Difference between revisions of "CDODPlayer Offset List (Day of Defeat: Source)"

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Also for use when using [[Vfunc_offsets_%28SourceMM%29|VFunc offsets]].
+
Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
  
These are <strong>Linux offsets</strong>. Windows offsets are one less. These should be good as of 2006/05/18.
+
These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
  
 
== The List ==
 
== The List ==
 +
This comes from the symbol tables, so you'll have to look in the SDK for return types.
  
<pre>1      CDODPlayer::~CDODPlayer()
+
<b>Last Updated 30 April 2010</b>
2      CBaseEntity::SetRefEHandle(CBaseHandle const&)
+
 
3      CBaseEntity::GetRefEHandle() const
+
<pre>
4      CBaseEntity::GetCollideable()
+
// Auto reconstructed from vtable block @ 0x0092FF00
5      CBaseEntity::GetNetworkable()
+
// from "server.so", by ida_vtables.idc
6      CBaseEntity::GetBaseEntity()
+
0 CDODPlayer::~CDODPlayer()
7      CBaseEntity::GetModelIndex() const
+
1 CBaseEntity::SetRefEHandle(CBaseHandle const&)
8      CBaseEntity::GetModelName() const
+
2 CBaseEntity::GetRefEHandle(void)const
9      CBaseEntity::SetModelIndex(int)
+
3 CBaseEntity::GetCollideable(void)
10      CDODPlayer::GetServerClass()
+
4 CBaseEntity::GetNetworkable(void)
11      CDODPlayer::GetClassName()
+
5 CBaseEntity::GetBaseEntity(void)
12      CDODPlayer::YouForgotToImplementOrDeclareServerClass()
+
6 CBaseEntity::GetModelIndex(void)const
13      CDODPlayer::GetDataDescMap()
+
7 CBaseEntity::GetModelName(void)const
14      CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
+
8 CBaseEntity::SetModelIndex(int)
15      CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)
+
9 CDODPlayer::GetServerClass(void)
16      CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)
+
10 CDODPlayer::YouForgotToImplementOrDeclareServerClass(void)
17      CBaseEntity::ShouldCollide(int, int) const
+
11 CDODPlayer::GetDataDescMap(void)
18      CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
12 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &)
19      CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
+
13 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &)
20      CBasePlayer::UpdateTransmitState()
+
14 CDODPlayer::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
21      CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool)
+
15 CDODPlayer::ShouldCollide(int,int)const
22      CBasePlayer::GetTracerType()
+
16 CBaseEntity::SetOwnerEntity(CBaseEntity*)
23      CDODPlayer::Spawn()
+
17 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
24      CDODPlayer::Precache()
+
18 CBasePlayer::UpdateTransmitState(void)
25      CBaseFlex::SetModel(char const*)
+
19 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
26      CBaseEntity::PostConstructor(char const*)
+
20 CBasePlayer::GetTracerType(void)
27      CBaseEntity::ParseMapData(CEntityMapData*)
+
21 CDODPlayer::Spawn(void)
28      CBaseEntity::KeyValue(char const*, char const*)
+
22 CDODPlayer::Precache(void)
29      CBaseEntity::KeyValue(char const*, float)
+
23 CBasePlayer::SetModel(char const*)
30      CBaseEntity::KeyValue(char const*, Vector)
+
24 CBaseMultiplayerPlayer::PostConstructor(char const*)
31      CBaseEntity::ValidateEntityConnections()
+
25 CBaseEntity::PostClientActive(void)
32      CBasePlayer::Activate()
+
26 CBaseEntity::ParseMapData(CEntityMapData *)
33      CBasePlayer::ObjectCaps()
+
27 CBaseEntity::KeyValue(char const*,char const*)
34     CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
+
28 CBaseEntity::KeyValue(char const*,float)
35     CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)
+
29 CBaseEntity::KeyValue(char const*,Vector const&)
36     CBasePlayer::DrawDebugGeometryOverlays()
+
30 CBaseEntity::GetKeyValue(char  const*,char *,int)
37     CBaseAnimating::DrawDebugTextOverlays()
+
31 CBasePlayer::Activate(void)
38     CBasePlayer::Save(ISave&)
+
32 CBaseEntity::SetParent(CBaseEntity*,int)
39     CBasePlayer::Restore(IRestore&)
+
33 CBasePlayer::ObjectCaps(void)
40     CBasePlayer::ShouldSavePhysics()
+
34 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int)
41     CBaseEntity::OnSave(IEntitySaveUtils*)
+
35 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &)
42     CBasePlayer::OnRestore()
+
36 CBasePlayer::DrawDebugGeometryOverlays(void)
43     CBasePlayer::RequiredEdictIndex()
+
37 CBaseAnimating::DrawDebugTextOverlays(void)
44     CBaseEntity::MoveDone()
+
38 CBasePlayer::Save(ISave &)
45     CBaseEntity::Think()
+
39 CBasePlayer::Restore(IRestore &)
46     CBaseEntity::NetworkStateChanged_m_nNextThinkTick()
+
40 CBasePlayer::ShouldSavePhysics(void)
47     CBaseAnimating::GetBaseAnimating()
+
41 CBaseEntity::OnSave(IEntitySaveUtils *)
48     CBaseEntity::GetResponseSystem()
+
42 CBasePlayer::OnRestore(void)
49     CBaseEntity::DispatchResponse(char const*)
+
43 CBasePlayer::RequiredEdictIndex(void)
50     CBasePlayer::Classify()
+
44 CBaseEntity::MoveDone(void)
51     CBaseEntity::DeathNotice(CBaseEntity*)
+
45 CBaseEntity::Think(void)
52     CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
+
46 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
53     CDODPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
+
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
54     CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
+
48 CBaseAnimating::GetBaseAnimating(void)
55     CDODPlayer::OnTakeDamage(CTakeDamageInfo const&)
+
49 CBaseMultiplayerPlayer::GetResponseSystem(void)
56     CBasePlayer::TakeHealth(float, int)
+
50 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char  const*)
57     CDODPlayer::Event_Killed(CTakeDamageInfo const&)
+
51 CBasePlayer::Classify(void)
58     CBaseEntity::Event_KilledOther(CBaseEntity*)
+
52 CBaseEntity::DeathNotice(CBaseEntity*)
59     CBaseCombatCharacter::BloodColor()
+
53 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
60      CBaseEntity::IsTriggered(CBaseEntity*)
+
54 CBaseEntity::GetAutoAimRadius(void)
61      CBaseEntity::IsNPC() const
+
55 CBaseEntity::GetAutoAimCenter(void)
62     CBaseCombatCharacter::MyCombatCharacterPointer()
+
56 CBaseEntity::GetBeamTraceFilter(void)
