplayerPlayer::CanSpeak(void)
 +
408 CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
 +
409 CBasePlayer::CheckChatText(char *,int)
 +
410 CCSPlayer::CreateRagdollEntity(void)
 +
411 CBasePlayer::ShouldAnnounceAchievement(void)
 +
412 CBasePlayer::EquipWearable(CWearableItem *)
 +
413 CBasePlayer::RemoveWearable(CWearableItem *)
 +
414 CBasePlayer::IsFollowingPhysics(void)
 +
415 CCSPlayer::InitVCollision(Vector  const&,Vector  const&)
 +
416 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
 +
417 CBasePlayer::Hints(void)
 +
418 CBasePlayer::IsReadyToPlay(void)
 +
419 CBasePlayer::IsReadyToSpawn(void)
 +
420 CBasePlayer::ShouldGainInstantSpawn(void)
 +
421 CBasePlayer::ResetPerRoundStats(void)
 +
422 CBasePlayer::ResetScores(void)
 +
423 CBasePlayer::EquipSuit(bool)
 +
424 CBasePlayer::RemoveSuit(void)
 +
425 CCSPlayer::CommitSuicide(bool,bool)
 +
426 CCSPlayer::CommitSuicide(Vector  const&,bool,bool)
 +
427 CBasePlayer::IsBot(void)const
 +
428 CBaseMultiplayerPlayer::GetExpresser(void)
 +
429 CCSPlayer::SpawnArmorValue(void)const
 +
430 CCSPlayer::NetworkStateChanged_m_ArmorValue(void)
 +
431 CCSPlayer::NetworkStateChanged_m_ArmorValue(void *)
 +
432 CBasePlayer::HasHaptics(void)
 +
433 CBasePlayer::SetHaptics(bool)
 +
434 CBasePlayer::PlayerSolidMask(bool)const
 +
435 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
 +
436 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
 +
437 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
 +
438 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
 +
439 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
 +
440 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
 +
441 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
 +
442 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
 +
443 CBaseMultiplayerPlayer::OnAchievementEarned(int)
 +
444 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
 +
445 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
 +
446 CBaseMultiplayerPlayer::CreateExpresser(void)
 +
447 CCSPlayer::IsBeingGivenItem(void)const
 +
448 CCSPlayer::CSAnim_GetActiveWeapon(void)
 +
449 CCSPlayer::CSAnim_CanMove(void)
 +
450 CCSPlayer::Blind(float,float,float)
 
</pre>
 
</pre>

Revision as of 18:19, 24 June 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 09 Sept 2006

