CTerrorPlayer Offset List (Left 4 Dead 2)
Also for use when using virtual offsets.
These are the Windows offsets. Linux offsets are 1 greater.
The List
This comes from the symbol tables, so you'll have to look in the SDK for return types.
Last Updated 10 December 2012
// Auto reconstructed from vtable block @ 0x00DA8920 // from "server 2.1.1.7.so", by ida_vtables.idc 0 SurvivorBot::~SurvivorBot() 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 CCSPlayer::SetModelIndex(int) 9 SurvivorBot::GetServerClass(void) 10 SurvivorBot::YouForgotToImplementOrDeclareServerClass(void) 11 SurvivorBot::GetDataDescMap(void) 12 CBaseAnimating::GetScriptDesc(void) 13 CBaseEntity::GetAIAddOn(void)const 14 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &) 15 CTerrorPlayer::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &) 16 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *) 17 CTerrorPlayer::ShouldCollide(int,int)const 18 CBaseEntity::SetOwnerEntity(CBaseEntity*) 19 CTerrorPlayer::ShouldTransmit(CCheckTransmitInfo const*) 20 CBasePlayer::UpdateTransmitState(void) 21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool) 22 CBasePlayer::GetTracerType(void) 23 SurvivorBot::Spawn(void) 24 CBaseEntity::ShouldPrecache(void) 25 CTerrorPlayer::Precache(void) 26 CBasePlayer::SetModel(char const*) 27 CBaseEntity::InitSharedVars(void) 28 CBaseMultiplayerPlayer::PostConstructor(char const*) 29 CBaseEntity::PostClientActive(void) 30 CBaseEntity::OnParseMapDataFinished(void) 31 CBaseEntity::KeyValue(char const*,char const*) 32 CBaseEntity::KeyValue(char const*,float) 33 CBaseEntity::KeyValue(char const*,Vector const&) 34 CBaseEntity::GetKeyValue(char const*,char *,int) 35 CBasePlayer::Activate(void) 36 CBaseEntity::SetParent(CBaseEntity*,int) 37 CBaseEntity::SetStasis(bool) 38 CBaseEntity::IsInStasis(void)const 39 CTerrorPlayer::ObjectCaps(void) 40 CTerrorPlayer::GetUsePriority(CBaseEntity *) 41 CBaseEntity::GetGlowEntity(void) 42 CBaseEntity::GetUseType(CBaseEntity*) 43 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int) 44 CBasePlayer::GetPlayerName(void)const 45 CBasePlayer::DrawDebugGeometryOverlays(void) 46 CTerrorPlayer::DrawDebugTextOverlays(void) 47 CBasePlayer::Save(ISave &) 48 CBasePlayer::Restore(IRestore &) 49 CBasePlayer::ShouldSavePhysics(void) 50 CBaseEntity::OnSave(IEntitySaveUtils *) 51 CBasePlayer::OnRestore(void) 52 CBasePlayer::GetDemoRecordingState(KeyValues *) 53 CBasePlayer::RequiredEdictIndex(void) 54 CBaseEntity::MoveDone(void) 55 CBaseEntity::Think(void) 56 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void) 57 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *) 58 CBaseAnimating::GetBaseAnimating(void) 59 CBaseAnimatingOverlay::GetBaseAnimatingOverlay(void) 60 CTerrorPlayer::GetResponseSystem(void) 61 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char const*) 62 CBasePlayer::Classify(void) 63 CBaseEntity::DeathNotice(CBaseEntity*) 64 CTerrorPlayer::ShouldAttractAutoAim(CBaseEntity *) 65 CTerrorPlayer::GetAutoAimRadius(void) 66 CBaseEntity::GetAutoAimCenter(void) 67 CBaseEntity::GetBeamTraceFilter(void) 68 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 69 CCSPlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 70 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 71 CTerrorPlayer::OnTakeDamage(CTakeDamageInfo const&) 72 CTerrorPlayer::TakeHealth(float,int) 73 CBaseEntity::IsAlive(void)const 74 SurvivorBot::Event_Killed(CTakeDamageInfo const&) 75 CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo const&) 76 CBaseCombatCharacter::BloodColor(void) 77 CBaseEntity::IsTriggered(CBaseEntity*) 78 CBaseEntity::IsNPC(void)const 79 CBaseCombatCharacter::MyCombatCharacterPointer(void) 80 NextBotPlayer<CTerrorPlayer>::MyNextBotPointer(void) 81 CBaseEntity::MyInfectedPointer(void) 82 CBaseEntity::GetDelay(void) 83 CBaseEntity::IsMoving(void) 84 CBaseEntity::DamageDecal(int,int) 85 CBaseEntity::DecalTrace(CGameTrace *,char const*) 86 CBaseEntity::ImpactTrace(CGameTrace *,int,char *) 87 CBaseEntity::OnControls(CBaseEntity*) 88 CBaseEntity::HasTarget(string_t) 89 CBasePlayer::IsPlayer(void)const 90 NextBotPlayer<CTerrorPlayer>::IsNetClient(void)const 91 CBaseEntity::IsTemplate(void) 92 CBaseEntity::IsBaseObject(void)const 93 CBaseEntity::IsBaseTrain(void)const 94 CBaseEntity::IsElevator(void)const 95 CBaseEntity::IsBaseCombatWeapon(void)const 96 CBaseEntity::MyCombatWeaponPointer(void) 97 CBaseEntity::GetServerVehicle(void) 98 CBaseEntity::IsViewable(void) 99 CTerrorPlayer::ChangeTeam(int) 100 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 101 CBaseEntity::CanStandOn(CBaseEntity*)const 102 CBaseEntity::CanStandOn(edict_t *)const 103 CBaseEntity::GetEnemy(void) 104 CBaseEntity::GetEnemy(void)const 105 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float) 106 CBaseEntity::StartTouch(CBaseEntity*) 107 NextBotPlayer<CTerrorPlayer>::Touch(CBaseEntity *) 108 CBaseEntity::EndTouch(CBaseEntity*) 109 CBaseEntity::StartBlocked(CBaseEntity*) 110 CBaseEntity::Blocked(CBaseEntity*) 111 CBaseEntity::EndBlocked(void) 112 SurvivorBot::PhysicsSimulate(void) 113 CBaseEntity::PhysicsLandedOnGround(float) 114 CBasePlayer::UpdateOnRemove(void) 115 CBaseEntity::StopLoopingSounds(void) 116 CBaseEntity::SUB_AllowedToFade(void) 117 CTerrorPlayer::Teleport(Vector const*,QAngle const*,Vector const*) 118 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 119 CTerrorPlayer::MakeTracer(Vector const&,CGameTrace const&,int) 120 CBaseEntity::GetTracerAttachment(void) 121 CBaseEntity::FireBullets(FireBulletsInfo_t const&) 122 CBasePlayer::DoImpactEffect(CGameTrace &,int) 123 CBaseEntity::Respawn(void) 124 CBaseEntity::IsLockedByMaster(void) 125 CBaseEntity::GetMaxHealth(void)const 126 SurvivorBot::ModifyOrAppendCriteria(AI_CriteriaSet &) 127 CTerrorPlayer::ModifyOrAppendDerivedCriteria(AI_CriteriaSet &) 128 CTerrorPlayer::NetworkStateChanged_m_iMaxHealth(void) 129 CTerrorPlayer::NetworkStateChanged_m_iMaxHealth(void *) 130 CBasePlayer::NetworkStateChanged_m_iHealth(void) 131 CBasePlayer::NetworkStateChanged_m_iHealth(void *) 132 CBasePlayer::NetworkStateChanged_m_lifeState(void) 133 CBasePlayer::NetworkStateChanged_m_lifeState(void *) 134 CBaseEntity::NetworkStateChanged_m_takedamage(void) 135 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 136 CBaseEntity::GetDamageType(void)const 137 CBaseEntity::GetDamage(void) 138 CBaseEntity::SetDamage(float) 139 CBasePlayer::EyePosition(void) 140 CBasePlayer::EyeAngles(void) 141 CBasePlayer::LocalEyeAngles(void) 142 CBaseEntity::EarPosition(void) 143 CBasePlayer::BodyTarget(Vector const&,bool) 144 CBaseEntity::HeadTarget(Vector const&) 145 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const 146 CBaseEntity::GetViewOffset(void)const 147 CBaseEntity::SetViewOffset(Vector const&) 148 CBasePlayer::GetSmoothedVelocity(void) 149 CBaseAnimating::GetVelocity(Vector *,Vector *) 150 CTerrorPlayer::GetFriction(void)const 151 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **) 152 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **) 153 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 154 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 155 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 156 CTerrorPlayer::OnGroundChanged(CBaseEntity *,CBaseEntity *) 157 CBaseEntity::GetGroundVelocityToApply(Vector &) 158 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float) 159 CBaseEntity::Splash(void) 160 CBaseEntity::WorldSpaceCenter(void)const 161 CCSPlayer::GetSoundEmissionOrigin(void)const 162 CBaseEntity::CreateVPhysics(void) 163 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 164 CBasePlayer::VPhysicsDestroyObject(void) 165 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 166 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 167 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *) 168 