CCSPlayer Offset List (Counter-Strike: Source)
For use when using virtual offsets.
This is the list of offsets I've been using. 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 the CSS specific functions near the end.
Last Updated 24 June 2010
// Auto reconstructed from vtable block @ 0x00A9D220 // from "server.so", by ida_vtables.idc 0 CCSPlayer::~CCSPlayer() 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 CCSPlayer::GetServerClass(void) 10 CCSPlayer::YouForgotToImplementOrDeclareServerClass(void) 11 CCSPlayer::GetDataDescMap(void) 12 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &) 13 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &) 14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *) 15 CBaseEntity::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 CCSPlayer::Spawn(void) 22 CCSPlayer::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 CCSPlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 60 CCSPlayer::OnTakeDamage(CTakeDamageInfo const&) 61 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&,Vector &,CBaseEntity*) 62 CBasePlayer::TakeHealth(float,int) 63 CBaseEntity::IsAlive(void) 64 CCSPlayer::Event_Killed(CTakeDamageInfo const&) 65 CCSPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo const&) 66 CBaseCombatCharacter::BloodColor(void) 67 CBaseEntity::IsTriggered(CBaseEntity*) 68 CBaseEntity::IsNPC(void)const 69 CBaseCombatCharacter::MyCombatCharacterPointer(void) 70 CBaseEntity::MyNextBotPointer(void) 71 CBaseEntity::GetDelay(void) 72 CBaseEntity::IsMoving(void) 73 CBaseEntity::DamageDecal(int,int) 74 CBaseEntity::DecalTrace(CGameTrace *,char const*) 75 CBaseEntity::ImpactTrace(CGameTrace *,int,char *) 76 CBaseEntity::OnControls(CBaseEntity*) 77 CBaseEntity::HasTarget(string_t) 78 CBasePlayer::IsPlayer(void)const 79 CBasePlayer::IsNetClient(void)const 80 CBaseEntity::IsTemplate(void) 81 CBaseEntity::IsBaseObject(void)const 82 CBaseEntity::IsBaseTrain(void)const 83 CBaseEntity::IsBaseCombatWeapon(void)const 84 CBaseEntity::IsWearable(void)const 85 CBaseEntity::MyCombatWeaponPointer(void) 86 CBaseEntity::GetServerVehicle(void) 87 CBaseEntity::IsViewable(void) 88 CCSPlayer::ChangeTeam(int) 89 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 90 CBaseEntity::CanStandOn(CBaseEntity*)const 91 CBaseEntity::CanStandOn(edict_t *)const 92 CBaseEntity::GetEnemy(void) 93 CBaseEntity::GetEnemy(void)const 94 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float) 95 CBaseEntity::StartTouch(CBaseEntity*) 96 CBasePlayer::Touch(CBaseEntity *) 97 CBaseEntity::EndTouch(CBaseEntity*) 98 CBaseEntity::StartBlocked(CBaseEntity*) 99 CBaseEntity::Blocked(CBaseEntity*) 100 CBaseEntity::EndBlocked(void) 101 CBasePlayer::PhysicsSimulate(void) 102 CBasePlayer::UpdateOnRemove(void) 103 CBaseEntity::StopLoopingSounds(void) 104 CBaseEntity::SUB_AllowedToFade(void) 105 CBaseFlex::Teleport(Vector const*,QAngle const*,Vector const*) 106 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 107 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int) 108 CBaseEntity::GetTracerAttachment(void) 109 CBaseEntity::FireBullets(FireBulletsInfo_t const&) 110 CBasePlayer::DoImpactEffect(CGameTrace &,int) 111 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *) 112 CBaseEntity::Respawn(void) 113 CBaseEntity::IsLockedByMaster(void) 114 CBaseEntity::GetMaxHealth(void)const 115 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &) 116 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 117 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 118 CBasePlayer::NetworkStateChanged_m_iHealth(void) 119 CBasePlayer::NetworkStateChanged_m_iHealth(void *) 120 CBasePlayer::NetworkStateChanged_m_lifeState(void) 121 CBasePlayer::NetworkStateChanged_m_lifeState(void *) 122 CBaseEntity::NetworkStateChanged_m_takedamage(void) 123 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 124 CBaseEntity::GetDamageType(void)const 125 CBaseEntity::GetDamage(void) 126 CBaseEntity::SetDamage(float) 127 CBasePlayer::EyePosition(void) 128 CBasePlayer::EyeAngles(void) 129 CBasePlayer::LocalEyeAngles(void) 130 CBaseEntity::EarPosition(void) 