63     CBaseEntity::GetDelay()
+
57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
64     CBaseEntity::IsMoving()
+
58 CDODPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
65     CBaseEntity::DamageDecal(int, int)
+
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
66     CBaseEntity::DecalTrace(CGameTrace*, char const*)
+
60 CDODPlayer::OnTakeDamage(CTakeDamageInfo  const&)
67     CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
+
61 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
68     CBaseEntity::OnControls(CBaseEntity*)
+
62 CBasePlayer::TakeHealth(float,int)
69     CBaseEntity::HasTarget(string_t)
+
63 CBaseEntity::IsAlive(void)
70     CBasePlayer::IsPlayer() const
+
64 CDODPlayer::Event_Killed(CTakeDamageInfo  const&)
71     CBasePlayer::IsNetClient() const
+
65 CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
72     CBaseEntity::IsTemplate()
+
66 CBaseCombatCharacter::BloodColor(void)
73     CBaseEntity::IsBaseObject() const
+
67 CBaseEntity::IsTriggered(CBaseEntity*)
74     CBaseEntity::GetServerVehicle()
+
68 CBaseEntity::IsNPC(void)const
75     CBaseEntity::IsViewable()
+
69 CBaseCombatCharacter::MyCombatCharacterPointer(void)
76     CDODPlayer::ChangeTeam(int)
+
70 CBaseEntity::MyNextBotPointer(void)
77     CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
+
71 CBaseEntity::GetDelay(void)
78     CBaseEntity::CanStandOn(CBaseEntity*) const
+
72 CBaseEntity::IsMoving(void)
79     CBaseEntity::CanStandOn(edict_t*) const
+
73 CBaseEntity::DamageDecal(int,int)
80     CBaseEntity::GetEnemy()
+
74 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
81     CBaseEntity::GetEnemy() const
+
75 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
82     CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
+
76 CBaseEntity::OnControls(CBaseEntity*)
83     CBaseEntity::StartTouch(CBaseEntity*)
+
77 CBaseEntity::HasTarget(string_t)
84     CBasePlayer::Touch(CBaseEntity*)
+
78 CBasePlayer::IsPlayer(void)const
85     CBaseEntity::EndTouch(CBaseEntity*)
+
79 CBasePlayer::IsNetClient(void)const
86     CBaseEntity::StartBlocked(CBaseEntity*)
+
80 CBaseEntity::IsTemplate(void)
87     CBaseEntity::Blocked(CBaseEntity*)
+
81 CBaseEntity::IsBaseObject(void)const
88     CBaseEntity::EndBlocked()
+
82 CBaseEntity::IsBaseTrain(void)const
89     CBasePlayer::PhysicsSimulate()
+
83 CBaseEntity::IsBaseCombatWeapon(void)const
90     CBasePlayer::UpdateOnRemove()
+
84 CBaseEntity::IsWearable(void)const
91     CBaseEntity::StopLoopingSounds()
+
85 CBaseEntity::MyCombatWeaponPointer(void)
92     CBaseEntity::SUB_AllowedToFade()
+
86 CBaseEntity::GetServerVehicle(void)
93     CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
+
87 CBaseEntity::IsViewable(void)
94     CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
+
88 CDODPlayer::ChangeTeam(int)
95     CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
+
89 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
96     CDODPlayer::FireBullets(FireBulletsInfo_t const&)
+
90 CBaseEntity::CanStandOn(CBaseEntity*)const
97     CBasePlayer::DoImpactEffect(CGameTrace&, int)
+
91 CBaseEntity::CanStandOn(edict_t *)const
98     CBaseEntity::Respawn()
+
92 CBaseEntity::GetEnemy(void)
99     CBaseEntity::IsLockedByMaster()
+
93 CBaseEntity::GetEnemy(void)const
100     CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
+
94 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
101     CBasePlayer::NetworkStateChanged_m_lifeState()
+
95 CBaseEntity::StartTouch(CBaseEntity*)
102     CBaseEntity::NetworkStateChanged_m_takedamage()
+
96 CBasePlayer::Touch(CBaseEntity *)
103     CBaseEntity::NetworkStateChanged_m_iMaxHealth()
+
97 CBaseEntity::EndTouch(CBaseEntity*)
104     CBaseEntity::NetworkStateChanged_m_iHealth()
+
98 CBaseEntity::StartBlocked(CBaseEntity*)
105     CBaseEntity::GetDamageType() const
+
99 CBaseEntity::Blocked(CBaseEntity*)
106     CBaseEntity::GetDamage()
+
100 CBaseEntity::EndBlocked(void)
107    CBaseEntity::SetDamage(float)
+
101 CBasePlayer::PhysicsSimulate(void)
108     CBasePlayer::EyePosition()
+
102 CBasePlayer::UpdateOnRemove(void)
109     CBasePlayer::EyeAngles()
+
103 CBaseEntity::StopLoopingSounds(void)
110     CBasePlayer::LocalEyeAngles()
+
104 CBaseEntity::SUB_AllowedToFade(void)
111     CBaseEntity::EarPosition()
+
105 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
112     CBasePlayer::BodyTarget(Vector const&, bool)
+
106 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
113     CBaseEntity::HeadTarget(Vector const&)
+
107 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
114     CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
+
108 CBaseEntity::GetTracerAttachment(void)
115     CBaseEntity::GetViewOffset()
+
109 CDODPlayer::FireBullets(FireBulletsInfo_t  const&)
116     CBasePlayer::GetSmoothedVelocity()
+
110 CBasePlayer::DoImpactEffect(CGameTrace &,int)
117     CBaseAnimating::GetVelocity(Vector*, Vector*)
+
111 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
118     CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**)
+
112 CBaseEntity::Respawn(void)
119     CBaseEntity::FVisible(Vector const&, int, CBaseEntity**)
+
113 CBaseEntity::IsLockedByMaster(void)
120     CBaseEntity::CanBeSeen()
+
114 CBaseEntity::GetMaxHealth(void)const
121     CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
115 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
122     CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
116 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
123     CBaseEntity::CanBePoweredUp()
+
117 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
124     CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
+
118 CBasePlayer::NetworkStateChanged_m_iHealth(void)
125     CBaseEntity::GetGroundVelocityToApply(Vector&)
+
119 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
126     CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
+
120 CBasePlayer::NetworkStateChanged_m_lifeState(void)
127     CBaseEntity::Splash()
+
121 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
128     CBaseEntity::WorldSpaceCenter() const
+
122 CBaseEntity::NetworkStateChanged_m_takedamage(void)
129     CBaseEntity::GetSoundEmissionOrigin() const