CTerrorPlayer::VPhysicsShadowUpdate(IPhysicsObject *) 169 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *) 170 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int) 171 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 172 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int) 173 CBaseEntity::VPhysicsIsFlesh(void) 174 CBaseEntity::CanPushEntity(CBaseEntity*)const 175 CBaseEntity::HasPhysicsAttacker(float) 176 CBasePlayer::PhysicsSolidMaskForEntity(void)const 177 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 178 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 179 CBaseAnimating::GetStepOrigin(void)const 180 CBaseAnimating::GetStepAngles(void)const 181 CBaseEntity::ShouldDrawWaterImpacts(void) 182 CBasePlayer::NetworkStateChanged_m_fFlags(void) 183 CBasePlayer::NetworkStateChanged_m_fFlags(void *) 184 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void) 185 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 186 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 187 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 188 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 189 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 190 CBasePlayer::NetworkStateChanged_m_flFriction(void) 191 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 192 CBasePlayer::NetworkStateChanged_m_vecVelocity(void) 193 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 194 CBaseEntity::NetworkStateChanged_m_bClientSideRagdoll(void) 195 CBaseEntity::NetworkStateChanged_m_bClientSideRagdoll(void *) 196 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 197 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 198 CBaseEntity::RunVScripts(void) 199 CBaseAnimating::GetIdealSpeed(void)const 200 CBaseAnimating::GetIdealAccel(void)const 201 CBaseAnimatingOverlay::StudioFrameAdvance(void) 202 CBaseAnimating::ReachedEndOfSequence(void) 203 CBaseAnimating::OnSequenceSet(int) 204 CBaseAnimating::IsActivityFinished(void) 205 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int) 206 CTerrorPlayer::SelectWeightedSequence(Activity) 207 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 208 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 209 CBaseAnimating::IsRagdoll(void) 210 CBaseAnimating::CanBecomeRagdoll(void) 211 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,matrix3x4_t const&,Vector *,QuaternionAligned *,int) 212 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 213 CBaseAnimating::SetupBones(matrix3x4_t *,int) 214 CBaseAnimating::CalculateIKLocks(float) 215 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 216 NextBotPlayer<CTerrorPlayer>::HandleAnimEvent(animevent_t *) 217 CBaseAnimating::PopulatePoseParameters(void) 218 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 219 CBaseAnimating::InitBoneControllers(void) 220 CBaseAnimating::GetGroundSpeedVelocity(void) 221 CBaseAnimating::IsViewModel(void)const 222 CTerrorPlayer::Ignite(float,bool,float,bool) 223 CBaseAnimating::IgniteLifetime(float) 224 CBaseAnimating::IgniteUseCheapEffect(bool) 225 CTerrorPlayer::Extinguish(void) 226 CBaseAnimating::IsFrozen(void) 227 CBaseAnimating::Freeze(float,CBaseEntity *,Ray_t *) 228 CBaseAnimating::Unfreeze(void) 229 CBaseAnimating::Dissolve(char const*,float,bool,int,Vector,int) 230 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 231 CBaseFlex::SetViewtarget(Vector const&) 232 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *) 233 CBaseFlex::ProcessSceneEvents(void) 234 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *) 235 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool) 236 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *) 237 CTerrorPlayer::PlayScene(char const*,float,AI_Response *,IRecipientFilter *) 238 CBaseFlex::PlayAutoGeneratedSoundScene(char const*) 239 CBasePlayer::GetPhysicsImpactDamageTable(void) 240 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 241 