Difference between revisions of "CTFPlayer Offset List (Team Fortress 2)"

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m (Another fairly minor update)
m
Line 6: Line 6:
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
  
<b>Last Updated 9 May 2008</b>
+
<b>Last Updated 27 June 2008</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00D15A60
+
// Auto reconstructed from vtable block @ 0x00D2B7C0
 
// from "server_i486.so", by ida_vtables.idc
 
// from "server_i486.so", by ida_vtables.idc
 
0 CTFPlayer::~CTFPlayer()
 
0 CTFPlayer::~CTFPlayer()
Line 119: Line 119:
 
106 CBaseEntity::Respawn(void)
 
106 CBaseEntity::Respawn(void)
 
107 CBaseEntity::IsLockedByMaster(void)
 
107 CBaseEntity::IsLockedByMaster(void)
108 CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
108 CTFPlayer::GetMaxHealth(void)const
109 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
+
109 CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
110 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
110 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
111 CBasePlayer::NetworkStateChanged_m_iHealth(void)
+
111 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
112 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
+
112 CBasePlayer::NetworkStateChanged_m_iHealth(void)
113 CBasePlayer::NetworkStateChanged_m_lifeState(void)
+
113 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
114 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
+
114 CBasePlayer::NetworkStateChanged_m_lifeState(void)
115 CBaseEntity::NetworkStateChanged_m_takedamage(void)
+
115 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
116 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
116 CBaseEntity::NetworkStateChanged_m_takedamage(void)
117 CBaseEntity::GetDamageType(void)const
+
117 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
118 CBaseEntity::GetDamage(void)
+
118 CBaseEntity::GetDamageType(void)const
119 CBaseEntity::SetDamage(float)
+
119 CBaseEntity::GetDamage(void)
120 CBasePlayer::EyePosition(void)
+
120 CBaseEntity::SetDamage(float)
121 CBasePlayer::EyeAngles(void)
+
121 CBasePlayer::EyePosition(void)
122 CBasePlayer::LocalEyeAngles(void)
+
122 CBasePlayer::EyeAngles(void)
123 CBaseEntity::EarPosition(void)
+
123 CBasePlayer::LocalEyeAngles(void)
124 CBasePlayer::BodyTarget(Vector  const&,bool)
+
124 CBaseEntity::EarPosition(void)
125 CBaseEntity::HeadTarget(Vector  const&)
+
125 CBasePlayer::BodyTarget(Vector  const&,bool)
126 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
+
126 CBaseEntity::HeadTarget(Vector  const&)
127 CBaseEntity::GetViewOffset(void)
+
127 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
128 CBasePlayer::GetSmoothedVelocity(void)
+
128 CBaseEntity::GetViewOffset(void)
129 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
129 CBasePlayer::GetSmoothedVelocity(void)
130 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
+
130 CBaseAnimating::GetVelocity(Vector *,Vector *)
131 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
+
131 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
132 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
+
132 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
133 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
133 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
134 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
134 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
135 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
135 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
136 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
+
136 CBaseEntity::GetGroundVelocityToApply(Vector &)
137 CBaseEntity::Splash(void)
+
137 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
138 CBaseEntity::WorldSpaceCenter(void)const
+
138 CBaseEntity::Splash(void)
139 CBaseEntity::GetSoundEmissionOrigin(void)const
+
139 CBaseEntity::WorldSpaceCenter(void)const
140 CBaseEntity::CreateVPhysics(void)
+
140 CBaseEntity::GetSoundEmissionOrigin(void)const
141 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
141 CBaseEntity::CreateVPhysics(void)
142 CBasePlayer::VPhysicsDestroyObject(void)
+
142 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
143 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
143 CBasePlayer::VPhysicsDestroyObject(void)
144 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
144 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
145 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
145 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
146 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
146 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
147 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
147 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
148 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
148 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
149 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
149 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
150 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
150 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
151 CBaseEntity::VPhysicsIsFlesh(void)
+
151 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
152 CBaseEntity::HasPhysicsAttacker(float)
+
152 CBaseEntity::VPhysicsIsFlesh(void)
153 CBasePlayer::PhysicsSolidMaskForEntity(void)const
+
153 CBaseEntity::HasPhysicsAttacker(float)
154 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
154 CBasePlayer::PhysicsSolidMaskForEntity(void)const
155 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
155 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
156 CBaseAnimating::GetStepOrigin(void)const
+
156 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
157 CBaseAnimating::GetStepAngles(void)const
+
157 CBaseAnimating::GetStepOrigin(void)const
158 CBaseEntity::ShouldDrawWaterImpacts(void)
+
158 CBaseAnimating::GetStepAngles(void)const
159 CBasePlayer::NetworkStateChanged_m_fFlags(void)
+
159 CBaseEntity::ShouldDrawWaterImpacts(void)
160 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
+
160 CBasePlayer::NetworkStateChanged_m_fFlags(void)