+
123 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
130     CBaseEntity::CreateVPhysics()
+
124 CBaseEntity::GetDamageType(void)const
131     CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
125 CBaseEntity::GetDamage(void)
132     CBasePlayer::VPhysicsDestroyObject()
+
126 CBaseEntity::SetDamage(float)
133     CBasePlayer::VPhysicsUpdate(IPhysicsObject*)
+
127 CBasePlayer::EyePosition(void)
134     CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
+
128 CBasePlayer::EyeAngles(void)
135     CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
+
129 CBasePlayer::LocalEyeAngles(void)
136     CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject*)
+
130 CBaseEntity::EarPosition(void)
137     CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)
+
131 CBasePlayer::BodyTarget(Vector  const&,bool)
138     CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
+
132 CBaseEntity::HeadTarget(Vector  const&)
139     CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
133 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
140     CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
+
134 CBaseEntity::GetViewOffset(void)const
141     CBaseEntity::HasPhysicsAttacker(float)
+
135 CBaseEntity::SetViewOffset(Vector  const&)
142     CBasePlayer::PhysicsSolidMaskForEntity() const
+
136 CBasePlayer::GetSmoothedVelocity(void)
143     CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
+
137 CBaseAnimating::GetVelocity(Vector *,Vector *)
144     CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
+
138 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
145     CBaseAnimating::GetStepOrigin() const
+
139 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
146     CBaseAnimating::GetStepAngles() const
+
140 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
147     CBaseEntity::ShouldDrawWaterImpacts()
+
141 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
148     CBaseEntity::NetworkStateChanged_m_fFlags()
+
142 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
149     CBasePlayer::NetworkStateChanged_m_hGroundEntity()
+
143 CBaseEntity::GetGroundVelocityToApply(Vector &)
150     CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
+
144 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float)
151     CBaseEntity::NetworkStateChanged_m_nWaterLevel()
+
145 CBaseEntity::Splash(void)
152     CBasePlayer::NetworkStateChanged_m_flFriction()
+
146 CBaseEntity::WorldSpaceCenter(void)const
153     CBaseEntity::NetworkStateChanged_m_vecVelocity()
+
147 CBaseEntity::GetSoundEmissionOrigin(void)const
154     CBasePlayer::NetworkStateChanged_m_vecViewOffset()
+
148 CBaseEntity::IsDeflectable(void)
155     CBaseAnimating::GetIdealSpeed() const
+
149 CBaseEntity::Deflected(CBaseEntity*,Vector &)
156     CBaseAnimating::GetIdealAccel() const
+
150 CBaseEntity::CreateVPhysics(void)
157     CBaseAnimatingOverlay::StudioFrameAdvance()
+
151 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
158     CBaseAnimating::IsActivityFinished()
+
152 CBasePlayer::VPhysicsDestroyObject(void)
159     CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
+
153 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
160     CBaseAnimating::BecomeRagdollOnClient(Vector const&)
+
154 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
161     CBaseAnimating::IsRagdoll()
+
155 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
162     CBaseAnimating::CanBecomeRagdoll()
+
156 CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
163     CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int)
+
157 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
164     CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
+
158 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
165     CDODPlayer::SetupBones(matrix3x4_t*, int)
+
159 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
166     CBaseAnimating::CalculateIKLocks(float)
+
160 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
167     CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)
+
161 CBaseEntity::VPhysicsIsFlesh(void)
168     CBaseAnimating::HandleAnimEvent(animevent_t*)
+
162 CBaseEntity::HasPhysicsAttacker(float)
169     CBaseAnimating::GetAttachment(int, matrix3x4_t&)
+
163 CBasePlayer::PhysicsSolidMaskForEntity(void)const
170     CBaseAnimating::InitBoneControllers()
+
164 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
171     CBaseAnimating::GetGroundSpeedVelocity()
+
165 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
172     CBaseAnimating::DrawServerHitboxes(float, bool)
+
166 CBaseAnimating::GetStepOrigin(void)const
173     CBaseAnimating::Ignite(float, bool, float, bool)
+
167 CBaseAnimating::GetStepAngles(void)const
174     CBaseAnimating::Extinguish()
+
168 CBaseEntity::ShouldDrawWaterImpacts(void)
175     CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*)
+
169 CBasePlayer::NetworkStateChanged_m_fFlags(void)
176     CBaseAnimating::SetLightingOrigin(CBaseEntity*)
+
170 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
177     CBaseFlex::SetViewtarget(Vector const&)
+
171 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
178     CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)
+
172 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
179     CBaseFlex::ProcessSceneEvents()
+
173 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
180     CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)
+
174 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
181     CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)
+
175 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
182     CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)
+
176 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
183     CBaseCombatCharacter::GetPhysicsImpactDamageTable()
+
177 CBasePlayer::NetworkStateChanged_m_flFriction(void)
184     CBaseCombatCharacter::FInViewCone(CBaseEntity*)
+
178 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
185     CBaseCombatCharacter::FInViewCone(Vector const&)
+
179 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
186     CBaseCombatCharacter::FInAimCone(CBaseEntity*)
+
180 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
