CTFPlayer Offset List (Team Fortress 2)
Revision as of 23:00, 8 February 2011 by FlaminSarge (talk | contribs)
Also for use when using virtual offsets.
These are the Linux offsets. Windows offsets are usually 1 less.
The List
This comes from the symbol tables, so you'll have to look in the SDK for return types.
Last Updated 7 October 2010
Note: The offsets below are outdated. Use the automated offset list here (by Berni).
// Auto reconstructed from vtable block @ 0x00DCCF20 // from "server.so", by ida_vtables.idc 0 CTFPlayer::~CTFPlayer() 1 CTFPlayer::~CTFPlayer() 2 CBaseEntity::SetRefEHandle(CBaseHandle const&) 3 CBaseEntity::GetRefEHandle(void)const 4 CBaseEntity::GetCollideable(void) 5 CBaseEntity::GetNetworkable(void) 6 CBaseEntity::GetBaseEntity(void) 7 CBaseEntity::GetModelIndex(void)const 8 CBaseEntity::GetModelName(void)const 9 CBaseEntity::SetModelIndex(int) 10 CTFPlayer::GetServerClass(void) 11 CTFPlayer::YouForgotToImplementOrDeclareServerClass(void) 12 CTFPlayer::GetDataDescMap(void) 13 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &) 14 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &) 15 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *) 16 CTFPlayer::ShouldCollide(int,int)const 17 CBaseEntity::SetOwnerEntity(CBaseEntity*) 18 CTFPlayer::ShouldTransmit(CCheckTransmitInfo const*) 19 CBasePlayer::UpdateTransmitState(void) 20 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool) 21 CBasePlayer::GetTracerType(void) 22 CTFPlayer::Spawn(void) 23 CTFPlayer::Precache(void) 24 CBasePlayer::SetModel(char const*) 25 CBaseMultiplayerPlayer::PostConstructor(char const*) 26 CBaseEntity::PostClientActive(void) 27 CBaseEntity::ParseMapData(CEntityMapData *) 28 CBaseEntity::KeyValue(char const*,char const*) 29 CBaseEntity::KeyValue(char const*,float) 30 CBaseEntity::KeyValue(char const*,Vector const&) 31 CBaseEntity::GetKeyValue(char const*,char *,int) 32 CBasePlayer::Activate(void) 33 CBaseEntity::SetParent(CBaseEntity*,int) 34 CBasePlayer::ObjectCaps(void) 35 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int) 36 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &) 37 CBasePlayer::DrawDebugGeometryOverlays(void) 38 CTFPlayer::DrawDebugTextOverlays(void) 39 CBasePlayer::Save(ISave &) 40 CBasePlayer::Restore(IRestore &) 41 CBasePlayer::ShouldSavePhysics(void) 42 CBaseEntity::OnSave(IEntitySaveUtils *) 43 CBasePlayer::OnRestore(void) 44 CBasePlayer::RequiredEdictIndex(void) 45 CBaseEntity::MoveDone(void) 46 CBaseEntity::Think(void) 47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void) 48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *) 49 CBaseAnimating::GetBaseAnimating(void) 50 CTFPlayer::GetResponseSystem(void) 51 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char const*) 52 CBasePlayer::Classify(void) 53 CBaseEntity::DeathNotice(CBaseEntity*) 54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 55 CBaseEntity::GetAutoAimRadius(void) 56 CBaseEntity::GetAutoAimCenter(void) 57 CBaseEntity::GetBeamTraceFilter(void) 58 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 59 CTFPlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 60 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 61 CTFPlayer::OnTakeDamage(CTakeDamageInfo const&) 62 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&,Vector &,CBaseEntity*) 63 CTFPlayer::TakeHealth(float,int) 64 CBaseEntity::IsAlive(void) 65 CTFPlayer::Event_Killed(CTakeDamageInfo const&) 66 CTFPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo const&) 67 CBaseCombatCharacter::BloodColor(void) 68 CBaseEntity::IsTriggered(CBaseEntity*) 69 CBaseEntity::IsNPC(void)const 70 CBaseCombatCharacter::MyCombatCharacterPointer(void) 71 CBaseEntity::MyNextBotPointer(void) 72 CBaseEntity::GetDelay(void) 73 CBaseEntity::IsMoving(void) 74 CBaseEntity::DamageDecal(int,int) 75 CBaseEntity::DecalTrace(CGameTrace *,char const*) 76 CBaseEntity::ImpactTrace(CGameTrace *,int,char *) 77 CBaseEntity::OnControls(CBaseEntity*) 78 CBaseEntity::HasTarget(string_t) 79 CBasePlayer::IsPlayer(void)const 80 CBasePlayer::IsNetClient(void)const 81 CBaseEntity::IsTemplate(void) 82 CBaseEntity::IsBaseObject(void)const 83 CBaseEntity::IsBaseTrain(void)const 84 CBaseEntity::IsBaseCombatWeapon(void)const 85 CBaseEntity::IsWearable(void)const 86 CBaseEntity::MyCombatWeaponPointer(void) 87 CBaseEntity::GetServerVehicle(void) 88 CBaseEntity::IsViewable(void) 89 CTFPlayer::ChangeTeam(int) 90 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 91 CBaseEntity::CanStandOn(CBaseEntity*)const 92 CBaseEntity::CanStandOn(edict_t *)const 93 CBaseEntity::GetEnemy(void) 94 CBaseEntity::GetEnemy(void)const 95 