CBaseCombatCharacter::FInViewCone(Vector const&) 242 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 243 CBaseCombatCharacter::FInAimCone(Vector const&) 244 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 245 CBaseCombatCharacter::FindMissTarget(void) 246 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*) 247 CBasePlayer::BodyAngles(void) 248 CBaseCombatCharacter::BodyDirection2D(void) 249 CBaseCombatCharacter::BodyDirection3D(void) 250 CBaseCombatCharacter::HeadDirection2D(void) 251 CBaseCombatCharacter::HeadDirection3D(void) 252 CBaseCombatCharacter::EyeDirection2D(void) 253 CBaseCombatCharacter::EyeDirection3D(void) 254 CBaseCombatCharacter::IsHiddenByFog(Vector const&)const 255 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const 256 CBaseCombatCharacter::IsHiddenByFog(float)const 257 CBaseCombatCharacter::GetFogObscuredRatio(Vector const&)const 258 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const 259 CBaseCombatCharacter::GetFogObscuredRatio(float)const 260 CBaseCombatCharacter::GetFogParams(fogparams_t *)const 261 CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*,float)const 262 CBaseCombatCharacter::IsLookingTowards(Vector const&,float)const 263 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const 264 CBaseCombatCharacter::IsInFieldOfView(Vector const&)const 265 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const 266 CBaseCombatCharacter::IsLineOfSightClear(Vector const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const 267 CTerrorPlayer::OnFootstep(Vector const&,bool,bool) 268 CCSPlayer::GetGroundSurface(void)const 269 CTerrorPlayer::GetFootstepSound(char const*,bool,float,bool)const 270 CTerrorPlayer::AreFootstepsAudible(void)const 271 CTerrorPlayer::IsFootstepAudible(float,bool)const 272 CBaseCombatCharacter::GetFootstepRunThreshold(void)const 273 CBaseCombatCharacter::GiveAmmo(int,int,bool) 274 CTerrorPlayer::RemoveAmmo(int,int) 275 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 276 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *) 277 CBaseCombatCharacter::Weapon_FrameUpdate(void) 278 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *) 279 CTerrorPlayer::Weapon_CanUse(CBaseCombatWeapon *) 280 NextBotPlayer<CTerrorPlayer>::Weapon_Equip(CBaseCombatWeapon *) 281 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 282 NextBotPlayer<CTerrorPlayer>::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*) 283 SurvivorBot::Weapon_Switch(CBaseCombatWeapon *,int) 284 CTerrorPlayer::Weapon_ShootPosition(void) 285 CTerrorPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *) 286 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 287 CBaseCombatCharacter::Weapon_GetSlot(int)const 288 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 289 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *) 290 CBaseCombatCharacter::CanBecomeServerRagdoll(void) 291 NextBotPlayer<CTerrorPlayer>::OnTakeDamage_Alive(CTakeDamageInfo const&) 292 NextBotPlayer<CTerrorPlayer>::OnTakeDamage_Dying(CTakeDamageInfo const&) 293 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 294 CBaseCombatCharacter::GetAliveDuration(void)const 295 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *) 296 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *) 297 CBaseCombatCharacter::HasEverBeenInjured(int)const 298 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const 299 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo const&) 300 CBaseCombatCharacter::GetDeathActivity(void) 301 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 302 CBaseCombatCharacter::CorpseFade(void) 303 CBaseCombatCharacter::HasHumanGibs(void) 304 CBaseCombatCharacter::HasAlienGibs(void) 305 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 306 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 307 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 308 CBasePlayer::Event_Dying(void) 309 