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

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(The List)
 
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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() const
+
2 CBaseEntity::GetRefEHandle(void)const
3       CBaseEntity::GetCollideable()
+
3 CBaseEntity::GetCollideable(void)
4       CBaseEntity::GetNetworkable()
+
4 CBaseEntity::GetNetworkable(void)
5       CBaseEntity::GetBaseEntity()
+
5 CBaseEntity::GetBaseEntity(void)
6       CBaseEntity::GetModelIndex() const
+
6 CBaseEntity::GetModelIndex(void)const
7       CBaseEntity::GetModelName() const
+
7 CBaseEntity::GetModelName(void)const
8       CBaseEntity::SetModelIndex(int)
+
8 CBaseEntity::SetModelIndex(int)
9       CCSPlayer::_GetClassName()
+
9 CCSPlayer::GetServerClass(void)
10     CCSPlayer::GetServerClass()
+
10 CCSPlayer::YouForgotToImplementOrDeclareServerClass(void)
11     CCSPlayer::GetClassName()
+
11 CCSPlayer::GetDataDescMap(void)
12     CCSPlayer::YouForgotToImplementOrDeclareServerClass()
+
12 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &)
13      CCSPlayer::GetDataDescMap()
+
13 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &)
14      CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
+
14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15      CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)
+
15 CBaseEntity::ShouldCollide(int,int)const
16      CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)
+
16 CBaseEntity::SetOwnerEntity(CBaseEntity*)
17      CBaseEntity::ShouldCollide(int, int) const
+
17 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
18      CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
18 CBasePlayer::UpdateTransmitState(void)
19      CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
+
19 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
20      CBasePlayer::UpdateTransmitState()
+
20 CBasePlayer::GetTracerType(void)
21      CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool)
+
21 CCSPlayer::Spawn(void)
22      CBasePlayer::GetTracerType()
+
22 CCSPlayer::Precache(void)
23      CCSPlayer::Spawn()
+
23 CBasePlayer::SetModel(char const*)
24      CCSPlayer::Precache()
+
24 CBaseMultiplayerPlayer::PostConstructor(char const*)
25      CBaseFlex::SetModel(char const*)
+
25 CBaseEntity::PostClientActive(void)
26      CBaseEntity::PostConstructor(char const*)
+
26 CBaseEntity::ParseMapData(CEntityMapData *)
27      CBaseEntity::PostClientActive()
+
27 CBaseEntity::KeyValue(char const*,char const*)
28      CBaseEntity::ParseMapData(CEntityMapData*)
+
28 CBaseEntity::KeyValue(char const*,float)
29      CBaseEntity::KeyValue(char const*, char const*)
+
29 CBaseEntity::KeyValue(char const*,Vector const&)
30      CBaseEntity::KeyValue(char const*, float)
+
30 CBaseEntity::GetKeyValue(char  const*,char *,int)
31      CBaseEntity::KeyValue(char const*, Vector)
+
31 CBasePlayer::Activate(void)
32      CBasePlayer::Activate()
+
32 CBaseEntity::SetParent(CBaseEntity*,int)
33      CBaseEntity::SetParent(CBaseEntity*, int)
+
33 CBasePlayer::ObjectCaps(void)
34      CBasePlayer::ObjectCaps()
+
34 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int)
35      CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
+
35 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &)
36      CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)
+
36 CBasePlayer::DrawDebugGeometryOverlays(void)
37      CBasePlayer::DrawDebugGeometryOverlays()
+
37 CBaseAnimating::DrawDebugTextOverlays(void)
38      CBaseAnimating::DrawDebugTextOverlays()
+
38 CBasePlayer::Save(ISave &)
39      CBasePlayer::Save(ISave&)
+
39 CBasePlayer::Restore(IRestore &)
40      CBasePlayer::Restore(IRestore&)
+
40 CBasePlayer::ShouldSavePhysics(void)
41      CBasePlayer::ShouldSavePhysics()
+
41 CBaseEntity::OnSave(IEntitySaveUtils *)
42      CBaseEntity::OnSave(IEntitySaveUtils*)
+
42 CBasePlayer::OnRestore(void)
43      CBasePlayer::OnRestore()
+
43 CBasePlayer::RequiredEdictIndex(void)
44      CBasePlayer::RequiredEdictIndex()
+
44 CBaseEntity::MoveDone(void)
45      CBaseEntity::MoveDone()
+
45 CBaseEntity::Think(void)
46      CBaseEntity::Think()
+
46 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
47      CBasePlayer::NetworkStateChanged_m_nNextThinkTick()
+
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
48      CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void*)
+
48 CBaseAnimating::GetBaseAnimating(void)
49      CBaseAnimating::GetBaseAnimating()
+
49 CBaseMultiplayerPlayer::GetResponseSystem(void)
50      CBaseEntity::GetResponseSystem()
