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

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Line 4: Line 4:
  
 
== The List ==
 
== The List ==
These comes from the symbol tables, so you'll have to look in the SDK for return types.
+
This comes from the symbol tables, so you'll have to look in the SDK for return types.
  
<b>Last Updated 14 August 2009</b>
+
<b>Last Updated 30 April 2010</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00C3CE40
+
// Auto reconstructed from vtable block @ 0x0092FF00
// from "server_i486.so", by ida_vtables.idc
+
// from "server.so", by ida_vtables.idc
 
0 CDODPlayer::~CDODPlayer()
 
0 CDODPlayer::~CDODPlayer()
 
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
 
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
Line 122: Line 122:
 
109 CDODPlayer::FireBullets(FireBulletsInfo_t  const&)
 
109 CDODPlayer::FireBullets(FireBulletsInfo_t  const&)
 
110 CBasePlayer::DoImpactEffect(CGameTrace &,int)
 
110 CBasePlayer::DoImpactEffect(CGameTrace &,int)
111 CBaseEntity::Respawn(void)
+
111 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
112 CBaseEntity::IsLockedByMaster(void)
+
112 CBaseEntity::Respawn(void)
113 CBaseEntity::GetMaxHealth(void)const
+
113 CBaseEntity::IsLockedByMaster(void)
114 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
114 CBaseEntity::GetMaxHealth(void)const
115 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
+
115 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
116 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
116 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
117 CBasePlayer::NetworkStateChanged_m_iHealth(void)
+
117 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
118 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
+
118 CBasePlayer::NetworkStateChanged_m_iHealth(void)
119 CBasePlayer::NetworkStateChanged_m_lifeState(void)
+
119 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
120 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
+
120 CBasePlayer::NetworkStateChanged_m_lifeState(void)
121 CBaseEntity::NetworkStateChanged_m_takedamage(void)
+
121 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
122 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
122 CBaseEntity::NetworkStateChanged_m_takedamage(void)
123 CBaseEntity::GetDamageType(void)const
+
123 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
124 CBaseEntity::GetDamage(void)
+
124 CBaseEntity::GetDamageType(void)const
125 CBaseEntity::SetDamage(float)
+
125 CBaseEntity::GetDamage(void)
126 CBasePlayer::EyePosition(void)
+
126 CBaseEntity::SetDamage(float)
127 CBasePlayer::EyeAngles(void)
+
127 CBasePlayer::EyePosition(void)
128 CBasePlayer::LocalEyeAngles(void)
+
128 CBasePlayer::EyeAngles(void)
129 CBaseEntity::EarPosition(void)
+
129 CBasePlayer::LocalEyeAngles(void)
130 CBasePlayer::BodyTarget(Vector  const&,bool)
+
130 CBaseEntity::EarPosition(void)
131 CBaseEntity::HeadTarget(Vector  const&)
+
131 CBasePlayer::BodyTarget(Vector  const&,bool)
132 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
+
132 CBaseEntity::HeadTarget(Vector  const&)
133 CBaseEntity::GetViewOffset(void)const
+
133 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
134 CBaseEntity::SetViewOffset(Vector  const&)
+
134 CBaseEntity::GetViewOffset(void)const
135 CBasePlayer::GetSmoothedVelocity(void)
+
135 CBaseEntity::SetViewOffset(Vector  const&)
136 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
136 CBasePlayer::GetSmoothedVelocity(void)
137 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
+
137 CBaseAnimating::GetVelocity(Vector *,Vector *)
138 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
+
138 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
139 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
+
139 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
140 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
140 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
141 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
141 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
142 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
142 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
143 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
+
143 CBaseEntity::GetGroundVelocityToApply(Vector &)
144 CBaseEntity::Splash(void)
+
144 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
145 CBaseEntity::WorldSpaceCenter(void)const
+
145 CBaseEntity::Splash(void)
146 CBaseEntity::GetSoundEmissionOrigin(void)const
+
146 CBaseEntity::WorldSpaceCenter(void)const
147 CBaseEntity::CreateVPhysics(void)
+
147 CBaseEntity::GetSoundEmissionOrigin(void)const
148 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
148 CBaseEntity::IsDeflectable(void)
149 CBasePlayer::VPhysicsDestroyObject(void)
+
149 CBaseEntity::Deflected(CBaseEntity*,Vector &)
150 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
150 CBaseEntity::CreateVPhysics(void)
151 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
151 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
152 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
152 CBasePlayer::VPhysicsDestroyObject(void)
153 CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
153 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
154 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
