CBasePlayer Offset List (Counter-Strike: Source)
Revision as of 13:22, 30 September 2008 by Your-name-here (talk | contribs) (New page: For use when using virtual offsets. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b> == The List == This comes from the symbol ...)
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...or guess for any CSS specific functions.
Last Updated 30 Sept 2008
// Auto reconstructed from vtable block @ 0x00B117C0 // from "server_i486.so", by ida_vtables.idc 0 CBasePlayer::~CBasePlayer() 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 CBasePlayer::_GetClassName(void) 10 CBasePlayer::GetServerClass(void) 11 CBasePlayer::GetClassName(void) 12 CBasePlayer::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 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*) 20 CBasePlayer::UpdateTransmitState(void) 21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool) 22 CBasePlayer::GetTracerType(void) 23 CBasePlayer::Spawn(void) 24 CBasePlayer::Precache(void) 25 CBaseFlex::SetModel(char const*) 26 CBaseEntity::PostConstructor(char const*) 27 CBaseEntity::PostClientActive(void) 28 CBaseEntity::ParseMapData(CEntityMapData *) 29 CBaseEntity::KeyValue(char const*,char const*) 30 CBaseEntity::KeyValue(char const*,float) 31 CBaseEntity::KeyValue(char const*,Vector) 32 CBasePlayer::Activate(void) 33 CBaseEntity::SetParent(CBaseEntity*,int) 34 CBasePlayer::ObjectCaps(void) 35 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int) 36 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &) 37 CBasePlayer::DrawDebugGeometryOverlays(void) 38 CBaseAnimating::DrawDebugTextOverlays(void) 39 CBasePlayer::Save(ISave &) 40 CBasePlayer::Restore(IRestore &) 41 CBasePlayer::ShouldSavePhysics(void) 42 CBaseEntity::OnSave(IEntitySaveUtils *) 43 CBasePlayer::OnRestore(void) 44 CBasePlayer::RequiredEdictIndex(void) 45 CBaseEntity::MoveDone(void) 46 CBaseEntity::Think(void) 47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void) 48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *) 49 CBaseAnimating::GetBaseAnimating(void) 50 CBaseEntity::GetResponseSystem(void) 51 CBaseEntity::DispatchResponse(char const*) 52 CBasePlayer::Classify(void) 53 CBaseEntity::DeathNotice(CBaseEntity*) 54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 55 CBaseEntity::GetAutoAimRadius(void) 56 CBaseEntity::GetAutoAimCenter(void) 57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 58 CBasePlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 60 CBasePlayer::OnTakeDamage(CTakeDamageInfo const&) 61 CBasePlayer::TakeHealth(float,int) 62 CBasePlayer::Event_Killed(CTakeDamageInfo const&) 63 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo const&) 64 CBaseCombatCharacter::BloodColor(void) 65 CBaseEntity::IsTriggered(CBaseEntity*) 66 CBaseEntity::IsNPC(void)const 67 CBaseCombatCharacter::MyCombatCharacterPointer(void) 68 CBaseEntity::GetDelay(void) 69 CBaseEntity::IsMoving(void) 70 CBaseEntity::DamageDecal(int,int) 71 CBaseEntity::DecalTrace(CGameTrace *,char const*) 72 CBaseEntity::ImpactTrace(CGameTrace *,int,char *) 73 CBaseEntity::OnControls(CBaseEntity*) 74 CBaseEntity::HasTarget(string_t) 75 CBasePlayer::IsPlayer(void)const 76 CBasePlayer::IsNetClient(void)const 77 CBaseEntity::IsTemplate(void) 78 CBaseEntity::IsBaseObject(void)const 79 CBaseEntity::GetServerVehicle(void) 80 CBaseEntity::IsViewable(void) 81 CBasePlayer::ChangeTeam(int) 82 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 83 CBaseEntity::CanStandOn(CBaseEntity*)const 84 CBaseEntity::CanStandOn(edict_t *)const 85 CBaseEntity::GetEnemy(void) 86 CBaseEntity::GetEnemy(void)const 87 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float) 88 CBaseEntity::StartTouch(CBaseEntity*) 89 CBasePlayer::Touch(CBaseEntity *) 90 CBaseEntity::EndTouch(CBaseEntity*) 91 CBaseEntity::StartBlocked(CBaseEntity*) 92 CBaseEntity::Blocked(CBaseEntity*) 93 CBaseEntity::EndBlocked(void) 94 CBasePlayer::PhysicsSimulate(void) 95 CBasePlayer::UpdateOnRemove(void) 96 CBaseEntity::StopLoopingSounds(void) 97 CBaseEntity::SUB_AllowedToFade(void) 98 CBaseAnimating::Teleport(Vector const*,QAngle const*,Vector const*) 99 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 100 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int) 101 CBaseEntity::FireBullets(FireBulletsInfo_t const&) 102 CBasePlayer::DoImpactEffect(CGameTrace &,int) 103 CBaseEntity::Respawn(void) 104 CBaseEntity::IsLockedByMaster(void) 105 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &) 106 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 107 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 108 CBasePlayer::NetworkStateChanged_m_iHealth(void) 109 CBasePlayer::NetworkStateChanged_m_iHealth(void *) 110 CBasePlayer::NetworkStateChanged_m_lifeState(void) 111 CBasePlayer::NetworkStateChanged_m_lifeState(void *) 112 CBaseEntity::NetworkStateChanged_m_takedamage(void) 113 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 114 CBaseEntity::GetDamageType(void)const 115 CBaseEntity::GetDamage(void) 116 CBaseEntity::SetDamage(float) 117 CBasePlayer::EyePosition(void) 118 CBasePlayer::EyeAngles(void) 119 CBasePlayer::LocalEyeAngles(void) 120 CBaseEntity::EarPosition(void) 121 CBasePlayer::BodyTarget(Vector const&,bool) 122 CBaseEntity::HeadTarget(Vector const&) 123 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const 124 CBaseEntity::GetViewOffset(void) 125 CBasePlayer::GetSmoothedVelocity(void) 126 CBaseAnimating::GetVelocity(Vector *,Vector *) 