CDODPlayer Offset List (Day of Defeat: Source)
Also for use when using virtual offsets.
These are the Windows offsets. Linux offsets are 1 greater.
These comes from the symbol tables, so you'll have to look in the SDK for return types.
Contents
The List
Last Updated 07 July 2007
0 CDODPlayer::~CDODPlayer() 1 CBaseEntity::SetRefEHandle(CBaseHandle const&) 2 CBaseEntity::GetRefEHandle() const 3 CBaseEntity::GetCollideable() 4 CBaseEntity::GetNetworkable() 5 CBaseEntity::GetBaseEntity() 6 CBaseEntity::GetModelIndex() const 7 CBaseEntity::GetModelName() const 8 CBaseEntity::SetModelIndex(int) 9 CDODPlayer::_GetClassName() 10 CDODPlayer::GetServerClass() 11 CDODPlayer::GetClassName() 12 CDODPlayer::YouForgotToImplementOrDeclareServerClass() 13 CDODPlayer::GetDataDescMap() 14 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &) 15 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &) 16 CDODPlayer::ComputeWorldSpaceSurroundingBox(Vector *,Vector *) 17 CBaseEntity::ShouldCollide(int,int) const 18 CBaseEntity::SetOwnerEntity(CBaseEntity*) 19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*) 20 CBasePlayer::UpdateTransmitState() 21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool) 22 CBasePlayer::GetTracerType() 23 CDODPlayer::Spawn() 24 CDODPlayer::Precache() 25 CBaseFlex::SetModel(char const*) 26 CBaseEntity::PostConstructor(char const*) 27 CBaseEntity::PostClientActive() 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() 33 CBaseEntity::SetParent(CBaseEntity*,int) 34 CBasePlayer::ObjectCaps() 35 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int) 36 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &) 37 CBasePlayer::DrawDebugGeometryOverlays() 38 CBaseAnimating::DrawDebugTextOverlays() 39 CBasePlayer::Save(ISave &) 40 CBasePlayer::Restore(IRestore &) 41 CBasePlayer::ShouldSavePhysics() 42 CBaseEntity::OnSave(IEntitySaveUtils *) 43 CBasePlayer::OnRestore() 44 CBasePlayer::RequiredEdictIndex() 45 CBaseEntity::MoveDone() 46 CBaseEntity::Think() 47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick() 48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *) 49 CBaseAnimating::GetBaseAnimating() 50 CBaseEntity::GetResponseSystem() 51 CBaseEntity::DispatchResponse(char const*) 52 CBasePlayer::Classify() 53 CBaseEntity::DeathNotice(CBaseEntity*) 54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 55 CBaseEntity::GetAutoAimRadius() 56 CBaseEntity::GetAutoAimCenter() 57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 58 CDODPlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 60 CDODPlayer::OnTakeDamage(CTakeDamageInfo const&) 61 CBasePlayer::TakeHealth(float,int) 62 CDODPlayer::Event_Killed(CTakeDamageInfo const&) 63 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo const&) 64 CBaseCombatCharacter::BloodColor() 65 CBaseEntity::IsTriggered(CBaseEntity*) 66 CBaseEntity::IsNPC() const 67 CBaseCombatCharacter::MyCombatCharacterPointer() 68 CBaseEntity::GetDelay() 69 CBaseEntity::IsMoving() 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() const 76 CBasePlayer::IsNetClient() const 77 CBaseEntity::IsTemplate() 78 CBaseEntity::IsBaseObject() const 79 CBaseEntity::GetServerVehicle() 80 CBaseEntity::IsViewable() 81 CDODPlayer::ChangeTeam(int) 82 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 83 CBaseEntity::CanStandOn(CBaseEntity*) const 84 CBaseEntity::CanStandOn(edict_t *) const 85 CBaseEntity::GetEnemy() 86 CBaseEntity::GetEnemy() 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() 94 CBasePlayer::PhysicsSimulate() 95 CBasePlayer::UpdateOnRemove() 96 CBaseEntity::StopLoopingSounds() 97 CBaseEntity::SUB_AllowedToFade() 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 CDODPlayer::FireBullets(FireBulletsInfo_t const&) 102 CBasePlayer::DoImpactEffect(CGameTrace &,int) 103 CBaseEntity::Respawn() 104 CBaseEntity::IsLockedByMaster() 105 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &) 106 CBaseEntity::NetworkStateChanged_m_iMaxHealth() 107 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 108 CBasePlayer::NetworkStateChanged_m_iHealth() 109 CBasePlayer::NetworkStateChanged_m_iHealth(void *) 110 CBasePlayer::NetworkStateChanged_m_lifeState() 111 CBasePlayer::NetworkStateChanged_m_lifeState(void *) 112 CBaseEntity::NetworkStateChanged_m_takedamage() 113 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 114 CBaseEntity::GetDamageType() const 115 CBaseEntity::GetDamage() 116 CBaseEntity::SetDamage(float) 117 CBasePlayer::EyePosition() 118 CBasePlayer::EyeAngles() 119 CBasePlayer::LocalEyeAngles() 120 CBaseEntity::EarPosition() 121 CBasePlayer::BodyTarget(Vector const&,bool) 122 CBaseEntity::HeadTarget(Vector const&) 123 CBaseEntity::GetVectors(Vector *,Vector *,Vector *) const 124 CBaseEntity::GetViewOffset() 125 CBasePlayer::GetSmoothedVelocity() 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() 133 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *) 134 CBaseEntity::GetGroundVelocityToApply(Vector &) 135 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float) 136 CBaseEntity::Splash() 137 CBaseEntity::WorldSpaceCenter() const 138 CBaseEntity::GetSoundEmissionOrigin() const 139 CBaseEntity::CreateVPhysics() 140 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 141 CBasePlayer::VPhysicsDestroyObject() 142 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 143 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 144 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *) 145 CDODPlayer::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() const 152 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 153 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 154 CBaseAnimating::GetStepOrigin() const 155 CBaseAnimating::GetStepAngles() const 156 CBaseEntity::ShouldDrawWaterImpacts() 157 CBaseEntity::NetworkStateChanged_m_fFlags() 158 CBaseEntity::NetworkStateChanged_m_fFlags(void *) 159 CBasePlayer::NetworkStateChanged_m_nWaterLevel() 160 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 161 CBasePlayer::NetworkStateChanged_m_hGroundEntity() 162 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 163 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity() 164 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 165 CBasePlayer::NetworkStateChanged_m_flFriction() 166 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 167 CBasePlayer::NetworkStateChanged_m_vecVelocity() 168 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 169 CBasePlayer::NetworkStateChanged_m_vecViewOffset() 170 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 171 CBaseAnimating::GetIdealSpeed() const 172 CBaseAnimating::GetIdealAccel() const 173 CBaseAnimatingOverlay::StudioFrameAdvance() 174 CBaseAnimating::IsActivityFinished() 175 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 176 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 177 CBaseAnimating::IsRagdoll() 178 CBaseAnimating::CanBecomeRagdoll() 179 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int) 180 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 181 CDODPlayer::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() 187 CBaseAnimating::GetGroundSpeedVelocity() 188 CBaseAnimating::Ignite(float,bool,float,bool) 189 CBaseAnimating::Extinguish() 190 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *) 191 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 192 CBaseFlex::SetViewtarget(Vector const&) 193 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *) 194 CBaseFlex::ProcessSceneEvents() 195 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *) 196 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool) 197 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *) 198 CBaseCombatCharacter::GetPhysicsImpactDamageTable() 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() 205 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*) 206 CBasePlayer::BodyAngles() 207 CBaseCombatCharacter::BodyDirection2D() 208 CBaseCombatCharacter::BodyDirection3D() 209 CBaseCombatCharacter::HeadDirection2D() 210 CBaseCombatCharacter::HeadDirection3D() 211 CBaseCombatCharacter::EyeDirection2D() 212 CBaseCombatCharacter::EyeDirection3D() 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() 222 CDODPlayer::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() 228 CDODPlayer::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() 234 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 235 CBaseCombatCharacter::CorpseFade() 236 