154 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
155 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
155 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
156 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
156 CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
157 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
157 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
158 CBaseEntity::VPhysicsIsFlesh(void)
+
158 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
159 CBaseEntity::HasPhysicsAttacker(float)
+
159 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
160 CBasePlayer::PhysicsSolidMaskForEntity(void)const
+
160 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
161 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
161 CBaseEntity::VPhysicsIsFlesh(void)
162 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
162 CBaseEntity::HasPhysicsAttacker(float)
163 CBaseAnimating::GetStepOrigin(void)const
+
163 CBasePlayer::PhysicsSolidMaskForEntity(void)const
164 CBaseAnimating::GetStepAngles(void)const
+
164 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
165 CBaseEntity::ShouldDrawWaterImpacts(void)
+
165 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
166 CBasePlayer::NetworkStateChanged_m_fFlags(void)
+
166 CBaseAnimating::GetStepOrigin(void)const
167 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
+
167 CBaseAnimating::GetStepAngles(void)const
168 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
+
168 CBaseEntity::ShouldDrawWaterImpacts(void)
169 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
169 CBasePlayer::NetworkStateChanged_m_fFlags(void)
170 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
+
170 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
171 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
171 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
172 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
+
172 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
173 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
173 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
174 CBasePlayer::NetworkStateChanged_m_flFriction(void)
+
174 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
175 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
175 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
176 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
+
176 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
177 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
177 CBasePlayer::NetworkStateChanged_m_flFriction(void)
178 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
+
178 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
179 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
179 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
180 CBaseAnimating::GetIdealSpeed(void)const
+
180 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
181 CBaseAnimating::GetIdealAccel(void)const
+
181 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
182 CBaseAnimatingOverlay::StudioFrameAdvance(void)
+
182 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
183 CBaseAnimating::IsActivityFinished(void)
+
183 CBaseAnimating::GetIdealSpeed(void)const
184 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
+
184 CBaseAnimating::GetIdealAccel(void)const
185 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
185 CBaseAnimatingOverlay::StudioFrameAdvance(void)
186 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
+
186 CBaseAnimating::IsActivityFinished(void)
187 CBaseAnimating::IsRagdoll(void)
+
187 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
188 CBaseAnimating::CanBecomeRagdoll(void)
+
188 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
189 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
189 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
190 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
190 CBaseAnimating::IsRagdoll(void)
191 CDODPlayer::SetupBones(matrix3x4_t *,int)
+
191 CBaseAnimating::CanBecomeRagdoll(void)
192 CBaseAnimating::CalculateIKLocks(float)
+
192 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
193 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
193 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
194 CBasePlayer::HandleAnimEvent(animevent_t *)
+
194 CDODPlayer::SetupBones(matrix3x4_t *,int)
195 CBaseAnimating::PopulatePoseParameters(void)
+
195 CBaseAnimating::CalculateIKLocks(float)
196 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
196 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
197 CBaseAnimating::InitBoneControllers(void)
+
197 CBasePlayer::HandleAnimEvent(animevent_t *)
198 CBaseAnimating::GetGroundSpeedVelocity(void)
+
198 CBaseAnimating::PopulatePoseParameters(void)
199 CBaseAnimating::Ignite(float,bool,float,bool)
+
199 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
200 CBaseAnimating::IgniteLifetime(float)
+
200 CBaseAnimating::InitBoneControllers(void)
201 CBaseAnimating::IgniteNumHitboxFires(int)
+
201 CBaseAnimating::GetGroundSpeedVelocity(void)
202 CBaseAnimating::IgniteHitboxFireScale(float)
+
202 CBaseAnimating::Ignite(float,bool,float,bool)
203 CBaseAnimating::Extinguish(void)
+
203 CBaseAnimating::IgniteLifetime(float)
204 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
204 CBaseAnimating::IgniteNumHitboxFires(int)
205 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