+
50 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char const*)
51      CBaseEntity::DispatchResponse(char const*)
+
51 CBasePlayer::Classify(void)
52      CBasePlayer::Classify()
+
52 CBaseEntity::DeathNotice(CBaseEntity*)
53      CBaseEntity::DeathNotice(CBaseEntity*)
+
53 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
54      CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
+
54 CBaseEntity::GetAutoAimRadius(void)
55      CBaseEntity::GetAutoAimRadius()
+
55 CBaseEntity::GetAutoAimCenter(void)
56      CBaseEntity::GetAutoAimCenter()
+
56 CBaseEntity::GetBeamTraceFilter(void)
57     CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
+
57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
58     CCSPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
+
58 CCSPlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *)
59     CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
+
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60     CCSPlayer::OnTakeDamage(CTakeDamageInfo const&)
+
60 CCSPlayer::OnTakeDamage(CTakeDamageInfo const&)
61     CBasePlayer::TakeHealth(float, int)
+
61 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
62      CCSPlayer::Event_Killed(CTakeDamageInfo const&)
+
62 CBasePlayer::TakeHealth(float,int)
63      CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&)
+
63 CBaseEntity::IsAlive(void)
64      CBaseCombatCharacter::BloodColor()
+
64 CCSPlayer::Event_Killed(CTakeDamageInfo const&)
65      CBaseEntity::IsTriggered(CBaseEntity*)
+
65 CCSPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo const&)
66      CBaseEntity::IsNPC() const
+
66 CBaseCombatCharacter::BloodColor(void)
67      CBaseCombatCharacter::MyCombatCharacterPointer()
+
67 CBaseEntity::IsTriggered(CBaseEntity*)
68      CBaseEntity::GetDelay()
+
68 CBaseEntity::IsNPC(void)const
69      CBaseEntity::IsMoving()
+
69 CBaseCombatCharacter::MyCombatCharacterPointer(void)
70      CBaseEntity::DamageDecal(int, int)
+
70 CBaseEntity::MyNextBotPointer(void)
71      CBaseEntity::DecalTrace(CGameTrace*, char const*)
+
71 CBaseEntity::GetDelay(void)
72      CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
+
72 CBaseEntity::IsMoving(void)
73      CBaseEntity::OnControls(CBaseEntity*)
+
73 CBaseEntity::DamageDecal(int,int)
74      CBaseEntity::HasTarget(string_t)
+
74 CBaseEntity::DecalTrace(CGameTrace *,char const*)
75      CBasePlayer::IsPlayer() const
+
75 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
76      CBasePlayer::IsNetClient() const
+
76 CBaseEntity::OnControls(CBaseEntity*)
77      CBaseEntity::IsTemplate()
+
77 CBaseEntity::HasTarget(string_t)
78      CBaseEntity::IsBaseObject() const
+
78 CBasePlayer::IsPlayer(void)const
79      CBaseEntity::GetServerVehicle()
+
79 CBasePlayer::IsNetClient(void)const
80      CBaseEntity::IsViewable()
+
80 CBaseEntity::IsTemplate(void)
81      CCSPlayer::ChangeTeam(int)
+
81 CBaseEntity::IsBaseObject(void)const
82      CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
+
82 CBaseEntity::IsBaseTrain(void)const
83      CBaseEntity::CanStandOn(CBaseEntity*) const
+
83 CBaseEntity::IsBaseCombatWeapon(void)const
84      CBaseEntity::CanStandOn(edict_t*) const
+
84 CBaseEntity::IsWearable(void)const
85      CBaseEntity::GetEnemy()
+
85 CBaseEntity::MyCombatWeaponPointer(void)
86      CBaseEntity::GetEnemy() const
+
86 CBaseEntity::GetServerVehicle(void)
87      CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
+
87 CBaseEntity::IsViewable(void)
88      CBaseEntity::StartTouch(CBaseEntity*)
+
88 CCSPlayer::ChangeTeam(int)
89      CBasePlayer::Touch(CBaseEntity*)
+
89 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
90      CBaseEntity::EndTouch(CBaseEntity*)
+
90 CBaseEntity::CanStandOn(CBaseEntity*)const
91      CBaseEntity::StartBlocked(CBaseEntity*)
+
91 CBaseEntity::CanStandOn(edict_t *)const
92      CBaseEntity::Blocked(CBaseEntity*)
+
92 CBaseEntity::GetEnemy(void)
93      CBaseEntity::EndBlocked()
+
93 CBaseEntity::GetEnemy(void)const
94      CBasePlayer::PhysicsSimulate()
+
94 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
95      CBasePlayer::UpdateOnRemove()
+
95 CBaseEntity::StartTouch(CBaseEntity*)
96      CBaseEntity::StopLoopingSounds()
+
96 CBasePlayer::Touch(CBaseEntity *)
97      CBaseEntity::SUB_AllowedToFade()
+
97 CBaseEntity::EndTouch(CBaseEntity*)
98      CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
+
98 CBaseEntity::StartBlocked(CBaseEntity*)
99      CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
+
99 CBaseEntity::Blocked(CBaseEntity*)
100    CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
