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 [[Vfunc_offsets_%28SourceMM%29|VFunc offsets]].
  
These are <strong>Linux offsets</strong>. Windows offsets are one less. These should be good as of 2006/05/18.
+
These are <strong>Linux offsets</strong>. Windows offsets are one less. These should be good as of 2006/06/29.
  
 
== The List ==
 
== The List ==
Line 14: Line 14:
 
8      CBaseEntity::GetModelName() const
 
8      CBaseEntity::GetModelName() const
 
9      CBaseEntity::SetModelIndex(int)
 
9      CBaseEntity::SetModelIndex(int)
10      CDODPlayer::GetServerClass()
+
10     CDODPlayer::_GetClassName()
11     CDODPlayer::GetClassName()
+
11     CDODPlayer::GetServerClass()
12     CDODPlayer::YouForgotToImplementOrDeclareServerClass()
+
12     CDODPlayer::GetClassName()
13     CDODPlayer::GetDataDescMap()
+
13     CDODPlayer::YouForgotToImplementOrDeclareServerClass()
14     CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
+
14     CDODPlayer::GetDataDescMap()
15     CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)
+
15     CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
16     CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)
+
16     CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)
17     CBaseEntity::ShouldCollide(int, int) const
+
17     CDODPlayer::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)
18     CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
18     CBaseEntity::ShouldCollide(int, int) const
19     CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
+
19     CBaseEntity::SetOwnerEntity(CBaseEntity*)
20     CBasePlayer::UpdateTransmitState()
+
20     CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
21     CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool)
+
21     CBasePlayer::UpdateTransmitState()
22     CBasePlayer::GetTracerType()
+
22     CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool)
23     CDODPlayer::Spawn()
+
23     CBasePlayer::GetTracerType()
24     CDODPlayer::Precache()
+
24     CDODPlayer::Spawn()
25     CBaseFlex::SetModel(char const*)
+
25     CDODPlayer::Precache()
26     CBaseEntity::PostConstructor(char const*)
+
26     CBaseFlex::SetModel(char const*)
27     CBaseEntity::ParseMapData(CEntityMapData*)
+
27     CBaseEntity::PostConstructor(char const*)
28     CBaseEntity::KeyValue(char const*, char const*)
+
28      CBaseEntity::PostClientActive()
29     CBaseEntity::KeyValue(char const*, float)
+
29     CBaseEntity::ParseMapData(CEntityMapData*)
30     CBaseEntity::KeyValue(char const*, Vector)
+
30     CBaseEntity::KeyValue(char const*, char const*)
31     CBaseEntity::ValidateEntityConnections()
+
31     CBaseEntity::KeyValue(char const*, float)
32     CBasePlayer::Activate()
+
32     CBaseEntity::KeyValue(char const*, Vector)
33     CBasePlayer::ObjectCaps()
+
33     CBasePlayer::Activate()
34     CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
+
34     CBaseEntity::SetParent(CBaseEntity*, int)
35     CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)
+
35     CBasePlayer::ObjectCaps()
36     CBasePlayer::DrawDebugGeometryOverlays()
+
36     CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
37     CBaseAnimating::DrawDebugTextOverlays()
+
37     CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)
38     CBasePlayer::Save(ISave&)
+
38     CBasePlayer::DrawDebugGeometryOverlays()
39     CBasePlayer::Restore(IRestore&)
+
39     CBaseAnimating::DrawDebugTextOverlays()
40     CBasePlayer::ShouldSavePhysics()
+
40     CBasePlayer::Save(ISave&)
41     CBaseEntity::OnSave(IEntitySaveUtils*)
+
41     CBasePlayer::Restore(IRestore&)
42     CBasePlayer::OnRestore()
+
42     CBasePlayer::ShouldSavePhysics()
43     CBasePlayer::RequiredEdictIndex()
+
43     CBaseEntity::OnSave(IEntitySaveUtils*)
44     CBaseEntity::MoveDone()
+
44     CBasePlayer::OnRestore()
45     CBaseEntity::Think()
+
45     CBasePlayer::RequiredEdictIndex()
46     CBaseEntity::NetworkStateChanged_m_nNextThinkTick()
+
46     CBaseEntity::MoveDone()
47     CBaseAnimating::GetBaseAnimating()
+
47     CBaseEntity::Think()
48     CBaseEntity::GetResponseSystem()
+
48      CBasePlayer::NetworkStateChanged_m_nNextThinkTick()
49     CBaseEntity::DispatchResponse(char const*)
+
49     CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void*)
50     CBasePlayer::Classify()
+
50     CBaseAnimating::GetBaseAnimating()
51     CBaseEntity::DeathNotice(CBaseEntity*)