205 CBaseAnimating::IgniteHitboxFireScale(float)
206 CBaseFlex::SetViewtarget(Vector  const&)
+
206 CBaseAnimating::Extinguish(void)
207 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
207 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
208 CBaseFlex::ProcessSceneEvents(void)
+
208 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
209 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
209 CBaseFlex::SetViewtarget(Vector  const&)
210 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
210 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
211 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
211 CBaseFlex::ProcessSceneEvents(void)
212 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
+
212 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
213 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
+
213 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
214 CBasePlayer::GetPhysicsImpactDamageTable(void)
+
214 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
215 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
215 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
216 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
216 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
217 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
217 CBasePlayer::GetPhysicsImpactDamageTable(void)
218 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
218 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
219 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
219 CBaseCombatCharacter::FInViewCone(Vector  const&)
220 CBaseCombatCharacter::FindMissTarget(void)
+
220 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
221 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
+
221 CBaseCombatCharacter::FInAimCone(Vector  const&)
222 CBasePlayer::BodyAngles(void)
+
222 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
223 CBaseCombatCharacter::BodyDirection2D(void)
+
223 CBaseCombatCharacter::FindMissTarget(void)
224 CBaseCombatCharacter::BodyDirection3D(void)
+
224 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
225 CBaseCombatCharacter::HeadDirection2D(void)
+
225 CBasePlayer::BodyAngles(void)
226 CBaseCombatCharacter::HeadDirection3D(void)
+
226 CBaseCombatCharacter::BodyDirection2D(void)
227 CBaseCombatCharacter::EyeDirection2D(void)
+
227 CBaseCombatCharacter::BodyDirection3D(void)
228 CBaseCombatCharacter::EyeDirection3D(void)
+
228 CBaseCombatCharacter::HeadDirection2D(void)
229 CBaseCombatCharacter::GiveAmmo(int,int,bool)
+
229 CBaseCombatCharacter::HeadDirection3D(void)
230 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
230 CBaseCombatCharacter::EyeDirection2D(void)
231 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
231 CBaseCombatCharacter::EyeDirection3D(void)
232 CBaseCombatCharacter::Weapon_FrameUpdate(void)
+
232 CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
233 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
+
233 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
234 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
+
234 CBaseCombatCharacter::IsHiddenByFog(float)const
235 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
+
235 CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
236 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
236 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
237 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
237 CBaseCombatCharacter::GetFogObscuredRatio(float)const
238 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
+
238 CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
239 CBasePlayer::Weapon_ShootPosition(void)
+
239 CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
240 CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
240 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
241 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
241 CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
242 CBaseCombatCharacter::Weapon_GetSlot(int)const
+
242 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
243 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
243 CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
244 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
244 CBaseCombatCharacter::GiveAmmo(int,int,bool)
245 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
+
245 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
246 CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
246 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
247 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
247 CBaseCombatCharacter::Weapon_FrameUpdate(void)
248 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
248 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
249 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
249 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
250 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
+
250 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
251 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
251 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
252 CBaseCombatCharacter::GetDeathActivity(void)
+
252 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
253 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
+
253 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
254 CBaseCombatCharacter::CorpseFade(void)