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float) 96 CBaseEntity::StartTouch(CBaseEntity*) 97 CTFPlayer::Touch(CBaseEntity *) 98 CBaseEntity::EndTouch(CBaseEntity*) 99 CBaseEntity::StartBlocked(CBaseEntity*) 100 CBaseEntity::Blocked(CBaseEntity*) 101 CBaseEntity::EndBlocked(void) 102 CBasePlayer::PhysicsSimulate(void) 103 CTFPlayer::UpdateOnRemove(void) 104 CBaseEntity::StopLoopingSounds(void) 105 CBaseEntity::SUB_AllowedToFade(void) 106 CBaseFlex::Teleport(Vector const*,QAngle const*,Vector const*) 107 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 108 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int) 109 CBaseEntity::GetTracerAttachment(void) 110 CBaseEntity::FireBullets(FireBulletsInfo_t const&) 111 CBasePlayer::DoImpactEffect(CGameTrace &,int) 112 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *) 113 CBaseEntity::Respawn(void) 114 CBaseEntity::IsLockedByMaster(void) 115 CTFPlayer::GetMaxHealth(void)const 116 CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &) 117 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 118 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 119 CBasePlayer::NetworkStateChanged_m_iHealth(void) 120 CBasePlayer::NetworkStateChanged_m_iHealth(void *) 121 CBasePlayer::NetworkStateChanged_m_lifeState(void) 122 CBasePlayer::NetworkStateChanged_m_lifeState(void *) 123 CBaseEntity::NetworkStateChanged_m_takedamage(void) 124 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 125 CBaseEntity::GetDamageType(void)const 126 CBaseEntity::GetDamage(void) 127 CBaseEntity::SetDamage(float) 128 CBasePlayer::EyePosition(void) 129 CBasePlayer::EyeAngles(void) 130 CBasePlayer::LocalEyeAngles(void) 131 CBaseEntity::EarPosition(void) 132 CBasePlayer::BodyTarget(Vector const&,bool) 133 CBaseEntity::HeadTarget(Vector const&) 134 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const 135 CBaseEntity::GetViewOffset(void)const 136 CBaseEntity::SetViewOffset(Vector const&) 137 CBasePlayer::GetSmoothedVelocity(void) 138 CBaseAnimating::GetVelocity(Vector *,Vector *) 139 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **) 140 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **) 141 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 142 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 143 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 144 CBaseEntity::GetGroundVelocityToApply(Vector &) 145 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float) 146 CBaseEntity::Splash(void) 147 CBaseEntity::WorldSpaceCenter(void)const 148 CBaseEntity::GetSoundEmissionOrigin(void)const 149 CTFPlayer::IsDeflectable(void) 150 CBaseEntity::Deflected(CBaseEntity*,Vector &) 151 CBaseEntity::CreateVPhysics(void) 152 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 153 CBasePlayer::VPhysicsDestroyObject(void) 154 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 155 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 156 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *) 157 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *) 158 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *) 159 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int) 160 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 161 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int) 162 CBaseEntity::VPhysicsIsFlesh(void) 163 CBaseEntity::HasPhysicsAttacker(float) 164 CBasePlayer::PhysicsSolidMaskForEntity(void)const 165 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 166 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 167 CBaseAnimating::GetStepOrigin(void)const 168 CBaseAnimating::GetStepAngles(void)const 169 CBaseEntity::ShouldDrawWaterImpacts(void) 170 CBasePlayer::NetworkStateChanged_m_fFlags(void) 171 CBasePlayer::NetworkStateChanged_m_fFlags(void *) 172 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void) 173 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 174 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 175 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 176 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 177 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 178 CBasePlayer::NetworkStateChanged_m_flFriction(void) 179 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 180 CBasePlayer::NetworkStateChanged_m_vecVelocity(void) 181 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 182 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 183 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 184 CBaseAnimating::GetIdealSpeed(void)const 185 CBaseAnimating::GetIdealAccel(void)const 186 CBaseAnimatingOverlay::StudioFrameAdvance(void) 187 CBaseAnimating::IsActivityFinished(void) 