187     CBaseCombatCharacter::FInAimCone(Vector const&)
+
181 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
188     CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
182 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
189     CBaseCombatCharacter::FindMissTarget()
+
183 CBaseAnimating::GetIdealSpeed(void)const
190     CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*)
+
184 CBaseAnimating::GetIdealAccel(void)const
191     CBasePlayer::BodyAngles()
+
185 CBaseAnimatingOverlay::StudioFrameAdvance(void)
192     CBaseCombatCharacter::BodyDirection2D()
+
186 CBaseAnimating::IsActivityFinished(void)
193    CBaseCombatCharacter::BodyDirection3D()
+
187 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
194     CBaseCombatCharacter::HeadDirection2D()
+
188 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
195     CBaseCombatCharacter::HeadDirection3D()
+
189 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
196     CBaseCombatCharacter::EyeDirection2D()
+
190 CBaseAnimating::IsRagdoll(void)
197     CBaseCombatCharacter::EyeDirection3D()
+
191 CBaseAnimating::CanBecomeRagdoll(void)
198     CBaseCombatCharacter::GiveAmmo(int, int, bool)
+
192 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
199     CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
193 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
200     CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)
+
194 CDODPlayer::SetupBones(matrix3x4_t *,int)
201     CBasePlayer::Weapon_CanUse(CBaseCombatWeapon*)
+
195 CBaseAnimating::CalculateIKLocks(float)
202     CBasePlayer::Weapon_Equip(CBaseCombatWeapon*)
+
196 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
203     CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)
+
197 CBasePlayer::HandleAnimEvent(animevent_t *)
204     CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)
+
198 CBaseAnimating::PopulatePoseParameters(void)
205     CBasePlayer::Weapon_Switch(CBaseCombatWeapon*, int)
+
199 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
206     CBasePlayer::Weapon_ShootPosition()
+
200 CBaseAnimating::InitBoneControllers(void)
207     CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon*)
+
201 CBaseAnimating::GetGroundSpeedVelocity(void)
208     CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
+
202 CBaseAnimating::Ignite(float,bool,float,bool)
209     CBaseCombatCharacter::Weapon_GetSlot(int) const
+
203 CBaseAnimating::IgniteLifetime(float)
210     CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)
+
204 CBaseAnimating::IgniteNumHitboxFires(int)
211     CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)
+
205 CBaseAnimating::IgniteHitboxFireScale(float)
212     CBaseCombatCharacter::CanBecomeServerRagdoll()
+
206 CBaseAnimating::Extinguish(void)
213     CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
+
207 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
214     CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
+
208 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
215     CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
+
209 CBaseFlex::SetViewtarget(Vector  const&)
216     CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)
+
210 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
217     CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*)
+
211 CBaseFlex::ProcessSceneEvents(void)
218     CBaseCombatCharacter::GetDeathActivity()
+
212 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
219     CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
+
213 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
220     CBaseCombatCharacter::CorpseFade()
+
214 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
221     CBaseCombatCharacter::HasHumanGibs()
+
215 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
222     CBaseCombatCharacter::HasAlienGibs()
+
216 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
223     CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
+
217 CBasePlayer::GetPhysicsImpactDamageTable(void)
224     CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
218 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
225     CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
+
219 CBaseCombatCharacter::FInViewCone(Vector  const&)
226     CBasePlayer::Event_Dying()
+
220 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
227     CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
+
221 CBaseCombatCharacter::FInAimCone(Vector  const&)
228     CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*)
+
222 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
229     CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
+
223 CBaseCombatCharacter::FindMissTarget(void)
230     CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
+
224 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
231     CBaseCombatCharacter::PushawayTouch(CBaseEntity*)
+
225 CBasePlayer::BodyAngles(void)
232     CBaseCombatCharacter::IRelationType(CBaseEntity*)
+
226 CBaseCombatCharacter::BodyDirection2D(void)
233     CBaseCombatCharacter::IRelationPriority(CBaseEntity*)
+
227 CBaseCombatCharacter::BodyDirection3D(void)
234     CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*)
+
228 CBaseCombatCharacter::HeadDirection2D(void)
235     CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)
+
229 CBaseCombatCharacter::HeadDirection3D(void)
236     CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)
+
230 CBaseCombatCharacter::EyeDirection2D(void)
237     CBasePlayer::DoMuzzleFlash()
+
231 CBaseCombatCharacter::EyeDirection3D(void)
238     CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)
+
232 CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
239     CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
+
233 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
240     CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
234 CBaseCombatCharacter::IsHiddenByFog(float)const
241     CBasePlayer::NetworkStateChanged_m_iAmmo()
+
235 CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
242     CDODPlayer::CreateViewModel(int)
+
236 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
243     CDODPlayer::SetupVisibility(CBaseEntity*, unsigned char*, int)