127 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **) 128 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **) 129 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 130 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 131 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 132 CBaseEntity::CanBePoweredUp(void) 133 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *) 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::HasPhysicsAttacker(float) 151 CBasePlayer::PhysicsSolidMaskForEntity(void)const 152 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 153 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 154 CBaseAnimating::GetStepOrigin(void)const 155 CBaseAnimating::GetStepAngles(void)const 156 CBaseEntity::ShouldDrawWaterImpacts(void) 157 CBaseEntity::NetworkStateChanged_m_fFlags(void) 158 CBaseEntity::NetworkStateChanged_m_fFlags(void *) 159 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void) 160 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 161 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 162 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 163 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 164 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 165 CBasePlayer::NetworkStateChanged_m_flFriction(void) 166 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 167 CBasePlayer::NetworkStateChanged_m_vecVelocity(void) 168 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 169 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 170 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 171 CBaseAnimating::GetIdealSpeed(void)const 172 CBaseAnimating::GetIdealAccel(void)const 173 CBaseAnimatingOverlay::StudioFrameAdvance(void) 174 CBaseAnimating::IsActivityFinished(void) 175 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 176 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 177 CBaseAnimating::IsRagdoll(void) 178 CBaseAnimating::CanBecomeRagdoll(void) 179 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int) 180 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 181 CBaseAnimating::SetupBones(matrix3x4_t *,int) 182 CBaseAnimating::CalculateIKLocks(float) 183 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 184 CBaseAnimating::HandleAnimEvent(animevent_t *) 185 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 186 CBaseAnimating::InitBoneControllers(void) 187 CBaseAnimating::GetGroundSpeedVelocity(void) 188 CBaseAnimating::Ignite(float,bool,float,bool) 189 CBaseAnimating::Extinguish(void) 190 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *) 191 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 192 CBaseFlex::SetViewtarget(Vector const&) 193 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *) 194 CBaseFlex::ProcessSceneEvents(void) 195 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *) 196 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool) 197 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *) 198 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void) 199 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 200 CBaseCombatCharacter::FInViewCone(Vector const&) 201 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 202 CBaseCombatCharacter::FInAimCone(Vector const&) 203 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 204 CBaseCombatCharacter::FindMissTarget(void) 205 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*) 206 CBasePlayer::BodyAngles(void) 207 CBaseCombatCharacter::BodyDirection2D(void) 208 CBaseCombatCharacter::BodyDirection3D(void) 209 CBaseCombatCharacter::HeadDirection2D(void) 210 CBaseCombatCharacter::HeadDirection3D(void) 211 CBaseCombatCharacter::EyeDirection2D(void) 212 CBaseCombatCharacter::EyeDirection3D(void) 213 CBaseCombatCharacter::GiveAmmo(int,int,bool) 214 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 215 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *) 216 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *) 217 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *) 218 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 219 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*) 220 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int) 221 CBasePlayer::Weapon_ShootPosition(void) 222 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *) 223 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 224 CBaseCombatCharacter::Weapon_GetSlot(int)const 225 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 226 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *) 227 CBaseCombatCharacter::CanBecomeServerRagdoll(void) 228 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 229 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 230 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 231 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *) 232 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *) 233 CBaseCombatCharacter::GetDeathActivity(void) 234 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 235 CBaseCombatCharacter::CorpseFade(void) 236 CBaseCombatCharacter::HasHumanGibs(void) 237 CBaseCombatCharacter::HasAlienGibs(void) 238 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 239 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 240 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 241 CBasePlayer::Event_Dying(void) 242 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&) 243 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 244 