+
100 CBaseEntity::EndBlocked(void)
101    CBaseEntity::FireBullets(FireBulletsInfo_t const&)
+
101 CBasePlayer::PhysicsSimulate(void)
102    CBasePlayer::DoImpactEffect(CGameTrace&, int)
+
102 CBasePlayer::UpdateOnRemove(void)
103    CBaseEntity::Respawn()
+
103 CBaseEntity::StopLoopingSounds(void)
104    CBaseEntity::IsLockedByMaster()
+
104 CBaseEntity::SUB_AllowedToFade(void)
105    CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
+
105 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
106    CBaseEntity::NetworkStateChanged_m_iMaxHealth()
+
106 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
107    CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*)
+
107 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
108    CBasePlayer::NetworkStateChanged_m_iHealth()
+
108 CBaseEntity::GetTracerAttachment(void)
109    CBasePlayer::NetworkStateChanged_m_iHealth(void*)
+
109 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
110    CBasePlayer::NetworkStateChanged_m_lifeState()
+
110 CBasePlayer::DoImpactEffect(CGameTrace &,int)
111    CBasePlayer::NetworkStateChanged_m_lifeState(void*)
+
111 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
112    CBaseEntity::NetworkStateChanged_m_takedamage()
+
112 CBaseEntity::Respawn(void)
113    CBaseEntity::NetworkStateChanged_m_takedamage(void*)
+
113 CBaseEntity::IsLockedByMaster(void)
114    CBaseEntity::GetDamageType() const
+
114 CBaseEntity::GetMaxHealth(void)const
115    CBaseEntity::GetDamage()
+
115 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
116    CBaseEntity::SetDamage(float)
+
116 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
117    CBasePlayer::EyePosition()
+
117 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
118    CBasePlayer::EyeAngles()
+
118 CBasePlayer::NetworkStateChanged_m_iHealth(void)
119    CBasePlayer::LocalEyeAngles()
+
119 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
120    CBaseEntity::EarPosition()
+
120 CBasePlayer::NetworkStateChanged_m_lifeState(void)
121    CBasePlayer::BodyTarget(Vector const&, bool)
+
121 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
122    CBaseEntity::HeadTarget(Vector const&)
+
122 CBaseEntity::NetworkStateChanged_m_takedamage(void)
123    CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
+
123 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
124    CBaseEntity::GetViewOffset()
+
124 CBaseEntity::GetDamageType(void)const
125    CBasePlayer::GetSmoothedVelocity()
+
125 CBaseEntity::GetDamage(void)
126    CBaseAnimating::GetVelocity(Vector*, Vector*)
+
126 CBaseEntity::SetDamage(float)
127    CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**)
+
127 CBasePlayer::EyePosition(void)
128    CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**)
+
128 CBasePlayer::EyeAngles(void)
129    CBaseEntity::CanBeSeenBy(CAI_BaseNPC*)
+
129 CBasePlayer::LocalEyeAngles(void)
130    CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
130 CBaseEntity::EarPosition(void)
131    CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
131 CBasePlayer::BodyTarget(Vector const&,bool)
132    CBaseEntity::CanBePoweredUp()
+
132 CBaseEntity::HeadTarget(Vector  const&)
133    CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
+
133 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
134    CBaseEntity::GetGroundVelocityToApply(Vector&)
+
134 CBaseEntity::GetViewOffset(void)const
135    CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
+
135 CBaseEntity::SetViewOffset(Vector  const&)
136    CBaseEntity::Splash()
+
136 CBasePlayer::GetSmoothedVelocity(void)
137    CBaseEntity::WorldSpaceCenter() const
+
137 CBaseAnimating::GetVelocity(Vector *,Vector *)
138    CBaseEntity::GetSoundEmissionOrigin() const
+
138 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
139    CBaseEntity::CreateVPhysics()
+
139 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **)
140    CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
140 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
141    CBasePlayer::VPhysicsDestroyObject()
+
141 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
142    CBasePlayer::VPhysicsUpdate(IPhysicsObject*)
+
142 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
143    CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
+
143 CBaseEntity::GetGroundVelocityToApply(Vector &)
144    CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
+
144 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
145    CCSPlayer::VPhysicsShadowUpdate(IPhysicsObject*)
+
145 CBaseEntity::Splash(void)
