CFFPlayer Offset List (Fortress Forever)
Revision as of 09:30, 23 April 2008 by DS (talk | contribs) (FortressForever CFFPlayer offset list moved to CFFPlayer Offset List (Fortress Forever): Removing SourceMM suffix once and for all)
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: February 22 2008
0 CFFPlayer::~CFFPlayer() 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 CFFPlayer::_GetClassName(void) 10 CFFPlayer::GetServerClass(void) 11 CFFPlayer::GetClassName(void) 12 CFFPlayer::YouForgotToImplementOrDeclareServerClass(void) 13 CBasePlayer::GetDataDescMap(void) 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 CBaseEntity::CanClipOwnerEntity(void)const 20 CBaseEntity::CanClipPlayer(void)const 21 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*) 22 CBasePlayer::UpdateTransmitState(void) 23 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool) 24 CBasePlayer::GetTracerType(void) 25 CFFPlayer::Spawn(void) 26 CFFPlayer::Precache(void) 27 CBaseFlex::SetModel(char const*) 28 CBaseEntity::SetModel(char const*,int) 29 CBaseAnimating::SetSkin(int) 30 CBaseEntity::PostConstructor(char const*) 31 CBaseEntity::PostClientActive(void) 32 CBaseEntity::ParseMapData(CEntityMapData *) 33 CBaseEntity::KeyValue(char const*,char const*) 34 CBaseEntity::KeyValue(char const*,float) 35 CBaseEntity::KeyValue(char const*,Vector) 36 CBasePlayer::Activate(void) 37 CBaseEntity::SetParent(CBaseEntity*,int) 38 CFFPlayer::ObjectCaps(void) 39 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int) 40 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &) 41 CBasePlayer::DrawDebugGeometryOverlays(void) 42 CBaseAnimating::DrawDebugTextOverlays(void) 43 CBasePlayer::Save(ISave &) 44 CBasePlayer::Restore(IRestore &) 45 CBasePlayer::ShouldSavePhysics(void) 46 CFFPlayer::TakeEmp(void) 47 CBaseEntity::OnSave(IEntitySaveUtils *) 48 CBasePlayer::OnRestore(void) 49 CBasePlayer::RequiredEdictIndex(void) 50 CBaseEntity::MoveDone(void) 51 CBaseEntity::Think(void) 52 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void) 53 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *) 54 CBaseAnimating::GetBaseAnimating(void) 55 CBaseEntity::GetResponseSystem(void) 56 CBaseEntity::DispatchResponse(char const*) 57 CBasePlayer::Classify(void) 58 CBaseEntity::DeathNotice(CBaseEntity*) 59 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 60 CBaseEntity::GetAutoAimRadius(void) 61 CBaseEntity::GetAutoAimCenter(void) 62 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 63 CBasePlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 64 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 65 CFFPlayer::OnTakeDamage(CTakeDamageInfo const&) 66 CFFPlayer::TakeHealth(float,int) 67 CFFPlayer::Event_Killed(CTakeDamageInfo const&) 68 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo const&) 69 CBaseCombatCharacter::BloodColor(void) 70 CBaseEntity::IsTriggered(CBaseEntity*) 71 CBaseEntity::IsNPC(void)const 72 CBaseCombatCharacter::MyCombatCharacterPointer(void) 73 CBasePlayer::MyCharacterPointer(void) 74 CBaseEntity::GetDelay(void) 75 CBaseEntity::IsMoving(void) 76 CFFPlayer::DamageDecal(int,int) 77 CBaseEntity::DecalTrace(CGameTrace *,char const*) 78 CBaseEntity::ImpactTrace(CGameTrace *,int,char *) 79 CBaseEntity::OnControls(CBaseEntity*) 80 CBaseEntity::HasTarget(string_t) 81 CBasePlayer::IsPlayer(void)const 82 CBasePlayer::IsNetClient(void)const 83 CBaseEntity::IsTemplate(void) 84 CBaseEntity::IsBaseObject(void)const 85 CBaseEntity::GetServerVehicle(void) 86 CBaseEntity::IsViewable(void) 87 CFFPlayer::ChangeTeam(int) 88 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 89 CBaseEntity::CanStandOn(CBaseEntity*)const 90 CBaseEntity::CanStandOn(edict_t *)const 91 CBaseEntity::GetEnemy(void) 92 CBaseEntity::GetEnemy(void)const 93 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float) 94 CBaseEntity::StartTouch(CBaseEntity*) 95 CFFPlayer::Touch(CBaseEntity *) 96 CBaseEntity::EndTouch(CBaseEntity*) 97 CBaseEntity::StartBlocked(CBaseEntity*) 98 CBaseEntity::Blocked(CBaseEntity*) 99 CBaseEntity::EndBlocked(void) 100 CBasePlayer::PhysicsSimulate(void) 101 CFFPlayer::UpdateOnRemove(void) 102 CBaseEntity::StopLoopingSounds(void) 103 CBaseEntity::SUB_AllowedToFade(void) 104 CBaseAnimating::Teleport(Vector const*,QAngle const*,Vector const*) 