+
51     CBaseEntity::GetResponseSystem()
52     CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
+
52     CBaseEntity::DispatchResponse(char const*)
53     CDODPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
+
53     CBasePlayer::Classify()
54     CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
+
54     CBaseEntity::DeathNotice(CBaseEntity*)
55     CDODPlayer::OnTakeDamage(CTakeDamageInfo const&)
+
55      CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
56     CBasePlayer::TakeHealth(float, int)
+
56      CBaseEntity::GetAutoAimRadius()
57     CDODPlayer::Event_Killed(CTakeDamageInfo const&)
+
57      CBaseEntity::GetAutoAimCenter()
58     CBaseEntity::Event_KilledOther(CBaseEntity*)
+
58     CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
59     CBaseCombatCharacter::BloodColor()
+
59     CDODPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
60     CBaseEntity::IsTriggered(CBaseEntity*)
+
60     CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
61     CBaseEntity::IsNPC() const
+
61     CDODPlayer::OnTakeDamage(CTakeDamageInfo const&)
62     CBaseCombatCharacter::MyCombatCharacterPointer()
+
62     CBasePlayer::TakeHealth(float, int)
63     CBaseEntity::GetDelay()
+
63     CDODPlayer::Event_Killed(CTakeDamageInfo const&)
64     CBaseEntity::IsMoving()
+
64     CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&)
65     CBaseEntity::DamageDecal(int, int)
+
65     CBaseCombatCharacter::BloodColor()
66     CBaseEntity::DecalTrace(CGameTrace*, char const*)
+
66     CBaseEntity::IsTriggered(CBaseEntity*)
67     CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
+
67     CBaseEntity::IsNPC() const
68     CBaseEntity::OnControls(CBaseEntity*)
+
68     CBaseCombatCharacter::MyCombatCharacterPointer()
69     CBaseEntity::HasTarget(string_t)
+
69     CBaseEntity::GetDelay()
70     CBasePlayer::IsPlayer() const
+
70     CBaseEntity::IsMoving()
71     CBasePlayer::IsNetClient() const
+
71     CBaseEntity::DamageDecal(int, int)
72     CBaseEntity::IsTemplate()
+
72     CBaseEntity::DecalTrace(CGameTrace*, char const*)
73     CBaseEntity::IsBaseObject() const
+
73     CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
74     CBaseEntity::GetServerVehicle()
+
74     CBaseEntity::OnControls(CBaseEntity*)
75     CBaseEntity::IsViewable()
+
75     CBaseEntity::HasTarget(string_t)
76     CDODPlayer::ChangeTeam(int)
+
76     CBasePlayer::IsPlayer() const
77     CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
+
77     CBasePlayer::IsNetClient() const
78     CBaseEntity::CanStandOn(CBaseEntity*) const
+
78     CBaseEntity::IsTemplate()
79     CBaseEntity::CanStandOn(edict_t*) const
+
79     CBaseEntity::IsBaseObject() const
80     CBaseEntity::GetEnemy()
+
80     CBaseEntity::GetServerVehicle()
81     CBaseEntity::GetEnemy() const
+
81     CBaseEntity::IsViewable()
82     CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
+
82     CDODPlayer::ChangeTeam(int)
83     CBaseEntity::StartTouch(CBaseEntity*)
+
83     CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
84     CBasePlayer::Touch(CBaseEntity*)
+
84     CBaseEntity::CanStandOn(CBaseEntity*) const
85     CBaseEntity::EndTouch(CBaseEntity*)
+
85     CBaseEntity::CanStandOn(edict_t*) const
86     CBaseEntity::StartBlocked(CBaseEntity*)
+
86     CBaseEntity::GetEnemy()
87     CBaseEntity::Blocked(CBaseEntity*)
+
87     CBaseEntity::GetEnemy() const
88     CBaseEntity::EndBlocked()
+
88     CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
89     CBasePlayer::PhysicsSimulate()
+
89     CBaseEntity::StartTouch(CBaseEntity*)
90     CBasePlayer::UpdateOnRemove()
+
90     CBasePlayer::Touch(CBaseEntity*)
91     CBaseEntity::StopLoopingSounds()
+
91     CBaseEntity::EndTouch(CBaseEntity*)
92     CBaseEntity::SUB_AllowedToFade()
+
92     CBaseEntity::StartBlocked(CBaseEntity*)
93     CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
+
93     CBaseEntity::Blocked(CBaseEntity*)
94      CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
+
94     CBaseEntity::EndBlocked()
95      CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
+
95     CBasePlayer::PhysicsSimulate()
96      CDODPlayer::FireBullets(FireBulletsInfo_t const&)
+
96     CBasePlayer::UpdateOnRemove()
97      CBasePlayer::DoImpactEffect(CGameTrace&, int)
+
97     CBaseEntity::StopLoopingSounds()
98      CBaseEntity::Respawn()
+
98     CBaseEntity::SUB_AllowedToFade()