+
254 CBasePlayer::Weapon_ShootPosition(void)
255 CBaseCombatCharacter::HasHumanGibs(void)
+
255 CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
256 CBaseCombatCharacter::HasAlienGibs(void)
+
256 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
257 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
+
257 CBaseCombatCharacter::Weapon_GetSlot(int)const
258 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
258 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
259 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
+
259 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
260 CBasePlayer::Event_Dying(void)
+
260 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
261 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
+
261 CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
262 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
262 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
263 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
+
263 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
264 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
+
264 CBaseCombatCharacter::GetAliveDuration(void)const
265 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector const&,Vector  const&,Vector  const&,int,int,float,bool)
+
265 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
266 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
266 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
267 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
267 CBaseCombatCharacter::HasEverBeenInjured(int)const
268 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
268 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
269 CBasePlayer::IsInAVehicle(void)const
+
269 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo const&)
270 CBasePlayer::GetVehicle(void)
+
270 CBaseCombatCharacter::GetDeathActivity(void)
271 CBasePlayer::GetVehicleEntity(void)
+
271 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
272 CBaseCombatCharacter::ExitVehicle(void)
+
272 CBaseCombatCharacter::CorpseFade(void)
273 CBaseCombatCharacter::RemoveAllWeapons(void)
+
273 CBaseCombatCharacter::HasHumanGibs(void)
274 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
+
274 CBaseCombatCharacter::HasAlienGibs(void)
275 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
275 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
276 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
276 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
277 CBasePlayer::DoMuzzleFlash(void)
+
277 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
278 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
278 CBasePlayer::Event_Dying(void)
279 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
279 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
280 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
280 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
281 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
281 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
282 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
+
282 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
283 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
283 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
284 CDODPlayer::CreateViewModel(int)
+
284 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
285 CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
285 CBaseCombatCharacter::IRelationType(CBaseEntity *)
286 CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
+
286 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
287 CDODPlayer::SharedSpawn(void)
+
287 CBasePlayer::IsInAVehicle(void)const
288 CBasePlayer::ForceRespawn(void)
+
288 CBasePlayer::GetVehicle(void)
289 CDODPlayer::InitialSpawn(void)
+
289 CBasePlayer::GetVehicleEntity(void)
290 CBasePlayer::InitHUD(void)
+
290 CBaseCombatCharacter::ExitVehicle(void)
291 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
291 CBaseCombatCharacter::RemoveAllWeapons(void)
292 CDODPlayer::PlayerDeathThink(void)
+
292 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
293 CBasePlayer::Jump(void)
+
293 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
294 CBasePlayer::Duck(void)
+
294 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
295 CDODPlayer::PreThink(void)
+
295 CBasePlayer::DoMuzzleFlash(void)
296 CDODPlayer::PostThink(void)
+
296 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
297 CBasePlayer::DamageEffect(float,int)
+
297 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
298 CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
+
298 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
299 CBasePlayer::ShouldFadeOnDeath(void)
+
299 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
300 CBasePlayer::IsFakeClient(void)const
+
300 CBaseCombatCharacter::GetLastKnownArea(void)const
301 CDODPlayer::GetPlayerMins(void)const
+
301 CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
302 CDODPlayer::GetPlayerMaxs(void)const
+
302 CBaseCombatCharacter::ClearLastKnownArea(void)
303 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
+
303 CBaseCombatCharacter::UpdateLastKnownArea(void)
304 CBasePlayer::PackDeadPlayerItems(void)
+
304 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
305 CBasePlayer::RemoveAllItems(bool)
+
305 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