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&) 310 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 311 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int) 312 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool) 313 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool) 314 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 315 CBaseCombatCharacter::IRelationType(CBaseEntity *) 316 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 317 CBasePlayer::IsInAVehicle(void)const 318 CBasePlayer::GetVehicle(void) 319 CBasePlayer::GetVehicleEntity(void) 320 CBaseCombatCharacter::ExitVehicle(void) 321 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *) 322 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 323 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 324 CBasePlayer::DoMuzzleFlash(void) 325 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int) 326 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 327 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int) 328 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *) 329 CTerrorPlayer::GetLastKnownArea(void)const 330 CTerrorPlayer::IsAreaTraversable(CNavArea const*)const 331 CBaseCombatCharacter::ClearLastKnownArea(void) 332 CBaseCombatCharacter::UpdateLastKnownArea(void) 333 SurvivorBot::OnNavAreaChanged(CNavArea *,CNavArea *) 334 CTerrorPlayer::OnNavAreaRemoved(CNavArea *) 335 CTerrorPlayer::GetClass(void)const 336 CTerrorPlayer::CanBeA(ZombieClassType)const 337 CTerrorPlayer::OnHitByVomitJar(CBaseCombatCharacter *) 338 CTerrorPlayer::IsIT(void)const 339 CTerrorPlayer::OnPursuedBy(INextBot *) 340 CTerrorPlayer::IsGhost(void)const 341 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 342 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 343 CCSPlayer::CreateViewModel(int) 344 CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int) 345 CTerrorPlayer::WantsLagCompensationOnEntity(CBaseEntity const*,CUserCmd const*,CBitVec<2048> const*)const 346 CBasePlayer::SharedSpawn(void) 347 CBasePlayer::ForceRespawn(void) 348 SurvivorBot::InitialSpawn(void) 349 CBasePlayer::InitHUD(void) 350 CCSPlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 351 CCSPlayer::PlayerDeathThink(void) 352 CBasePlayer::Jump(void) 353 CBasePlayer::Duck(void) 354 CTerrorPlayer::Cough(CBasePlayer *) 355 CTerrorPlayer::PreThink(void) 356 CTerrorPlayer::PostThink(void) 357 CBasePlayer::DamageEffect(float,int) 358 CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 359 CBasePlayer::ShouldFadeOnDeath(void) 360 NextBotPlayer<CTerrorPlayer>::IsFakeClient(void)const 361 CTerrorPlayer::GetCharacterDisplayName(void) 362 CBasePlayer::GetPlayerMins(void)const 363 CBasePlayer::GetPlayerMaxs(void)const 364 CTerrorPlayer::UpdateCollisionBounds(void) 365 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 366 CBasePlayer::PackDeadPlayerItems(void) 367 CCSPlayer::RemoveAllItems(bool) 368 CTerrorPlayer::IsRunning(void)const 369 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 370 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *) 371 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 372 CBasePlayer::HasUnlockableWeapons(int) 373 CBasePlayer::UpdateClientData(void) 374 CBasePlayer::UpdateBattery(void) 375 CBasePlayer::ExitLadder(void) 376 CBasePlayer::GetLadderSurface(Vector const&) 377 NextBotPlayer<CTerrorPlayer>::IsAbleToAutoCenterOnLadders(void)const 378 CBasePlayer::SetFlashlightEnabled(bool) 379 CCSPlayer::FlashlightIsOn(void) 380 CTerrorPlayer::FlashlightTurnOn(bool) 381 CTerrorPlayer::FlashlightTurnOff(bool) 382 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *) 383 CCSPlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 384 CCSPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool) 385 CBasePlayer::GetStepSoundVelocities(float *,float *) 386 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool) 387 CTerrorPlayer::DeathSound(CTakeDamageInfo const&) 388 