99      CBaseEntity::IsLockedByMaster()
+
99     CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
100     CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
+
100    CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
101     CBasePlayer::NetworkStateChanged_m_lifeState()
+
101    CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
102     CBaseEntity::NetworkStateChanged_m_takedamage()
+
102    CDODPlayer::FireBullets(FireBulletsInfo_t const&)
103     CBaseEntity::NetworkStateChanged_m_iMaxHealth()
+
103    CBasePlayer::DoImpactEffect(CGameTrace&, int)
104     CBaseEntity::NetworkStateChanged_m_iHealth()
+
104    CBaseEntity::Respawn()
105     CBaseEntity::GetDamageType() const
+
105    CBaseEntity::IsLockedByMaster()
106     CBaseEntity::GetDamage()
+
106     CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
107     CBaseEntity::SetDamage(float)
+
107     CBaseEntity::NetworkStateChanged_m_iMaxHealth()
108     CBasePlayer::EyePosition()
+
108     CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*)
109     CBasePlayer::EyeAngles()
+
109     CBasePlayer::NetworkStateChanged_m_iHealth()
110     CBasePlayer::LocalEyeAngles()
+
110     CBasePlayer::NetworkStateChanged_m_iHealth(void*)
111     CBaseEntity::EarPosition()
+
111     CBasePlayer::NetworkStateChanged_m_lifeState()
112     CBasePlayer::BodyTarget(Vector const&, bool)
+
112     CBasePlayer::NetworkStateChanged_m_lifeState(void*)
113     CBaseEntity::HeadTarget(Vector const&)
+
113     CBaseEntity::NetworkStateChanged_m_takedamage()
114     CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
+
114     CBaseEntity::NetworkStateChanged_m_takedamage(void*)
115     CBaseEntity::GetViewOffset()
+
115     CBaseEntity::GetDamageType() const
116     CBasePlayer::GetSmoothedVelocity()
+
116     CBaseEntity::GetDamage()
117     CBaseAnimating::GetVelocity(Vector*, Vector*)
+
117     CBaseEntity::SetDamage(float)
118     CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**)
+
118     CBasePlayer::EyePosition()
119     CBaseEntity::FVisible(Vector const&, int, CBaseEntity**)
+
119     CBasePlayer::EyeAngles()
120     CBaseEntity::CanBeSeen()
+
120     CBasePlayer::LocalEyeAngles()
121     CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
121     CBaseEntity::EarPosition()
122     CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
122     CBasePlayer::BodyTarget(Vector const&, bool)
123    CBaseEntity::CanBePoweredUp()
+
123     CBaseEntity::HeadTarget(Vector const&)
124     CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
+
124     CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
125     CBaseEntity::GetGroundVelocityToApply(Vector&)
+
125     CBaseEntity::GetViewOffset()
126     CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
+
126     CBasePlayer::GetSmoothedVelocity()
127     CBaseEntity::Splash()
+
127     CBaseAnimating::GetVelocity(Vector*, Vector*)
128    CBaseEntity::WorldSpaceCenter() const
+
128     CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**)
129     CBaseEntity::GetSoundEmissionOrigin() const
+
129     CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**)
130     CBaseEntity::CreateVPhysics()
+
130     CBaseEntity::CanBeSeenBy(CAI_BaseNPC*)
131     CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
131     CBaseEntity::GetAttackDamageScale(CBaseEntity*)
132     CBasePlayer::VPhysicsDestroyObject()
+
132     CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
133     CBasePlayer::VPhysicsUpdate(IPhysicsObject*)
+
133     CBaseEntity::CanBePoweredUp()
134     CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
+
134     CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
135     CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
+
135     CBaseEntity::GetGroundVelocityToApply(Vector&)
136     CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject*)
+
136     CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
137     CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)
+
137     CBaseEntity::Splash()
138     CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
+
138     CBaseEntity::WorldSpaceCenter() const
139     CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
139    CBaseEntity::GetSoundEmissionOrigin() const
140     CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
+
140     CBaseEntity::CreateVPhysics()
141     CBaseEntity::HasPhysicsAttacker(float)
+
