CTFPlayer Offset List (Team Fortress 2)
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 30 October 2007
// Auto reconstructed from vtable block @ 0x00BD4840 // 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::GetServerVehicle(void) 81 CBaseEntity::IsViewable(void) 82 CTFPlayer::ChangeTeam(int) 83 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 84 CBaseEntity::CanStandOn(CBaseEntity*)const 85 CBaseEntity::CanStandOn(edict_t *)const 86 CBaseEntity::GetEnemy(void) 87 CBaseEntity::GetEnemy(void)const 88 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float) 89 CBaseEntity::StartTouch(CBaseEntity*) 90 CTFPlayer::Touch(CBaseEntity *) 91 CBaseEntity::EndTouch(CBaseEntity*) 92 CBaseEntity::StartBlocked(CBaseEntity*) 93 CBaseEntity::Blocked(CBaseEntity*) 94 CBaseEntity::EndBlocked(void) 95 CBasePlayer::PhysicsSimulate(void) 96 CBasePlayer::UpdateOnRemove(void) 97 CBaseEntity::StopLoopingSounds(void) 98 CBaseEntity::SUB_AllowedToFade(void) 99 CBaseFlex::Teleport(Vector const*,QAngle const*,Vector const*) 100 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 101 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int) 102 CBaseEntity::GetTracerAttachment(void) 103 CBaseEntity::FireBullets(FireBulletsInfo_t const&) 104 CBasePlayer::DoImpactEffect(CGameTrace &,int) 105 CBaseEntity::Respawn(void) 106 CBaseEntity::IsLockedByMaster(void) 107 CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &) 108 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 109 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 110 CBasePlayer::NetworkStateChanged_m_iHealth(void) 111 CBasePlayer::NetworkStateChanged_m_iHealth(void *) 112 CBasePlayer::NetworkStateChanged_m_lifeState(void) 113 CBasePlayer::NetworkStateChanged_m_lifeState(void *) 114 CBaseEntity::NetworkStateChanged_m_takedamage(void) 115 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 116 CBaseEntity::GetDamageType(void)const 117 CBaseEntity::GetDamage(void) 118 CBaseEntity::SetDamage(float) 119 CBasePlayer::EyePosition(void) 120 CBasePlayer::EyeAngles(void) 121 CBasePlayer::LocalEyeAngles(void) 122 CBaseEntity::EarPosition(void) 123 CBasePlayer::BodyTarget(Vector const&,bool) 124 CBaseEntity::HeadTarget(Vector const&) 125 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const 126 CBaseEntity::GetViewOffset(void) 127 CBasePlayer::GetSmoothedVelocity(void) 128 CBaseAnimating::GetVelocity(Vector *,Vector *) 129 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **) 130 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **) 131 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 132 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 133 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 134 CBaseEntity::GetGroundVelocityToApply(Vector &) 135 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float) 136 CBaseEntity::Splash(void) 137 CBaseEntity::WorldSpaceCenter(void)const 138 CBaseEntity::GetSoundEmissionOrigin(void)const 139 CBaseEntity::CreateVPhysics(void) 140 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 141 CBasePlayer::VPhysicsDestroyObject(void) 142 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 143 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 144 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *) 145 CBasePlayer::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::VPhysicsIsFlesh(void) 151 CBaseEntity::HasPhysicsAttacker(float) 152 CBasePlayer::PhysicsSolidMaskForEntity(void)const 153 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 154 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 155 CBaseAnimating::GetStepOrigin(void)const 156 CBaseAnimating::GetStepAngles(void)const 157 CBaseEntity::ShouldDrawWaterImpacts(void) 158 CBasePlayer::NetworkStateChanged_m_fFlags(void) 159 CBasePlayer::NetworkStateChanged_m_fFlags(void *) 160 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void) 161 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 162 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 163 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 164 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 165 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 166 CBasePlayer::NetworkStateChanged_m_flFriction(void) 167 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 168 CBasePlayer::NetworkStateChanged_m_vecVelocity(void) 169 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 170 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 171 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 172 CBaseAnimating::GetIdealSpeed(void)const 173 CBaseAnimating::GetIdealAccel(void)const 174 CBaseAnimatingOverlay::StudioFrameAdvance(void) 175 CBaseAnimating::IsActivityFinished(void) 176 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int) 177 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 178 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 179 CBaseAnimating::IsRagdoll(void) 180 CBaseAnimating::CanBecomeRagdoll(void) 181 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int) 182 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 183 CBaseAnimating::SetupBones(matrix3x4_t *,int) 184 CBaseAnimating::CalculateIKLocks(float) 185 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 186 CBasePlayer::HandleAnimEvent(animevent_t *) 187 CBaseAnimating::PopulatePoseParameters(void) 188 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 189 CBaseAnimating::InitBoneControllers(void) 190 CBaseAnimating::GetGroundSpeedVelocity(void) 191 CBaseAnimating::Ignite(float,bool,float,bool) 192 CBaseAnimating::IgniteLifetime(float) 193 CBaseAnimating::IgniteNumHitboxFires(int) 194 CBaseAnimating::IgniteHitboxFireScale(float) 195 CBaseAnimating::Extinguish(void) 196 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *) 197 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 198 CBaseFlex::SetViewtarget(Vector const&) 199 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *) 200 CBaseFlex::ProcessSceneEvents(void) 201 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *) 202 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool) 203 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *) 204 CTFPlayer::PlayScene(char const*,float,AI_Response *,IRecipientFilter *) 205 CBaseFlex::PlayAutoGeneratedSoundScene(char const*) 206 CBasePlayer::GetPhysicsImpactDamageTable(void) 207 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 208 CBaseCombatCharacter::FInViewCone(Vector const&) 209 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 210 CBaseCombatCharacter::FInAimCone(Vector const&) 211 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 212 CBaseCombatCharacter::FindMissTarget(void) 213 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*) 214 CBasePlayer::BodyAngles(void) 215 CBaseCombatCharacter::BodyDirection2D(void) 216 CBaseCombatCharacter::BodyDirection3D(void) 217 CBaseCombatCharacter::HeadDirection2D(void) 218 CBaseCombatCharacter::HeadDirection3D(void) 219 CBaseCombatCharacter::EyeDirection2D(void) 220 CBaseCombatCharacter::EyeDirection3D(void) 221 CTFPlayer::GiveAmmo(int,int,bool) 222 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 223 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *) 224 CTFPlayer::Weapon_FrameUpdate(void) 225 CTFPlayer::Weapon_HandleAnimEvent(animevent_t *) 226 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *) 227 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *) 228 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 229 CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*) 230 CTFPlayer::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 CTFPlayer::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::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo const&) 244 CBaseCombatCharacter::GetDeathActivity(void) 245 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 246 CBaseCombatCharacter::CorpseFade(void) 247 CBaseCombatCharacter::HasHumanGibs(void) 248 CBaseCombatCharacter::HasAlienGibs(void) 249 CTFPlayer::ShouldGib(CTakeDamageInfo const&) 250 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 251 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 252 CBasePlayer::Event_Dying(void) 253 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&) 254 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 255 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int) 256 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool) 257 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool) 258 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 259 CBaseCombatCharacter::IRelationType(CBaseEntity *) 260 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 261 CBasePlayer::IsInAVehicle(void)const 262 CBasePlayer::GetVehicle(void) 263 CBasePlayer::GetVehicleEntity(void) 264 CBaseCombatCharacter::ExitVehicle(void) 265 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *) 266 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 267 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 268 CBasePlayer::DoMuzzleFlash(void) 269 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int) 270 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 271 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int) 272 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *) 273 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 274 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 275 CTFPlayer::CreateViewModel(int) 276 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int) 277 CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const 278 CBasePlayer::SharedSpawn(void) 279 CTFPlayer::ForceRespawn(void) 280 CTFPlayer::InitialSpawn(void) 281 CBasePlayer::InitHUD(void) 282 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 283 CTFPlayer::PlayerDeathThink(void) 284 CBasePlayer::Jump(void) 285 CBasePlayer::Duck(void) 286 CTFPlayer::PreThink(void) 287 CTFPlayer::PostThink(void) 288 CTFPlayer::DamageEffect(float,int) 289 CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 290 CBasePlayer::ShouldFadeOnDeath(void) 291 CBasePlayer::IsFakeClient(void)const 292 CBasePlayer::GetPlayerMins(void)const 293 CBasePlayer::GetPlayerMaxs(void)const 294 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 295 CBasePlayer::PackDeadPlayerItems(void) 