146    CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)
+
146 CBaseEntity::WorldSpaceCenter(void)const
147    CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
+
147 CBaseEntity::GetSoundEmissionOrigin(void)const
148    CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
148 CBaseEntity::IsDeflectable(void)
149    CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
+
149 CBaseEntity::Deflected(CBaseEntity*,Vector &)
150    CBaseEntity::HasPhysicsAttacker(float)
+
150 CBaseEntity::CreateVPhysics(void)
151    CBasePlayer::PhysicsSolidMaskForEntity() const
+
151 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
152    CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
+
152 CBasePlayer::VPhysicsDestroyObject(void)
153    CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
+
153 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
154    CBaseAnimating::GetStepOrigin() const
+
154 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
155    CBaseAnimating::GetStepAngles() const
+
155 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
156    CBaseEntity::ShouldDrawWaterImpacts()
+
156 CCSPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
157    CBaseEntity::NetworkStateChanged_m_fFlags()
+
157 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
158    CBaseEntity::NetworkStateChanged_m_fFlags(void*)
+
158 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
159    CBasePlayer::NetworkStateChanged_m_nWaterLevel()
+
159 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
160    CBasePlayer::NetworkStateChanged_m_nWaterLevel(void*)
+
160 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
161    CBasePlayer::NetworkStateChanged_m_hGroundEntity()
+
161 CBaseEntity::VPhysicsIsFlesh(void)
162    CBasePlayer::NetworkStateChanged_m_hGroundEntity(void*)
+
162 CBaseEntity::HasPhysicsAttacker(float)
163    CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
+
163 CBasePlayer::PhysicsSolidMaskForEntity(void)const
164    CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void*)
+
164 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
165    CBasePlayer::NetworkStateChanged_m_flFriction()
+
165 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
166    CBasePlayer::NetworkStateChanged_m_flFriction(void*)
+
166 CBaseAnimating::GetStepOrigin(void)const
167    CBasePlayer::NetworkStateChanged_m_vecVelocity()
+
167 CBaseAnimating::GetStepAngles(void)const
168    CBasePlayer::NetworkStateChanged_m_vecVelocity(void*)
+
168 CBaseEntity::ShouldDrawWaterImpacts(void)
169    CBasePlayer::NetworkStateChanged_m_vecViewOffset()
+
169 CBasePlayer::NetworkStateChanged_m_fFlags(void)
170    CBasePlayer::NetworkStateChanged_m_vecViewOffset(void*)
+
170 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
171    CBaseAnimating::GetIdealSpeed() const
+
171 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
172    CBaseAnimating::GetIdealAccel() const
+
172 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
173    CBaseAnimatingOverlay::StudioFrameAdvance()
+
173 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
174    CBaseAnimating::IsActivityFinished()
+
174 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
175    CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
+
175 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
176    CBaseAnimating::BecomeRagdollOnClient(Vector const&)
+
176 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
177    CBaseAnimating::IsRagdoll()
+
177 CBasePlayer::NetworkStateChanged_m_flFriction(void)
178    CBaseAnimating::CanBecomeRagdoll()
+
178 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
179    CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int)
+
179 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
180    CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
+
180 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
181    CBaseAnimating::SetupBones(matrix3x4_t*, int)
+
181 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
182    CBaseAnimating::CalculateIKLocks(float)
+
182 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
183    CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)
+
183 CBaseAnimating::GetIdealSpeed(void)const
184    CCSPlayer::HandleAnimEvent(animevent_t*)
+
184 CBaseAnimating::GetIdealAccel(void)const
185    CBaseAnimating::GetAttachment(int, matrix3x4_t&)
+
185 CBaseAnimatingOverlay::StudioFrameAdvance(void)
186    CBaseAnimating::InitBoneControllers()
+
186 CBaseAnimating::IsActivityFinished(void)
187    CBaseAnimating::GetGroundSpeedVelocity()
+
187 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