141     CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
142     CBasePlayer::PhysicsSolidMaskForEntity() const
+
142     CBasePlayer::VPhysicsDestroyObject()
143     CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
+
143     CBasePlayer::VPhysicsUpdate(IPhysicsObject*)
144     CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
+
144     CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
145     CBaseAnimating::GetStepOrigin() const
+
145     CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
146     CBaseAnimating::GetStepAngles() const
+
146     CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject*)
147     CBaseEntity::ShouldDrawWaterImpacts()
+
147     CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)
148     CBaseEntity::NetworkStateChanged_m_fFlags()
+
148     CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
149     CBasePlayer::NetworkStateChanged_m_hGroundEntity()
+
149     CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
150     CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
+
150    CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
151     CBaseEntity::NetworkStateChanged_m_nWaterLevel()
+
151     CBaseEntity::HasPhysicsAttacker(float)
152     CBasePlayer::NetworkStateChanged_m_flFriction()
+
152     CBasePlayer::PhysicsSolidMaskForEntity() const
153     CBaseEntity::NetworkStateChanged_m_vecVelocity()
+
153     CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
154     CBasePlayer::NetworkStateChanged_m_vecViewOffset()
+
154     CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
155     CBaseAnimating::GetIdealSpeed() const
+
155     CBaseAnimating::GetStepOrigin() const
156     CBaseAnimating::GetIdealAccel() const
+
156     CBaseAnimating::GetStepAngles() const
157     CBaseAnimatingOverlay::StudioFrameAdvance()
+
157     CBaseEntity::ShouldDrawWaterImpacts()
158     CBaseAnimating::IsActivityFinished()
+
158     CBaseEntity::NetworkStateChanged_m_fFlags()
159     CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
+
159     CBaseEntity::NetworkStateChanged_m_fFlags(void*)
160     CBaseAnimating::BecomeRagdollOnClient(Vector const&)
+
160     CBasePlayer::NetworkStateChanged_m_nWaterLevel()
161     CBaseAnimating::IsRagdoll()
+
161     CBasePlayer::NetworkStateChanged_m_nWaterLevel(void*)
162     CBaseAnimating::CanBecomeRagdoll()
+
162     CBasePlayer::NetworkStateChanged_m_hGroundEntity()
163     CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int)
+
163     CBasePlayer::NetworkStateChanged_m_hGroundEntity(void*)
164     CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
+
164     CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
165     CDODPlayer::SetupBones(matrix3x4_t*, int)
+
165     CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void*)
166     CBaseAnimating::CalculateIKLocks(float)
+
166     CBasePlayer::NetworkStateChanged_m_flFriction()
167     CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)
+
167     CBasePlayer::NetworkStateChanged_m_flFriction(void*)
168     CBaseAnimating::HandleAnimEvent(animevent_t*)
+
168     CBasePlayer::NetworkStateChanged_m_vecVelocity()
169     CBaseAnimating::GetAttachment(int, matrix3x4_t&)
+
169     CBasePlayer::NetworkStateChanged_m_vecVelocity(void*)
170     CBaseAnimating::InitBoneControllers()
+
170     CBasePlayer::NetworkStateChanged_m_vecViewOffset()
171     CBaseAnimating::GetGroundSpeedVelocity()
+
171     CBasePlayer::NetworkStateChanged_m_vecViewOffset(void*)
172     CBaseAnimating::DrawServerHitboxes(float, bool)
+
172     CBaseAnimating::GetIdealSpeed() const
173     CBaseAnimating::Ignite(float, bool, float, bool)
+
173     CBaseAnimating::GetIdealAccel() const
174     CBaseAnimating::Extinguish()
+
174     CBaseAnimatingOverlay::StudioFrameAdvance()
175     CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*)
+
175     CBaseAnimating::IsActivityFinished()
176     CBaseAnimating::SetLightingOrigin(CBaseEntity*)
+
176     CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
177     CBaseFlex::SetViewtarget(Vector const&)
+
177     CBaseAnimating::BecomeRagdollOnClient(Vector const&)
178     CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)
+
178     CBaseAnimating::IsRagdoll()
179     CBaseFlex::ProcessSceneEvents()
+
179     CBaseAnimating::CanBecomeRagdoll()
180     CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)
+
180    CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int)