+
237 CBaseCombatCharacter::GetFogObscuredRatio(float)const
244     CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const
+
238 CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*,float)const
245     CDODPlayer::SharedSpawn()
+
239 CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
246     CDODPlayer::InitialSpawn()
+
240 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
247     CBasePlayer::InitHUD()
+
241 CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
248     CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*)
+
242 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
249     CDODPlayer::PlayerDeathThink()
+
243 CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
250     CBasePlayer::Jump()
+
244 CBaseCombatCharacter::GiveAmmo(int,int,bool)
251     CBasePlayer::Duck()
+
245 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
252     CDODPlayer::PreThink()
+
246 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
253     CDODPlayer::PostThink()
+
247 CBaseCombatCharacter::Weapon_FrameUpdate(void)
254     CBasePlayer::DamageEffect(float, int)
+
248 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
255     CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
+
249 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
256     CBasePlayer::ShouldFadeOnDeath()
+
250 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
257     CBasePlayer::IsFakeClient() const
+
251 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
258     CDODPlayer::GetPlayerMins() const
+
252 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
259     CDODPlayer::GetPlayerMaxs() const
+
253 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
260     CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
+
254 CBasePlayer::Weapon_ShootPosition(void)
261     CBasePlayer::PackDeadPlayerItems()
+
255 CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
262     CBasePlayer::RemoveAllItems(bool)
+
256 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
263     CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)
+
257 CBaseCombatCharacter::Weapon_GetSlot(int)const
264     CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
258 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
265     CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)
+
259 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
266     CBasePlayer::UpdateClientData()
+
260 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
267     CBasePlayer::ExitLadder()
+
261 CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
268     CDODPlayer::FlashlightIsOn()
+
262 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
269     CDODPlayer::FlashlightTurnOn()
+
263 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
270     CDODPlayer::FlashlightTurnOff()
+
264 CBaseCombatCharacter::GetAliveDuration(void)const
271     CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity*, float*)
+
265 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
272     CDODPlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)
+
266 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
273     CDODPlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool)
+
267 CBaseCombatCharacter::HasEverBeenInjured(int)const
274     CDODPlayer::DeathSound()
+
268 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
275     CDODPlayer::SetAnimation(PLAYER_ANIM)
+
269 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
276     CBasePlayer::ImpulseCommands()
+
270 CBaseCombatCharacter::GetDeathActivity(void)
277     CDODPlayer::CheatImpulseCommands(int)
+
271 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
278     CDODPlayer::ClientCommand(char const*)
+
272 CBaseCombatCharacter::CorpseFade(void)
279     CBasePlayer::StartObserverMode(int)
+
273 CBaseCombatCharacter::HasHumanGibs(void)
280     CBasePlayer::StopObserverMode()
+
274 CBaseCombatCharacter::HasAlienGibs(void)
281     CDODPlayer::SetObserverMode(int)
+
275 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
282     CBasePlayer::GetObserverMode()
+
276 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
283    CBasePlayer::SetObserverTarget(CBaseEntity*)
+
277 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
284    CBasePlayer::ObserverUse(bool)
+
278 CBasePlayer::Event_Dying(void)
285    CBasePlayer::GetObserverTarget()
+
279 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
286    CBasePlayer::FindNextObserverTarget(bool)
+
280 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
287    CBasePlayer::IsValidObserverTarget(CBaseEntity*)
+
281 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
288    CBasePlayer::CheckObserverSettings()
+
282 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
289    CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
+
283 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
290    CBasePlayer::ForceObserverMode(int)
+
284 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
291    CBasePlayer::ResetObserverMode()
+
285 CBaseCombatCharacter::IRelationType(CBaseEntity *)
292    CDODPlayer::StartReplayMode(float, float, int)
+
286 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
293    CDODPlayer::StopReplayMode()
+
287 CBasePlayer::IsInAVehicle(void)const
294    CBasePlayer::GetDelayTicks()
+
288 CBasePlayer::GetVehicle(void)
295    CBasePlayer::GetReplayEntity()
+
289 CBasePlayer::GetVehicleEntity(void)
296    CBasePlayer::CreateCorpse()
+
290 CBaseCombatCharacter::ExitVehicle(void)
297    CDODPlayer::EntSelectSpawnPoint()
+
291 CBaseCombatCharacter::RemoveAllWeapons(void)
298    CBasePlayer::GetInVehicle(IServerVehicle*, int)
+
292 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
299    CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
+
293 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
300    CBasePlayer::OnVehicleStart()
+
294 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
301    CBasePlayer::OnVehicleEnd(Vector&)
+
295 CBasePlayer::DoMuzzleFlash(void)
302    CDODPlayer::BumpWeapon(CBaseCombatWeapon*)
+
296 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
303    CBasePlayer::SelectLastItem()
+
297 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