188    CBaseAnimating::Ignite(float, bool, float, bool)
+
188 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
189    CBaseAnimating::Extinguish()
+
189 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
190    CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*)
+
190 CBaseAnimating::IsRagdoll(void)
191    CBaseAnimating::SetLightingOrigin(CBaseEntity*)
+
191 CBaseAnimating::CanBecomeRagdoll(void)
192    CBaseFlex::SetViewtarget(Vector const&)
+
192 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
193    CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)
+
193 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
194    CBaseFlex::ProcessSceneEvents()
+
194 CBaseAnimating::SetupBones(matrix3x4_t *,int)
195    CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)
+
195 CBaseAnimating::CalculateIKLocks(float)
196    CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)
+
196 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
197    CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)
+
197 CCSPlayer::HandleAnimEvent(animevent_t *)
198    CBaseCombatCharacter::GetPhysicsImpactDamageTable()
+
198 CBaseAnimating::PopulatePoseParameters(void)
199    CBaseCombatCharacter::FInViewCone(CBaseEntity*)
+
199 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
200    CBaseCombatCharacter::FInViewCone(Vector const&)
+
200 CBaseAnimating::InitBoneControllers(void)
201    CBaseCombatCharacter::FInAimCone(CBaseEntity*)
+
201 CBaseAnimating::GetGroundSpeedVelocity(void)
202    CBaseCombatCharacter::FInAimCone(Vector const&)
+
202 CBaseAnimating::Ignite(float,bool,float,bool)
203    CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
203 CBaseAnimating::IgniteLifetime(float)
204    CBaseCombatCharacter::FindMissTarget()
+
204 CBaseAnimating::IgniteNumHitboxFires(int)
205    CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*)
+
205 CBaseAnimating::IgniteHitboxFireScale(float)
206    CBasePlayer::BodyAngles()
+
206 CBaseAnimating::Extinguish(void)
207    CBaseCombatCharacter::BodyDirection2D()
+
207 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
208    CBaseCombatCharacter::BodyDirection3D()
+
208 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
209    CBaseCombatCharacter::HeadDirection2D()
+
209 CBaseFlex::SetViewtarget(Vector const&)
210    CBaseCombatCharacter::HeadDirection3D()
+
210 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
211    CBaseCombatCharacter::EyeDirection2D()
+
211 CBaseFlex::ProcessSceneEvents(void)
212    CBaseCombatCharacter::EyeDirection3D()
+
212 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
213    CBaseCombatCharacter::GiveAmmo(int, int, bool)
+
213 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
214    CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
214 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
215    CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)
+
215 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
216    CCSPlayer::Weapon_CanUse(CBaseCombatWeapon*)
+
216 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
217    CCSPlayer::Weapon_Equip(CBaseCombatWeapon*)
+
217 CBasePlayer::GetPhysicsImpactDamageTable(void)
218    CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)
+
218 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
219    CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)
+
219 CBaseCombatCharacter::FInViewCone(Vector  const&)
220    CCSPlayer::Weapon_Switch(CBaseCombatWeapon*, int)
+
220 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
221    CBasePlayer::Weapon_ShootPosition()
+
221 CBaseCombatCharacter::FInAimCone(Vector  const&)
222    CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon*)
+
222 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
223    CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
+
223 CBaseCombatCharacter::FindMissTarget(void)
224    CBaseCombatCharacter::Weapon_GetSlot(int) const
+
224 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
225    CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)
+
225 CBasePlayer::BodyAngles(void)
226    CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)
+
226 CBaseCombatCharacter::BodyDirection2D(void)
227    CBaseCombatCharacter::CanBecomeServerRagdoll()
+
227 CBaseCombatCharacter::BodyDirection3D(void)
228    CCSPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
+
228 CBaseCombatCharacter::HeadDirection2D(void)
229    CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
+
229 CBaseCombatCharacter::HeadDirection3D(void)
230    CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
+