306 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
306 CBaseCombatCharacter::OnPursuedBy(INextBot *)
307 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
307 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
308 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
308 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
309 CBasePlayer::UpdateClientData(void)
+
309 CDODPlayer::CreateViewModel(int)
310 CBasePlayer::ExitLadder(void)
+
310 CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
311 CBasePlayer::GetLadderSurface(Vector const&)
+
311 CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
312 CBasePlayer::SetFlashlightEnabled(bool)
+
312 CDODPlayer::SharedSpawn(void)
313 CDODPlayer::FlashlightIsOn(void)
+
313 CBasePlayer::ForceRespawn(void)
314 CDODPlayer::FlashlightTurnOn(void)
+
314 CDODPlayer::InitialSpawn(void)
315 CDODPlayer::FlashlightTurnOff(void)
+
315 CBasePlayer::InitHUD(void)
316 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
316 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
317 CDODPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
+
317 CDODPlayer::PlayerDeathThink(void)
318 CDODPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
318 CBasePlayer::Jump(void)
319 CBasePlayer::GetStepSoundVelocities(float *,float *)
+
319 CBasePlayer::Duck(void)
320 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
+
320 CDODPlayer::PreThink(void)
321 CDODPlayer::DeathSound(CTakeDamageInfo  const&)
+
321 CDODPlayer::PostThink(void)
322 CDODPlayer::SetAnimation(PLAYER_ANIM)
+
322 CBasePlayer::DamageEffect(float,int)
323 CBasePlayer::ImpulseCommands(void)
+
323 CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
324 CDODPlayer::CheatImpulseCommands(int)
+
324 CBasePlayer::ShouldFadeOnDeath(void)
325 CDODPlayer::ClientCommand(CCommand  const&)
+
325 CBasePlayer::IsFakeClient(void)const
326 CBasePlayer::StartObserverMode(int)
+
326 CDODPlayer::GetPlayerMins(void)const
327 CBasePlayer::StopObserverMode(void)
+
327 CDODPlayer::GetPlayerMaxs(void)const
328 CDODPlayer::ModeWantsSpectatorGUI(int)
+
328 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
329 CDODPlayer::SetObserverMode(int)
+
329 CBasePlayer::PackDeadPlayerItems(void)
330 CBasePlayer::GetObserverMode(void)
+
330 CBasePlayer::RemoveAllItems(bool)
331 CBasePlayer::SetObserverTarget(CBaseEntity *)
+
331 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
332 CBasePlayer::ObserverUse(bool)
+
332 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
333 CBasePlayer::GetObserverTarget(void)
+
333 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
334 CBasePlayer::FindNextObserverTarget(bool)
+
334 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
335 CBasePlayer::GetNextObserverSearchStartPoint(bool)
+
335 CBasePlayer::GetTimeSinceWeaponFired(void)const
336 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
+
336 CBasePlayer::IsFiringWeapon(void)const
337 CBasePlayer::CheckObserverSettings(void)
+
337 CBasePlayer::UpdateClientData(void)
338 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
+
338 CBasePlayer::ExitLadder(void)
339 CBasePlayer::ForceObserverMode(int)
+
339 CBasePlayer::GetLadderSurface(Vector  const&)
340 CBasePlayer::ResetObserverMode(void)
+
340 CBasePlayer::SetFlashlightEnabled(bool)
341 CBasePlayer::ValidateCurrentObserverTarget(void)
+
341 CDODPlayer::FlashlightIsOn(void)
342 CDODPlayer::AttemptToExitFreezeCam(void)
+
342 CDODPlayer::FlashlightTurnOn(void)
343 CDODPlayer::StartReplayMode(float,float,int)
+
343 CDODPlayer::FlashlightTurnOff(void)
344 CDODPlayer::StopReplayMode(void)
+
344 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
345 CBasePlayer::GetDelayTicks(void)
+
345 CDODPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
346 CBasePlayer::GetReplayEntity(void)
+
346 CDODPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
347 CBasePlayer::CreateCorpse(void)
+
347 CBasePlayer::GetStepSoundVelocities(float *,float *)
348 CDODPlayer::EntSelectSpawnPoint(void)
+
348 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
349 CBasePlayer::GetInVehicle(IServerVehicle *,int)
+
349 CDODPlayer::DeathSound(CTakeDamageInfo  const&)
350 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
+
350 CDODPlayer::SetAnimation(PLAYER_ANIM)
351 CBasePlayer::OnVehicleStart(void)
+
351 CBasePlayer::ImpulseCommands(void)
352 CBasePlayer::OnVehicleEnd(Vector &)
+
352 CDODPlayer::CheatImpulseCommands(int)
353 CDODPlayer::BumpWeapon(CBaseCombatWeapon *)
+
353 CDODPlayer::ClientCommand(CCommand  const&)
354 CBasePlayer::SelectLastItem(void)
+
354 CBasePlayer::StartObserverMode(int)
355 CBasePlayer::SelectItem(char  const*,int)
+
355 CBasePlayer::StopObserverMode(void)
356 CBasePlayer::ItemPostFrame(void)
+
356 CDODPlayer::ModeWantsSpectatorGUI(int)
357 CDODPlayer::GiveNamedItem(char  const*,int)
+
357 CDODPlayer::SetObserverMode(int)
358 CDODPlayer::CheckTrainUpdate(void)
+
358 CBasePlayer::GetObserverMode(void)
359 CBasePlayer::SetPlayerUnderwater(bool)
+
359 CBasePlayer::SetObserverTarget(CBaseEntity *)
360 CBasePlayer::CanBreatheUnderwater(void)const
+
360 CBasePlayer::ObserverUse(bool)
361 CBasePlayer::PlayerUse(void)
+
361 CBasePlayer::GetObserverTarget(void)
362 CDODPlayer::PlayUseDenySound(void)
+
362 CBasePlayer::FindNextObserverTarget(bool)
363 CDODPlayer::FindUseEntity(void)
+
363 CBasePlayer::GetNextObserverSearchStartPoint(bool)