181     CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)
+
181     CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
182     CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)
+
182     CDODPlayer::SetupBones(matrix3x4_t*, int)
183     CBaseCombatCharacter::GetPhysicsImpactDamageTable()
+
183     CBaseAnimating::CalculateIKLocks(float)
184     CBaseCombatCharacter::FInViewCone(CBaseEntity*)
+
184     CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)
185     CBaseCombatCharacter::FInViewCone(Vector const&)
+
185     CBaseAnimating::HandleAnimEvent(animevent_t*)
186     CBaseCombatCharacter::FInAimCone(CBaseEntity*)
+
186    CBaseAnimating::GetAttachment(int, matrix3x4_t&)
187     CBaseCombatCharacter::FInAimCone(Vector const&)
+
187     CBaseAnimating::InitBoneControllers()
188     CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
188     CBaseAnimating::GetGroundSpeedVelocity()
189     CBaseCombatCharacter::FindMissTarget()
+
189     CBaseAnimating::Ignite(float, bool, float, bool)
190     CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*)
+
190     CBaseAnimating::Extinguish()
191     CBasePlayer::BodyAngles()
+
191     CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*)
192     CBaseCombatCharacter::BodyDirection2D()
+
192     CBaseAnimating::SetLightingOrigin(CBaseEntity*)
193     CBaseCombatCharacter::BodyDirection3D()
+
193     CBaseFlex::SetViewtarget(Vector const&)
194     CBaseCombatCharacter::HeadDirection2D()
+
194     CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)
195     CBaseCombatCharacter::HeadDirection3D()
+
195     CBaseFlex::ProcessSceneEvents()
196     CBaseCombatCharacter::EyeDirection2D()
+
196     CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)
197     CBaseCombatCharacter::EyeDirection3D()
+
197     CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)
198     CBaseCombatCharacter::GiveAmmo(int, int, bool)
+
198     CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)
199     CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
199     CBaseCombatCharacter::GetPhysicsImpactDamageTable()
200     CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)
+
200     CBaseCombatCharacter::FInViewCone(CBaseEntity*)
201     CBasePlayer::Weapon_CanUse(CBaseCombatWeapon*)
+
201     CBaseCombatCharacter::FInViewCone(Vector const&)
202     CBasePlayer::Weapon_Equip(CBaseCombatWeapon*)
+
202     CBaseCombatCharacter::FInAimCone(CBaseEntity*)
203     CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)
+
203     CBaseCombatCharacter::FInAimCone(Vector const&)
204     CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)
+
204     CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
205     CBasePlayer::Weapon_Switch(CBaseCombatWeapon*, int)
+
205     CBaseCombatCharacter::FindMissTarget()
206     CBasePlayer::Weapon_ShootPosition()
+
206     CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*)
207     CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon*)
+
207     CBasePlayer::BodyAngles()
208     CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
+
208     CBaseCombatCharacter::BodyDirection2D()
209     CBaseCombatCharacter::Weapon_GetSlot(int) const
+
209     CBaseCombatCharacter::BodyDirection3D()
210     CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)
+
210     CBaseCombatCharacter::HeadDirection2D()
211     CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)
+
211     CBaseCombatCharacter::HeadDirection3D()
212     CBaseCombatCharacter::CanBecomeServerRagdoll()
+
212     CBaseCombatCharacter::EyeDirection2D()
213     CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
+
213     CBaseCombatCharacter::EyeDirection3D()
214     CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
+
214     CBaseCombatCharacter::GiveAmmo(int, int, bool)
215     CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
+
215     CBaseCombatCharacter::NPC_TranslateActivity(Activity)
216     CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)
+
216     CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)
217     CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*)
+
217     CBasePlayer::Weapon_CanUse(CBaseCombatWeapon*)
218     CBaseCombatCharacter::GetDeathActivity()
+
218     CBasePlayer::Weapon_Equip(CBaseCombatWeapon*)
219     CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
+
219     CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)