105 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 106 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int) 107 CFFPlayer::FireBullets(FireBulletsInfo_t const&) 108 CBasePlayer::DoImpactEffect(CGameTrace &,int) 109 CBaseEntity::Respawn(void) 110 CBaseEntity::IsLockedByMaster(void) 111 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &) 112 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 113 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 114 CBasePlayer::NetworkStateChanged_m_iHealth(void) 115 CBasePlayer::NetworkStateChanged_m_iHealth(void *) 116 CBasePlayer::NetworkStateChanged_m_lifeState(void) 117 CBasePlayer::NetworkStateChanged_m_lifeState(void *) 118 CBaseEntity::NetworkStateChanged_m_takedamage(void) 119 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 120 CBaseEntity::NetworkStateChanged_m_iArmor(void) 121 CBaseEntity::NetworkStateChanged_m_iArmor(void *) 122 CBaseEntity::NetworkStateChanged_m_iMaxArmor(void) 123 CBaseEntity::NetworkStateChanged_m_iMaxArmor(void *) 124 CBaseEntity::GetDamageType(void)const 125 CBaseEntity::GetDamage(void) 126 CBaseEntity::SetDamage(float) 127 CBasePlayer::EyePosition(void) 128 CBasePlayer::EyeAngles(void) 129 CBasePlayer::LocalEyeAngles(void) 130 CBaseEntity::EarPosition(void) 131 CFFPlayer::BodyTarget(Vector const&,bool) 132 CBaseEntity::HeadTarget(Vector const&) 133 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const 134 CBaseEntity::GetViewOffset(void) 135 CBasePlayer::GetSmoothedVelocity(void) 136 CBaseAnimating::GetVelocity(Vector *,Vector *) 137 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **) 138 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **) 139 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 140 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 141 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 142 CBaseEntity::CanBePoweredUp(void) 143 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *) 144 CBaseEntity::GetGroundVelocityToApply(Vector &) 145 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float) 146 CBaseEntity::Splash(void) 147 CBaseEntity::WorldSpaceCenter(void)const 148 CBaseEntity::GetSoundEmissionOrigin(void)const 149 CBaseEntity::CreateVPhysics(void) 150 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 151 CBasePlayer::VPhysicsDestroyObject(void) 152 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 153 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 154 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *) 155 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *) 156 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *) 157 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int) 158 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 159 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int) 160 CBaseEntity::HasPhysicsAttacker(float) 161 CBasePlayer::PhysicsSolidMaskForEntity(void)const 162 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 163 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 164 CBaseAnimating::GetStepOrigin(void)const 165 CBaseAnimating::GetStepAngles(void)const 166 CBaseEntity::ShouldDrawWaterImpacts(void) 167 CBaseEntity::NetworkStateChanged_m_fFlags(void) 168 CBaseEntity::NetworkStateChanged_m_fFlags(void *) 169 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void) 170 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 171 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 172 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 173 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 174 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 175 CBasePlayer::NetworkStateChanged_m_flFriction(void) 176 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 177 CBasePlayer::NetworkStateChanged_m_vecVelocity(void) 178 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 179 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 180 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 181 CBaseAnimating::GetIdealSpeed(void)const 182 CBaseAnimating::GetIdealAccel(void)const 183 CBaseAnimatingOverlay::StudioFrameAdvance(void) 184 CBaseAnimating::IsActivityFinished(void) 185 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 186 CFFPlayer::BecomeRagdollOnClient(Vector const&) 187 CBaseAnimating::IsRagdoll(void) 