188 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int) 189 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 190 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 191 CBaseAnimating::IsRagdoll(void) 192 CBaseAnimating::CanBecomeRagdoll(void) 193 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int) 194 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 195 CBaseAnimating::SetupBones(matrix3x4_t *,int) 196 CBaseAnimating::CalculateIKLocks(float) 197 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 198 CBasePlayer::HandleAnimEvent(animevent_t *) 199 CBaseAnimating::PopulatePoseParameters(void) 200 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 201 CBaseAnimating::InitBoneControllers(void) 202 CBaseAnimating::GetGroundSpeedVelocity(void) 203 CBaseAnimating::Ignite(float,bool,float,bool) 204 CBaseAnimating::IgniteLifetime(float) 205 CBaseAnimating::IgniteNumHitboxFires(int) 206 CBaseAnimating::IgniteHitboxFireScale(float) 207 CBaseAnimating::Extinguish(void) 208 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *) 209 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 210 CBaseFlex::SetViewtarget(Vector const&) 211 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *) 212 CBaseFlex::ProcessSceneEvents(void) 213 CTFPlayer::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *) 214 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool) 215 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *) 216 CTFPlayer::PlayScene(char const*,float,AI_Response *,IRecipientFilter *) 217 CBaseFlex::PlayAutoGeneratedSoundScene(char const*) 218 CBasePlayer::GetPhysicsImpactDamageTable(void) 219 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 220 CBaseCombatCharacter::FInViewCone(Vector const&) 221 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 222 CBaseCombatCharacter::FInAimCone(Vector const&) 223 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 224 CBaseCombatCharacter::FindMissTarget(void) 225 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*) 226 CBasePlayer::BodyAngles(void) 227 CBaseCombatCharacter::BodyDirection2D(void) 228 CBaseCombatCharacter::BodyDirection3D(void) 229 CBaseCombatCharacter::HeadDirection2D(void) 230 CBaseCombatCharacter::HeadDirection3D(void) 231 CBaseCombatCharacter::EyeDirection2D(void) 232 CBaseCombatCharacter::EyeDirection3D(void) 233 CBaseCombatCharacter::IsHiddenByFog(Vector const&)const 234 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const 235 CBaseCombatCharacter::IsHiddenByFog(float)const 236 CBaseCombatCharacter::GetFogObscuredRatio(Vector const&)const 237 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const 238 CBaseCombatCharacter::GetFogObscuredRatio(float)const 239 CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*,float)const 240 CBaseCombatCharacter::IsLookingTowards(Vector const&,float)const 241 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const 242 CBaseCombatCharacter::IsInFieldOfView(Vector const&)const 243 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const 244 CBaseCombatCharacter::IsLineOfSightClear(Vector const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const 245 CTFPlayer::GiveAmmo(int,int,bool) 246 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 247 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *) 248 CTFPlayer::Weapon_FrameUpdate(void) 249 CTFPlayer::Weapon_HandleAnimEvent(animevent_t *) 250 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *) 251 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *) 252 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 253 CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*) 254 CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int) 255 CBasePlayer::Weapon_ShootPosition(void) 256 CTFPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *) 257 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 258 CBaseCombatCharacter::Weapon_GetSlot(int)const 259 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 260 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *) 261 CBaseCombatCharacter::CanBecomeServerRagdoll(void) 262 CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 263 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 264 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 265 CBaseCombatCharacter::GetAliveDuration(void)const 266 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *) 267 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *) 268 CBaseCombatCharacter::HasEverBeenInjured(int)const 269 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const 270 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo const&) 