220     CBaseCombatCharacter::CorpseFade()
+
220     CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)
221     CBaseCombatCharacter::HasHumanGibs()
+
221     CBasePlayer::Weapon_Switch(CBaseCombatWeapon*, int)
222     CBaseCombatCharacter::HasAlienGibs()
+
222     CBasePlayer::Weapon_ShootPosition()
223     CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
+
223     CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon*)
224     CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
224     CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
225     CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
+
225     CBaseCombatCharacter::Weapon_GetSlot(int) const
226     CBasePlayer::Event_Dying()
+
226     CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)
227     CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
+
227     CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)
228     CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*)
+
228     CBaseCombatCharacter::CanBecomeServerRagdoll()
229     CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
+
229     CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
230     CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
+
230     CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
231     CBaseCombatCharacter::PushawayTouch(CBaseEntity*)
+
231     CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
232     CBaseCombatCharacter::IRelationType(CBaseEntity*)
+
232     CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)
233     CBaseCombatCharacter::IRelationPriority(CBaseEntity*)
+
233     CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*)
234     CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*)
+
234     CBaseCombatCharacter::GetDeathActivity()
235     CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)
+
235     CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
236     CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)
+
236     CBaseCombatCharacter::CorpseFade()
237    CBasePlayer::DoMuzzleFlash()
+
237     CBaseCombatCharacter::HasHumanGibs()
238     CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)
+
238     CBaseCombatCharacter::HasAlienGibs()
239     CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
+
239     CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
240     CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
240     CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
241     CBasePlayer::NetworkStateChanged_m_iAmmo()
+
241     CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
242     CDODPlayer::CreateViewModel(int)
+
242     CBasePlayer::Event_Dying()
243     CDODPlayer::SetupVisibility(CBaseEntity*, unsigned char*, int)
+
243     CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
244     CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const
+
244     CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*)
245     CDODPlayer::SharedSpawn()
+
245     CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int)
246     CDODPlayer::InitialSpawn()
+
246     CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
247     CBasePlayer::InitHUD()
+
247     CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
248     CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*)
+
248     CBaseCombatCharacter::PushawayTouch(CBaseEntity*)
249     CDODPlayer::PlayerDeathThink()
+
249     CBaseCombatCharacter::IRelationType(CBaseEntity*)
250     CBasePlayer::Jump()
+
250     CBaseCombatCharacter::IRelationPriority(CBaseEntity*)
251     CBasePlayer::Duck()
+
251     CBaseCombatCharacter::IsInAVehicle()
252     CDODPlayer::PreThink()
+
252     CBasePlayer::GetVehicle()
253     CDODPlayer::PostThink()
+
253     CBasePlayer::GetVehicleEntity()
254     CBasePlayer::DamageEffect(float, int)
+
254     CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*)
255    CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
+
255     CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)
256     CBasePlayer::ShouldFadeOnDeath()
+
256     CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)
257     CBasePlayer::IsFakeClient() const
+
257     CBasePlayer::DoMuzzleFlash()
258     CDODPlayer::GetPlayerMins() const
+
258     CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)
259     CDODPlayer::GetPlayerMaxs() const
+
259     CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*)
260     CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