304    CBasePlayer::SelectItem(char const*, int)
+
298 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
305    CBasePlayer::ItemPostFrame()
+
299 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
306    CDODPlayer::GiveNamedItem(char const*, int)
+
300 CBaseCombatCharacter::GetLastKnownArea(void)const
307    CDODPlayer::CheckTrainUpdate()
+
301 CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
308    CBasePlayer::SetPlayerUnderwater(bool)
+
302 CBaseCombatCharacter::ClearLastKnownArea(void)
309    CBasePlayer::CanBreatheUnderwater() const
+
303 CBaseCombatCharacter::UpdateLastKnownArea(void)
310    CBasePlayer::PlayerUse()
+
304 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
311    CBasePlayer::PlayUseDenySound()
+
305 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
312    CDODPlayer::FindUseEntity()
+
306 CBaseCombatCharacter::OnPursuedBy(INextBot *)
313    CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int)
+
307 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
314    CBasePlayer::PickupObject(CBaseEntity*, bool)
+
308 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
315    CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*)
+
309 CDODPlayer::CreateViewModel(int)
316    CBasePlayer::GetHeldObjectMass(IPhysicsObject*)
+
310 CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
317    CDODPlayer::UpdateGeigerCounter()
+
311 CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
318    CBasePlayer::GetAutoaimVector(float)
+
312 CDODPlayer::SharedSpawn(void)
319    CBasePlayer::GetAutoaimVector(float, autoaim_params_t&)
+
313 CBasePlayer::ForceRespawn(void)
320    CBasePlayer::ShouldAutoaim()
+
314 CDODPlayer::InitialSpawn(void)
321    CBasePlayer::ForceClientDllUpdate()
+
315 CBasePlayer::InitHUD(void)
322    CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)
+
316 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
323    CDODPlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*)
+
317 CDODPlayer::PlayerDeathThink(void)
324    CBasePlayer::CanSpeak()
+
318 CBasePlayer::Jump(void)
325    CDODPlayer::CanHearChatFrom(CBasePlayer*)
+
319 CBasePlayer::Duck(void)
326    CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
+
320 CDODPlayer::PreThink(void)
327    CDODPlayer::CheckChatText(char*, int)
+
321 CDODPlayer::PostThink(void)
328    CBasePlayer::IsFollowingPhysics()
+
322 CBasePlayer::DamageEffect(float,int)
329    CDODPlayer::InitVCollision()
+
323 CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
330    CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
+
324 CBasePlayer::ShouldFadeOnDeath(void)
331    CBasePlayer::EquipSuit()
+
325 CBasePlayer::IsFakeClient(void)const
332    CDODPlayer::CommitSuicide()
+
326 CDODPlayer::GetPlayerMins(void)const
333    CBasePlayer::IsBot() const
+
327 CDODPlayer::GetPlayerMaxs(void)const
334    CBasePlayer::SpawnArmorValue() const
+
328 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
335    CBasePlayer::NetworkStateChanged_m_ArmorValue()</pre>
+
329 CBasePlayer::PackDeadPlayerItems(void)
 +
330 CBasePlayer::RemoveAllItems(bool)
 +
331 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
 +
332 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
 +
333 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
 +
334 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
 +
335 CBasePlayer::GetTimeSinceWeaponFired(void)const
 +
336 CBasePlayer::IsFiringWeapon(void)const
 +
337 CBasePlayer::UpdateClientData(void)
 +
338 CBasePlayer::ExitLadder(void)
 +
339 CBasePlayer::GetLadderSurface(Vector  const&)
 +
340 CBasePlayer::SetFlashlightEnabled(bool)
 +
341 CDODPlayer::FlashlightIsOn(void)
 +
342 CDODPlayer::FlashlightTurnOn(void)
 +
343 CDODPlayer::FlashlightTurnOff(void)
 +
344 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
 +
345 CDODPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
 +
346 CDODPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
 +
347 CBasePlayer::GetStepSoundVelocities(float *,float *)
 +
348 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
 +
349 CDODPlayer::DeathSound(CTakeDamageInfo  const&)
 +
350 CDODPlayer::SetAnimation(PLAYER_ANIM)
 +
351 CBasePlayer::ImpulseCommands(void)
 +
352 CDODPlayer::CheatImpulseCommands(int)
 +
353 CDODPlayer::ClientCommand(CCommand  const&)
 +
354 CBasePlayer::StartObserverMode(int)
 +
355 CBasePlayer::StopObserverMode(void)
 +
356 CDODPlayer::ModeWantsSpectatorGUI(int)
 +
357 CDODPlayer::SetObserverMode(int)
 +
358 CBasePlayer::GetObserverMode(void)
 +
359 CBasePlayer::SetObserverTarget(CBaseEntity *)
 +
360 CBasePlayer::ObserverUse(bool)
 +
361 CBasePlayer::GetObserverTarget(void)
 +
362 CBasePlayer::FindNextObserverTarget(bool)
 +
363 CBasePlayer::GetNextObserverSearchStartPoint(bool)
 +
364 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
 +
365 CBasePlayer::CheckObserverSettings(void)
 +
366 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
 +
367 CBasePlayer::ForceObserverMode(int)
 +
368 CBasePlayer::ResetObserverMode(void)
 +
369 CBasePlayer::ValidateCurrentObserverTarget(void)
 +
370 CDODPlayer::AttemptToExitFreezeCam(void)
 +
371 CDODPlayer::StartReplayMode(float,float,int)
 +
372 CDODPlayer::StopReplayMode(void)
 +
373 CBasePlayer::GetDelayTicks(void)
 +
374 CBasePlayer::GetReplayEntity(void)
 +
375 CBasePlayer::CreateCorpse(void)
 +
376 CDODPlayer::EntSelectSpawnPoint(void)
 +
377 CBasePlayer::GetInVehicle(IServerVehicle *,int)
 +
378 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
 +
379 CBasePlayer::OnVehicleStart(void)
 +
380 CBasePlayer::OnVehicleEnd(Vector &)
 +
381 CDODPlayer::BumpWeapon(CBaseCombatWeapon *)
 +
382 CBasePlayer::SelectLastItem(void)
 +
383 CBasePlayer::SelectItem(char  const*,int)
 +
384 CBasePlayer::ItemPostFrame(void)
 +
385 CDODPlayer::GiveNamedItem(char  const*,int)
 +
386 CDODPlayer::CheckTrainUpdate(void)
 +
387 CBasePlayer::SetPlayerUnderwater(bool)
 +
388 CBasePlayer::CanBreatheUnderwater(void)const
 +
389 CBasePlayer::PlayerUse(void)
 +
390 CDODPlayer::PlayUseDenySound(void)
 +
391 CDODPlayer::FindUseEntity(void)
 +
392 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
 +
393 CBasePlayer::PickupObject(CBaseEntity *,bool)
 +
394 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