CBaseCombatCharacter::HasHumanGibs() 237 CBaseCombatCharacter::HasAlienGibs() 238 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 239 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 240 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 241 CBasePlayer::Event_Dying() 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() 251 CBasePlayer::GetVehicle() 252 CBasePlayer::GetVehicleEntity() 253 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *) 254 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 255 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 256 CBasePlayer::DoMuzzleFlash() 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() 262 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 263 CDODPlayer::CreateViewModel(int) 264 CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int) 265 CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*) const 266 CDODPlayer::SharedSpawn() 267 CDODPlayer::InitialSpawn() 268 CBasePlayer::InitHUD() 269 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 270 CDODPlayer::PlayerDeathThink() 271 CBasePlayer::Jump() 272 CBasePlayer::Duck() 273 CDODPlayer::PreThink() 274 CDODPlayer::PostThink() 275 CBasePlayer::DamageEffect(float,int) 276 CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 277 CBasePlayer::ShouldFadeOnDeath() 278 CBasePlayer::IsFakeClient() const 279 CDODPlayer::GetPlayerMins() const 280 CDODPlayer::GetPlayerMaxs() const 281 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 282 CBasePlayer::PackDeadPlayerItems() 283 CBasePlayer::RemoveAllItems(bool) 284 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 285 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *) 286 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 287 CBasePlayer::UpdateClientData() 288 CBasePlayer::ExitLadder() 289 CDODPlayer::FlashlightIsOn() 290 CDODPlayer::FlashlightTurnOn() 291 CDODPlayer::FlashlightTurnOff() 292 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *) 293 CDODPlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 294 CDODPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool) 295 CDODPlayer::DeathSound(CTakeDamageInfo const&) 296 CDODPlayer::SetAnimation(PLAYER_ANIM) 297 CBasePlayer::ImpulseCommands() 298 CDODPlayer::CheatImpulseCommands(int) 299 CDODPlayer::ClientCommand(char const*) 300 CBasePlayer::StartObserverMode(int) 301 CBasePlayer::StopObserverMode() 302 CDODPlayer::SetObserverMode(int) 303 CBasePlayer::GetObserverMode() 304 CBasePlayer::SetObserverTarget(CBaseEntity *) 305 CBasePlayer::ObserverUse(bool) 306 CBasePlayer::GetObserverTarget() 307 CBasePlayer::FindNextObserverTarget(bool) 308 CBasePlayer::GetNextObserverSearchStartPoint(bool) 309 CBasePlayer::IsValidObserverTarget(CBaseEntity *) 310 CBasePlayer::CheckObserverSettings() 311 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 312 CBasePlayer::ForceObserverMode(int) 313 CBasePlayer::ResetObserverMode() 314 CDODPlayer::StartReplayMode(float,float,int) 315 CDODPlayer::StopReplayMode() 316 CBasePlayer::GetDelayTicks() 317 CBasePlayer::GetReplayEntity() 318 CBasePlayer::CreateCorpse() 319 CDODPlayer::EntSelectSpawnPoint() 320 CBasePlayer::GetInVehicle(IServerVehicle *,int) 321 CBasePlayer::LeaveVehicle(Vector const&,QAngle const&) 322 CBasePlayer::OnVehicleStart() 323 CBasePlayer::OnVehicleEnd(Vector &) 324 CDODPlayer::BumpWeapon(CBaseCombatWeapon *) 325 CBasePlayer::SelectLastItem() 326 CBasePlayer::SelectItem(char const*,int) 327 CBasePlayer::ItemPostFrame() 328 CDODPlayer::GiveNamedItem(char const*,int) 329 CDODPlayer::CheckTrainUpdate() 330 CBasePlayer::SetPlayerUnderwater(bool) 331 CBasePlayer::CanBreatheUnderwater() const 332 CBasePlayer::PlayerUse() 333 CBasePlayer::PlayUseDenySound() 334 CDODPlayer::FindUseEntity() 335 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int) 336 CBasePlayer::PickupObject(CBaseEntity *,bool) 337 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *) 338 CBasePlayer::GetHeldObjectMass(IPhysicsObject *) 339 CDODPlayer::UpdateGeigerCounter() 340 CBasePlayer::GetAutoaimVector(float) 341 CBasePlayer::GetAutoaimVector(float,float) 342 CBasePlayer::GetAutoaimVector(autoaim_params_t &) 343 CBasePlayer::ShouldAutoaim() 344 CBasePlayer::ForceClientDllUpdate() 345 