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

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== CCSPlayer Offset List ==
 
== CCSPlayer Offset List ==
For use when using [[Vfunc_offsets_%28SourceMM%29|VFunc offsets]].
+
For use when using [[Virtual Offsets (Source Mods)|virtual 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>

Revision as of 01:22, 30 October 2007

CCSPlayer Offset List

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() 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)