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

From AlliedModders Wiki
Jump to: navigation, search
m
m (Reverted edits by KmzS92 (Talk); changed back to last version by L. Duke)
Line 1: Line 1:
 
== CCSPlayer Offset List ==
 
== CCSPlayer Offset List ==
For use when using [[Vfunc_offsets_(SourceMM)|VFunc offsets]].
+
For use when using [[Vfunc_offsets_%28SourceMM%29|VFunc offsets]].
  
 
This is the list of offsets I've been using. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
 
This is the list of offsets I've been using. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
Line 13: Line 13:
  
 
0      CCSPlayer::~CCSPlayer()
 
0      CCSPlayer::~CCSPlayer()
1      CBaseEntity::SetRefEHandle(CBaseHandle const
+
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>

Revision as of 17:22, 14 July 2007

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

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)