161 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
+
161 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
162 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
162 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
163 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
+
163 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
164 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
164 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
165 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
+
165 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
166 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
166 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
167 CBasePlayer::NetworkStateChanged_m_flFriction(void)
+
167 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
168 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
168 CBasePlayer::NetworkStateChanged_m_flFriction(void)
169 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
+
169 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
170 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
170 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
171 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
+
171 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
172 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
172 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
173 CBaseAnimating::GetIdealSpeed(void)const
+
173 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
174 CBaseAnimating::GetIdealAccel(void)const
+
174 CBaseAnimating::GetIdealSpeed(void)const
175 CBaseAnimatingOverlay::StudioFrameAdvance(void)
+
175 CBaseAnimating::GetIdealAccel(void)const
176 CBaseAnimating::IsActivityFinished(void)
+
176 CBaseAnimatingOverlay::StudioFrameAdvance(void)
177 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
+
177 CBaseAnimating::IsActivityFinished(void)
178 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
178 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
179 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
+
179 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
180 CBaseAnimating::IsRagdoll(void)
+
180 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
181 CBaseAnimating::CanBecomeRagdoll(void)
+
181 CBaseAnimating::IsRagdoll(void)
182 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
182 CBaseAnimating::CanBecomeRagdoll(void)
183 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
183 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
184 CBaseAnimating::SetupBones(matrix3x4_t *,int)
+
184 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
185 CBaseAnimating::CalculateIKLocks(float)
+
185 CBaseAnimating::SetupBones(matrix3x4_t *,int)
186 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
186 CBaseAnimating::CalculateIKLocks(float)
187 CBasePlayer::HandleAnimEvent(animevent_t *)
+
187 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
188 CBaseAnimating::PopulatePoseParameters(void)
+
188 CBasePlayer::HandleAnimEvent(animevent_t *)
189 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
189 CBaseAnimating::PopulatePoseParameters(void)
190 CBaseAnimating::InitBoneControllers(void)
+
190 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
191 CBaseAnimating::GetGroundSpeedVelocity(void)
+
191 CBaseAnimating::InitBoneControllers(void)
192 CBaseAnimating::Ignite(float,bool,float,bool)
+
192 CBaseAnimating::GetGroundSpeedVelocity(void)
193 CBaseAnimating::IgniteLifetime(float)
+
193 CBaseAnimating::Ignite(float,bool,float,bool)
194 CBaseAnimating::IgniteNumHitboxFires(int)
+
194 CBaseAnimating::IgniteLifetime(float)
195 CBaseAnimating::IgniteHitboxFireScale(float)
+
195 CBaseAnimating::IgniteNumHitboxFires(int)
196 CBaseAnimating::Extinguish(void)
+
196 CBaseAnimating::IgniteHitboxFireScale(float)
197 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
197 CBaseAnimating::Extinguish(void)
198 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
198 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
199 CBaseFlex::SetViewtarget(Vector  const&)
+
199 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
200 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
200 CBaseFlex::SetViewtarget(Vector  const&)
201 CBaseFlex::ProcessSceneEvents(void)
+
201 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
202 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
202 CBaseFlex::ProcessSceneEvents(void)
203 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
203 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
204 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
204 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
205 CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
+
205 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
206 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
+
206 CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
207 CBasePlayer::GetPhysicsImpactDamageTable(void)
+
207 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
208 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
208 CBasePlayer::GetPhysicsImpactDamageTable(void)
209 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
209 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
210 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
210 CBaseCombatCharacter::FInViewCone(Vector  const&)
211 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
211 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
212 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
212 CBaseCombatCharacter::FInAimCone(Vector  const&)
213 CBaseCombatCharacter::FindMissTarget(void)
+
213 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
214 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
+
214 CBaseCombatCharacter::FindMissTarget(void)
215 CBasePlayer::BodyAngles(void)
+
215 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
216 CBaseCombatCharacter::BodyDirection2D(void)
+
216 CBasePlayer::BodyAngles(void)
217 CBaseCombatCharacter::BodyDirection3D(void)
+
217 CBaseCombatCharacter::BodyDirection2D(void)
218 CBaseCombatCharacter::HeadDirection2D(void)
+
218 CBaseCombatCharacter::BodyDirection3D(void)