+
260     CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
261     CBasePlayer::PackDeadPlayerItems()
+
261     CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)
262     CBasePlayer::RemoveAllItems(bool)
+
262     CBasePlayer::NetworkStateChanged_m_iAmmo()
263     CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)
+
263     CBasePlayer::NetworkStateChanged_m_iAmmo(void*)
264     CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
264     CDODPlayer::CreateViewModel(int)
265     CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)
+
265     CDODPlayer::SetupVisibility(CBaseEntity*, unsigned char*, int)
266     CBasePlayer::UpdateClientData()
+
266     CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const
267     CBasePlayer::ExitLadder()
+
267     CDODPlayer::SharedSpawn()
268     CDODPlayer::FlashlightIsOn()
+
268     CDODPlayer::InitialSpawn()
269     CDODPlayer::FlashlightTurnOn()
+
269     CBasePlayer::InitHUD()
270     CDODPlayer::FlashlightTurnOff()
+
270     CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*)
271     CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity*, float*)
+
271     CDODPlayer::PlayerDeathThink()
272     CDODPlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)
+
272     CBasePlayer::Jump()
273     CDODPlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool)
+
273     CBasePlayer::Duck()
274     CDODPlayer::DeathSound()
+
274     CDODPlayer::PreThink()
275     CDODPlayer::SetAnimation(PLAYER_ANIM)
+
275     CDODPlayer::PostThink()
276     CBasePlayer::ImpulseCommands()
+
276    CBasePlayer::DamageEffect(float, int)
277     CDODPlayer::CheatImpulseCommands(int)
+
277     CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
278     CDODPlayer::ClientCommand(char const*)
+
278     CBasePlayer::ShouldFadeOnDeath()
279     CBasePlayer::StartObserverMode(int)
+
279     CBasePlayer::IsFakeClient() const
280     CBasePlayer::StopObserverMode()
+
280     CDODPlayer::GetPlayerMins() const
281     CDODPlayer::SetObserverMode(int)
+
281     CDODPlayer::GetPlayerMaxs() const
282     CBasePlayer::GetObserverMode()
+
282     CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
283     CBasePlayer::SetObserverTarget(CBaseEntity*)
+
283     CBasePlayer::PackDeadPlayerItems()
284     CBasePlayer::ObserverUse(bool)
+
284     CBasePlayer::RemoveAllItems(bool)
285     CBasePlayer::GetObserverTarget()
+
285     CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)
286     CBasePlayer::FindNextObserverTarget(bool)
+
286     CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)
287    CBasePlayer::IsValidObserverTarget(CBaseEntity*)
+
287     CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)
288     CBasePlayer::CheckObserverSettings()
+
288     CBasePlayer::UpdateClientData()
289    CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
+
289     CBasePlayer::ExitLadder()
290     CBasePlayer::ForceObserverMode(int)
+
290     CDODPlayer::FlashlightIsOn()
291     CBasePlayer::ResetObserverMode()
+
291     CDODPlayer::FlashlightTurnOn()
292     CDODPlayer::StartReplayMode(float, float, int)
+
292     CDODPlayer::FlashlightTurnOff()
293     CDODPlayer::StopReplayMode()
+
293     CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity*, float*)
294     CBasePlayer::GetDelayTicks()
+
294     CDODPlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)
295     CBasePlayer::GetReplayEntity()
+
295     CDODPlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool)
296     CBasePlayer::CreateCorpse()
+
296     CDODPlayer::DeathSound(CTakeDamageInfo const&)
297     CDODPlayer::EntSelectSpawnPoint()
+
297     CDODPlayer::SetAnimation(PLAYER_ANIM)
298     CBasePlayer::GetInVehicle(IServerVehicle*, int)
+
298     CBasePlayer::ImpulseCommands()
299     CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
+
299     CDODPlayer::CheatImpulseCommands(int)
300     CBasePlayer::OnVehicleStart()
+
300    CDODPlayer::ClientCommand(char const*)
301     CBasePlayer::OnVehicleEnd(Vector&)
+
301     CBasePlayer::StartObserverMode(int)
302     CDODPlayer::BumpWeapon(CBaseCombatWeapon*)
+
302     CBasePlayer::StopObserverMode()
303     CBasePlayer::SelectLastItem()
+
303     CDODPlayer::SetObserverMode(int)
304     CBasePlayer::SelectItem(char const*, int)
+
304     CBasePlayer::GetObserverMode()
305     CBasePlayer::ItemPostFrame()
+
305     CBasePlayer::SetObserverTarget(CBaseEntity*)