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int) 245 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool) 246 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool) 247 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 248 CBaseCombatCharacter::IRelationType(CBaseEntity *) 249 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 250 CBaseCombatCharacter::IsInAVehicle(void) 251 CBasePlayer::GetVehicle(void) 252 CBasePlayer::GetVehicleEntity(void) 253 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *) 254 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 255 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 256 CBasePlayer::DoMuzzleFlash(void) 257 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int) 258 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 259 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int) 260 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *) 261 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 262 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 263 CBasePlayer::CreateViewModel(int) 264 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int) 265 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const 266 CBasePlayer::SharedSpawn(void) 267 CBasePlayer::InitialSpawn(void) 268 CBasePlayer::InitHUD(void) 269 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 270 CBasePlayer::PlayerDeathThink(void) 271 CBasePlayer::Jump(void) 272 CBasePlayer::Duck(void) 273 CBasePlayer::PreThink(void) 274 CBasePlayer::PostThink(void) 275 CBasePlayer::DamageEffect(float,int) 276 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 277 CBasePlayer::ShouldFadeOnDeath(void) 278 CBasePlayer::IsFakeClient(void)const 279 CBasePlayer::GetPlayerMins(void)const 280 CBasePlayer::GetPlayerMaxs(void)const 281 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 282 CBasePlayer::PackDeadPlayerItems(void) 283 CBasePlayer::RemoveAllItems(bool) 284 CBasePlayer::IsRunning(void)const 285 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 286 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *) 287 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 288 CBasePlayer::UpdateClientData(void) 289 CBasePlayer::ExitLadder(void) 290 CBasePlayer::FlashlightIsOn(void) 291 CBasePlayer::FlashlightTurnOn(void) 292 CBasePlayer::FlashlightTurnOff(void) 293 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *) 294 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 295 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool) 296 CBasePlayer::DeathSound(CTakeDamageInfo const&) 297 CBasePlayer::SetAnimation(PLAYER_ANIM) 298 CBasePlayer::ImpulseCommands(void) 299 CBasePlayer::CheatImpulseCommands(int) 300 CBasePlayer::ClientCommand(char const*) 301 CBasePlayer::StartObserverMode(int) 302 CBasePlayer::StopObserverMode(void) 303 CBasePlayer::SetObserverMode(int) 304 CBasePlayer::GetObserverMode(void) 305 CBasePlayer::SetObserverTarget(CBaseEntity *) 306 CBasePlayer::ObserverUse(bool) 307 CBasePlayer::GetObserverTarget(void) 308 CBasePlayer::FindNextObserverTarget(bool) 309 CBasePlayer::GetNextObserverSearchStartPoint(bool) 310 CBasePlayer::IsValidObserverTarget(CBaseEntity *) 311 CBasePlayer::CheckObserverSettings(void) 312 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 313 CBasePlayer::ForceObserverMode(int) 314 CBasePlayer::ResetObserverMode(void) 315 CBasePlayer::StartReplayMode(float,float,int) 316 CBasePlayer::StopReplayMode(void) 317 CBasePlayer::GetDelayTicks(void) 318 CBasePlayer::GetReplayEntity(void) 319 CBasePlayer::CreateCorpse(void) 320 CBasePlayer::EntSelectSpawnPoint(void) 321 CBasePlayer::GetInVehicle(IServerVehicle *,int) 322 CBasePlayer::LeaveVehicle(Vector const&,QAngle const&) 323 CBasePlayer::OnVehicleStart(void) 324 CBasePlayer::OnVehicleEnd(Vector &) 325 CBasePlayer::BumpWeapon(CBaseCombatWeapon *) 326 CBasePlayer::SelectLastItem(void) 327 CBasePlayer::SelectItem(char const*,int) 328 CBasePlayer::ItemPostFrame(void) 329 CBasePlayer::GiveNamedItem(char const*,int) 330 CBasePlayer::CheckTrainUpdate(void) 331 CBasePlayer::SetPlayerUnderwater(bool) 332 CBasePlayer::CanBreatheUnderwater(void)const 333 CBasePlayer::PlayerUse(void) 334 CBasePlayer::PlayUseDenySound(void) 335 CBasePlayer::FindUseEntity(void) 336 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int) 337 CBasePlayer::PickupObject(CBaseEntity *,bool) 338 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *) 339 CBasePlayer::GetHeldObjectMass(IPhysicsObject *) 340 CBasePlayer::UpdateGeigerCounter(void) 341 CBasePlayer::GetAutoaimVector(float) 342 CBasePlayer::GetAutoaimVector(float,float) 343 CBasePlayer::GetAutoaimVector(autoaim_params_t &) 344 CBasePlayer::ShouldAutoaim(void) 345 CBasePlayer::ForceClientDllUpdate(void) 346 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 347 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *) 348 CBasePlayer::CanSpeak(void) 349 CBasePlayer::CanHearChatFrom(CBasePlayer*) 350 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 351 CBasePlayer::CheckChatText(char *,int) 352 CBasePlayer::IsFollowingPhysics(void) 353 CBasePlayer::InitVCollision(void) 354 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 355 CBasePlayer::EquipSuit(bool) 356 CBasePlayer::RemoveSuit(void) 357 CBasePlayer::CommitSuicide(void) 358 CBasePlayer::IsBot(void)const 359 CBasePlayer::SpawnArmorValue(void)const 360 CBasePlayer::NetworkStateChanged_m_ArmorValue(void) 361 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *) 362 std::bad_cast::~bad_cast()