219 CBaseCombatCharacter::HeadDirection3D(void)
+
219 CBaseCombatCharacter::HeadDirection2D(void)
220 CBaseCombatCharacter::EyeDirection2D(void)
+
220 CBaseCombatCharacter::HeadDirection3D(void)
221 CBaseCombatCharacter::EyeDirection3D(void)
+
221 CBaseCombatCharacter::EyeDirection2D(void)
222 CTFPlayer::GiveAmmo(int,int,bool)
+
222 CBaseCombatCharacter::EyeDirection3D(void)
223 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
223 CTFPlayer::GiveAmmo(int,int,bool)
224 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
224 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
225 CTFPlayer::Weapon_FrameUpdate(void)
+
225 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
226 CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
+
226 CTFPlayer::Weapon_FrameUpdate(void)
227 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
+
227 CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
228 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
+
228 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
229 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
229 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
230 CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
230 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
231 CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
+
231 CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
232 CBasePlayer::Weapon_ShootPosition(void)
+
232 CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
233 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
233 CBasePlayer::Weapon_ShootPosition(void)
234 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
234 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
235 CBaseCombatCharacter::Weapon_GetSlot(int)const
+
235 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
236 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
236 CBaseCombatCharacter::Weapon_GetSlot(int)const
237 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
237 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
238 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
+
238 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
239 CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
239 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
240 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
240 CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
241 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
241 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
242 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
242 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
243 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
+
243 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
244 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
244 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
245 CBaseCombatCharacter::GetDeathActivity(void)
+
245 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
246 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
+
246 CBaseCombatCharacter::GetDeathActivity(void)
247 CBaseCombatCharacter::CorpseFade(void)
+
247 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
248 CBaseCombatCharacter::HasHumanGibs(void)
+
248 CBaseCombatCharacter::CorpseFade(void)
249 CBaseCombatCharacter::HasAlienGibs(void)
+
249 CBaseCombatCharacter::HasHumanGibs(void)
250 CTFPlayer::ShouldGib(CTakeDamageInfo  const&)
+
250 CBaseCombatCharacter::HasAlienGibs(void)
251 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
251 CTFPlayer::ShouldGib(CTakeDamageInfo  const&)
252 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
+
252 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
253 CBasePlayer::Event_Dying(void)
+
253 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
254 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
+
254 CBasePlayer::Event_Dying(void)
255 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
255 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
256 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
+
256 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
257 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
+
257 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
258 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
+
258 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
259 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
259 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
260 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
260 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
261 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
261 CBaseCombatCharacter::IRelationType(CBaseEntity *)
262 CBasePlayer::IsInAVehicle(void)const
+
262 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
263 CBasePlayer::GetVehicle(void)
+
263 CBasePlayer::IsInAVehicle(void)const
264 CBasePlayer::GetVehicleEntity(void)
+
264 CBasePlayer::GetVehicle(void)
265 CBaseCombatCharacter::ExitVehicle(void)
+
265 CBasePlayer::GetVehicleEntity(void)
266 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
+
266 CBaseCombatCharacter::ExitVehicle(void)
267 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
267 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
268 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
268 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
269 CBasePlayer::DoMuzzleFlash(void)
+
269 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
270 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
270 CBasePlayer::DoMuzzleFlash(void)
271 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
271 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
272 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
272 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
273 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
273 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
274 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
+
274 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
275 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
275 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
276 CTFPlayer::CreateViewModel(int)
+