364 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
364 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
365 CBasePlayer::PickupObject(CBaseEntity *,bool)
+
365 CBasePlayer::CheckObserverSettings(void)
366 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
366 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
367 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
+
367 CBasePlayer::ForceObserverMode(int)
368 CDODPlayer::UpdateGeigerCounter(void)
+
368 CBasePlayer::ResetObserverMode(void)
369 CBasePlayer::GetAutoaimVector(float)
+
369 CBasePlayer::ValidateCurrentObserverTarget(void)
370 CBasePlayer::GetAutoaimVector(float,float)
+
370 CDODPlayer::AttemptToExitFreezeCam(void)
371 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
+
371 CDODPlayer::StartReplayMode(float,float,int)
372 CBasePlayer::ShouldAutoaim(void)
+
372 CDODPlayer::StopReplayMode(void)
373 CBasePlayer::ForceClientDllUpdate(void)
+
373 CBasePlayer::GetDelayTicks(void)
374 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
374 CBasePlayer::GetReplayEntity(void)
375 CDODPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
375 CBasePlayer::CreateCorpse(void)
376 CBasePlayer::ChangeTeam(int,bool,bool)
+
376 CDODPlayer::EntSelectSpawnPoint(void)
377 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
+
377 CBasePlayer::GetInVehicle(IServerVehicle *,int)
378 CBaseMultiplayerPlayer::CanSpeak(void)
+
378 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
379 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
379 CBasePlayer::OnVehicleStart(void)
380 CDODPlayer::CheckChatText(char *,int)
+
380 CBasePlayer::OnVehicleEnd(Vector &)
381 CDODPlayer::CreateRagdollEntity(void)
+
381 CDODPlayer::BumpWeapon(CBaseCombatWeapon *)
382 CBasePlayer::ShouldAnnounceAchievement(void)
+
382 CBasePlayer::SelectLastItem(void)
383 CBasePlayer::EquipWearable(CWearableItem *)
+
383 CBasePlayer::SelectItem(char  const*,int)
384 CBasePlayer::RemoveWearable(CWearableItem *)
+
384 CBasePlayer::ItemPostFrame(void)
385 CBasePlayer::IsFollowingPhysics(void)
+
385 CDODPlayer::GiveNamedItem(char  const*,int)
386 CDODPlayer::InitVCollision(Vector  const&,Vector  const&)
+
386 CDODPlayer::CheckTrainUpdate(void)
387 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
+
387 CBasePlayer::SetPlayerUnderwater(bool)
388 CDODPlayer::Hints(void)
+
388 CBasePlayer::CanBreatheUnderwater(void)const
389 CDODPlayer::IsReadyToPlay(void)
+
389 CBasePlayer::PlayerUse(void)
390 CBasePlayer::IsReadyToSpawn(void)
+
390 CDODPlayer::PlayUseDenySound(void)
391 CBasePlayer::ShouldGainInstantSpawn(void)
+
391 CDODPlayer::FindUseEntity(void)
392 CDODPlayer::ResetPerRoundStats(void)
+
392 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
393 CDODPlayer::ResetScores(void)
+
393 CBasePlayer::PickupObject(CBaseEntity *,bool)
394 CBasePlayer::EquipSuit(bool)
+
394 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
395 CBasePlayer::RemoveSuit(void)
+
395 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
396 CDODPlayer::CommitSuicide(bool,bool)
+
396 CDODPlayer::UpdateGeigerCounter(void)
397 CDODPlayer::CommitSuicide(Vector  const&,bool,bool)
+
397 CBasePlayer::GetAutoaimVector(float)
398 CBasePlayer::IsBot(void)const
+
398 CBasePlayer::GetAutoaimVector(float,float)
399 CBaseMultiplayerPlayer::GetExpresser(void)
+
399 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
400 CBasePlayer::SpawnArmorValue(void)const
+
400 CBasePlayer::ShouldAutoaim(void)
401 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
401 CBasePlayer::ForceClientDllUpdate(void)
402 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
402 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
403 CBasePlayer::HasHaptics(void)
+
403 CDODPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
404 CBasePlayer::SetHaptics(bool)
+
404 CBasePlayer::ChangeTeam(int,bool,bool)
405 CBasePlayer::PlayerSolidMask(bool)const
+
405 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
406 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
+
406 CBaseMultiplayerPlayer::CanSpeak(void)
407 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
+
407 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
408 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
+
408 CDODPlayer::CheckChatText(char *,int)
409 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
+
409 CDODPlayer::CreateRagdollEntity(void)
410 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
+
410 CBasePlayer::ShouldAnnounceAchievement(void)
411 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
+
411 CBasePlayer::IsFollowingPhysics(void)
412 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
+
412 CDODPlayer::InitVCollision(Vector  const&,Vector  const&)
413 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
+
413 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
414 CDODPlayer::OnAchievementEarned(int)
+
414 CDODPlayer::Hints(void)
415 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
+
415 CDODPlayer::IsReadyToPlay(void)
416 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
+
416 CBasePlayer::IsReadyToSpawn(void)
417 CBaseMultiplayerPlayer::CreateExpresser(void)
+
417 CBasePlayer::ShouldGainInstantSpawn(void)
418 CDODPlayer::CanHearChatFrom(CBasePlayer *)
+
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>
 
</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 *)