Counter-Strike: Source

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	CCSPlayer::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(void)
279	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
280	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
281	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
282	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
283	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
284	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
285	CBaseCombatCharacter::IRelationType(CBaseEntity *)
286	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
287	CBasePlayer::IsInAVehicle(void)const
288	CBasePlayer::GetVehicle(void)
289	CBasePlayer::GetVehicleEntity(void)
290	CBaseCombatCharacter::ExitVehicle(void)
291	CBaseCombatCharacter::RemoveAllWeapons(void)
292	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
293	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
294	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
295	CBasePlayer::DoMuzzleFlash(void)
296	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
297	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
298	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
299	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
300	CBaseCombatCharacter::GetLastKnownArea(void)const
301	CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
302	CBaseCombatCharacter::ClearLastKnownArea(void)
303	CBaseCombatCharacter::UpdateLastKnownArea(void)
304	CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
305	CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
306	CBaseCombatCharacter::OnPursuedBy(INextBot *)
307	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
308	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
309	CCSPlayer::CreateViewModel(int)
310	CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
311	CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
312	CBasePlayer::SharedSpawn(void)
313	CBasePlayer::ForceRespawn(void)
314	CCSPlayer::InitialSpawn(void)
315	CBasePlayer::InitHUD(void)
316	CCSPlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
317	CCSPlayer::PlayerDeathThink(void)
318	CBasePlayer::Jump(void)
319	CBasePlayer::Duck(void)
320	CCSPlayer::PreThink(void)
321	CCSPlayer::PostThink(void)
322	CBasePlayer::DamageEffect(float,int)
323	CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
324	CBasePlayer::ShouldFadeOnDeath(void)
325	CBasePlayer::IsFakeClient(void)const
326	CBasePlayer::GetPlayerMins(void)const
327	CBasePlayer::GetPlayerMaxs(void)const
328	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
329	CBasePlayer::PackDeadPlayerItems(void)
330	CCSPlayer::RemoveAllItems(bool)
331	CBasePlayer::IsRunning(void)const
332	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
333	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
334	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
335	CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
336	CBasePlayer::GetTimeSinceWeaponFired(void)const
337	CBasePlayer::IsFiringWeapon(void)const
338	CBasePlayer::UpdateClientData(void)
339	CBasePlayer::ExitLadder(void)
340	CBasePlayer::GetLadderSurface(Vector  const&)
341	CBasePlayer::SetFlashlightEnabled(bool)
342	CCSPlayer::FlashlightIsOn(void)
343	CCSPlayer::FlashlightTurnOn(void)
344	CCSPlayer::FlashlightTurnOff(void)
345	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
346	CCSPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
347	CCSPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
348	CBasePlayer::GetStepSoundVelocities(float *,float *)
349	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
350	CCSPlayer::DeathSound(CTakeDamageInfo  const&)
351	CCSPlayer::SetAnimation(PLAYER_ANIM)
352	CBasePlayer::ImpulseCommands(void)
353	CCSPlayer::CheatImpulseCommands(int)
354	CCSPlayer::ClientCommand(CCommand  const&)
355	CBasePlayer::StartObserverMode(int)
356	CBasePlayer::StopObserverMode(void)
357	CBasePlayer::ModeWantsSpectatorGUI(int)
358	CBasePlayer::SetObserverMode(int)
359	CBasePlayer::GetObserverMode(void)
360	CBasePlayer::SetObserverTarget(CBaseEntity *)
361	CBasePlayer::ObserverUse(bool)
362	CBasePlayer::GetObserverTarget(void)
363	CBasePlayer::FindNextObserverTarget(bool)
364	CCSPlayer::GetNextObserverSearchStartPoint(bool)
365	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
366	CBasePlayer::CheckObserverSettings(void)
367	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
368	CBasePlayer::ForceObserverMode(int)
369	CBasePlayer::ResetObserverMode(void)
370	CBasePlayer::ValidateCurrentObserverTarget(void)
371	CCSPlayer::AttemptToExitFreezeCam(void)
372	CCSPlayer::StartReplayMode(float,float,int)
373	CCSPlayer::StopReplayMode(void)
374	CBasePlayer::GetDelayTicks(void)
375	CBasePlayer::GetReplayEntity(void)
376	CBasePlayer::CreateCorpse(void)
377	CCSPlayer::EntSelectSpawnPoint(void)
378	CBasePlayer::GetInVehicle(IServerVehicle *,int)
379	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
380	CBasePlayer::OnVehicleStart(void)
381	CBasePlayer::OnVehicleEnd(Vector &)
382	CCSPlayer::BumpWeapon(CBaseCombatWeapon *)
383	CBasePlayer::SelectLastItem(void)
384	CBasePlayer::SelectItem(char  const*,int)
385	CBasePlayer::ItemPostFrame(void)
386	CCSPlayer::GiveNamedItem(char  const*,int)
387	CBasePlayer::CheckTrainUpdate(void)
388	CBasePlayer::SetPlayerUnderwater(bool)
389	CBasePlayer::CanBreatheUnderwater(void)const
390	CBasePlayer::PlayerUse(void)
391	CCSPlayer::PlayUseDenySound(void)
392	CCSPlayer::FindUseEntity(void)
393	CCSPlayer::IsUseableEntity(CBaseEntity *,unsigned int)
394	CBasePlayer::PickupObject(CBaseEntity *,bool)
395	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
396	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
397	CBasePlayer::UpdateGeigerCounter(void)
398	CBasePlayer::GetAutoaimVector(float)
399	CBasePlayer::GetAutoaimVector(float,float)
400	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
401	CBasePlayer::ShouldAutoaim(void)
402	CBasePlayer::ForceClientDllUpdate(void)
403	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
404	CCSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
405	CBasePlayer::ChangeTeam(int,bool,bool)
406	CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
407	CBaseMultiplayerPlayer::CanSpeak(void)
408	CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
409	CBasePlayer::CheckChatText(char *,int)
410	CCSPlayer::CreateRagdollEntity(void)
411	CBasePlayer::ShouldAnnounceAchievement(void)
412	CBasePlayer::EquipWearable(CWearableItem *)
413	CBasePlayer::RemoveWearable(CWearableItem *)
414	CBasePlayer::IsFollowingPhysics(void)
415	CCSPlayer::InitVCollision(Vector  const&,Vector  const&)
416	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
417	CBasePlayer::Hints(void)
418	CBasePlayer::IsReadyToPlay(void)
419	CBasePlayer::IsReadyToSpawn(void)
420	CBasePlayer::ShouldGainInstantSpawn(void)
421	CBasePlayer::ResetPerRoundStats(void)
422	CBasePlayer::ResetScores(void)
423	CBasePlayer::EquipSuit(bool)
424	CBasePlayer::RemoveSuit(void)
425	CCSPlayer::CommitSuicide(bool,bool)
426	CCSPlayer::CommitSuicide(Vector  const&,bool,bool)
427	CBasePlayer::IsBot(void)const
428	CBaseMultiplayerPlayer::GetExpresser(void)
429	CCSPlayer::SpawnArmorValue(void)const
430	CCSPlayer::NetworkStateChanged_m_ArmorValue(void)
431	CCSPlayer::NetworkStateChanged_m_ArmorValue(void *)
432	CBasePlayer::HasHaptics(void)
433	CBasePlayer::SetHaptics(bool)
434	CBasePlayer::PlayerSolidMask(bool)const
435	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
436	CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
437	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
438	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
439	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
440	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
441	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
442	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
443	CBaseMultiplayerPlayer::OnAchievementEarned(int)
444	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
445	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
446	CBaseMultiplayerPlayer::CreateExpresser(void)
447	CCSPlayer::IsBeingGivenItem(void)const
448	CCSPlayer::CSAnim_GetActiveWeapon(void)
449	CCSPlayer::CSAnim_CanMove(void)
450	CCSPlayer::Blind(float,float,float)