276 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
277 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
277 CTFPlayer::CreateViewModel(int)
278 CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
+
278 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
279 CBasePlayer::SharedSpawn(void)
+
279 CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
280 CTFPlayer::ForceRespawn(void)
+
280 CBasePlayer::SharedSpawn(void)
281 CTFPlayer::InitialSpawn(void)
+
281 CTFPlayer::ForceRespawn(void)
282 CBasePlayer::InitHUD(void)
+
282 CTFPlayer::InitialSpawn(void)
283 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
283 CBasePlayer::InitHUD(void)
284 CTFPlayer::PlayerDeathThink(void)
+
284 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
285 CBasePlayer::Jump(void)
+
285 CTFPlayer::PlayerDeathThink(void)
286 CBasePlayer::Duck(void)
+
286 CBasePlayer::Jump(void)
287 CTFPlayer::PreThink(void)
+
287 CBasePlayer::Duck(void)
288 CTFPlayer::PostThink(void)
+
288 CTFPlayer::PreThink(void)
289 CTFPlayer::DamageEffect(float,int)
+
289 CTFPlayer::PostThink(void)
290 CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
+
290 CTFPlayer::DamageEffect(float,int)
291 CBasePlayer::ShouldFadeOnDeath(void)
+
291 CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
292 CBasePlayer::IsFakeClient(void)const
+
292 CBasePlayer::ShouldFadeOnDeath(void)
293 CBasePlayer::GetPlayerMins(void)const
+
293 CBasePlayer::IsFakeClient(void)const
294 CBasePlayer::GetPlayerMaxs(void)const
+
294 CBasePlayer::GetPlayerMins(void)const
295 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
+
295 CBasePlayer::GetPlayerMaxs(void)const
296 CBasePlayer::PackDeadPlayerItems(void)
+
296 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
297 CTFPlayer::RemoveAllItems(bool)
+
297 CBasePlayer::PackDeadPlayerItems(void)
298 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
298 CTFPlayer::RemoveAllItems(bool)
299 CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
299 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
300 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
300 CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
301 CBasePlayer::UpdateClientData(void)
+
301 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
302 CBasePlayer::ExitLadder(void)
+
302 CBasePlayer::UpdateClientData(void)
303 CBasePlayer::GetLadderSurface(Vector  const&)
+
303 CBasePlayer::ExitLadder(void)
304 CBasePlayer::SetFlashlightEnabled(bool)
+
304 CBasePlayer::GetLadderSurface(Vector  const&)
305 CTFPlayer::FlashlightIsOn(void)
+
305 CBasePlayer::SetFlashlightEnabled(bool)
306 CTFPlayer::FlashlightTurnOn(void)
+
306 CTFPlayer::FlashlightIsOn(void)
307 CTFPlayer::FlashlightTurnOff(void)
+
307 CTFPlayer::FlashlightTurnOn(void)
308 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
308 CTFPlayer::FlashlightTurnOff(void)
309 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
+
309 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
310 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
310 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
311 CTFPlayer::GetStepSoundVelocities(float *,float *)
+
311 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
312 CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
+
312 CTFPlayer::GetStepSoundVelocities(float *,float *)
313 CTFPlayer::DeathSound(CTakeDamageInfo  const&)
+
313 CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
314 CTFPlayer::SetAnimation(PLAYER_ANIM)
+
314 CTFPlayer::DeathSound(CTakeDamageInfo  const&)
315 CBasePlayer::ImpulseCommands(void)
+
315 CTFPlayer::SetAnimation(PLAYER_ANIM)
316 CTFPlayer::CheatImpulseCommands(int)
+
316 CBasePlayer::ImpulseCommands(void)
317 CTFPlayer::ClientCommand(CCommand  const&)
+
317 CTFPlayer::CheatImpulseCommands(int)
318 CBasePlayer::StartObserverMode(int)
+
318 CTFPlayer::ClientCommand(CCommand  const&)
319 CBasePlayer::StopObserverMode(void)
+
319 CBasePlayer::StartObserverMode(int)
320 CTFPlayer::ModeWantsSpectatorGUI(int)
+
320 CBasePlayer::StopObserverMode(void)
321 CTFPlayer::SetObserverMode(int)
+
321 CTFPlayer::ModeWantsSpectatorGUI(int)
322 CBasePlayer::GetObserverMode(void)
+
322 CTFPlayer::SetObserverMode(int)
323 CTFPlayer::SetObserverTarget(CBaseEntity *)
+
323 CBasePlayer::GetObserverMode(void)
324 CBasePlayer::ObserverUse(bool)
+
324 CTFPlayer::SetObserverTarget(CBaseEntity *)
325 CBasePlayer::GetObserverTarget(void)
+
325 CBasePlayer::ObserverUse(bool)
326 CTFPlayer::FindNextObserverTarget(bool)
+
326 CBasePlayer::GetObserverTarget(void)
327 CTFPlayer::GetNextObserverSearchStartPoint(bool)
+
327 CTFPlayer::FindNextObserverTarget(bool)
328 CTFPlayer::IsValidObserverTarget(CBaseEntity *)
+
328 CTFPlayer::GetNextObserverSearchStartPoint(bool)
329 CTFPlayer::CheckObserverSettings(void)
+
329 CTFPlayer::IsValidObserverTarget(CBaseEntity *)
330 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
+
330 CTFPlayer::CheckObserverSettings(void)
331 CBasePlayer::ForceObserverMode(int)
+
331 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
332 CBasePlayer::ResetObserverMode(void)
+
332 CBasePlayer::ForceObserverMode(int)
333 CTFPlayer::ValidateCurrentObserverTarget(void)
+
333 CBasePlayer::ResetObserverMode(void)
334 CTFPlayer::AttemptToExitFreezeCam(void)
+
334 CTFPlayer::ValidateCurrentObserverTarget(void)
335 CBasePlayer::StartReplayMode(float,float,int)
+
335 CTFPlayer::AttemptToExitFreezeCam(void)
336 CBasePlayer::StopReplayMode(void)
+
336 CBasePlayer::StartReplayMode(float,float,int)
337 CBasePlayer::GetDelayTicks(void)
+
337 CBasePlayer::StopReplayMode(void)
338 CBasePlayer::GetReplayEntity(void)
+
338 CBasePlayer::GetDelayTicks(void)
339 CBasePlayer::CreateCorpse(void)
+
339 CBasePlayer::GetReplayEntity(void)
340 CTFPlayer::EntSelectSpawnPoint(void)
+
340 CBasePlayer::CreateCorpse(void)
341 CBasePlayer::GetInVehicle(IServerVehicle *,int)
+
341 CTFPlayer::EntSelectSpawnPoint(void)
342 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
+
342 CBasePlayer::GetInVehicle(IServerVehicle *,int)
343 CBasePlayer::OnVehicleStart(void)
+
343 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
344 CBasePlayer::OnVehicleEnd(Vector &)
+
344 CBasePlayer::OnVehicleStart(void)