230 CBaseCombatCharacter::EyeDirection2D(void)
231    CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)
+
231 CBaseCombatCharacter::EyeDirection3D(void)
232    CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*)
+
232 CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
233    CBaseCombatCharacter::GetDeathActivity()
+
233 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
234    CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
+
234 CBaseCombatCharacter::IsHiddenByFog(float)const
235    CBaseCombatCharacter::CorpseFade()
+
235 CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
236    CBaseCombatCharacter::HasHumanGibs()
+
236 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
237    CBaseCombatCharacter::HasAlienGibs()
+
237 CBaseCombatCharacter::GetFogObscuredRatio(float)const
238    CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
+
238 CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*,float)const
239    CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
239 CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
240    CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
+
240 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
241    CBasePlayer::Event_Dying()
+
241 CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
242    CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
+
242 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
243    CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*)
+
243 CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
244    CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int)
+
244 CBaseCombatCharacter::GiveAmmo(int,int,bool)
245    CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
+
245 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
246    CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
+
246 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
247    CBaseCombatCharacter::PushawayTouch(CBaseEntity*)
+
247 CBaseCombatCharacter::Weapon_FrameUpdate(void)
248    CBaseCombatCharacter::IRelationType(CBaseEntity*)
+
248 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
249    CBaseCombatCharacter::IRelationPriority(CBaseEntity*)
+
249 CCSPlayer::Weapon_CanUse(CBaseCombatWeapon *)
250    CBaseCombatCharacter::IsInAVehicle()
+
250 CCSPlayer::Weapon_Equip(CBaseCombatWeapon *)
251    CBasePlayer::GetVehicle()
+
251 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
252    CBasePlayer::GetVehicleEntity()
+
252 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*)
253    CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*)
+
253 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
254    CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)
+
254 CBasePlayer::Weapon_ShootPosition(void)
255    CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)
+
255 CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
256    CBasePlayer::DoMuzzleFlash()
+
256 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
257    CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)
+
257 CBaseCombatCharacter::Weapon_GetSlot(int)const
258    CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*)
+
258 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
259    CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
+
259 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
260    CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
260 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
261    CBasePlayer::NetworkStateChanged_m_iAmmo()
+
261 CCSPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
262    CBasePlayer::NetworkStateChanged_m_iAmmo(void*)
+
262 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
263    CCSPlayer::CreateViewModel(int)
+
263 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
264    CCSPlayer::SetupVisibility(CBaseEntity*, unsigned char*, int)
+
264 CBaseCombatCharacter::GetAliveDuration(void)const
265    CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const
+
265 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
266    CBasePlayer::SharedSpawn()
+
266 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
267    CCSPlayer::InitialSpawn()
+
267 CBaseCombatCharacter::HasEverBeenInjured(int)const
268    CBasePlayer::InitHUD()
+
268 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
269    CCSPlayer::ShowViewPortPanel(char const*, bool, KeyValues*)
+
269 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
270    CCSPlayer::PlayerDeathThink()
+
270 CBaseCombatCharacter::GetDeathActivity(void)
271    CBasePlayer::Jump()
+
271 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