271 CBaseCombatCharacter::GetDeathActivity(void) 272 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 273 CBaseCombatCharacter::CorpseFade(void) 274 CBaseCombatCharacter::HasHumanGibs(void) 275 CBaseCombatCharacter::HasAlienGibs(void) 276 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 277 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 278 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 279 CBasePlayer::Event_Dying(CTakeDamageInfo const&) 280 CBaseCombatCharacter::Event_Dying(void) 281 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&) 282 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 283 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int) 284 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool) 285 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool) 286 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 287 CBaseCombatCharacter::IRelationType(CBaseEntity *) 288 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 289 CBasePlayer::IsInAVehicle(void)const 290 CBasePlayer::GetVehicle(void) 291 CBasePlayer::GetVehicleEntity(void) 292 CBaseCombatCharacter::ExitVehicle(void) 293 CTFPlayer::RemoveAllWeapons(void) 294 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *) 295 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 296 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 297 CBasePlayer::DoMuzzleFlash(void) 298 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int) 299 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 300 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int) 301 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *) 302 CBaseCombatCharacter::GetLastKnownArea(void)const 303 CBaseCombatCharacter::IsAreaTraversable(CNavArea const*)const 304 CBaseCombatCharacter::ClearLastKnownArea(void) 305 CBaseCombatCharacter::UpdateLastKnownArea(void) 306 CTFPlayer::OnNavAreaChanged(CNavArea *,CNavArea *) 307 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *) 308 CBaseCombatCharacter::OnPursuedBy(INextBot *) 309 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 310 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 311 CTFPlayer::CreateViewModel(int) 312 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int) 313 CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const 314 CBasePlayer::SharedSpawn(void) 315 CTFPlayer::ForceRespawn(void) 316 CTFPlayer::InitialSpawn(void) 317 CBasePlayer::InitHUD(void) 318 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 319 CTFPlayer::PlayerDeathThink(void) 320 CBasePlayer::Jump(void) 321 CBasePlayer::Duck(void) 322 CTFPlayer::PreThink(void) 323 CTFPlayer::PostThink(void) 324 CTFPlayer::DamageEffect(float,int) 325 CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 326 CBasePlayer::ShouldFadeOnDeath(void) 327 CBasePlayer::IsFakeClient(void)const 328 CBasePlayer::GetPlayerMins(void)const 329 CBasePlayer::GetPlayerMaxs(void)const 330 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 331 CBasePlayer::PackDeadPlayerItems(void) 332 CTFPlayer::RemoveAllItems(bool) 333 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 334 CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *) 335 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 336 CTFPlayer::OnMyWeaponFired(CBaseCombatWeapon *) 337 CBasePlayer::GetTimeSinceWeaponFired(void)const 338 CBasePlayer::IsFiringWeapon(void)const 339 CBasePlayer::UpdateClientData(void) 340 CBasePlayer::ExitLadder(void) 341 CBasePlayer::GetLadderSurface(Vector const&) 342 CBasePlayer::SetFlashlightEnabled(bool) 343 CTFPlayer::FlashlightIsOn(void) 344 CTFPlayer::FlashlightTurnOn(void) 345 CTFPlayer::FlashlightTurnOff(void) 346 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *) 347 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 348 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool) 349 CTFPlayer::GetStepSoundVelocities(float *,float *) 350 CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool) 351 CTFPlayer::DeathSound(CTakeDamageInfo const&) 352 CTFPlayer::SetAnimation(PLAYER_ANIM) 353 CBasePlayer::ImpulseCommands(void) 354 CTFPlayer::CheatImpulseCommands(int) 355 CTFPlayer::ClientCommand(CCommand const&) 356 CBasePlayer::StartObserverMode(int) 357 CBasePlayer::StopObserverMode(void) 358 CTFPlayer::ModeWantsSpectatorGUI(int) 359 CTFPlayer::SetObserverMode(int) 360 CBasePlayer::GetObserverMode(void) 361 CTFPlayer::SetObserverTarget(CBaseEntity *) 362 CBasePlayer::ObserverUse(bool) 363 CBasePlayer::GetObserverTarget(void) 364 CTFPlayer::FindNextObserverTarget(bool) 365 CTFPlayer::GetNextObserverSearchStartPoint(bool) 366 CTFPlayer::IsValidObserverTarget(CBaseEntity *) 367 