345 CTFPlayer::BumpWeapon(CBaseCombatWeapon *)
+
345 CBasePlayer::OnVehicleEnd(Vector &)
346 CBasePlayer::SelectLastItem(void)
+
346 CTFPlayer::BumpWeapon(CBaseCombatWeapon *)
347 CBasePlayer::SelectItem(char  const*,int)
+
347 CBasePlayer::SelectLastItem(void)
348 CTFPlayer::ItemPostFrame(void)
+
348 CBasePlayer::SelectItem(char  const*,int)
349 CBasePlayer::GiveNamedItem(char  const*,int)
+
349 CTFPlayer::ItemPostFrame(void)
350 CBasePlayer::CheckTrainUpdate(void)
+
350 CBasePlayer::GiveNamedItem(char  const*,int)
351 CBasePlayer::SetPlayerUnderwater(bool)
+
351 CBasePlayer::CheckTrainUpdate(void)
352 CBasePlayer::CanBreatheUnderwater(void)const
+
352 CBasePlayer::SetPlayerUnderwater(bool)
353 CBasePlayer::PlayerUse(void)
+
353 CBasePlayer::CanBreatheUnderwater(void)const
354 CBasePlayer::PlayUseDenySound(void)
+
354 CBasePlayer::PlayerUse(void)
355 CBasePlayer::FindUseEntity(void)
+
355 CBasePlayer::PlayUseDenySound(void)
356 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
356 CBasePlayer::FindUseEntity(void)
357 CBasePlayer::PickupObject(CBaseEntity *,bool)
+
357 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
358 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
358 CBasePlayer::PickupObject(CBaseEntity *,bool)
359 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
+
359 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
360 CBasePlayer::UpdateGeigerCounter(void)
+
360 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
361 CBasePlayer::GetAutoaimVector(float)
+
361 CBasePlayer::UpdateGeigerCounter(void)
362 CBasePlayer::GetAutoaimVector(float,float)
+
362 CBasePlayer::GetAutoaimVector(float)
363 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
+
363 CBasePlayer::GetAutoaimVector(float,float)
364 CBasePlayer::ShouldAutoaim(void)
+
364 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
365 CBasePlayer::ForceClientDllUpdate(void)
+
365 CBasePlayer::ShouldAutoaim(void)
366 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
366 CBasePlayer::ForceClientDllUpdate(void)
367 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
367 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
368 CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
+
368 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
369 CBaseMultiplayerPlayer::CanSpeak(void)
+
369 CTFPlayer::ChangeTeam(int,bool)
370 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
370 CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
371 CBasePlayer::CheckChatText(char *,int)
+
371 CBaseMultiplayerPlayer::CanSpeak(void)
372 CTFPlayer::CreateRagdollEntity(void)
+
372 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
373 CTFPlayer::ShouldAnnounceAchievement(void)
+
373 CBasePlayer::CheckChatText(char *,int)
374 CBasePlayer::IsFollowingPhysics(void)
+
374 CTFPlayer::CreateRagdollEntity(void)
375 CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
+
375 CTFPlayer::ShouldAnnounceAchievement(void)
376 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
+
376 CBasePlayer::IsFollowingPhysics(void)
377 CBasePlayer::Hints(void)
+
377 CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
378 CTFPlayer::IsReadyToPlay(void)
+
378 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
379 CTFPlayer::IsReadyToSpawn(void)
+
379 CBasePlayer::Hints(void)
380 CTFPlayer::ShouldGainInstantSpawn(void)
+
380 CTFPlayer::IsReadyToPlay(void)
381 CBasePlayer::ResetPerRoundStats(void)
+
381 CTFPlayer::IsReadyToSpawn(void)
382 CTFPlayer::ResetScores(void)
+
382 CTFPlayer::ShouldGainInstantSpawn(void)
383 CBasePlayer::EquipSuit(bool)
+
383 CTFPlayer::ResetPerRoundStats(void)
384 CBasePlayer::RemoveSuit(void)
+
384 CTFPlayer::ResetScores(void)
385 CTFPlayer::CommitSuicide(bool,bool)
+
385 CBasePlayer::EquipSuit(bool)
386 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
+
386 CBasePlayer::RemoveSuit(void)
387 CBasePlayer::IsBot(void)const
+
387 CTFPlayer::CommitSuicide(bool,bool)
388 CBaseMultiplayerPlayer::GetExpresser(void)
+
388 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
389 CBasePlayer::SpawnArmorValue(void)const
+
389 CBasePlayer::IsBot(void)const
390 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
390 CBaseMultiplayerPlayer::GetExpresser(void)
391 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
391 CBasePlayer::SpawnArmorValue(void)const
392 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
+
392 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
393 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
+
393 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
394 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
+
394 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
395 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
+
395 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
396 CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
+
396 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
397 CTFPlayer::CanSpeakVoiceCommand(void)
+
397 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
398 CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
+
398 CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
399 CTFPlayer::NoteSpokeVoiceCommand(char  const*)
+
399 CTFPlayer::CanSpeakVoiceCommand(void)
400 CBaseMultiplayerPlayer::OnAchievementEarned(int)
+
400 CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
401 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
+
401 CTFPlayer::NoteSpokeVoiceCommand(char  const*)
402 CTFPlayer::CalculateTeamBalanceScore(void)
+
402 CBaseMultiplayerPlayer::OnAchievementEarned(int)
403 CBaseMultiplayerPlayer::CreateExpresser(void)
+
403 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
404 CTFPlayer::GetAttributeManager(void)
+
404 CTFPlayer::CalculateTeamBalanceScore(void)
405 CTFPlayer::GetAttributeContainer(void)
+
405 CBaseMultiplayerPlayer::CreateExpresser(void)
406 CTFPlayer::GetAttributeOwner(void)
+
406 CTFPlayer::GetAttributeManager(void)
407 CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *)
+
407 CTFPlayer::GetAttributeContainer(void)
 +
408 CTFPlayer::GetAttributeOwner(void)
 +
409 CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *)
 
