CDODPlayer Offset List (Day of Defeat: Source)

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Revision as of 10:45, 28 June 2008 by DS (talk | contribs) (Orange Box Beta)
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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.

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 *)