131 CBasePlayer::BodyTarget(Vector const&,bool) 132 CBaseEntity::HeadTarget(Vector const&) 133 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const 134 CBaseEntity::GetViewOffset(void)const 135 CBaseEntity::SetViewOffset(Vector const&) 136 CBasePlayer::GetSmoothedVelocity(void) 137 CBaseAnimating::GetVelocity(Vector *,Vector *) 138 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **) 139 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **) 140 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 141 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 142 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 143 CBaseEntity::GetGroundVelocityToApply(Vector &) 144 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float) 145 CBaseEntity::Splash(void) 146 CBaseEntity::WorldSpaceCenter(void)const 147 CBaseEntity::GetSoundEmissionOrigin(void)const 148 CBaseEntity::IsDeflectable(void) 149 CBaseEntity::Deflected(CBaseEntity*,Vector &) 150 CBaseEntity::CreateVPhysics(void) 151 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 152 CBasePlayer::VPhysicsDestroyObject(void) 153 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 154 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 155 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *) 156 CCSPlayer::VPhysicsShadowUpdate(IPhysicsObject *) 157 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *) 158 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int) 159 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 160 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int) 161 CBaseEntity::VPhysicsIsFlesh(void) 162 CBaseEntity::HasPhysicsAttacker(float) 163 CBasePlayer::PhysicsSolidMaskForEntity(void)const 164 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 165 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 166 CBaseAnimating::GetStepOrigin(void)const 167 CBaseAnimating::GetStepAngles(void)const 168 CBaseEntity::ShouldDrawWaterImpacts(void) 169 CBasePlayer::NetworkStateChanged_m_fFlags(void) 170 CBasePlayer::NetworkStateChanged_m_fFlags(void *) 171 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void) 172 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 173 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 174 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 175 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 176 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 177 CBasePlayer::NetworkStateChanged_m_flFriction(void) 178 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 179 CBasePlayer::NetworkStateChanged_m_vecVelocity(void) 180 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 181 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 182 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 183 CBaseAnimating::GetIdealSpeed(void)const 184 CBaseAnimating::GetIdealAccel(void)const 185 CBaseAnimatingOverlay::StudioFrameAdvance(void) 186 CBaseAnimating::IsActivityFinished(void) 187 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int) 188 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 189 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 190 CBaseAnimating::IsRagdoll(void) 191 CBaseAnimating::CanBecomeRagdoll(void) 192 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int) 193 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 194 CBaseAnimating::SetupBones(matrix3x4_t *,int) 195 CBaseAnimating::CalculateIKLocks(float) 196 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 197 CCSPlayer::HandleAnimEvent(animevent_t *) 198 CBaseAnimating::PopulatePoseParameters(void) 199 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 200 CBaseAnimating::InitBoneControllers(void) 201 CBaseAnimating::GetGroundSpeedVelocity(void) 202 CBaseAnimating::Ignite(float,bool,float,bool) 203 CBaseAnimating::IgniteLifetime(float) 204 CBaseAnimating::IgniteNumHitboxFires(int) 205 CBaseAnimating::IgniteHitboxFireScale(float) 206 CBaseAnimating::Extinguish(void) 207 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *) 208 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 209 