188 CBaseAnimating::CanBecomeRagdoll(void) 189 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int) 190 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 191 CBaseAnimating::SetupBones(matrix3x4_t *,int) 192 CBaseAnimating::CalculateIKLocks(float) 193 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 194 CBaseAnimating::HandleAnimEvent(animevent_t *) 195 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 196 CBaseAnimating::InitBoneControllers(void) 197 CBaseAnimating::GetGroundSpeedVelocity(void) 198 CFFPlayer::Ignite(float,bool,float,bool) 199 CFFPlayer::Extinguish(void) 200 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *) 201 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 202 CBaseFlex::SetViewtarget(Vector const&) 203 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *) 204 CBaseFlex::ProcessSceneEvents(void) 205 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *) 206 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool) 207 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *) 208 CBaseCombatCharacter::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 CFFPlayer::GiveAmmo(int,int,bool) 224 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 225 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *) 226 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *) 227 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *) 228 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 229 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*) 230 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int) 231 CBasePlayer::Weapon_ShootPosition(void) 232 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *) 233 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 234 CBaseCombatCharacter::Weapon_GetSlot(int)const 235 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 236 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *) 237 CBaseCombatCharacter::CanBecomeServerRagdoll(void) 238 CFFPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 239 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 240 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 241 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *) 242 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *) 243 CBaseCombatCharacter::GetDeathActivity(void) 244 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 245 CBaseCombatCharacter::CorpseFade(void) 246 CFFPlayer::HasHumanGibs(void) 247 CBaseCombatCharacter::HasAlienGibs(void) 248 CFFPlayer::ShouldGib(CTakeDamageInfo const&) 249 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 250 CFFPlayer::Event_Gibbed(CTakeDamageInfo const&) 251 CBasePlayer::Event_Dying(void) 252 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&) 253 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 254 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int) 255 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool) 256 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool) 257 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 258 CBaseCombatCharacter::IRelationType(CBaseEntity *) 259 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 260 CBaseCombatCharacter::IsInAVehicle(void) 261 CBasePlayer::GetVehicle(void) 262 CBasePlayer::GetVehicleEntity(void) 263 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *) 264 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 265 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 266 CBasePlayer::DoMuzzleFlash(void) 267 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int) 268 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 269 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int) 270 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *) 271 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 272 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 273 CFFPlayer::CreateViewModel(int) 274 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int) 275 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const 276 CBasePlayer::SharedSpawn(void) 277 CFFPlayer::InitialSpawn(void) 278 CBasePlayer::InitHUD(void) 279 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 280 CBasePlayer::PlayerDeathThink(void) 281 CBasePlayer::Jump(void) 282 CBasePlayer::Duck(void) 283 CFFPlayer::PreThink(void) 284 