 +
395 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
 +
396 CDODPlayer::UpdateGeigerCounter(void)
 +
397 CBasePlayer::GetAutoaimVector(float)
 +
398 CBasePlayer::GetAutoaimVector(float,float)
 +
399 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
 +
400 CBasePlayer::ShouldAutoaim(void)
 +
401 CBasePlayer::ForceClientDllUpdate(void)
 +
402 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
 +
403 CDODPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
 +
404 CBasePlayer::ChangeTeam(int,bool,bool)
 +
405 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
 +
406 CBaseMultiplayerPlayer::CanSpeak(void)
 +
407 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
 +
408 CDODPlayer::CheckChatText(char *,int)
 +
409 CDODPlayer::CreateRagdollEntity(void)
 +
410 CBasePlayer::ShouldAnnounceAchievement(void)
 +
411 CBasePlayer::IsFollowingPhysics(void)
 +
412 CDODPlayer::InitVCollision(Vector  const&,Vector  const&)
 +
413 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
 +
414 CDODPlayer::Hints(void)
 +
415 CDODPlayer::IsReadyToPlay(void)
 +
416 CBasePlayer::IsReadyToSpawn(void)
 +
417 CBasePlayer::ShouldGainInstantSpawn(void)
 +
418 CDODPlayer::ResetPerRoundStats(void)
 +
419 CDODPlayer::ResetScores(void)
 +
420 CBasePlayer::EquipSuit(bool)
 +
421 CBasePlayer::RemoveSuit(void)
 +
422 CDODPlayer::CommitSuicide(bool,bool)
 +
423 CDODPlayer::CommitSuicide(Vector  const&,bool,bool)
 +
424 CBasePlayer::IsBot(void)const
 +
425 CBaseMultiplayerPlayer::GetExpresser(void)
 +
426 CBasePlayer::SpawnArmorValue(void)const
 +
427 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
 +
428 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
 +
429 CBasePlayer::HasHaptics(void)
 +
430 CBasePlayer::SetHaptics(bool)
 +
431 CBasePlayer::PlayerSolidMask(bool)const
 +
432 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
 +
433 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
 +
434 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
 +
435 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
 +
436 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
 +
437 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
 +
438 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
 +
439 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
 +
440 CDODPlayer::OnAchievementEarned(int)
 +
441 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
 +
442 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
 +
443 CBaseMultiplayerPlayer::CreateExpresser(void)
 +
444 CDODPlayer::CanHearChatFrom(CBasePlayer *)
 +
</pre>

Latest revision as of 16:22, 30 April 2010

Also for use when using virtual offsets.

These are the Windows offsets. Linux offsets are 1 greater.

The List

This comes from the symbol tables, so you'll have to look in the SDK for return types.

Last Updated 30 April 2010

// Auto reconstructed from vtable block @ 0x0092FF00
// from "server.so", by ida_vtables.idc
0	CDODPlayer::~CDODPlayer()
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	CDODPlayer::GetServerClass(void)
10	CDODPlayer::YouForgotToImplementOrDeclareServerClass(void)
11	CDODPlayer::GetDataDescMap(void)
12	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
13	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
14	CDODPlayer::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15	CDODPlayer::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	CDODPlayer::Spawn(void)
22	CDODPlayer::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	CDODPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60	CDODPlayer::OnTakeDamage(CTakeDamageInfo  const&)
61	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
62	CBasePlayer::TakeHealth(float,int)
63	CBaseEntity::IsAlive(void)
64	CDODPlayer::Event_Killed(CTakeDamageInfo  const&)
65	CBasePlayer::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	CDODPlayer::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	CDODPlayer::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	CDODPlayer::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	CDODPlayer::SetupBones(matrix3x4_t *,int)
195	CBaseAnimating::CalculateIKLocks(float)
196	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
197	CBasePlayer::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	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
250	CBasePlayer::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	CDODPlayer::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	CDODPlayer::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(void)
279	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
280	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
281	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
282	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
283	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
284	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
285	CBaseCombatCharacter::IRelationType(CBaseEntity *)
286	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
287	CBasePlayer::IsInAVehicle(void)const
288	CBasePlayer::GetVehicle(void)
289	CBasePlayer::GetVehicleEntity(void)
290	CBaseCombatCharacter::ExitVehicle(void)
291	CBaseCombatCharacter::RemoveAllWeapons(void)
292	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
293	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
294	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
295	CBasePlayer::DoMuzzleFlash(void)
296	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
297	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
298	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
299	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
300	CBaseCombatCharacter::GetLastKnownArea(void)const
301	CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
302	CBaseCombatCharacter::ClearLastKnownArea(void)
303	CBaseCombatCharacter::UpdateLastKnownArea(void)
304	CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
305	CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
306	CBaseCombatCharacter::OnPursuedBy(INextBot *)
307	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
308	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
309	CDODPlayer::CreateViewModel(int)