</pre>
 
</pre>

Revision as of 20:37, 27 June 2008

Also for use when using virtual offsets.

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.

Last Updated 27 June 2008

// Auto reconstructed from vtable block @ 0x00D2B7C0
// from "server_i486.so", by ida_vtables.idc
0	CTFPlayer::~CTFPlayer()
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	CTFPlayer::GetServerClass(void)
10	CTFPlayer::YouForgotToImplementOrDeclareServerClass(void)
11	CTFPlayer::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	CTFPlayer::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	CTFPlayer::Spawn(void)
22	CTFPlayer::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	CTFPlayer::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	CTFPlayer::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	CTFPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60	CTFPlayer::OnTakeDamage(CTakeDamageInfo  const&)
61	CTFPlayer::TakeHealth(float,int)
62	CBaseEntity::IsAlive(void)
63	CTFPlayer::Event_Killed(CTakeDamageInfo  const&)
64	CTFPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
65	CBaseCombatCharacter::BloodColor(void)
66	CBaseEntity::IsTriggered(CBaseEntity*)
67	CBaseEntity::IsNPC(void)const
68	CBaseCombatCharacter::MyCombatCharacterPointer(void)
69	CBaseEntity::GetDelay(void)
70	CBaseEntity::IsMoving(void)
71	CBaseEntity::DamageDecal(int,int)
72	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
73	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
74	CBaseEntity::OnControls(CBaseEntity*)
75	CBaseEntity::HasTarget(string_t)
76	CBasePlayer::IsPlayer(void)const
77	CBasePlayer::IsNetClient(void)const
78	CBaseEntity::IsTemplate(void)
79	CBaseEntity::IsBaseObject(void)const
80	CBaseEntity::IsBaseTrain(void)const
81	CBaseEntity::GetServerVehicle(void)
82	CBaseEntity::IsViewable(void)
83	CTFPlayer::ChangeTeam(int)
84	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
85	CBaseEntity::CanStandOn(CBaseEntity*)const
86	CBaseEntity::CanStandOn(edict_t *)const
87	CBaseEntity::GetEnemy(void)
88	CBaseEntity::GetEnemy(void)const
89	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
90	CBaseEntity::StartTouch(CBaseEntity*)
91	CTFPlayer::Touch(CBaseEntity *)
92	CBaseEntity::EndTouch(CBaseEntity*)
93	CBaseEntity::StartBlocked(CBaseEntity*)
94	CBaseEntity::Blocked(CBaseEntity*)
95	CBaseEntity::EndBlocked(void)
96	CBasePlayer::PhysicsSimulate(void)
97	CBasePlayer::UpdateOnRemove(void)
98	CBaseEntity::StopLoopingSounds(void)
99	CBaseEntity::SUB_AllowedToFade(void)
100	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
101	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
102	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
103	CBaseEntity::GetTracerAttachment(void)
104	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
105	CBasePlayer::DoImpactEffect(CGameTrace &,int)
106	CBaseEntity::Respawn(void)
107	CBaseEntity::IsLockedByMaster(void)
108	CTFPlayer::GetMaxHealth(void)const
109	CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
110	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
111	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
112	CBasePlayer::NetworkStateChanged_m_iHealth(void)
113	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
114	CBasePlayer::NetworkStateChanged_m_lifeState(void)
115	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
116	CBaseEntity::NetworkStateChanged_m_takedamage(void)
117	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
118	CBaseEntity::GetDamageType(void)const
119	CBaseEntity::GetDamage(void)
120	CBaseEntity::SetDamage(float)
121	CBasePlayer::EyePosition(void)
122	CBasePlayer::EyeAngles(void)
123	CBasePlayer::LocalEyeAngles(void)
124	CBaseEntity::EarPosition(void)
125	CBasePlayer::BodyTarget(Vector  const&,bool)
126	CBaseEntity::HeadTarget(Vector  const&)
127	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
128	CBaseEntity::GetViewOffset(void)
129	CBasePlayer::GetSmoothedVelocity(void)
130	CBaseAnimating::GetVelocity(Vector *,Vector *)
131	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
132	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
133	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
134	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
135	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
136	CBaseEntity::GetGroundVelocityToApply(Vector &)
137	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
138	CBaseEntity::Splash(void)
139	CBaseEntity::WorldSpaceCenter(void)const
140	CBaseEntity::GetSoundEmissionOrigin(void)const
141	CBaseEntity::CreateVPhysics(void)
142	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
143	CBasePlayer::VPhysicsDestroyObject(void)
144	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
145	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
146	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
147	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
148	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
149	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
150	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
151	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
152	CBaseEntity::VPhysicsIsFlesh(void)
153	CBaseEntity::HasPhysicsAttacker(float)
154	CBasePlayer::PhysicsSolidMaskForEntity(void)const
155	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
156	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
157	CBaseAnimating::GetStepOrigin(void)const
158	CBaseAnimating::GetStepAngles(void)const
159	CBaseEntity::ShouldDrawWaterImpacts(void)
160	CBasePlayer::NetworkStateChanged_m_fFlags(void)
161	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
162	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
163	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
164	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
165	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
166	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
