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_(SourceMM)|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.
  
<b>Last Updated 09 Sept 2006</b>
+
<b>Last Updated 19 October 2010</b>
  
 
<pre>
 
<pre>
Counter-Strike: Source
+
// Auto reconstructed from vtable block @ 0x00C00B40
 
+
// from "server.so", by ida_vtables.idc
0       CCSPlayer::~CCSPlayer()
+
0 CCSPlayer::~CCSPlayer()
1       CBaseEntity::SetRefEHandle(CBaseHandle const
+
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>

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)