Difference between revisions of "CCSPlayer Offset List (Counter-Strike: Source)"
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For use when using [[Virtual Offsets (Source Mods)|virtual offsets]]. | For use when using [[Virtual Offsets (Source Mods)|virtual offsets]]. | ||
Revision as of 08:23, 23 April 2008
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)