167	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
168	CBasePlayer::NetworkStateChanged_m_flFriction(void)
169	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
170	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
171	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
172	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
173	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
174	CBaseAnimating::GetIdealSpeed(void)const
175	CBaseAnimating::GetIdealAccel(void)const
176	CBaseAnimatingOverlay::StudioFrameAdvance(void)
177	CBaseAnimating::IsActivityFinished(void)
178	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
179	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
180	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
181	CBaseAnimating::IsRagdoll(void)
182	CBaseAnimating::CanBecomeRagdoll(void)
183	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
184	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
185	CBaseAnimating::SetupBones(matrix3x4_t *,int)
186	CBaseAnimating::CalculateIKLocks(float)
187	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
188	CBasePlayer::HandleAnimEvent(animevent_t *)
189	CBaseAnimating::PopulatePoseParameters(void)
190	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
191	CBaseAnimating::InitBoneControllers(void)
192	CBaseAnimating::GetGroundSpeedVelocity(void)
193	CBaseAnimating::Ignite(float,bool,float,bool)
194	CBaseAnimating::IgniteLifetime(float)
195	CBaseAnimating::IgniteNumHitboxFires(int)
196	CBaseAnimating::IgniteHitboxFireScale(float)
197	CBaseAnimating::Extinguish(void)
198	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
199	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
200	CBaseFlex::SetViewtarget(Vector  const&)
201	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
202	CBaseFlex::ProcessSceneEvents(void)
203	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
204	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
205	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
206	CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
207	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
208	CBasePlayer::GetPhysicsImpactDamageTable(void)
209	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
210	CBaseCombatCharacter::FInViewCone(Vector  const&)
211	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
212	CBaseCombatCharacter::FInAimCone(Vector  const&)
213	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
214	CBaseCombatCharacter::FindMissTarget(void)
215	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
216	CBasePlayer::BodyAngles(void)
217	CBaseCombatCharacter::BodyDirection2D(void)
218	CBaseCombatCharacter::BodyDirection3D(void)
219	CBaseCombatCharacter::HeadDirection2D(void)
220	CBaseCombatCharacter::HeadDirection3D(void)
221	CBaseCombatCharacter::EyeDirection2D(void)
222	CBaseCombatCharacter::EyeDirection3D(void)
223	CTFPlayer::GiveAmmo(int,int,bool)
224	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
225	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
226	CTFPlayer::Weapon_FrameUpdate(void)
227	CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
228	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
229	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
230	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
231	CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
232	CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
233	CBasePlayer::Weapon_ShootPosition(void)
234	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
235	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
236	CBaseCombatCharacter::Weapon_GetSlot(int)const
237	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
238	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
239	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
240	CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
241	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
242	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
243	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
244	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
245	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
246	CBaseCombatCharacter::GetDeathActivity(void)
247	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
248	CBaseCombatCharacter::CorpseFade(void)
249	CBaseCombatCharacter::HasHumanGibs(void)
250	CBaseCombatCharacter::HasAlienGibs(void)
251	CTFPlayer::ShouldGib(CTakeDamageInfo  const&)
252	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
253	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
254	CBasePlayer::Event_Dying(void)
255	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
256	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
257	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
258	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
259	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
260	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
261	CBaseCombatCharacter::IRelationType(CBaseEntity *)
262	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
263	CBasePlayer::IsInAVehicle(void)const
264	CBasePlayer::GetVehicle(void)
265	CBasePlayer::GetVehicleEntity(void)
266	CBaseCombatCharacter::ExitVehicle(void)
267	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
268	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
269	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
270	CBasePlayer::DoMuzzleFlash(void)
271	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
272	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
273	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
274	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
275	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
276	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
277	CTFPlayer::CreateViewModel(int)
278	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
279	CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