CBasePlayer::GetSoundscapeListener(void) 389 CTerrorPlayer::WeaponHasInfiniteAmmo(CBaseCombatWeapon *) 390 CCSPlayer::SetAnimation(PLAYER_ANIM) 391 NextBotPlayer<CTerrorPlayer>::OnMainActivityComplete(Activity,Activity) 392 NextBotPlayer<CTerrorPlayer>::OnMainActivityInterrupted(Activity,Activity) 393 CTerrorPlayer::ImpulseCommands(void) 394 CTerrorPlayer::CheatImpulseCommands(int) 395 CTerrorPlayer::ClientCommand(CCommand const&) 396 CBasePlayer::StartObserverMode(int) 397 CBasePlayer::StopObserverMode(void) 398 CBasePlayer::ModeWantsSpectatorGUI(int) 399 CTerrorPlayer::SetObserverMode(int) 400 CBasePlayer::GetObserverMode(void) 401 CTerrorPlayer::SetObserverTarget(CBaseEntity *) 402 CBasePlayer::ObserverUse(bool) 403 CBasePlayer::GetObserverTarget(void) 404 CTerrorPlayer::FindNextObserverTarget(bool) 405 CCSPlayer::GetNextObserverSearchStartPoint(bool) 406 CTerrorPlayer::PassesObserverFilter(CBaseEntity const*) 407 CTerrorPlayer::IsValidObserverTarget(CBaseEntity *) 408 CBasePlayer::CheckObserverSettings(void) 409 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 410 CBasePlayer::ForceObserverMode(int) 411 CCSPlayer::ResetObserverMode(void) 412 CBasePlayer::ValidateCurrentObserverTarget(void) 413 CBasePlayer::AttemptToExitFreezeCam(void) 414 CTerrorPlayer::WantsRoamingObserverMode(void)const 415 CCSPlayer::StartReplayMode(float,float,int) 416 CCSPlayer::StopReplayMode(void) 417 CBasePlayer::GetDelayTicks(void) 418 CBasePlayer::GetReplayEntity(void) 419 CBasePlayer::CreateCorpse(void) 420 CTerrorPlayer::EntSelectSpawnPoint(void) 421 CBasePlayer::GetInVehicle(IServerVehicle *,int) 422 CBasePlayer::LeaveVehicle(Vector const&,QAngle const&) 423 CBasePlayer::OnVehicleStart(void) 424 CBasePlayer::OnVehicleEnd(Vector &) 425 CTerrorPlayer::BumpWeapon(CBaseCombatWeapon *) 426 CBasePlayer::SelectLastItem(void) 427 CBasePlayer::SelectItem(char const*,int) 428 CBasePlayer::SelectItem(CBaseCombatWeapon *) 429 CTerrorPlayer::ItemPostFrame(void) 430 CTerrorPlayer::GiveNamedItem(char const*,int,bool) 431 CBasePlayer::CheckTrainUpdate(void) 432 CBasePlayer::SetPlayerUnderwater(bool) 433 CTerrorPlayer::PlayWadeSound(void) 434 CTerrorPlayer::CanBreatheUnderwater(void)const 435 CTerrorPlayer::CanRecoverCurrentDrowningDamage(void)const 436 CTerrorPlayer::PlayerUse(CBaseEntity *) 437 CCSPlayer::PlayUseDenySound(void) 438 CTerrorPlayer::FindUseEntity(float,float,float,bool *,bool) 439 CTerrorPlayer::IsUseableEntity(CBaseEntity *,unsigned int) 440 CTerrorPlayer::OnUseEntity(CBaseEntity *,USE_TYPE) 441 CTerrorPlayer::PickupObject(CBaseEntity *,bool) 442 CTerrorPlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *) 443 CTerrorPlayer::GetHeldObjectMass(IPhysicsObject *) 444 CTerrorPlayer::IsHoldingEntity(CBaseEntity *) 445 CBasePlayer::UpdateGeigerCounter(void) 446 CBasePlayer::GetAutoaimVector(float) 447 CBasePlayer::GetAutoaimVector(float,float) 448 CBasePlayer::GetAutoaimVector(float,float,float,AimResults *) 449 CBasePlayer::GetAutoaimVector(autoaim_params_t &) 450 CBasePlayer::ShouldAutoaim(void) 451 CBasePlayer::ForceClientDllUpdate(void) 452 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 453 CTerrorPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *) 454 CBasePlayer::ChangeTeam(int,bool,bool) 455 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *) 456 CBaseMultiplayerPlayer::CanSpeak(void) 457 CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 458 CTerrorPlayer::CheckChatText(char *,int) 459 CBasePlayer::CreateRagdollEntity(void) 460 CBasePlayer::ShouldAnnounceAchievement(void) 461 CTerrorPlayer::ForceChangeTeam(int) 462 CBasePlayer::IsFollowingPhysics(void) 463 CTerrorPlayer::InitVCollision(Vector const&,Vector const&) 464 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 465 CBasePlayer::Hints(void) 466 CBasePlayer::IsReadyToPlay(void) 467 CBasePlayer::IsReadyToSpawn(void) 468 CBasePlayer::ShouldGainInstantSpawn(void) 469 CBasePlayer::ResetPerRoundStats(void) 470 CBasePlayer::ResetScores(void) 471 CBasePlayer::EquipSuit(bool) 472 CBasePlayer::RemoveSuit(void) 473 CTerrorPlayer::OnUseEntityChanged(void) 474 CBasePlayer::CommitSuicide(bool,bool) 475 CBasePlayer::CommitSuicide(Vector const&,bool,bool) 476 NextBotPlayer<CTerrorPlayer>::IsBot(void)const 477 CBaseMultiplayerPlayer::GetExpresser(void) 478 CCSPlayer::SpawnArmorValue(void)const 479 CTerrorPlayer::UpdateTonemapController(void) 480 CCSPlayer::NetworkStateChanged_m_ArmorValue(void) 481 CCSPlayer::NetworkStateChanged_m_ArmorValue(void *) 482 CTerrorPlayer::IsAutoCrouched(void)const 483 CTerrorPlayer::GetAvailableSteadyStateSlots(void) 484 CTerrorPlayer::OnSpeak(CBasePlayer *,char const*,float) 485 CTerrorPlayer::OnVoiceTransmit(void) 486 CTerrorPlayer::PlayerSolidMask(bool)const 487 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float) 488 CAI_ExpresserHost<CBasePlayer>::Speak(CAI_Concept,char const*,char *,unsigned int,IRecipientFilter *) 489 CAI_ExpresserHost<CBasePlayer>::Speak(CAI_Concept,AI_CriteriaSet *,char *,unsigned int,IRecipientFilter *) 490 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(CAI_Concept,AI_Response *) 491 CTerrorPlayer::SpeakIfAllowed(CAI_Concept,SpeechPriorityType,char const*,char *,unsigned int,IRecipientFilter *) 492 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char const*,char *,unsigned int,IRecipientFilter *) 493 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void) 494 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void) 495 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char const*) 496 CBaseMultiplayerPlayer::OnAchievementEarned(int) 497 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void) 498 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void) 499 CBaseMultiplayerPlayer::CreateExpresser(void) 500 CCSPlayer::FirePlayerHurtEvent(CTakeDamageInfo const&) 501 CTerrorPlayer::OnTakeDamageInternal(CTakeDamageInfo &) 502 CTerrorPlayer::AllowDamage(CTakeDamageInfo const&) 503 CTerrorPlayer::GetHealthBuffer(void)const 504 CTerrorPlayer::IsIncapacitated(void)const 505 CTerrorPlayer::GetAdjustedDamage(CTakeDamageInfo const&,float,float,bool) 506 CTerrorPlayer::DoBloodEffect(float,CTakeDamageInfo const&,Vector const&,CGameTrace *) 507 CCSPlayer::GiveNamedItem(char const*,int) 508 CCSPlayer::IsBeingGivenItem(void)const 509 CTerrorPlayer::DoAnimationEvent(PlayerAnimEvent_t,int) 510 CTerrorPlayer::KickBack(float,float,float,float,float,float,int) 511 CTerrorPlayer::IsImmobilized(void)const 512 CTerrorPlayer::GiveDefaultItems(void) 513 CTerrorPlayer::RoundRespawn(void) 514 CTerrorPlayer::ObserverRoundRespawn(void) 515 CCSPlayer::Blind(float,float,float) 516 CTerrorPlayer::Deafen(float,float,float) 517 CTerrorPlayer::ResetMaxSpeed(void) 518 CCSPlayer::HandleCommand_JoinClass(int) 519 CCSPlayer::HandleCommand_JoinTeam(int,char const*,bool) 520 CTerrorPlayer::GetIntoGame(void) 521 CTerrorPlayer::WantsMOTD(void)const 522 CTerrorPlayer::AutoSelectTeam(void) 523 CTerrorPlayer::OnLeaveActiveState(void) 524 CTerrorPlayer::Pain(bool) 525 SurvivorBot::OnTeamChanged(int) 526 CTerrorPlayer::CanAttack(void)const 527 CTerrorPlayer::OnWeaponFired(void) 528 CCSPlayer::QueueScreenBloodSplatter(int,float) 529 CTerrorPlayer::OnReloadStart(bool,int,bool) 530 CTerrorPlayer::CreateNoise(float) 531 CTerrorPlayer::OnPreThinkObserverMode(void) 532 CTerrorPlayer::OnEnterRescueState(void) 533 CTerrorPlayer::OnPreThinkRescueState(void) 534 CTerrorPlayer::OnLeaveRescueState(void) 535 CTerrorPlayer::OnEnterGhostState(void) 536 CTerrorPlayer::OnPreThinkGhostState(void) 537 CTerrorPlayer::OnLeaveGhostState(void) 538 CTerrorPlayer::OnEnterIntroCameraState(void) 539 CTerrorPlayer::OnPreThinkIntroCameraState(void) 540 CTerrorPlayer::OnLeaveIntroCameraState(void) 541 CTerrorPlayer::OnLeaveDeathAnimState(void) 542 CTerrorPlayer::OnLeaveDeathWaitForKeyState(void) 543 CTerrorPlayer::CanUseFlashlight(void)const 544 CTerrorPlayer::UpdateAddonBits(void) 545 CTerrorPlayer::UpdateRadar(void) 546 CTerrorPlayer::SelectDeathPose(CTakeDamageInfo const&) 547 CTerrorPlayer::CanChangeName(void)const 548 CTerrorPlayer::ChangeName(char const*) 549 CTerrorPlayer::IsProgressBarActive(void)const 550 CTerrorPlayer::CreateRagdollEntity(CTakeDamageInfo const&) 551 CTerrorPlayer::GetRagdollType(void)const 552 CTerrorPlayer::SetModelFromClass(void) 553 CTerrorPlayer::SetModelFromClassAtSpawn(void) 554 CTerrorPlayer::DropWeapons(bool) 555 CTerrorPlayer::RecordDamageTaken(char const*,int) 556 SurvivorBot::OnPlayerDisconnected(CTerrorPlayer *) 557 CTerrorPlayer::OnSpawn(void) 558 CTerrorPlayer::RestoreSpawn(void) 559 SurvivorBot::OnBeginChangeLevel(char const*) 560 CTerrorPlayer::OnEndChangeLevel(void) 561 CTerrorPlayer::HandleCommand_JoinTeam(int,SurvivorCharacterType,bool) 562 CTerrorPlayer::SetDoingRestore(bool) 563 CTerrorPlayer::GetTeamSwitchRule(void)const 564 CTerrorPlayer::IsReadyToShove(void) 565 CTerrorPlayer::SetNextShoveTime(float) 566 CTerrorPlayer::CommitSuicide(bool) 567 CTerrorPlayer::OnSpokeConcept(CAI_Concept,AI_Response *) 568 CTerrorPlayer::RestoreWeapons(void) 569 CTerrorPlayer::DropWeaponInSlot(int) 570 CTerrorPlayer::QueueScreenBloodSplatter(int,float,CTerrorPlayer::SplatterType_t) 571 CTerrorPlayer::OnReloadEnd(void) 572 CTerrorPlayer::OnReloadAbort(void) 573 CTerrorPlayer::OnAttackSuccess(CBaseCombatCharacter *,bool) 574 CTerrorPlayer::CanBeShoved(CBaseEntity *)const 575 CTerrorPlayer::IsWielding(CSWeaponID)const 576 CTerrorPlayer::IsWieldingWeaponOfType(CSWeaponType)const 577 CTerrorPlayer::IsZoomed(void) 578 CTerrorPlayer::CanPlayerJump(void)const 579 CTerrorPlayer::PlayerZombieAbortControl(void) 580 CTerrorPlayer::CanBeShoved(void) 581 CTerrorPlayer::SetClass(ZombieClassType) 582 CTerrorPlayer::SetCharacter(SurvivorCharacterType) 583 CTerrorPlayer::OnRevived(void) 584 SurvivorBot::OnAwardEarned(AwardType,CBaseEntity *) 585 CTerrorPlayer::OnAwardLost(AwardType) 586 CTerrorPlayer::ScoreKilledZombie(ZombieClassType) 587 NextBotPlayer<CTerrorPlayer>::IsRemovedOnReset(void)const 588 NextBotPlayer<CTerrorPlayer>::PressFireButton(float) 589 NextBotPlayer<CTerrorPlayer>::ReleaseFireButton(void) 590 NextBotPlayer<CTerrorPlayer>::PressMeleeButton(float) 591 NextBotPlayer<CTerrorPlayer>::ReleaseMeleeButton(void) 592 NextBotPlayer<CTerrorPlayer>::PressUseButton(float) 593 NextBotPlayer<CTerrorPlayer>::ReleaseUseButton(void) 594 NextBotPlayer<CTerrorPlayer>::PressReloadButton(float) 595 NextBotPlayer<CTerrorPlayer>::ReleaseReloadButton(void) 596 NextBotPlayer<CTerrorPlayer>::PressForwardButton(float) 597 NextBotPlayer<CTerrorPlayer>::ReleaseForwardButton(void) 598 NextBotPlayer<CTerrorPlayer>::PressBackwardButton(float) 599 NextBotPlayer<CTerrorPlayer>::ReleaseBackwardButton(void) 600 NextBotPlayer<CTerrorPlayer>::PressLeftButton(float) 601 NextBotPlayer<CTerrorPlayer>::ReleaseLeftButton(void) 602 NextBotPlayer<CTerrorPlayer>::PressRightButton(float) 603 NextBotPlayer<CTerrorPlayer>::ReleaseRightButton(void) 604 NextBotPlayer<CTerrorPlayer>::PressJumpButton(float) 605 NextBotPlayer<CTerrorPlayer>::ReleaseJumpButton(void) 606 NextBotPlayer<CTerrorPlayer>::PressCrouchButton(float) 607 NextBotPlayer<CTerrorPlayer>::ReleaseCrouchButton(void) 608 NextBotPlayer<CTerrorPlayer>::PressWalkButton(float) 609 NextBotPlayer<CTerrorPlayer>::ReleaseWalkButton(void) 610 NextBotPlayer<CTerrorPlayer>::SetButtonScale(float,float) 611 SurvivorBot::Update(void) 612 SurvivorBot::MySurvivorBotPointer(void)const 613 SurvivorBot::GetEntity(void)const 614 SurvivorBot::GetLocomotionInterface(void)const 615 SurvivorBot::GetBodyInterface(void)const 616 SurvivorBot::GetIntentionInterface(void)const 617 SurvivorBot::GetVisionInterface(void)const 618 SurvivorBot::IsEnemy(CBaseCombatCharacter const*)const 619 SurvivorBot::IsAbleToBreak(CBaseEntity const*)const 620 SurvivorBot::GetDebugIdentifier(void)const