CFFPlayer::PostThink(void) 285 CFFPlayer::DamageEffect(float,int) 286 CFFPlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 287 CBasePlayer::ShouldFadeOnDeath(void) 288 CBasePlayer::IsFakeClient(void)const 289 CBasePlayer::GetPlayerMins(void)const 290 CBasePlayer::GetPlayerMaxs(void)const 291 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 292 CFFPlayer::PackDeadPlayerItems(void) 293 CBasePlayer::RemoveAllItems(bool) 294 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 295 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *) 296 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 297 CBasePlayer::UpdateClientData(void) 298 CBasePlayer::ExitLadder(void) 299 CFFPlayer::FlashlightIsOn(void) 300 CFFPlayer::FlashlightTurnOn(void) 301 CFFPlayer::FlashlightTurnOff(void) 302 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *) 303 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 304 CFFPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool) 305 CBasePlayer::DeathSound(CTakeDamageInfo const&) 306 CBasePlayer::SetAnimation(PLAYER_ANIM) 307 CBasePlayer::ImpulseCommands(void) 308 CFFPlayer::CheatImpulseCommands(int) 309 CFFPlayer::ClientCommand(char const*) 310 CBasePlayer::StartObserverMode(int) 311 CBasePlayer::StopObserverMode(void) 312 CBasePlayer::SetObserverMode(int) 313 CBasePlayer::GetObserverMode(void) 314 CBasePlayer::SetObserverTarget(CBaseEntity *) 315 CBasePlayer::ObserverUse(bool) 316 CBasePlayer::GetObserverTarget(void) 317 CBasePlayer::FindNextObserverTarget(bool) 318 CBasePlayer::GetNextObserverSearchStartPoint(bool) 319 CBasePlayer::IsValidObserverTarget(CBaseEntity *) 320 CBasePlayer::CheckObserverSettings(void) 321 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 322 CBasePlayer::ForceObserverMode(int) 323 CBasePlayer::ResetObserverMode(void) 324 CBasePlayer::StartReplayMode(float,float,int) 325 CBasePlayer::StopReplayMode(void) 326 CBasePlayer::GetDelayTicks(void) 327 CBasePlayer::GetReplayEntity(void) 328 CBasePlayer::CreateCorpse(void) 329 CFFPlayer::EntSelectSpawnPoint(void) 330 CBasePlayer::GetInVehicle(IServerVehicle *,int) 331 CFFPlayer::LeaveVehicle(Vector const&,QAngle const&) 332 CBasePlayer::OnVehicleStart(void) 333 CBasePlayer::OnVehicleEnd(Vector &) 334 CBasePlayer::BumpWeapon(CBaseCombatWeapon *) 335 CBasePlayer::SelectLastItem(void) 336 CBasePlayer::SelectItem(char const*,int) 337 CBasePlayer::ItemPostFrame(void) 338 CBasePlayer::GiveNamedItem(char const*,int) 339 CBasePlayer::CheckTrainUpdate(void) 340 CBasePlayer::SetPlayerUnderwater(bool) 341 CBasePlayer::CanBreatheUnderwater(void)const 342 CBasePlayer::PlayerUse(void) 343 CBasePlayer::PlayUseDenySound(void) 344 CBasePlayer::FindUseEntity(void) 345 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int) 346 CBasePlayer::PickupObject(CBaseEntity *,bool) 347 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *) 348 CBasePlayer::GetHeldObjectMass(IPhysicsObject *) 349 CBasePlayer::UpdateGeigerCounter(void) 350 CBasePlayer::GetAutoaimVector(float) 351 CBasePlayer::GetAutoaimVector(float,float) 352 CBasePlayer::GetAutoaimVector(autoaim_params_t &) 353 CBasePlayer::ShouldAutoaim(void) 354 CBasePlayer::ForceClientDllUpdate(void) 355 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 356 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *) 357 CBasePlayer::CanSpeak(void) 358 CBasePlayer::CanHearChatFrom(CBasePlayer*) 359 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 360 CBasePlayer::CheckChatText(char *,int) 361 CBasePlayer::IsFollowingPhysics(void) 362 CBasePlayer::InitVCollision(void) 363 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 364 CBasePlayer::EquipSuit(bool) 365 CBasePlayer::RemoveSuit(void) 366 CBasePlayer::CommitSuicide(void) 367 CBasePlayer::IsBot(void)const 368 CBasePlayer::SpawnArmorValue(void)const 369 CBasePlayer::NetworkStateChanged_m_ArmorValue(void) 370 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *) 371 CFFPlayer::FFAnim_GetActiveWeapon(void) 372 CFFPlayer::FFAnim_CanMove(void) 373 CFFPlayer::FFAnim_GetPlayer(void) 374 CFFPlayer::GetEncryptionKey(void) 375 CFFPlayer::LockPlayerInPlace(void) 376 CFFPlayer::UnlockPlayer(void) 377 CFFPlayer::TakeNamedItem(char const*) 378 CFFPlayer::HandleShotImpactingWater(FireBulletsInfo_t const&,Vector const&,ITraceFilter *,Vector*)