296 CTFPlayer::RemoveAllItems(bool) 297 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 298 CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *) 299 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 300 CBasePlayer::UpdateClientData(void) 301 CBasePlayer::ExitLadder(void) 302 CBasePlayer::GetLadderSurface(Vector const&) 303 CBasePlayer::SetFlashlightEnabled(bool) 304 CTFPlayer::FlashlightIsOn(void) 305 CTFPlayer::FlashlightTurnOn(void) 306 CTFPlayer::FlashlightTurnOff(void) 307 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *) 308 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 309 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool) 310 CTFPlayer::GetStepSoundVelocities(float *,float *) 311 CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool) 312 CTFPlayer::DeathSound(CTakeDamageInfo const&) 313 CTFPlayer::SetAnimation(PLAYER_ANIM) 314 CBasePlayer::ImpulseCommands(void) 315 CTFPlayer::CheatImpulseCommands(int) 316 CTFPlayer::ClientCommand(CCommand const&) 317 CBasePlayer::StartObserverMode(int) 318 CBasePlayer::StopObserverMode(void) 319 CTFPlayer::ModeWantsSpectatorGUI(int) 320 CTFPlayer::SetObserverMode(int) 321 CBasePlayer::GetObserverMode(void) 322 CTFPlayer::SetObserverTarget(CBaseEntity *) 323 CBasePlayer::ObserverUse(bool) 324 CBasePlayer::GetObserverTarget(void) 325 CTFPlayer::FindNextObserverTarget(bool) 326 CTFPlayer::GetNextObserverSearchStartPoint(bool) 327 CTFPlayer::IsValidObserverTarget(CBaseEntity *) 328 CBasePlayer::CheckObserverSettings(void) 329 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 330 CBasePlayer::ForceObserverMode(int) 331 CBasePlayer::ResetObserverMode(void) 332 CTFPlayer::ValidateCurrentObserverTarget(void) 333 CTFPlayer::AttemptToExitFreezeCam(void) 334 CBasePlayer::StartReplayMode(float,float,int) 335 CBasePlayer::StopReplayMode(void) 336 CBasePlayer::GetDelayTicks(void) 337 CBasePlayer::GetReplayEntity(void) 338 CBasePlayer::CreateCorpse(void) 339 CTFPlayer::EntSelectSpawnPoint(void) 340 CBasePlayer::GetInVehicle(IServerVehicle *,int) 341 CBasePlayer::LeaveVehicle(Vector const&,QAngle const&) 342 CBasePlayer::OnVehicleStart(void) 343 CBasePlayer::OnVehicleEnd(Vector &) 344 CBasePlayer::BumpWeapon(CBaseCombatWeapon *) 345 CBasePlayer::SelectLastItem(void) 346 CBasePlayer::SelectItem(char const*,int) 347 CTFPlayer::ItemPostFrame(void) 348 CBasePlayer::GiveNamedItem(char const*,int) 349 CBasePlayer::CheckTrainUpdate(void) 350 CBasePlayer::SetPlayerUnderwater(bool) 351 CBasePlayer::CanBreatheUnderwater(void)const 352 CBasePlayer::PlayerUse(void) 353 CBasePlayer::PlayUseDenySound(void) 354 CBasePlayer::FindUseEntity(void) 355 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int) 356 CBasePlayer::PickupObject(CBaseEntity *,bool) 357 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *) 358 CBasePlayer::GetHeldObjectMass(IPhysicsObject *) 359 CBasePlayer::UpdateGeigerCounter(void) 360 CBasePlayer::GetAutoaimVector(float) 361 CBasePlayer::GetAutoaimVector(float,float) 362 CBasePlayer::GetAutoaimVector(autoaim_params_t &) 363 CBasePlayer::ShouldAutoaim(void) 364 CBasePlayer::ForceClientDllUpdate(void) 365 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 366 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *) 367 CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *) 368 CBaseMultiplayerPlayer::CanSpeak(void) 369 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 370 CBasePlayer::CheckChatText(char *,int) 371 CTFPlayer::CreateRagdollEntity(void) 372 CTFPlayer::ShouldAnnouceAchievement(void) 373 CBasePlayer::IsFollowingPhysics(void) 374 CBasePlayer::InitVCollision(Vector const&,Vector const&) 375 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 376 CBasePlayer::Hints(void) 377 CTFPlayer::IsReadyToPlay(void) 378 CTFPlayer::IsReadyToSpawn(void) 379 CTFPlayer::ShouldGainInstantSpawn(void) 380 CBasePlayer::ResetPerRoundStats(void) 381 CTFPlayer::ResetScores(void) 382 CBasePlayer::EquipSuit(bool) 383 CBasePlayer::RemoveSuit(void) 384 CTFPlayer::CommitSuicide(bool,bool) 385 CBasePlayer::CommitSuicide(Vector const&,bool,bool) 386 CBasePlayer::IsBot(void)const 387 CBaseMultiplayerPlayer::GetExpresser(void) 388 CBasePlayer::SpawnArmorValue(void)const 389 CBasePlayer::NetworkStateChanged_m_ArmorValue(void) 390 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *) 391 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float) 392 CAI_ExpresserHost<CBasePlayer>::Speak(char const*,char const*,char *,unsigned int,IRecipientFilter *) 393 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char const*,AI_Response *) 394 CBaseMultiplayerPlayer::SpeakIfAllowed(char const*,char const*,char *,unsigned int,IRecipientFilter *) 395 CTFPlayer::SpeakConceptIfAllowed(int,char const*,char *,unsigned int,IRecipientFilter *) 396 CTFPlayer::CanSpeakVoiceCommand(void) 397 CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void) 398 CTFPlayer::NoteSpokeVoiceCommand(char const*) 399 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void) 400 CTFPlayer::CalculateTeamBalanceScore(void) 401 CBaseMultiplayerPlayer::CreateExpresser(void)