272    CBasePlayer::Duck()
+
272 CBaseCombatCharacter::CorpseFade(void)
273    CCSPlayer::PreThink()
+
273 CBaseCombatCharacter::HasHumanGibs(void)
274    CCSPlayer::PostThink()
+
274 CBaseCombatCharacter::HasAlienGibs(void)
275    CBasePlayer::DamageEffect(float, int)
+
275 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
276    CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
+
276 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
277    CBasePlayer::ShouldFadeOnDeath()
+
277 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
278    CBasePlayer::IsFakeClient() const
+
278 CBasePlayer::Event_Dying(CTakeDamageInfo  const&)
279    CBasePlayer::GetPlayerMins() const
+
279 CBaseCombatCharacter::Event_Dying(void)
280    CBasePlayer::GetPlayerMaxs() const
+
280 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
281    CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
+
281 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
282    CBasePlayer::PackDeadPlayerItems()
+
282 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
283    CCSPlayer::RemoveAllItems(bool)
+
283 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
284    CBasePlayer::IsRunning() const
+
284 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector const&,int,int,float,bool)
285    CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)
+
285 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
286    CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
286 CBaseCombatCharacter::IRelationType(CBaseEntity *)
287    CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)
+
287 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
288    CBasePlayer::UpdateClientData()
+
288 CBasePlayer::IsInAVehicle(void)const
289    CBasePlayer::ExitLadder()
+
289 CBasePlayer::GetVehicle(void)
290    CCSPlayer::FlashlightIsOn()
+
290 CBasePlayer::GetVehicleEntity(void)
291    CCSPlayer::FlashlightTurnOn()
+
291 CBaseCombatCharacter::ExitVehicle(void)
292    CCSPlayer::FlashlightTurnOff()
+
292 CBaseCombatCharacter::RemoveAllWeapons(void)
293    CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity*, float*)
+
293 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
294    CCSPlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)
+
294 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
295    CCSPlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool)
+
295 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
296    CCSPlayer::DeathSound(CTakeDamageInfo const&)
+
296 CBasePlayer::DoMuzzleFlash(void)
297    CCSPlayer::SetAnimation(PLAYER_ANIM)
+
297 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
298    CBasePlayer::ImpulseCommands()
+
298 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
299    CCSPlayer::CheatImpulseCommands(int)
+
299 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
300    CCSPlayer::ClientCommand(char const*)
+
300 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
301    CBasePlayer::StartObserverMode(int)
+
301 CBaseCombatCharacter::GetLastKnownArea(void)const
302    CBasePlayer::StopObserverMode()
+
302 CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
303    CBasePlayer::SetObserverMode(int)
+
303 CBaseCombatCharacter::ClearLastKnownArea(void)
304    CBasePlayer::GetObserverMode()
+
304 CBaseCombatCharacter::UpdateLastKnownArea(void)
305    CBasePlayer::SetObserverTarget(CBaseEntity*)
+
305 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
306    CBasePlayer::ObserverUse(bool)
+
306 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
307    CBasePlayer::GetObserverTarget()
+
307 CBaseCombatCharacter::OnPursuedBy(INextBot *)
308    CBasePlayer::FindNextObserverTarget(bool)
+
308 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
309    CCSPlayer::GetNextObserverSearchStartPoint(bool)
+
309 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
310    CBasePlayer::IsValidObserverTarget(CBaseEntity*)
+
310 CCSPlayer::CreateViewModel(int)
311    CBasePlayer::CheckObserverSettings()
+
311 CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
312    CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
+
312 CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
313    CBasePlayer::ForceObserverMode(int)
+
313 CBasePlayer::SharedSpawn(void)
314    CBasePlayer::ResetObserverMode()
+
314 CBasePlayer::ForceRespawn(void)
315    CCSPlayer::StartReplayMode(float, float, int)
+
315 CCSPlayer::InitialSpawn(void)
316    CCSPlayer::StopReplayMode()
+
316 CBasePlayer::InitHUD(void)
317    CBasePlayer::GetDelayTicks()
+
317 CCSPlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