CBaseFlex::SetViewtarget(Vector const&) 210 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *) 211 CBaseFlex::ProcessSceneEvents(void) 212 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *) 213 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool) 214 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *) 215 CBaseFlex::PlayScene(char const*,float,AI_Response *,IRecipientFilter *) 216 CBaseFlex::PlayAutoGeneratedSoundScene(char const*) 217 CBasePlayer::GetPhysicsImpactDamageTable(void) 218 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 219 CBaseCombatCharacter::FInViewCone(Vector const&) 220 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 221 CBaseCombatCharacter::FInAimCone(Vector const&) 222 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 223 CBaseCombatCharacter::FindMissTarget(void) 224 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*) 225 CBasePlayer::BodyAngles(void) 226 CBaseCombatCharacter::BodyDirection2D(void) 227 CBaseCombatCharacter::BodyDirection3D(void) 228 CBaseCombatCharacter::HeadDirection2D(void) 229 CBaseCombatCharacter::HeadDirection3D(void) 230 CBaseCombatCharacter::EyeDirection2D(void) 231 CBaseCombatCharacter::EyeDirection3D(void) 232 CBaseCombatCharacter::IsHiddenByFog(Vector const&)const 233 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const 234 CBaseCombatCharacter::IsHiddenByFog(float)const 235 CBaseCombatCharacter::GetFogObscuredRatio(Vector const&)const 236 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const 237 CBaseCombatCharacter::GetFogObscuredRatio(float)const 238 CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*,float)const 239 CBaseCombatCharacter::IsLookingTowards(Vector const&,float)const 240 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const 241 CBaseCombatCharacter::IsInFieldOfView(Vector const&)const 242 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const 243 CBaseCombatCharacter::IsLineOfSightClear(Vector const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const 244 CBaseCombatCharacter::GiveAmmo(int,int,bool) 245 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 246 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *) 247 CBaseCombatCharacter::Weapon_FrameUpdate(void) 248 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *) 249 CCSPlayer::Weapon_CanUse(CBaseCombatWeapon *) 250 CCSPlayer::Weapon_Equip(CBaseCombatWeapon *) 251 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 252 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*) 253 CCSPlayer::Weapon_Switch(CBaseCombatWeapon *,int) 254 CBasePlayer::Weapon_ShootPosition(void) 255 CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *) 256 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 257 CBaseCombatCharacter::Weapon_GetSlot(int)const 258 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 259 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *) 260 CBaseCombatCharacter::CanBecomeServerRagdoll(void) 261 CCSPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 262 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 263 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 264 CBaseCombatCharacter::GetAliveDuration(void)const 265 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *) 266 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *) 267 CBaseCombatCharacter::HasEverBeenInjured(int)const 268 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const 269 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo const&) 270 CBaseCombatCharacter::GetDeathActivity(void) 271 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 272 CBaseCombatCharacter::CorpseFade(void) 273 CBaseCombatCharacter::HasHumanGibs(void) 274 CBaseCombatCharacter::HasAlienGibs(void) 275 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 276 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 277 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 278 CBasePlayer::Event_Dying(void) 279 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&) 280 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 281 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int) 