CTFPlayer::CheckObserverSettings(void) 368 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 369 CBasePlayer::ForceObserverMode(int) 370 CBasePlayer::ResetObserverMode(void) 371 CTFPlayer::ValidateCurrentObserverTarget(void) 372 CTFPlayer::AttemptToExitFreezeCam(void) 373 CBasePlayer::StartReplayMode(float,float,int) 374 CBasePlayer::StopReplayMode(void) 375 CBasePlayer::GetDelayTicks(void) 376 CBasePlayer::GetReplayEntity(void) 377 CBasePlayer::CreateCorpse(void) 378 CTFPlayer::EntSelectSpawnPoint(void) 379 CBasePlayer::GetInVehicle(IServerVehicle *,int) 380 CBasePlayer::LeaveVehicle(Vector const&,QAngle const&) 381 CBasePlayer::OnVehicleStart(void) 382 CBasePlayer::OnVehicleEnd(Vector &) 383 CTFPlayer::BumpWeapon(CBaseCombatWeapon *) 384 CBasePlayer::SelectLastItem(void) 385 CBasePlayer::SelectItem(char const*,int) 386 CTFPlayer::ItemPostFrame(void) 387 CBasePlayer::GiveNamedItem(char const*,int) 388 CBasePlayer::CheckTrainUpdate(void) 389 CBasePlayer::SetPlayerUnderwater(bool) 390 CBasePlayer::CanBreatheUnderwater(void)const 391 CTFPlayer::PlayerUse(void) 392 CBasePlayer::PlayUseDenySound(void) 393 CBasePlayer::FindUseEntity(void) 394 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int) 395 CBasePlayer::PickupObject(CBaseEntity *,bool) 396 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *) 397 CBasePlayer::GetHeldObjectMass(IPhysicsObject *) 398 CBasePlayer::UpdateGeigerCounter(void) 399 CBasePlayer::GetAutoaimVector(float) 400 CBasePlayer::GetAutoaimVector(float,float) 401 CBasePlayer::GetAutoaimVector(autoaim_params_t &) 402 CBasePlayer::ShouldAutoaim(void) 403 CBasePlayer::ForceClientDllUpdate(void) 404 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 405 CTFPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *) 406 CTFPlayer::ChangeTeam(int,bool,bool) 407 CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *) 408 CBaseMultiplayerPlayer::CanSpeak(void) 409 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 410 CBasePlayer::CheckChatText(char *,int) 411 CTFPlayer::CreateRagdollEntity(void) 412 CTFPlayer::ShouldAnnounceAchievement(void) 413 CBasePlayer::EquipWearable(CWearableItem *) 414 CBasePlayer::RemoveWearable(CWearableItem *) 415 CBasePlayer::IsFollowingPhysics(void) 416 CBasePlayer::InitVCollision(Vector const&,Vector const&) 417 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 418 CBasePlayer::Hints(void) 419 CTFPlayer::IsReadyToPlay(void) 420 CTFPlayer::IsReadyToSpawn(void) 421 CTFPlayer::ShouldGainInstantSpawn(void) 422 CTFPlayer::ResetPerRoundStats(void) 423 CTFPlayer::ResetScores(void) 424 CBasePlayer::EquipSuit(bool) 425 CBasePlayer::RemoveSuit(void) 426 CBasePlayer::GetPlayerMaxSpeed(void) 427 CTFPlayer::CommitSuicide(bool,bool) 428 CBasePlayer::CommitSuicide(Vector const&,bool,bool) 429 CBasePlayer::IsBot(void)const 430 CBasePlayer::IsBotOfType(int)const 431 CBasePlayer::GetBotType(void)const 432 CBaseMultiplayerPlayer::GetExpresser(void) 433 CBasePlayer::SpawnArmorValue(void)const 434 CBasePlayer::NetworkStateChanged_m_ArmorValue(void) 435 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *) 436 CBasePlayer::HasHaptics(void) 437 CBasePlayer::SetHaptics(bool) 438 CBasePlayer::PlayerSolidMask(bool)const 439 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float) 440 CAI_ExpresserHost<CBasePlayer>::Speak(char const*,char const*,char *,unsigned int,IRecipientFilter *) 441 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char const*,AI_Response *) 442 CBaseMultiplayerPlayer::SpeakIfAllowed(char const*,char const*,char *,unsigned int,IRecipientFilter *) 443 CTFPlayer::SpeakConceptIfAllowed(int,char const*,char *,unsigned int,IRecipientFilter *) 444 CTFPlayer::CanBeAutobalanced(void) 445 CTFPlayer::CanSpeakVoiceCommand(void) 446 CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void) 447 CTFPlayer::NoteSpokeVoiceCommand(char const*) 448 CTFPlayer::OnAchievementEarned(int) 449 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void) 450 CTFPlayer::CalculateTeamBalanceScore(void) 451 CBaseMultiplayerPlayer::CreateExpresser(void) 452 CTFPlayer::DetermineAssistForKill(CTakeDamageInfo const&) 453 CTFPlayer::SetNumberofDominations(int) 454 CTFPlayer::GetNumberofDominations(void) 455 CTFPlayer::ShouldGib(CTakeDamageInfo const&,bool) 456 CTFPlayer::GetAttributeManager(void) 457 CTFPlayer::GetAttributeContainer(void) 458 CTFPlayer::GetAttributeOwner(void) 459 CTFPlayer::ReapplyProvision(void) 460 CTFPlayer::InventoryUpdated(CPlayerInventory *,EItemRequestResult) 461 CTFPlayer::SOCacheUnsubscribed(CSteamID const&) 462 CTFPlayer::GiveNamedItem(char const*,int,CScriptCreatedItem *,bool) 463 CTFPlayer::InitClass(void)