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 346 CDODPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *) 347 CBasePlayer::CanSpeak() 348 CDODPlayer::CanHearChatFrom(CBasePlayer *) 349 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 350 CDODPlayer::CheckChatText(char *,int) 351 CBasePlayer::IsFollowingPhysics() 352 CDODPlayer::InitVCollision() 353 CBasePlayer::UpdatePhysicsShadowToCurrentPosition() 354 CBasePlayer::EquipSuit(bool) 355 CBasePlayer::RemoveSuit() 356 CDODPlayer::CommitSuicide() 357 CBasePlayer::IsBot() const 358 CBasePlayer::SpawnArmorValue() const 359 CBasePlayer::NetworkStateChanged_m_ArmorValue() 360 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
Orange Box Beta
Last Updated 28 June 2008
// Auto reconstructed from vtable block @ 0x00C12C60 // from "server_i486.so", by ida_vtables.idc 0 CDODPlayer::~CDODPlayer() 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 CDODPlayer::GetServerClass(void) 10 CDODPlayer::YouForgotToImplementOrDeclareServerClass(void) 11 CDODPlayer::GetDataDescMap(void) 12 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &) 13 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &) 14 CDODPlayer::ComputeWorldSpaceSurroundingBox(Vector *,Vector *) 15 CDODPlayer::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 CDODPlayer::Spawn(void) 22 CDODPlayer::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 CBaseAnimating::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 CBaseMultiplayerPlayer::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 CDODPlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 60 CDODPlayer::OnTakeDamage(CTakeDamageInfo const&) 61 CBasePlayer::TakeHealth(float,int) 62 CBaseEntity::IsAlive(void) 63 CDODPlayer::Event_Killed(CTakeDamageInfo const&) 64 CBasePlayer::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 CDODPlayer::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 CBasePlayer::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 CDODPlayer::FireBullets(FireBulletsInfo_t const&) 105 CBasePlayer::DoImpactEffect(CGameTrace &,int) 106 CBaseEntity::Respawn(void) 107 CBaseEntity::IsLockedByMaster(void) 108 CBaseEntity::GetMaxHealth(void)const 109 CBaseMultiplayerPlayer::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 CDODPlayer::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 CDODPlayer::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 CBaseFlex::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 CBaseCombatCharacter::GiveAmmo(int,int,bool) 224 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 225 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *) 226 CBaseCombatCharacter::Weapon_FrameUpdate(void) 227 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *) 228 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *) 229 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *) 230 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 231 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*) 232 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int) 233 CBasePlayer::Weapon_ShootPosition(void) 234 CDODPlayer::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 CDODPlayer::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 CBaseCombatCharacter::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 CDODPlayer::CreateViewModel(int) 278 CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int) 279 CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const 280 CDODPlayer::SharedSpawn(void) 281 CBasePlayer::ForceRespawn(void) 282 CDODPlayer::InitialSpawn(void) 283 CBasePlayer::InitHUD(void) 284 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 285 CDODPlayer::PlayerDeathThink(void) 286 CBasePlayer::Jump(void) 287 CBasePlayer::Duck(void) 288 CDODPlayer::PreThink(void) 289 CDODPlayer::PostThink(void) 290 CBasePlayer::DamageEffect(float,int) 291 CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 292 CBasePlayer::ShouldFadeOnDeath(void) 293 CBasePlayer::IsFakeClient(void)const 294 CDODPlayer::GetPlayerMins(void)const 295 CDODPlayer::GetPlayerMaxs(void)const 296 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 297 CBasePlayer::PackDeadPlayerItems(void) 298 CBasePlayer::RemoveAllItems(bool) 299 