282 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool) 283 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool) 284 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 285 CBaseCombatCharacter::IRelationType(CBaseEntity *) 286 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 287 CBasePlayer::IsInAVehicle(void)const 288 CBasePlayer::GetVehicle(void) 289 CBasePlayer::GetVehicleEntity(void) 290 CBaseCombatCharacter::ExitVehicle(void) 291 CBaseCombatCharacter::RemoveAllWeapons(void) 292 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *) 293 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 294 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 295 CBasePlayer::DoMuzzleFlash(void) 296 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int) 297 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 298 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int) 299 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *) 300 CBaseCombatCharacter::GetLastKnownArea(void)const 301 CBaseCombatCharacter::IsAreaTraversable(CNavArea const*)const 302 CBaseCombatCharacter::ClearLastKnownArea(void) 303 CBaseCombatCharacter::UpdateLastKnownArea(void) 304 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *) 305 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *) 306 CBaseCombatCharacter::OnPursuedBy(INextBot *) 307 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 308 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 309 CCSPlayer::CreateViewModel(int) 310 CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int) 311 CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const 312 CBasePlayer::SharedSpawn(void) 313 CBasePlayer::ForceRespawn(void) 314 CCSPlayer::InitialSpawn(void) 315 CBasePlayer::InitHUD(void) 316 CCSPlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 317 CCSPlayer::PlayerDeathThink(void) 318 CBasePlayer::Jump(void) 319 CBasePlayer::Duck(void) 320 CCSPlayer::PreThink(void) 321 CCSPlayer::PostThink(void) 322 CBasePlayer::DamageEffect(float,int) 323 CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 324 CBasePlayer::ShouldFadeOnDeath(void) 325 CBasePlayer::IsFakeClient(void)const 326 CBasePlayer::GetPlayerMins(void)const 327 CBasePlayer::GetPlayerMaxs(void)const 328 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 329 CBasePlayer::PackDeadPlayerItems(void) 330 CCSPlayer::RemoveAllItems(bool) 331 CBasePlayer::IsRunning(void)const 332 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 333 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *) 334 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 335 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *) 336 CBasePlayer::GetTimeSinceWeaponFired(void)const 337 CBasePlayer::IsFiringWeapon(void)const 338 CBasePlayer::UpdateClientData(void) 339 CBasePlayer::ExitLadder(void) 340 CBasePlayer::GetLadderSurface(Vector const&) 341 CBasePlayer::SetFlashlightEnabled(bool) 342 CCSPlayer::FlashlightIsOn(void) 343 CCSPlayer::FlashlightTurnOn(void) 344 CCSPlayer::FlashlightTurnOff(void) 345 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *) 346 CCSPlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 347 CCSPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool) 348 CBasePlayer::GetStepSoundVelocities(float *,float *) 349 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool) 350 CCSPlayer::DeathSound(CTakeDamageInfo const&) 351 CCSPlayer::SetAnimation(PLAYER_ANIM) 352 CBasePlayer::ImpulseCommands(void) 353 CCSPlayer::CheatImpulseCommands(int) 354 CCSPlayer::ClientCommand(CCommand const&) 355 CBasePlayer::StartObserverMode(int) 356 CBasePlayer::StopObserverMode(void) 357 CBasePlayer::ModeWantsSpectatorGUI(int) 358 CBasePlayer::SetObserverMode(int) 359 CBasePlayer::GetObserverMode(void) 360 CBasePlayer::SetObserverTarget(CBaseEntity *) 361 CBasePlayer::ObserverUse(bool) 362 CBasePlayer::GetObserverTarget(void) 363 CBasePlayer::FindNextObserverTarget(bool) 364 CCSPlayer::GetNextObserverSearchStartPoint(bool) 365 CBasePlayer::IsValidObserverTarget(CBaseEntity *) 366 CBasePlayer::CheckObserverSettings(void) 367 