CCSPlayer Offset List (Counter-Strike: Source)

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Revision as of 13:10, 19 October 2010 by Sammy-ROCK! (talk | contribs) (The List)
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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)