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 300 CBasePlayer::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 CDODPlayer::FlashlightIsOn(void) 307 CDODPlayer::FlashlightTurnOn(void) 308 CDODPlayer::FlashlightTurnOff(void) 309 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *) 310 CDODPlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 311 CDODPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool) 312 CBasePlayer::GetStepSoundVelocities(float *,float *) 313 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool) 314 CDODPlayer::DeathSound(CTakeDamageInfo const&) 315 CDODPlayer::SetAnimation(PLAYER_ANIM) 316 CBasePlayer::ImpulseCommands(void) 317 CDODPlayer::CheatImpulseCommands(int) 318 CDODPlayer::ClientCommand(CCommand const&) 319 CBasePlayer::StartObserverMode(int) 320 CBasePlayer::StopObserverMode(void) 321 CDODPlayer::ModeWantsSpectatorGUI(int) 322 CDODPlayer::SetObserverMode(int) 323 CBasePlayer::GetObserverMode(void) 324 CBasePlayer::SetObserverTarget(CBaseEntity *) 325 CBasePlayer::ObserverUse(bool) 326 CBasePlayer::GetObserverTarget(void) 327 CBasePlayer::FindNextObserverTarget(bool) 328 CBasePlayer::GetNextObserverSearchStartPoint(bool) 329 CBasePlayer::IsValidObserverTarget(CBaseEntity *) 330 CBasePlayer::CheckObserverSettings(void) 331 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 332 CBasePlayer::ForceObserverMode(int) 333 CBasePlayer::ResetObserverMode(void) 334 CBasePlayer::ValidateCurrentObserverTarget(void) 335 CDODPlayer::AttemptToExitFreezeCam(void) 336 CDODPlayer::StartReplayMode(float,float,int) 337 CDODPlayer::StopReplayMode(void) 338 CBasePlayer::GetDelayTicks(void) 339 CBasePlayer::GetReplayEntity(void) 340 CBasePlayer::CreateCorpse(void) 341 CDODPlayer::EntSelectSpawnPoint(void) 342 CBasePlayer::GetInVehicle(IServerVehicle *,int) 343 CBasePlayer::LeaveVehicle(Vector const&,QAngle const&) 344 CBasePlayer::OnVehicleStart(void) 345 CBasePlayer::OnVehicleEnd(Vector &) 346 CDODPlayer::BumpWeapon(CBaseCombatWeapon *) 347 CBasePlayer::SelectLastItem(void) 348 CBasePlayer::SelectItem(char const*,int) 349 CBasePlayer::ItemPostFrame(void) 350 CDODPlayer::GiveNamedItem(char const*,int) 351 CDODPlayer::CheckTrainUpdate(void) 352 CBasePlayer::SetPlayerUnderwater(bool) 353 CBasePlayer::CanBreatheUnderwater(void)const 354 CBasePlayer::PlayerUse(void) 355 CDODPlayer::PlayUseDenySound(void) 356 CDODPlayer::FindUseEntity(void) 357 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int) 358 CBasePlayer::PickupObject(CBaseEntity *,bool) 359 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *) 360 CBasePlayer::GetHeldObjectMass(IPhysicsObject *) 361 CDODPlayer::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 CDODPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *) 369 CBasePlayer::ChangeTeam(int,bool) 370 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *) 371 CBaseMultiplayerPlayer::CanSpeak(void) 372 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 373 CDODPlayer::CheckChatText(char *,int) 374 CDODPlayer::CreateRagdollEntity(void) 375 CBasePlayer::ShouldAnnounceAchievement(void) 376 CBasePlayer::IsFollowingPhysics(void) 377 CDODPlayer::InitVCollision(Vector const&,Vector const&) 378 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 379 CDODPlayer::Hints(void) 380 CDODPlayer::IsReadyToPlay(void) 381 CBasePlayer::IsReadyToSpawn(void) 382 CBasePlayer::ShouldGainInstantSpawn(void) 383 CDODPlayer::ResetPerRoundStats(void) 384 CDODPlayer::ResetScores(void) 385 CBasePlayer::EquipSuit(bool) 386 CBasePlayer::RemoveSuit(void) 387 CDODPlayer::CommitSuicide(bool,bool) 388 CDODPlayer::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 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char const*,char *,unsigned int,IRecipientFilter *) 399 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void) 400 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void) 401 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char const*) 402 CDODPlayer::OnAchievementEarned(int) 403 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void) 404 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void) 405 CBaseMultiplayerPlayer::CreateExpresser(void) 406 CDODPlayer::CanHearChatFrom(CBasePlayer *)