306     CDODPlayer::GiveNamedItem(char const*, int)
+
306     CBasePlayer::ObserverUse(bool)
307     CDODPlayer::CheckTrainUpdate()
+
307     CBasePlayer::GetObserverTarget()
308     CBasePlayer::SetPlayerUnderwater(bool)
+
308     CBasePlayer::FindNextObserverTarget(bool)
309     CBasePlayer::CanBreatheUnderwater() const
+
309     CBasePlayer::IsValidObserverTarget(CBaseEntity*)
310     CBasePlayer::PlayerUse()
+
310     CBasePlayer::CheckObserverSettings()
311     CBasePlayer::PlayUseDenySound()
+
311     CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
312     CDODPlayer::FindUseEntity()
+
312     CBasePlayer::ForceObserverMode(int)
313     CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int)
+
313     CBasePlayer::ResetObserverMode()
314     CBasePlayer::PickupObject(CBaseEntity*, bool)
+
314     CDODPlayer::StartReplayMode(float, float, int)
315     CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*)
+
315    CDODPlayer::StopReplayMode()
316     CBasePlayer::GetHeldObjectMass(IPhysicsObject*)
+
316     CBasePlayer::GetDelayTicks()
317     CDODPlayer::UpdateGeigerCounter()
+
317     CBasePlayer::GetReplayEntity()
318     CBasePlayer::GetAutoaimVector(float)
+
318     CBasePlayer::CreateCorpse()
319     CBasePlayer::GetAutoaimVector(float, autoaim_params_t&)
+
319     CDODPlayer::EntSelectSpawnPoint()
320    CBasePlayer::ShouldAutoaim()
+
320     CBasePlayer::GetInVehicle(IServerVehicle*, int)
321    CBasePlayer::ForceClientDllUpdate()
+
321     CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
322    CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)
+
322     CBasePlayer::OnVehicleStart()
323    CDODPlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*)
+
323     CBasePlayer::OnVehicleEnd(Vector&)
324     CBasePlayer::CanSpeak()
+
324     CDODPlayer::BumpWeapon(CBaseCombatWeapon*)
325     CDODPlayer::CanHearChatFrom(CBasePlayer*)
+
325     CBasePlayer::SelectLastItem()
326     CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
+
326     CBasePlayer::SelectItem(char const*, int)
327     CDODPlayer::CheckChatText(char*, int)
+
327    CBasePlayer::ItemPostFrame()
328     CBasePlayer::IsFollowingPhysics()
+
328    CDODPlayer::GiveNamedItem(char const*, int)
329     CDODPlayer::InitVCollision()
+
329    CDODPlayer::CheckTrainUpdate()
330     CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
+
330    CBasePlayer::SetPlayerUnderwater(bool)
331     CBasePlayer::EquipSuit()
+
331    CBasePlayer::CanBreatheUnderwater() const
332     CDODPlayer::CommitSuicide()
+
332    CBasePlayer::PlayerUse()
333     CBasePlayer::IsBot() const
+
333    CBasePlayer::PlayUseDenySound()
334     CBasePlayer::SpawnArmorValue() const
+
334    CDODPlayer::FindUseEntity()
335     CBasePlayer::NetworkStateChanged_m_ArmorValue()</pre>
+
335    CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int)
 +
336    CBasePlayer::PickupObject(CBaseEntity*, bool)
 +
337    CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*)
 +
338    CBasePlayer::GetHeldObjectMass(IPhysicsObject*)
 +
339    CDODPlayer::UpdateGeigerCounter()
 +
340    CBasePlayer::GetAutoaimVector(float)
 +
341    CBasePlayer::GetAutoaimVector(float, float)
 +
342    CBasePlayer::GetAutoaimVector(autoaim_params_t&)
 +
343    CBasePlayer::ShouldAutoaim()
 +
344    CBasePlayer::ForceClientDllUpdate()
 +
345    CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)
 +
346    CDODPlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*)
 +
347     CBasePlayer::CanSpeak()
 +
348     ghostchat_mm::__SourceHook_MFHCls_CBasePlayer_CanHearChatFrom::Func(CBasePlayer*)
 +
349     CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
 +
350     CDODPlayer::CheckChatText(char*, int)
 +
351     CBasePlayer::IsFollowingPhysics()
 +
352     CDODPlayer::InitVCollision()
 +
353     CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
 +
354     CBasePlayer::EquipSuit(bool)
 +
355    CBasePlayer::RemoveSuit()
 +
356     CDODPlayer::CommitSuicide()
 +
357     CBasePlayer::IsBot() const
 +
358     CBasePlayer::SpawnArmorValue() const
 +
359    CBasePlayer::NetworkStateChanged_m_ArmorValue()
 +
360     CBasePlayer::NetworkStateChanged_m_ArmorValue(void*)</pre>

Revision as of 10:42, 29 June 2006

Also for use when using VFunc offsets.

These are Linux offsets. Windows offsets are one less. These should be good as of 2006/06/29.

The List

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