280	CBasePlayer::SharedSpawn(void)
281	CTFPlayer::ForceRespawn(void)
282	CTFPlayer::InitialSpawn(void)
283	CBasePlayer::InitHUD(void)
284	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
285	CTFPlayer::PlayerDeathThink(void)
286	CBasePlayer::Jump(void)
287	CBasePlayer::Duck(void)
288	CTFPlayer::PreThink(void)
289	CTFPlayer::PostThink(void)
290	CTFPlayer::DamageEffect(float,int)
291	CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
292	CBasePlayer::ShouldFadeOnDeath(void)
293	CBasePlayer::IsFakeClient(void)const
294	CBasePlayer::GetPlayerMins(void)const
295	CBasePlayer::GetPlayerMaxs(void)const
296	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
297	CBasePlayer::PackDeadPlayerItems(void)
298	CTFPlayer::RemoveAllItems(bool)
299	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
300	CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
301	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
302	CBasePlayer::UpdateClientData(void)
303	CBasePlayer::ExitLadder(void)
304	CBasePlayer::GetLadderSurface(Vector  const&)
305	CBasePlayer::SetFlashlightEnabled(bool)
306	CTFPlayer::FlashlightIsOn(void)
307	CTFPlayer::FlashlightTurnOn(void)
308	CTFPlayer::FlashlightTurnOff(void)
309	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
310	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
311	CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
312	CTFPlayer::GetStepSoundVelocities(float *,float *)
313	CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
314	CTFPlayer::DeathSound(CTakeDamageInfo  const&)
315	CTFPlayer::SetAnimation(PLAYER_ANIM)
316	CBasePlayer::ImpulseCommands(void)
317	CTFPlayer::CheatImpulseCommands(int)
318	CTFPlayer::ClientCommand(CCommand  const&)
319	CBasePlayer::StartObserverMode(int)
320	CBasePlayer::StopObserverMode(void)
321	CTFPlayer::ModeWantsSpectatorGUI(int)
322	CTFPlayer::SetObserverMode(int)
323	CBasePlayer::GetObserverMode(void)
324	CTFPlayer::SetObserverTarget(CBaseEntity *)
325	CBasePlayer::ObserverUse(bool)
326	CBasePlayer::GetObserverTarget(void)
327	CTFPlayer::FindNextObserverTarget(bool)
328	CTFPlayer::GetNextObserverSearchStartPoint(bool)
329	CTFPlayer::IsValidObserverTarget(CBaseEntity *)
330	CTFPlayer::CheckObserverSettings(void)
331	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
332	CBasePlayer::ForceObserverMode(int)
333	CBasePlayer::ResetObserverMode(void)
334	CTFPlayer::ValidateCurrentObserverTarget(void)
335	CTFPlayer::AttemptToExitFreezeCam(void)
336	CBasePlayer::StartReplayMode(float,float,int)
337	CBasePlayer::StopReplayMode(void)
338	CBasePlayer::GetDelayTicks(void)
339	CBasePlayer::GetReplayEntity(void)
340	CBasePlayer::CreateCorpse(void)
341	CTFPlayer::EntSelectSpawnPoint(void)
342	CBasePlayer::GetInVehicle(IServerVehicle *,int)
343	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
344	CBasePlayer::OnVehicleStart(void)
345	CBasePlayer::OnVehicleEnd(Vector &)
346	CTFPlayer::BumpWeapon(CBaseCombatWeapon *)
347	CBasePlayer::SelectLastItem(void)
348	CBasePlayer::SelectItem(char  const*,int)
349	CTFPlayer::ItemPostFrame(void)
350	CBasePlayer::GiveNamedItem(char  const*,int)
351	CBasePlayer::CheckTrainUpdate(void)
352	CBasePlayer::SetPlayerUnderwater(bool)
353	CBasePlayer::CanBreatheUnderwater(void)const
354	CBasePlayer::PlayerUse(void)
355	CBasePlayer::PlayUseDenySound(void)
356	CBasePlayer::FindUseEntity(void)
357	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
358	CBasePlayer::PickupObject(CBaseEntity *,bool)
359	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
360	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
361	CBasePlayer::UpdateGeigerCounter(void)
362	CBasePlayer::GetAutoaimVector(float)
363	CBasePlayer::GetAutoaimVector(float,float)
364	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
365	CBasePlayer::ShouldAutoaim(void)
366	CBasePlayer::ForceClientDllUpdate(void)
367	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
368	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
369	CTFPlayer::ChangeTeam(int,bool)
370	CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
371	CBaseMultiplayerPlayer::CanSpeak(void)
372	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
373	CBasePlayer::CheckChatText(char *,int)
374	CTFPlayer::CreateRagdollEntity(void)
375	CTFPlayer::ShouldAnnounceAchievement(void)
376	CBasePlayer::IsFollowingPhysics(void)
377	CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
378	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
379	CBasePlayer::Hints(void)
380	CTFPlayer::IsReadyToPlay(void)
381	CTFPlayer::IsReadyToSpawn(void)
382	CTFPlayer::ShouldGainInstantSpawn(void)
383	CTFPlayer::ResetPerRoundStats(void)
384	CTFPlayer::ResetScores(void)
385	CBasePlayer::EquipSuit(bool)
386	CBasePlayer::RemoveSuit(void)
387	CTFPlayer::CommitSuicide(bool,bool)
388	CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
389	CBasePlayer::IsBot(void)const
390	CBaseMultiplayerPlayer::GetExpresser(void)
391	CBasePlayer::SpawnArmorValue(void)const
392	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
393	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
394	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
395	CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
396	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
397	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
398	CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
399	CTFPlayer::CanSpeakVoiceCommand(void)
400	CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
401	CTFPlayer::NoteSpokeVoiceCommand(char  const*)
402	CBaseMultiplayerPlayer::OnAchievementEarned(int)
403	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
404	CTFPlayer::CalculateTeamBalanceScore(void)
405	CBaseMultiplayerPlayer::CreateExpresser(void)
406	CTFPlayer::GetAttributeManager(void)
407	CTFPlayer::GetAttributeContainer(void)
408	CTFPlayer::GetAttributeOwner(void)
409	CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *)