Difference between revisions of "CCSPlayer Offset List (Counter-Strike: Source)"

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== CCSPlayer Offset List ==
+
For use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
For use when using [[Vfunc_offsets_%28SourceMM%29|VFunc offsets]].
 
  
 
This is the list of offsets I've been using. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
 
This is the list of offsets I've been using. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
Line 7: Line 6:
 
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.
 
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.
  
<pre> _ZN9CCSPlayerD0Ev
+
<b>Last Updated 19 October 2010</b>
1 _ZN11CBaseEntity13SetRefEHandleERK11CBaseHandle
 
2 _ZNK11CBaseEntity13GetRefEHandleEv
 
3 _ZN11CBaseEntity14GetCollideableEv
 
4 _ZN11CBaseEntity14GetNetworkableEv
 
5 _ZN11CBaseEntity13GetBaseEntityEv
 
6 _ZNK11CBaseEntity13GetModelIndexEv
 
7 _ZNK11CBaseEntity12GetModelNameEv
 
8 _ZN11CBaseEntity13SetModelIndexEi
 
9 _ZN9CCSPlayer13_GetClassNameEv
 
10 _ZN9CCSPlayer14GetServerClassEv
 
11 _ZN9CCSPlayer12GetClassNameEv
 
12 _ZN9CCSPlayer40YouForgotToImplementOrDeclareServerClassEv
 
13 _ZN9CCSPlayer14GetDataDescMapEv
 
14 _ZN14CBaseAnimating13TestCollisionERK5Ray_tjR10CGameTrace
 
15 _ZN14CBaseAnimating12TestHitboxesERK5Ray_tjR10CGameTrace
 
16 _ZN11CBaseEntity31ComputeWorldSpaceSurroundingBoxEP6VectorS1_
 
17 _ZNK11CBaseEntity13ShouldCollideEii
 
18 _ZN11CBaseEntity14SetOwnerEntityEPS_
 
19 _ZN11CBasePlayer14ShouldTransmitEPK18CCheckTransmitInfo
 
20 _ZN11CBasePlayer19UpdateTransmitStateEv
 
21 _ZN20CBaseCombatCharacter11SetTransmitEP18CCheckTransmitInfob
 
22 _ZN11CBasePlayer13GetTracerTypeEv
 
23 _ZN9CCSPlayer5SpawnEv
 
24 _ZN9CCSPlayer8PrecacheEv
 
25 _ZN9CBaseFlex8SetModelEPKc
 
26 _ZN11CBaseEntity15PostConstructorEPKc
 
27 _ZN11CBaseEntity16PostClientActiveEv
 
28 _ZN11CBaseEntity12ParseMapDataEP14CEntityMapData
 
29 _ZN11CBaseEntity8KeyValueEPKcS1_
 
30 _ZN11CBaseEntity8KeyValueEPKcf
 
31 _ZN11CBaseEntity8KeyValueEPKc6Vector
 
32 _ZN11CBasePlayer8ActivateEv
 
33 _ZN11CBaseEntity9SetParentEPS_i
 
34 _ZN11CBasePlayer10ObjectCapsEv
 
35 _ZN11CBaseEntity11AcceptInputEPKcPS_S2_9variant_ti
 
36 _ZN14CBaseAnimating30GetInputDispatchEffectPositionEPKcR6VectorR6QAngle
 
37 _ZN11CBasePlayer25DrawDebugGeometryOverlaysEv
 
38 _ZN14CBaseAnimating21DrawDebugTextOverlaysEv
 
39 _ZN11CBasePlayer4SaveER5ISave
 
40 _ZN11CBasePlayer7RestoreER8IRestore
 
41 _ZN11CBasePlayer17ShouldSavePhysicsEv
 
42 _ZN11CBaseEntity6OnSaveEP16IEntitySaveUtils
 
43 _ZN11CBasePlayer9OnRestoreEv
 
44 _ZN11CBasePlayer18RequiredEdictIndexEv
 
45 _ZN11CBaseEntity8MoveDoneEv
 
46 _ZN11CBaseEntity5ThinkEv
 
47 _ZN11CBasePlayer36NetworkStateChanged_m_nNextThinkTickEv
 
48 _ZN11CBasePlayer36NetworkStateChanged_m_nNextThinkTickEPv
 
49 _ZN14CBaseAnimating16GetBaseAnimatingEv
 
50 _ZN11CBaseEntity17GetResponseSystemEv
 
51 _ZN11CBaseEntity16DispatchResponseEPKc
 
52 _ZN11CBasePlayer8ClassifyEv
 
53 _ZN11CBaseEntity11DeathNoticeEPS_
 
54 _ZN11CBaseEntity20ShouldAttractAutoAimEPS_
 
55 _ZN11CBaseEntity16GetAutoAimRadiusEv
 
56 _ZN11CBaseEntity16GetAutoAimCenterEv
 
57 _ZN11CBaseEntity18PassesDamageFilterERK15CTakeDamageInfo
 
58 _ZN9CCSPlayer11TraceAttackERK15CTakeDamageInfoRK6VectorP10CGameTrace
 
59 _ZN11CBaseEntity21CanBeHitByMeleeAttackEPS_
 
60 _ZN9CCSPlayer12OnTakeDamageERK15CTakeDamageInfo
 
61 _ZN11CBasePlayer10TakeHealthEfi
 
62 _ZN9CCSPlayer12Event_KilledERK15CTakeDamageInfo
 
63 _ZN11CBaseEntity17Event_KilledOtherEPS_RK15CTakeDamageInfo
 
64 _ZN20CBaseCombatCharacter10BloodColorEv
 
65 _ZN11CBaseEntity11IsTriggeredEPS_
 
66 _ZNK11CBaseEntity5IsNPCEv
 
67 _ZN20CBaseCombatCharacter24MyCombatCharacterPointerEv
 
68 _ZN11CBaseEntity8GetDelayEv
 
69 _ZN11CBaseEntity8IsMovingEv
 
70 _ZN11CBaseEntity11DamageDecalEii
 
71 _ZN11CBaseEntity10DecalTraceEP10CGameTracePKc
 
72 _ZN11CBaseEntity11ImpactTraceEP10CGameTraceiPc
 
73 _ZN11CBaseEntity10OnControlsEPS_
 
74 _ZN11CBaseEntity9HasTargetE8string_t
 
75 _ZNK11CBasePlayer8IsPlayerEv
 
76 _ZNK11CBasePlayer11IsNetClientEv
 
77 _ZN11CBaseEntity10IsTemplateEv
 
78 _ZNK11CBaseEntity12IsBaseObjectEv
 
79 _ZN11CBaseEntity16GetServerVehicleEv
 
80 _ZN11CBaseEntity10IsViewableEv
 
81 _ZN9CCSPlayer10ChangeTeamEi
 
82 _ZN11CBaseEntity13OnEntityEventE13EntityEvent_tPv
 
83 _ZNK11CBaseEntity10CanStandOnEPS_
 
84 _ZNK11CBaseEntity10CanStandOnEP7edict_t
 
85 _ZN11CBaseEntity8GetEnemyEv
 
86 _ZNK11CBaseEntity8GetEnemyEv
 
87 _ZN11CBaseEntity3UseEPS_S0_8USE_TYPEf
 
88 _ZN11CBaseEntity10StartTouchEPS_
 
89 _ZN11CBasePlayer5TouchEP11CBaseEntity
 
90 _ZN11CBaseEntity8EndTouchEPS_
 
91 _ZN11CBaseEntity12StartBlockedEPS_
 
92 _ZN11CBaseEntity7BlockedEPS_
 
93 _ZN11CBaseEntity10EndBlockedEv
 
94 _ZN11CBasePlayer15PhysicsSimulateEv
 
95 _ZN11CBasePlayer14UpdateOnRemoveEv
 
96 _ZN11CBaseEntity17StopLoopingSoundsEv
 
97 _ZN11CBaseEntity17SUB_AllowedToFadeEv
 
98 _ZN14CBaseAnimating8TeleportEPK6VectorPK6QAngleS2_
 
99 _ZN11CBaseEntity17NotifySystemEventEPS_21notify_system_event_tRK28notify_system_event_params_t
 
100 _ZN11CBasePlayer10MakeTracerERK6VectorRK10CGameTracei
 
101 _ZN11CBaseEntity11FireBulletsERK17FireBulletsInfo_t
 
102 _ZN11CBasePlayer14DoImpactEffectER10CGameTracei
 
103 _ZN11CBaseEntity7RespawnEv
 
104 _ZN11CBaseEntity16IsLockedByMasterEv
 
105 _ZN14CBaseAnimating22ModifyOrAppendCriteriaER14AI_CriteriaSet
 
106 _ZN11CBaseEntity32NetworkStateChanged_m_iMaxHealthEv
 
107 _ZN11CBaseEntity32NetworkStateChanged_m_iMaxHealthEPv
 
108 _ZN11CBasePlayer29NetworkStateChanged_m_iHealthEv
 
109 _ZN11CBasePlayer29NetworkStateChanged_m_iHealthEPv
 
110 _ZN11CBasePlayer31NetworkStateChanged_m_lifeStateEv
 
111 _ZN11CBasePlayer31NetworkStateChanged_m_lifeStateEPv
 
112 _ZN11CBaseEntity32NetworkStateChanged_m_takedamageEv
 
113 _ZN11CBaseEntity32NetworkStateChanged_m_takedamageEPv
 
114 _ZNK11CBaseEntity13GetDamageTypeEv
 
115 _ZN11CBaseEntity9GetDamageEv
 
116 _ZN11CBaseEntity9SetDamageEf
 
117 _ZN11CBasePlayer11EyePositionEv
 
118 _ZN11CBasePlayer9EyeAnglesEv
 
119 _ZN11CBasePlayer14LocalEyeAnglesEv
 
120 _ZN11CBaseEntity11EarPositionEv
 
121 _ZN11CBasePlayer10BodyTargetERK6Vectorb
 
122 _ZN11CBaseEntity10HeadTargetERK6Vector
 
123 _ZNK11CBaseEntity10GetVectorsEP6VectorS1_S1_
 
124 _ZN11CBaseEntity13GetViewOffsetEv
 
125 _ZN11CBasePlayer19GetSmoothedVelocityEv
 
126 _ZN14CBaseAnimating11GetVelocityEP6VectorS1_
 
127 _ZN20CBaseCombatCharacter8FVisibleEP11CBaseEntityiPS1_
 
128 _ZN20CBaseCombatCharacter8FVisibleERK6VectoriPP11CBaseEntity
 
129 _ZN11CBaseEntity11CanBeSeenByEP11CAI_BaseNPC
 
130 _ZN11CBaseEntity20GetAttackDamageScaleEPS_
 
131 _ZN11CBaseEntity22GetReceivedDamageScaleEPS_
 
132 _ZN11CBaseEntity14CanBePoweredUpEv
 
133 _ZN11CBaseEntity16AttemptToPowerupEiffPS_P15CDamageModifier
 
134 _ZN11CBaseEntity24GetGroundVelocityToApplyER6Vector
 
135 _ZN11CBaseEntity13PhysicsSplashERK6VectorS2_ff
 
136 _ZN11CBaseEntity6SplashEv
 
137 _ZNK11CBaseEntity16WorldSpaceCenterEv
 
138 _ZNK11CBaseEntity22GetSoundEmissionOriginEv
 
139 _ZN11CBaseEntity14CreateVPhysicsEv
 
140 _ZN11CBaseEntity20ForceVPhysicsCollideEPS_
 
141 _ZN11CBasePlayer21VPhysicsDestroyObjectEv
 
142 _ZN11CBasePlayer14VPhysicsUpdateEP14IPhysicsObject
 
143 _ZN11CBaseEntity18VPhysicsTakeDamageERK15CTakeDamageInfo
 
144 _ZN20CBaseCombatCharacter23VPhysicsShadowCollisionEiP21gamevcollisionevent_t
 
145 _ZN9CCSPlayer20VPhysicsShadowUpdateEP14IPhysicsObject
 
146 _ZN11CBasePlayer17VPhysicsCollisionEiP21gamevcollisionevent_t
 
147 _ZN11CBaseEntity16VPhysicsFrictionEP14IPhysicsObjectfii
 
148 _ZN11CBaseEntity36UpdatePhysicsShadowToCurrentPositionEf
 
149 _ZN11CBaseEntity21VPhysicsGetObjectListEPP14IPhysicsObjecti
 
150 _ZN11CBaseEntity18HasPhysicsAttackerEf
 
151 _ZNK11CBasePlayer25PhysicsSolidMaskForEntityEv
 
152 _ZN11CBaseEntity25ResolveFlyCollisionCustomER10CGameTraceR6Vector
 
153 _ZN11CBaseEntity20PerformCustomPhysicsEP6VectorS1_P6QAngleS3_
 
154 _ZNK14CBaseAnimating13GetStepOriginEv
 
155 _ZNK14CBaseAnimating13GetStepAnglesEv
 
156 _ZN11CBaseEntity22ShouldDrawWaterImpactsEv
 
157 _ZN11CBaseEntity28NetworkStateChanged_m_fFlagsEv
 
158 _ZN11CBaseEntity28NetworkStateChanged_m_fFlagsEPv
 
159 _ZN11CBasePlayer33NetworkStateChanged_m_nWaterLevelEv
 
160 _ZN11CBasePlayer33NetworkStateChanged_m_nWaterLevelEPv
 
161 _ZN11CBasePlayer35NetworkStateChanged_m_hGroundEntityEv
 
162 _ZN11CBasePlayer35NetworkStateChanged_m_hGroundEntityEPv
 
163 _ZN11CBasePlayer37NetworkStateChanged_m_vecBaseVelocityEv
 
164 _ZN11CBasePlayer37NetworkStateChanged_m_vecBaseVelocityEPv
 
165 _ZN11CBasePlayer32NetworkStateChanged_m_flFrictionEv
 
166 _ZN11CBasePlayer32NetworkStateChanged_m_flFrictionEPv
 
167 _ZN11CBasePlayer33NetworkStateChanged_m_vecVelocityEv
 
168 _ZN11CBasePlayer33NetworkStateChanged_m_vecVelocityEPv
 
169 _ZN11CBasePlayer35NetworkStateChanged_m_vecViewOffsetEv
 
170 _ZN11CBasePlayer35NetworkStateChanged_m_vecViewOffsetEPv
 
171 _ZNK14CBaseAnimating13GetIdealSpeedEv
 
172 _ZNK14CBaseAnimating13GetIdealAccelEv
 
173 _ZN21CBaseAnimatingOverlay18StudioFrameAdvanceEv
 
174 _ZN14CBaseAnimating18IsActivityFinishedEv
 
175 _ZN14CBaseAnimating17ClampRagdollForceERK6VectorPS0_
 
176 _ZN14CBaseAnimating21BecomeRagdollOnClientERK6Vector
 
177 _ZN14CBaseAnimating9IsRagdollEv
 
178 _ZN14CBaseAnimating16CanBecomeRagdollEv
 
179 _ZN21CBaseAnimatingOverlay11GetSkeletonEP10CStudioHdrP6VectorP10Quaternioni
 
180 _ZN14CBaseAnimating16GetBoneTransformEiR11matrix3x4_t
 
181 _ZN14CBaseAnimating10SetupBonesEP11matrix3x4_ti
 
182 _ZN14CBaseAnimating16CalculateIKLocksEf
 
183 _ZN21CBaseAnimatingOverlay18DispatchAnimEventsEP14CBaseAnimating
 
184 _ZN9CCSPlayer15HandleAnimEventEP11animevent_t
 
185 _ZN14CBaseAnimating13GetAttachmentEiR11matrix3x4_t
 
186 _ZN14CBaseAnimating19InitBoneControllersEv
 
187 _ZN14CBaseAnimating22GetGroundSpeedVelocityEv
 
188 _ZN14CBaseAnimating6IgniteEfbfb
 
189 _ZN14CBaseAnimating10ExtinguishEv
 
190 _ZN20CBaseCombatCharacter25SetLightingOriginRelativeEP11CBaseEntity
 
191 _ZN14CBaseAnimating17SetLightingOriginEP11CBaseEntity
 
192 _ZN9CBaseFlex13SetViewtargetERK6Vector
 
193 _ZN9CBaseFlex15StartSceneEventEP15CSceneEventInfoP12CChoreoSceneP12CChoreoEventP12CChoreoActorP11CBaseEntity
 
194 _ZN9CBaseFlex18ProcessSceneEventsEv
 
195 _ZN9CBaseFlex17ProcessSceneEventEP15CSceneEventInfoP12CChoreoSceneP12CChoreoEvent
 
196 _ZN9CBaseFlex15ClearSceneEventEP15CSceneEventInfobb
 
197 _ZN9CBaseFlex25CheckSceneEventCompletionEP15CSceneEventInfofP12CChoreoSceneP12CChoreoEvent
 
198 _ZN20CBaseCombatCharacter27GetPhysicsImpactDamageTableEv
 
199 _ZN20CBaseCombatCharacter11FInViewConeEP11CBaseEntity
 
200 _ZN20CBaseCombatCharacter11FInViewConeERK6Vector
 
201 _ZN20CBaseCombatCharacter10FInAimConeEP11CBaseEntity
 
202 _ZN20CBaseCombatCharacter10FInAimConeERK6Vector
 
203 _ZN20CBaseCombatCharacter21ShouldShootMissTargetEPS_
 
204 _ZN20CBaseCombatCharacter14FindMissTargetEv
 
205 _ZN20CBaseCombatCharacter17HandleInteractionEiPvPS_
 
206 _ZN11CBasePlayer10BodyAnglesEv
 
207 _ZN20CBaseCombatCharacter15BodyDirection2DEv
 
208 _ZN20CBaseCombatCharacter15BodyDirection3DEv
 
209 _ZN20CBaseCombatCharacter15HeadDirection2DEv
 
210 _ZN20CBaseCombatCharacter15HeadDirection3DEv
 
211 _ZN20CBaseCombatCharacter14EyeDirection2DEv
 
212 _ZN20CBaseCombatCharacter14EyeDirection3DEv
 
213 _ZN20CBaseCombatCharacter8GiveAmmoEiib
 
214 _ZN20CBaseCombatCharacter21NPC_TranslateActivityE8Activity
 
215 _ZN20CBaseCombatCharacter24Weapon_TranslateActivityE8ActivityPb
 
216 _ZN9CCSPlayer13Weapon_CanUseEP17CBaseCombatWeapon
 
217 _ZN9CCSPlayer12Weapon_EquipEP17CBaseCombatWeapon
 
218 _ZN20CBaseCombatCharacter20Weapon_EquipAmmoOnlyEP17CBaseCombatWeapon
 
219 _ZN11CBasePlayer11Weapon_DropEP17CBaseCombatWeaponPK6VectorS4_
 
220 _ZN9CCSPlayer13Weapon_SwitchEP17CBaseCombatWeaponi
 
221 _ZN11CBasePlayer20Weapon_ShootPositionEv
 
222 _ZN9CCSPlayer18Weapon_CanSwitchToEP17CBaseCombatWeapon
 
223 _ZN20CBaseCombatCharacter19Weapon_SlotOccupiedEP17CBaseCombatWeapon
 
224 _ZNK20CBaseCombatCharacter14Weapon_GetSlotEi
 
225 _ZN20CBaseCombatCharacter13AddPlayerItemEP17CBaseCombatWeapon
 
226 _ZN11CBasePlayer16RemovePlayerItemEP17CBaseCombatWeapon
 
227 _ZN20CBaseCombatCharacter22CanBecomeServerRagdollEv
 
228 _ZN9CCSPlayer18OnTakeDamage_AliveERK15CTakeDamageInfo
 
229 _ZN20CBaseCombatCharacter18OnTakeDamage_DyingERK15CTakeDamageInfo
 
230 _ZN20CBaseCombatCharacter17OnTakeDamage_DeadERK15CTakeDamageInfo
 
231 _ZN20CBaseCombatCharacter15OnFriendDamagedEPS_P11CBaseEntity
 
232 _ZN20CBaseCombatCharacter21NotifyFriendsOfDamageEP11CBaseEntity
 
233 _ZN20CBaseCombatCharacter16GetDeathActivityEv
 
234 _ZN20CBaseCombatCharacter9CorpseGibERK15CTakeDamageInfo
 
235 _ZN20CBaseCombatCharacter10CorpseFadeEv
 
236 _ZN20CBaseCombatCharacter12HasHumanGibsEv
 
237 _ZN20CBaseCombatCharacter12HasAlienGibsEv
 
238 _ZN20CBaseCombatCharacter9ShouldGibERK15CTakeDamageInfo
 
239 _ZN20CBaseCombatCharacter11OnKilledNPCEPS_
 
240 _ZN20CBaseCombatCharacter12Event_GibbedERK15CTakeDamageInfo
 
241 _ZN11CBasePlayer11Event_DyingEv
 
242 _ZN20CBaseCombatCharacter13BecomeRagdollERK15CTakeDamageInfoRK6Vector
 
243 _ZN20CBaseCombatCharacter25FixupBurningServerRagdollEP11CBaseEntity
 
244 _ZN20CBaseCombatCharacter19BecomeRagdollBoogieEP11CBaseEntityRK6Vectorfi
 
245 _ZN20CBaseCombatCharacter20CheckTraceHullAttackEfRK6VectorS2_iifb
 
246 _ZN20CBaseCombatCharacter20CheckTraceHullAttackERK6VectorS2_S2_S2_iifb
 
247 _ZN20CBaseCombatCharacter13PushawayTouchEP11CBaseEntity
 
248 _ZN20CBaseCombatCharacter13IRelationTypeEP11CBaseEntity
 
249 _ZN20CBaseCombatCharacter17IRelationPriorityEP11CBaseEntity
 
250 _ZN20CBaseCombatCharacter12IsInAVehicleEv
 
251 _ZN11CBasePlayer10GetVehicleEv
 
252 _ZN11CBasePlayer16GetVehicleEntityEv
 
253 _ZN20CBaseCombatCharacter21CalcWeaponProficiencyEP17CBaseCombatWeapon
 
254 _ZN20CBaseCombatCharacter15GetAttackSpreadEP17CBaseCombatWeaponP11CBaseEntity
 
255 _ZN20CBaseCombatCharacter13GetSpreadBiasEP17CBaseCombatWeaponP11CBaseEntity
 
256 _ZN11CBasePlayer13DoMuzzleFlashEv
 
257 _ZN20CBaseCombatCharacter21AddEntityRelationshipEP11CBaseEntity13Disposition_ti
 
258 _ZN20CBaseCombatCharacter24RemoveEntityRelationshipEP11CBaseEntity
 
259 _ZN20CBaseCombatCharacter20AddClassRelationshipE7Class_T13Disposition_ti
 
260 _ZN20CBaseCombatCharacter20OnChangeActiveWeaponEP17CBaseCombatWeaponS1_
 
261 _ZN11CBasePlayer27NetworkStateChanged_m_iAmmoEv
 
262 _ZN11CBasePlayer27NetworkStateChanged_m_iAmmoEPv
 
263 _ZN9CCSPlayer15CreateViewModelEi
 
264 _ZN9CCSPlayer15SetupVisibilityEP11CBaseEntityPhi
 
265 _ZNK9CCSPlayer28WantsLagCompensationOnEntityEPK11CBasePlayerPK8CUserCmdPK7CBitVecILi2048EE
 
266 _ZN11CBasePlayer11SharedSpawnEv
 
267 _ZN9CCSPlayer12InitialSpawnEv
 
268 _ZN11CBasePlayer7InitHUDEv
 
269 _ZN9CCSPlayer17ShowViewPortPanelEPKcbP9KeyValues
 
270 _ZN9CCSPlayer16PlayerDeathThinkEv
 
271 _ZN11CBasePlayer4JumpEv
 
272 _ZN11CBasePlayer4DuckEv
 
273 _ZN9CCSPlayer8PreThinkEv
 
274 _ZN9CCSPlayer9PostThinkEv
 
275 _ZN11CBasePlayer12DamageEffectEfi
 
276 _ZN9CCSPlayer20OnDamagedByExplosionERK15CTakeDamageInfo
 
277 _ZN11CBasePlayer17ShouldFadeOnDeathEv
 
278 _ZNK11CBasePlayer12IsFakeClientEv
 
279 _ZNK11CBasePlayer13GetPlayerMinsEv
 
280 _ZNK11CBasePlayer13GetPlayerMaxsEv
 
281 _ZN11CBasePlayer8CalcRollERK6QAngleRK6Vectorff
 
282 _ZN11CBasePlayer19PackDeadPlayerItemsEv
 
283 _ZN9CCSPlayer14RemoveAllItemsEb
 
284 _ZNK11CBasePlayer9IsRunningEv
 
285 _ZN11CBasePlayer14Weapon_SetLastEP17CBaseCombatWeapon
 
286 _ZN11CBasePlayer20Weapon_ShouldSetLastEP17CBaseCombatWeaponS1_
 
287 _ZN11CBasePlayer23Weapon_ShouldSelectItemEP17CBaseCombatWeapon
 
288 _ZN11CBasePlayer16UpdateClientDataEv
 
289 _ZN11CBasePlayer10ExitLadderEv
 
290 _ZN9CCSPlayer14FlashlightIsOnEv
 
291 _ZN9CCSPlayer16FlashlightTurnOnEv
 
292 _ZN9CCSPlayer17FlashlightTurnOffEv
 
293 _ZN11CBasePlayer25IsIlluminatedByFlashlightEP11CBaseEntityPf
 
294 _ZN9CCSPlayer15UpdateStepSoundEP13surfacedata_tRK6VectorS4_
 
295 _ZN9CCSPlayer13PlayStepSoundER6VectorP13surfacedata_tfb
 
296 _ZN9CCSPlayer10DeathSoundERK15CTakeDamageInfo
 
297 _ZN9CCSPlayer12SetAnimationE11PLAYER_ANIM
 
298 _ZN11CBasePlayer15ImpulseCommandsEv
 
299 _ZN9CCSPlayer20CheatImpulseCommandsEi
 
300 _ZN9CCSPlayer13ClientCommandEPKc
 
301 _ZN11CBasePlayer17StartObserverModeEi
 
302 _ZN11CBasePlayer16StopObserverModeEv
 
303 _ZN11CBasePlayer15SetObserverModeEi
 
304 _ZN11CBasePlayer15GetObserverModeEv
 
305 _ZN11CBasePlayer17SetObserverTargetEP11CBaseEntity
 
306 _ZN11CBasePlayer11ObserverUseEb
 
307 _ZN11CBasePlayer17GetObserverTargetEv
 
308 _ZN11CBasePlayer22FindNextObserverTargetEb
 
309 _ZN9CCSPlayer31GetNextObserverSearchStartPointEb
 
310 _ZN11CBasePlayer21IsValidObserverTargetEP11CBaseEntity
 
311 _ZN11CBasePlayer21CheckObserverSettingsEv
 
312 _ZN11CBasePlayer14JumptoPositionERK6VectorRK6QAngle
 
313 _ZN11CBasePlayer17ForceObserverModeEi
 
314 _ZN11CBasePlayer17ResetObserverModeEv
 
315 _ZN9CCSPlayer15StartReplayModeEffi
 
316 _ZN9CCSPlayer14StopReplayModeEv
 
317 _ZN11CBasePlayer13GetDelayTicksEv
 
318 _ZN11CBasePlayer15GetReplayEntityEv
 
319 _ZN11CBasePlayer12CreateCorpseEv
 
320 _ZN9CCSPlayer19EntSelectSpawnPointEv
 
321 _ZN11CBasePlayer12GetInVehicleEP14IServerVehiclei
 
322 _ZN11CBasePlayer12LeaveVehicleERK6VectorRK6QAngle
 
323 _ZN11CBasePlayer14OnVehicleStartEv
 
324 _ZN11CBasePlayer12OnVehicleEndER6Vector
 
325 _ZN9CCSPlayer10BumpWeaponEP17CBaseCombatWeapon
 
326 _ZN11CBasePlayer14SelectLastItemEv
 
327 _ZN11CBasePlayer10SelectItemEPKci
 
328 _ZN11CBasePlayer13ItemPostFrameEv
 
329 _ZN9CCSPlayer13GiveNamedItemEPKci
 
330 _ZN11CBasePlayer16CheckTrainUpdateEv
 
331 _ZN11CBasePlayer19SetPlayerUnderwaterEb
 
332 _ZNK11CBasePlayer20CanBreatheUnderwaterEv
 
333 _ZN11CBasePlayer9PlayerUseEv
 
334 _ZN11CBasePlayer16PlayUseDenySoundEv
 
335 _ZN9CCSPlayer13FindUseEntityEv
 
336 _ZN9CCSPlayer15IsUseableEntityEP11CBaseEntityj
 
337 _ZN11CBasePlayer12PickupObjectEP11CBaseEntityb
 
338 _ZN11CBasePlayer29ForceDropOfCarriedPhysObjectsEP11CBaseEntity
 
339 _ZN11CBasePlayer17GetHeldObjectMassEP14IPhysicsObject
 
340 _ZN11CBasePlayer19UpdateGeigerCounterEv
 
341 _ZN11CBasePlayer16GetAutoaimVectorEf
 
342 _ZN11CBasePlayer16GetAutoaimVectorEff
 
343 _ZN11CBasePlayer16GetAutoaimVectorER16autoaim_params_t
 
344 _ZN11CBasePlayer13ShouldAutoaimEv
 
345 _ZN11CBasePlayer20ForceClientDllUpdateEv
 
346 _ZN11CBasePlayer15ProcessUsercmdsEP8CUserCmdiiib
 
347 _ZN9CCSPlayer16PlayerRunCommandEP8CUserCmdP11IMoveHelper
 
348 _ZN11CBasePlayer8CanSpeakEv
 
349 _ZN9CCSPlayer15CanHearChatFromEP11CBasePlayer
 
350 _ZN9CCSPlayer28ModifyOrAppendPlayerCriteriaER14AI_CriteriaSet
 
351 _ZN11CBasePlayer13CheckChatTextEPci
 
352 _ZN11CBasePlayer18IsFollowingPhysicsEv
 
353 _ZN9CCSPlayer14InitVCollisionEv
 
354 _ZN11CBasePlayer36UpdatePhysicsShadowToCurrentPositionEv
 
355 _ZN11CBasePlayer9EquipSuitEb
 
356 _ZN11CBasePlayer10RemoveSuitEv
 
357 _ZN11CBasePlayer13CommitSuicideEv
 
358 _ZNK11CBasePlayer5IsBotEv
 
359 _ZNK9CCSPlayer15SpawnArmorValueEv
 
360 _ZN9CCSPlayer32NetworkStateChanged_m_ArmorValueEv
 
361 _ZN9CCSPlayer32NetworkStateChanged_m_ArmorValueEPv
 
362 _ZNK9CCSPlayer16IsBeingGivenItemEv
 
363 _ZN9CCSPlayer22CSAnim_GetActiveWeaponEv
 
364 _ZN9CCSPlayer14CSAnim_CanMoveEv
 
365 _ZN9CCSPlayer5BlindEfff
 
366 _ZN9CCSPlayer8Cmd_ArgcEv
 
367 _ZN9CCSPlayer8Cmd_ArgvEi
 
  
 +
<pre>
 +
// Auto reconstructed from vtable block @ 0x00C00B40
 +
// 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 CBasePlayer::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(CTakeDamageInfo  const&)
 +
279 CBaseCombatCharacter::Event_Dying(void)
 +
280 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
 +
281 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
 +
282 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
 +
283 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
 +
284 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
 +
285 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
 +
286 CBaseCombatCharacter::IRelationType(CBaseEntity *)
 +
287 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
 +
288 CBasePlayer::IsInAVehicle(void)const
 +
289 CBasePlayer::GetVehicle(void)
 +
290 CBasePlayer::GetVehicleEntity(void)
 +
291 CBaseCombatCharacter::ExitVehicle(void)
 +
292 CBaseCombatCharacter::RemoveAllWeapons(void)
 +
293 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
 +
294 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
 +
295 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
 +
296 CBasePlayer::DoMuzzleFlash(void)
 +
297 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
 +
298 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
 +
299 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
 +
300 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
 +
301 CBaseCombatCharacter::GetLastKnownArea(void)const
 +
302 CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
 +
303 CBaseCombatCharacter::ClearLastKnownArea(void)
 +
304 CBaseCombatCharacter::UpdateLastKnownArea(void)
 +
305 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
 +
306 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
 +
307 CBaseCombatCharacter::OnPursuedBy(INextBot *)
 +
308 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
 +
309 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
 +
310 CCSPlayer::CreateViewModel(int)
 +
311 CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
 +
312 CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
 +
313 CBasePlayer::SharedSpawn(void)
 +
314 CBasePlayer::ForceRespawn(void)
 +
315 CCSPlayer::InitialSpawn(void)
 +
316 CBasePlayer::InitHUD(void)
 +
317 CCSPlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
 +
318 CCSPlayer::PlayerDeathThink(void)
 +
319 CBasePlayer::Jump(void)
 +
320 CBasePlayer::Duck(void)
 +
321 CCSPlayer::PreThink(void)
 +
322 CCSPlayer::PostThink(void)
 +
323 CBasePlayer::DamageEffect(float,int)
 +
324 CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
 +
325 CBasePlayer::ShouldFadeOnDeath(void)
 +
326 CBasePlayer::IsFakeClient(void)const
 +
327 CBasePlayer::GetPlayerMins(void)const
 +
328 CBasePlayer::GetPlayerMaxs(void)const
 +
329 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
 +
330 CBasePlayer::PackDeadPlayerItems(void)
 +
331 CCSPlayer::RemoveAllItems(bool)
 +
332 CBasePlayer::IsRunning(void)const
 +
333 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
 +
334 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
 +
335 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
 +
336 CBasePlayer::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 CCSPlayer::FlashlightIsOn(void)
 +
344 CCSPlayer::FlashlightTurnOn(void)
 +
345 CCSPlayer::FlashlightTurnOff(void)
 +
346 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
 +
347 CCSPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
 +
348 CCSPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
 +
349 CBasePlayer::GetStepSoundVelocities(float *,float *)
 +
350 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
 +
351 CCSPlayer::DeathSound(CTakeDamageInfo  const&)
 +
352 CCSPlayer::SetAnimation(PLAYER_ANIM)
 +
353 CBasePlayer::ImpulseCommands(void)
 +
354 CCSPlayer::CheatImpulseCommands(int)
 +
355 CCSPlayer::ClientCommand(CCommand  const&)
 +
356 CBasePlayer::StartObserverMode(int)
 +
357 CBasePlayer::StopObserverMode(void)
 +
358 CBasePlayer::ModeWantsSpectatorGUI(int)
 +
359 CBasePlayer::SetObserverMode(int)
 +
360 CBasePlayer::GetObserverMode(void)
 +
361 CBasePlayer::SetObserverTarget(CBaseEntity *)
 +
362 CBasePlayer::ObserverUse(bool)
 +
363 CBasePlayer::GetObserverTarget(void)
 +
364 CBasePlayer::FindNextObserverTarget(bool)
 +
365 CCSPlayer::GetNextObserverSearchStartPoint(bool)
 +
366 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
 +
367 CBasePlayer::CheckObserverSettings(void)
 +
368 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
 +
369 CBasePlayer::ForceObserverMode(int)
 +
370 CBasePlayer::ResetObserverMode(void)
 +
371 CBasePlayer::ValidateCurrentObserverTarget(void)
 +
372 CCSPlayer::AttemptToExitFreezeCam(void)
 +
373 CCSPlayer::StartReplayMode(float,float,int)
 +
374 CCSPlayer::StopReplayMode(void)
 +
375 CBasePlayer::GetDelayTicks(void)
 +
376 CBasePlayer::GetReplayEntity(void)
 +
377 CBasePlayer::CreateCorpse(void)
 +
378 CCSPlayer::EntSelectSpawnPoint(void)
 +
379 CBasePlayer::GetInVehicle(IServerVehicle *,int)
 +
380 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
 +
381 CBasePlayer::OnVehicleStart(void)
 +
382 CBasePlayer::OnVehicleEnd(Vector &)
 +
383 CCSPlayer::BumpWeapon(CBaseCombatWeapon *)
 +
384 CBasePlayer::SelectLastItem(void)
 +
385 CBasePlayer::SelectItem(char  const*,int)
 +
386 CBasePlayer::ItemPostFrame(void)
 +
387 CCSPlayer::GiveNamedItem(char  const*,int)
 +
388 CBasePlayer::CheckTrainUpdate(void)
 +
389 CBasePlayer::SetPlayerUnderwater(bool)
 +
390 CBasePlayer::CanBreatheUnderwater(void)const
 +
391 CBasePlayer::PlayerUse(void)
 +
392 CCSPlayer::PlayUseDenySound(void)
 +
393 CCSPlayer::FindUseEntity(void)
 +
394 CCSPlayer::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 CCSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
 +
406 CBasePlayer::ChangeTeam(int,bool,bool)
 +
407 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
 +
408 CBaseMultiplayerPlayer::CanSpeak(void)
 +
409 CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
 +
410 CBasePlayer::CheckChatText(char *,int)
 +
411 CCSPlayer::CreateRagdollEntity(void)
 +
412 CBasePlayer::ShouldAnnounceAchievement(void)
 +
413 CBasePlayer::EquipWearable(CWearableItem *)
 +
414 CBasePlayer::RemoveWearable(CWearableItem *)
 +
415 CBasePlayer::IsFollowingPhysics(void)
 +
416 CCSPlayer::InitVCollision(Vector  const&,Vector  const&)
 +
417 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
 +
418 CBasePlayer::Hints(void)
 +
419 CBasePlayer::IsReadyToPlay(void)
 +
420 CBasePlayer::IsReadyToSpawn(void)
 +
421 CBasePlayer::ShouldGainInstantSpawn(void)
 +
422 CBasePlayer::ResetPerRoundStats(void)
 +
423 CBasePlayer::ResetScores(void)
 +
424 CBasePlayer::EquipSuit(bool)
 +
425 CBasePlayer::RemoveSuit(void)
 +
426 CCSPlayer::GetPlayerMaxSpeed(void)
 +
427 CCSPlayer::CommitSuicide(bool,bool)
 +
428 CCSPlayer::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 CCSPlayer::SpawnArmorValue(void)const
 +
434 CCSPlayer::NetworkStateChanged_m_ArmorValue(void)
 +
435 CCSPlayer::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 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
 +
444 CBaseMultiplayerPlayer::CanBeAutobalanced(void)
 +
445 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
 +
446 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
 +
447 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
 +
448 CBaseMultiplayerPlayer::OnAchievementEarned(int)
 +
449 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
 +
450 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
 +
451 CBaseMultiplayerPlayer::CreateExpresser(void)
 +
452 CCSPlayer::IsBeingGivenItem(void)const
 +
453 CCSPlayer::CSAnim_GetActiveWeapon(void)
 +
454 CCSPlayer::CSAnim_CanMove(void)
 +
455 CCSPlayer::Blind(float,float,float)
 
</pre>
 
</pre>

Latest revision as of 13:10, 19 October 2010

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 19 October 2010

// Auto reconstructed from vtable block @ 0x00C00B40
// 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	CBasePlayer::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(CTakeDamageInfo  const&)
279	CBaseCombatCharacter::Event_Dying(void)
280	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
281	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
282	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
283	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
284	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
285	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
286	CBaseCombatCharacter::IRelationType(CBaseEntity *)
287	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
288	CBasePlayer::IsInAVehicle(void)const
289	CBasePlayer::GetVehicle(void)
290	CBasePlayer::GetVehicleEntity(void)
291	CBaseCombatCharacter::ExitVehicle(void)
292	CBaseCombatCharacter::RemoveAllWeapons(void)
293	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
294	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
295	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
296	CBasePlayer::DoMuzzleFlash(void)
297	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
298	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
299	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
300	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
301	CBaseCombatCharacter::GetLastKnownArea(void)const
302	CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
303	CBaseCombatCharacter::ClearLastKnownArea(void)
304	CBaseCombatCharacter::UpdateLastKnownArea(void)
305	CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
306	CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
307	CBaseCombatCharacter::OnPursuedBy(INextBot *)
308	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
309	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
310	CCSPlayer::CreateViewModel(int)
311	CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
312	CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
313	CBasePlayer::SharedSpawn(void)
314	CBasePlayer::ForceRespawn(void)
315	CCSPlayer::InitialSpawn(void)
316	CBasePlayer::InitHUD(void)
317	CCSPlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
318	CCSPlayer::PlayerDeathThink(void)
319	CBasePlayer::Jump(void)
320	CBasePlayer::Duck(void)
321	CCSPlayer::PreThink(void)
322	CCSPlayer::PostThink(void)
323	CBasePlayer::DamageEffect(float,int)
324	CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
325	CBasePlayer::ShouldFadeOnDeath(void)
326	CBasePlayer::IsFakeClient(void)const
327	CBasePlayer::GetPlayerMins(void)const
328	CBasePlayer::GetPlayerMaxs(void)const
329	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
330	CBasePlayer::PackDeadPlayerItems(void)
331	CCSPlayer::RemoveAllItems(bool)
332	CBasePlayer::IsRunning(void)const
333	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
334	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
335	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
336	CBasePlayer::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	CCSPlayer::FlashlightIsOn(void)
344	CCSPlayer::FlashlightTurnOn(void)
345	CCSPlayer::FlashlightTurnOff(void)
346	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
347	CCSPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
348	CCSPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
349	CBasePlayer::GetStepSoundVelocities(float *,float *)
350	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
351	CCSPlayer::DeathSound(CTakeDamageInfo  const&)
352	CCSPlayer::SetAnimation(PLAYER_ANIM)
353	CBasePlayer::ImpulseCommands(void)
354	CCSPlayer::CheatImpulseCommands(int)
355	CCSPlayer::ClientCommand(CCommand  const&)
356	CBasePlayer::StartObserverMode(int)
357	CBasePlayer::StopObserverMode(void)
358	CBasePlayer::ModeWantsSpectatorGUI(int)
359	CBasePlayer::SetObserverMode(int)
360	CBasePlayer::GetObserverMode(void)
361	CBasePlayer::SetObserverTarget(CBaseEntity *)
362	CBasePlayer::ObserverUse(bool)
363	CBasePlayer::GetObserverTarget(void)
364	CBasePlayer::FindNextObserverTarget(bool)
365	CCSPlayer::GetNextObserverSearchStartPoint(bool)
366	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
367	CBasePlayer::CheckObserverSettings(void)
368	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
369	CBasePlayer::ForceObserverMode(int)
370	CBasePlayer::ResetObserverMode(void)
371	CBasePlayer::ValidateCurrentObserverTarget(void)
372	CCSPlayer::AttemptToExitFreezeCam(void)
373	CCSPlayer::StartReplayMode(float,float,int)
374	CCSPlayer::StopReplayMode(void)
375	CBasePlayer::GetDelayTicks(void)
376	CBasePlayer::GetReplayEntity(void)
377	CBasePlayer::CreateCorpse(void)
378	CCSPlayer::EntSelectSpawnPoint(void)
379	CBasePlayer::GetInVehicle(IServerVehicle *,int)
380	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
381	CBasePlayer::OnVehicleStart(void)
382	CBasePlayer::OnVehicleEnd(Vector &)
383	CCSPlayer::BumpWeapon(CBaseCombatWeapon *)
384	CBasePlayer::SelectLastItem(void)
385	CBasePlayer::SelectItem(char  const*,int)
386	CBasePlayer::ItemPostFrame(void)
387	CCSPlayer::GiveNamedItem(char  const*,int)
388	CBasePlayer::CheckTrainUpdate(void)
389	CBasePlayer::SetPlayerUnderwater(bool)
390	CBasePlayer::CanBreatheUnderwater(void)const
391	CBasePlayer::PlayerUse(void)
392	CCSPlayer::PlayUseDenySound(void)
393	CCSPlayer::FindUseEntity(void)
394	CCSPlayer::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	CCSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
406	CBasePlayer::ChangeTeam(int,bool,bool)
407	CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
408	CBaseMultiplayerPlayer::CanSpeak(void)
409	CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
410	CBasePlayer::CheckChatText(char *,int)
411	CCSPlayer::CreateRagdollEntity(void)
412	CBasePlayer::ShouldAnnounceAchievement(void)
413	CBasePlayer::EquipWearable(CWearableItem *)
414	CBasePlayer::RemoveWearable(CWearableItem *)
415	CBasePlayer::IsFollowingPhysics(void)
416	CCSPlayer::InitVCollision(Vector  const&,Vector  const&)
417	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
418	CBasePlayer::Hints(void)
419	CBasePlayer::IsReadyToPlay(void)
420	CBasePlayer::IsReadyToSpawn(void)
421	CBasePlayer::ShouldGainInstantSpawn(void)
422	CBasePlayer::ResetPerRoundStats(void)
423	CBasePlayer::ResetScores(void)
424	CBasePlayer::EquipSuit(bool)
425	CBasePlayer::RemoveSuit(void)
426	CCSPlayer::GetPlayerMaxSpeed(void)
427	CCSPlayer::CommitSuicide(bool,bool)
428	CCSPlayer::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	CCSPlayer::SpawnArmorValue(void)const
434	CCSPlayer::NetworkStateChanged_m_ArmorValue(void)
435	CCSPlayer::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	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
444	CBaseMultiplayerPlayer::CanBeAutobalanced(void)
445	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
446	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
447	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
448	CBaseMultiplayerPlayer::OnAchievementEarned(int)
449	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
450	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
451	CBaseMultiplayerPlayer::CreateExpresser(void)
452	CCSPlayer::IsBeingGivenItem(void)const
453	CCSPlayer::CSAnim_GetActiveWeapon(void)
454	CCSPlayer::CSAnim_CanMove(void)
455	CCSPlayer::Blind(float,float,float)