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 368 CBasePlayer::ForceObserverMode(int) 369 CBasePlayer::ResetObserverMode(void) 370 CBasePlayer::ValidateCurrentObserverTarget(void) 371 CCSPlayer::AttemptToExitFreezeCam(void) 372 CCSPlayer::StartReplayMode(float,float,int) 373 CCSPlayer::StopReplayMode(void) 374 CBasePlayer::GetDelayTicks(void) 375 CBasePlayer::GetReplayEntity(void) 376 CBasePlayer::CreateCorpse(void) 377 CCSPlayer::EntSelectSpawnPoint(void) 378 CBasePlayer::GetInVehicle(IServerVehicle *,int) 379 CBasePlayer::LeaveVehicle(Vector const&,QAngle const&) 380 CBasePlayer::OnVehicleStart(void) 381 CBasePlayer::OnVehicleEnd(Vector &) 382 CCSPlayer::BumpWeapon(CBaseCombatWeapon *) 383 CBasePlayer::SelectLastItem(void) 384 CBasePlayer::SelectItem(char const*,int) 385 CBasePlayer::ItemPostFrame(void) 386 CCSPlayer::GiveNamedItem(char const*,int) 387 CBasePlayer::CheckTrainUpdate(void) 388 CBasePlayer::SetPlayerUnderwater(bool) 389 CBasePlayer::CanBreatheUnderwater(void)const 390 CBasePlayer::PlayerUse(void) 391 CCSPlayer::PlayUseDenySound(void) 392 CCSPlayer::FindUseEntity(void) 393 CCSPlayer::IsUseableEntity(CBaseEntity *,unsigned int) 394 CBasePlayer::PickupObject(CBaseEntity *,bool) 395 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *) 396 CBasePlayer::GetHeldObjectMass(IPhysicsObject *) 397 CBasePlayer::UpdateGeigerCounter(void) 398 CBasePlayer::GetAutoaimVector(float) 399 CBasePlayer::GetAutoaimVector(float,float) 400 CBasePlayer::GetAutoaimVector(autoaim_params_t &) 401 CBasePlayer::ShouldAutoaim(void) 402 CBasePlayer::ForceClientDllUpdate(void) 403 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 404 CCSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *) 405 CBasePlayer::ChangeTeam(int,bool,bool) 406 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *) 407 CBaseMultiplayerPlayer::CanSpeak(void) 408 CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 409 CBasePlayer::CheckChatText(char *,int) 410 CCSPlayer::CreateRagdollEntity(void) 411 CBasePlayer::ShouldAnnounceAchievement(void) 412 CBasePlayer::EquipWearable(CWearableItem *) 413 CBasePlayer::RemoveWearable(CWearableItem *) 414 CBasePlayer::IsFollowingPhysics(void) 415 CCSPlayer::InitVCollision(Vector const&,Vector const&) 416 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 417 CBasePlayer::Hints(void) 418 CBasePlayer::IsReadyToPlay(void) 419 CBasePlayer::IsReadyToSpawn(void) 420 CBasePlayer::ShouldGainInstantSpawn(void) 421 CBasePlayer::ResetPerRoundStats(void) 422 CBasePlayer::ResetScores(void) 423 CBasePlayer::EquipSuit(bool) 424 CBasePlayer::RemoveSuit(void) 425 CCSPlayer::CommitSuicide(bool,bool) 426 CCSPlayer::CommitSuicide(Vector const&,bool,bool) 427 CBasePlayer::IsBot(void)const 428 CBaseMultiplayerPlayer::GetExpresser(void) 429 CCSPlayer::SpawnArmorValue(void)const 430 CCSPlayer::NetworkStateChanged_m_ArmorValue(void) 431 CCSPlayer::NetworkStateChanged_m_ArmorValue(void *) 432 CBasePlayer::HasHaptics(void) 433 CBasePlayer::SetHaptics(bool) 434 CBasePlayer::PlayerSolidMask(bool)const 435 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float) 436 CAI_ExpresserHost<CBasePlayer>::Speak(char const*,char const*,char *,unsigned int,IRecipientFilter *) 437 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char const*,AI_Response *) 438 CBaseMultiplayerPlayer::SpeakIfAllowed(char const*,char const*,char *,unsigned int,IRecipientFilter *) 439 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char const*,char *,unsigned int,IRecipientFilter *) 440 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void) 441 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void) 442 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char const*) 443 CBaseMultiplayerPlayer::OnAchievementEarned(int) 444 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void) 445 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void) 446 CBaseMultiplayerPlayer::CreateExpresser(void) 447 CCSPlayer::IsBeingGivenItem(void)const 448 CCSPlayer::CSAnim_GetActiveWeapon(void) 449 CCSPlayer::CSAnim_CanMove(void) 450 CCSPlayer::Blind(float,float,float)