310	CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
311	CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
312	CDODPlayer::SharedSpawn(void)
313	CBasePlayer::ForceRespawn(void)
314	CDODPlayer::InitialSpawn(void)
315	CBasePlayer::InitHUD(void)
316	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
317	CDODPlayer::PlayerDeathThink(void)
318	CBasePlayer::Jump(void)
319	CBasePlayer::Duck(void)
320	CDODPlayer::PreThink(void)
321	CDODPlayer::PostThink(void)
322	CBasePlayer::DamageEffect(float,int)
323	CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
324	CBasePlayer::ShouldFadeOnDeath(void)
325	CBasePlayer::IsFakeClient(void)const
326	CDODPlayer::GetPlayerMins(void)const
327	CDODPlayer::GetPlayerMaxs(void)const
328	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
329	CBasePlayer::PackDeadPlayerItems(void)
330	CBasePlayer::RemoveAllItems(bool)
331	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
332	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
333	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
334	CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
335	CBasePlayer::GetTimeSinceWeaponFired(void)const
336	CBasePlayer::IsFiringWeapon(void)const
337	CBasePlayer::UpdateClientData(void)
338	CBasePlayer::ExitLadder(void)
339	CBasePlayer::GetLadderSurface(Vector  const&)
340	CBasePlayer::SetFlashlightEnabled(bool)
341	CDODPlayer::FlashlightIsOn(void)
342	CDODPlayer::FlashlightTurnOn(void)
343	CDODPlayer::FlashlightTurnOff(void)
344	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
345	CDODPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
346	CDODPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
347	CBasePlayer::GetStepSoundVelocities(float *,float *)
348	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
349	CDODPlayer::DeathSound(CTakeDamageInfo  const&)
350	CDODPlayer::SetAnimation(PLAYER_ANIM)
351	CBasePlayer::ImpulseCommands(void)
352	CDODPlayer::CheatImpulseCommands(int)
353	CDODPlayer::ClientCommand(CCommand  const&)
354	CBasePlayer::StartObserverMode(int)
355	CBasePlayer::StopObserverMode(void)
356	CDODPlayer::ModeWantsSpectatorGUI(int)
357	CDODPlayer::SetObserverMode(int)
358	CBasePlayer::GetObserverMode(void)
359	CBasePlayer::SetObserverTarget(CBaseEntity *)
360	CBasePlayer::ObserverUse(bool)
361	CBasePlayer::GetObserverTarget(void)
362	CBasePlayer::FindNextObserverTarget(bool)
363	CBasePlayer::GetNextObserverSearchStartPoint(bool)
364	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
365	CBasePlayer::CheckObserverSettings(void)
366	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
367	CBasePlayer::ForceObserverMode(int)
368	CBasePlayer::ResetObserverMode(void)
369	CBasePlayer::ValidateCurrentObserverTarget(void)
370	CDODPlayer::AttemptToExitFreezeCam(void)
371	CDODPlayer::StartReplayMode(float,float,int)
372	CDODPlayer::StopReplayMode(void)
373	CBasePlayer::GetDelayTicks(void)
374	CBasePlayer::GetReplayEntity(void)
375	CBasePlayer::CreateCorpse(void)
376	CDODPlayer::EntSelectSpawnPoint(void)
377	CBasePlayer::GetInVehicle(IServerVehicle *,int)
378	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
379	CBasePlayer::OnVehicleStart(void)
380	CBasePlayer::OnVehicleEnd(Vector &)
381	CDODPlayer::BumpWeapon(CBaseCombatWeapon *)
382	CBasePlayer::SelectLastItem(void)
383	CBasePlayer::SelectItem(char  const*,int)
384	CBasePlayer::ItemPostFrame(void)
385	CDODPlayer::GiveNamedItem(char  const*,int)
386	CDODPlayer::CheckTrainUpdate(void)
387	CBasePlayer::SetPlayerUnderwater(bool)
388	CBasePlayer::CanBreatheUnderwater(void)const
389	CBasePlayer::PlayerUse(void)
390	CDODPlayer::PlayUseDenySound(void)
391	CDODPlayer::FindUseEntity(void)
392	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
393	CBasePlayer::PickupObject(CBaseEntity *,bool)
394	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
395	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
396	CDODPlayer::UpdateGeigerCounter(void)
397	CBasePlayer::GetAutoaimVector(float)
398	CBasePlayer::GetAutoaimVector(float,float)
399	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
400	CBasePlayer::ShouldAutoaim(void)
401	CBasePlayer::ForceClientDllUpdate(void)
402	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
403	CDODPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
404	CBasePlayer::ChangeTeam(int,bool,bool)
405	CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
406	CBaseMultiplayerPlayer::CanSpeak(void)
407	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
408	CDODPlayer::CheckChatText(char *,int)
409	CDODPlayer::CreateRagdollEntity(void)
410	CBasePlayer::ShouldAnnounceAchievement(void)
411	CBasePlayer::IsFollowingPhysics(void)
412	CDODPlayer::InitVCollision(Vector  const&,Vector  const&)
413	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
414	CDODPlayer::Hints(void)
415	CDODPlayer::IsReadyToPlay(void)
416	CBasePlayer::IsReadyToSpawn(void)
417	CBasePlayer::ShouldGainInstantSpawn(void)
418	CDODPlayer::ResetPerRoundStats(void)
419	CDODPlayer::ResetScores(void)
420	CBasePlayer::EquipSuit(bool)
421	CBasePlayer::RemoveSuit(void)
422	CDODPlayer::CommitSuicide(bool,bool)
423	CDODPlayer::CommitSuicide(Vector  const&,bool,bool)
424	CBasePlayer::IsBot(void)const
425	CBaseMultiplayerPlayer::GetExpresser(void)
426	CBasePlayer::SpawnArmorValue(void)const
427	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
428	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
429	CBasePlayer::HasHaptics(void)
430	CBasePlayer::SetHaptics(bool)
431	CBasePlayer::PlayerSolidMask(bool)const
432	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
433	CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
434	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
435	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
436	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
437	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
438	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
439	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
440	CDODPlayer::OnAchievementEarned(int)
441	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
442	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
443	CBaseMultiplayerPlayer::CreateExpresser(void)
444	CDODPlayer::CanHearChatFrom(CBasePlayer *)