318    CBasePlayer::GetReplayEntity()
+
318 CCSPlayer::PlayerDeathThink(void)
319    CBasePlayer::CreateCorpse()
+
319 CBasePlayer::Jump(void)
320    CCSPlayer::EntSelectSpawnPoint()
+
320 CBasePlayer::Duck(void)
321    CBasePlayer::GetInVehicle(IServerVehicle*, int)
+
321 CCSPlayer::PreThink(void)
322    CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
+
322 CCSPlayer::PostThink(void)
323    CBasePlayer::OnVehicleStart()
+
323 CBasePlayer::DamageEffect(float,int)
324    CBasePlayer::OnVehicleEnd(Vector&)
+
324 CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
325    CCSPlayer::BumpWeapon(CBaseCombatWeapon*)
+
325 CBasePlayer::ShouldFadeOnDeath(void)
326    CBasePlayer::SelectLastItem()
+
326 CBasePlayer::IsFakeClient(void)const
327    CBasePlayer::SelectItem(char const*, int)
+
327 CBasePlayer::GetPlayerMins(void)const
328    CBasePlayer::ItemPostFrame()
+
328 CBasePlayer::GetPlayerMaxs(void)const
329    CCSPlayer::GiveNamedItem(char const*, int)
+
329 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
330    CBasePlayer::CheckTrainUpdate()
+
330 CBasePlayer::PackDeadPlayerItems(void)
331    CBasePlayer::SetPlayerUnderwater(bool)
+
331 CCSPlayer::RemoveAllItems(bool)
332    CBasePlayer::CanBreatheUnderwater() const
+
332 CBasePlayer::IsRunning(void)const
333    CBasePlayer::PlayerUse()
+
333 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
334    CBasePlayer::PlayUseDenySound()
+
334 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
335    CCSPlayer::FindUseEntity()
+
335 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
336    CCSPlayer::IsUseableEntity(CBaseEntity*, unsigned int)
+
336 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
337    CBasePlayer::PickupObject(CBaseEntity*, bool)
+
337 CBasePlayer::GetTimeSinceWeaponFired(void)const
338    CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*)
+
338 CBasePlayer::IsFiringWeapon(void)const
339    CBasePlayer::GetHeldObjectMass(IPhysicsObject*)
+
339 CBasePlayer::UpdateClientData(void)
340    CBasePlayer::UpdateGeigerCounter()
+
340 CBasePlayer::ExitLadder(void)
341    CBasePlayer::GetAutoaimVector(float)
+
341 CBasePlayer::GetLadderSurface(Vector  const&)
342    CBasePlayer::GetAutoaimVector(float, float)
+
342 CBasePlayer::SetFlashlightEnabled(bool)
343    CBasePlayer::GetAutoaimVector(autoaim_params_t&)
+
343 CCSPlayer::FlashlightIsOn(void)
344    CBasePlayer::ShouldAutoaim()
+
344 CCSPlayer::FlashlightTurnOn(void)
345    CBasePlayer::ForceClientDllUpdate()
+
345 CCSPlayer::FlashlightTurnOff(void)
346    CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)
+
346 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
347    CCSPlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*)
+
347 CCSPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
348    CBasePlayer::CanSpeak()
+
348 CCSPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
349    CCSPlayer::CanHearChatFrom(CBasePlayer*)
+
349 CBasePlayer::GetStepSoundVelocities(float *,float *)
350    CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
+
350 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
351    CBasePlayer::CheckChatText(char*, int)
+
351 CCSPlayer::DeathSound(CTakeDamageInfo  const&)
352    CBasePlayer::IsFollowingPhysics()
+
352 CCSPlayer::SetAnimation(PLAYER_ANIM)
353    CCSPlayer::InitVCollision()
+
353 CBasePlayer::ImpulseCommands(void)
354    CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
+
354 CCSPlayer::CheatImpulseCommands(int)
355    CBasePlayer::EquipSuit(bool)
+
355 CCSPlayer::ClientCommand(CCommand  const&)
356    CBasePlayer::RemoveSuit()
+
356 CBasePlayer::StartObserverMode(int)
357    CBasePlayer::CommitSuicide()
+
357 CBasePlayer::StopObserverMode(void)
358    CBasePlayer::IsBot() const
+
358 CBasePlayer::ModeWantsSpectatorGUI(int)
359    CCSPlayer::SpawnArmorValue() const
+
359 CBasePlayer::SetObserverMode(int)
360    CCSPlayer::NetworkStateChanged_m_ArmorValue()
+
360 CBasePlayer::GetObserverMode(void)
361    CCSPlayer::NetworkStateChanged_m_ArmorValue(void*)
+
361 CBasePlayer::SetObserverTarget(CBaseEntity *)
362    CCSPlayer::IsBeingGivenItem() const
+
362 CBasePlayer::ObserverUse(bool)
363    CCSPlayer::CSAnim_GetActiveWeapon()
+
363 CBasePlayer::GetObserverTarget(void)
364    CCSPlayer::CSAnim_CanMove()
+
364 CBasePlayer::FindNextObserverTarget(bool)
365    CCSPlayer::Blind(float, float, float)
+
365 CCSPlayer::GetNextObserverSearchStartPoint(bool)
366    CCSPlayer::Cmd_Argc()
+
366 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
367    CCSPlayer::Cmd_Argv(int)
+
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)