CFFPlayer Offset List (Fortress Forever)

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Revision as of 12:27, 22 February 2008 by BAILOPAN (talk | contribs)
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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*)