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

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(The List)
Line 4: Line 4:
  
 
== The List ==
 
== The List ==
 +
This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions near the end.
  
<pre>1       CDODPlayer::~CDODPlayer()
+
<b>Last Updated 09 Sept 2006</b>
2       CBaseEntity::SetRefEHandle(CBaseHandle const&)
+
 
3       CBaseEntity::GetRefEHandle() const
+
<pre>
4       CBaseEntity::GetCollideable()
+
0       CDODPlayer::~CDODPlayer()
5       CBaseEntity::GetNetworkable()
+
1       CBaseEntity::SetRefEHandle(CBaseHandle const&)
6       CBaseEntity::GetBaseEntity()
+
2       CBaseEntity::GetRefEHandle() const
7       CBaseEntity::GetModelIndex() const
+
3       CBaseEntity::GetCollideable()
8       CBaseEntity::GetModelName() const
+
4       CBaseEntity::GetNetworkable()
9       CBaseEntity::SetModelIndex(int)
+
5       CBaseEntity::GetBaseEntity()
10      CDODPlayer::_GetClassName()
+
6       CBaseEntity::GetModelIndex() const
11     CDODPlayer::GetServerClass()
+
7       CBaseEntity::GetModelName() const
12     CDODPlayer::GetClassName()
+
8       CBaseEntity::SetModelIndex(int)
13     CDODPlayer::YouForgotToImplementOrDeclareServerClass()
+
9      CDODPlayer::_GetClassName()
14     CDODPlayer::GetDataDescMap()
+
10     CDODPlayer::GetServerClass()
15     CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
+
11     CDODPlayer::GetClassName()
16     CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)
+
12     CDODPlayer::YouForgotToImplementOrDeclareServerClass()
17     CDODPlayer::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)
+
13     CDODPlayer::GetDataDescMap()
18     CBaseEntity::ShouldCollide(int, int) const
+
14     CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
19     CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
15     CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)
20     CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
+
16     CDODPlayer::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)
21     CBasePlayer::UpdateTransmitState()
+
17     CBaseEntity::ShouldCollide(int, int) const
22     CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool)
+
18     CBaseEntity::SetOwnerEntity(CBaseEntity*)
23     CBasePlayer::GetTracerType()
+
19     CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
24     CDODPlayer::Spawn()
+
20     CBasePlayer::UpdateTransmitState()
25     CDODPlayer::Precache()
+
21     CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool)
26     CBaseFlex::SetModel(char const*)
+
22     CBasePlayer::GetTracerType()
27     CBaseEntity::PostConstructor(char const*)
+
23     CDODPlayer::Spawn()
28     CBaseEntity::PostClientActive()
+
24     CDODPlayer::Precache()
29     CBaseEntity::ParseMapData(CEntityMapData*)
+
25     CBaseFlex::SetModel(char const*)
30     CBaseEntity::KeyValue(char const*, char const*)
+
26     CBaseEntity::PostConstructor(char const*)
31     CBaseEntity::KeyValue(char const*, float)
+
27     CBaseEntity::PostClientActive()
32     CBaseEntity::KeyValue(char const*, Vector)
+
28     CBaseEntity::ParseMapData(CEntityMapData*)
33     CBasePlayer::Activate()
+
29     CBaseEntity::KeyValue(char const*, char const*)
34     CBaseEntity::SetParent(CBaseEntity*, int)
+
30     CBaseEntity::KeyValue(char const*, float)
35     CBasePlayer::ObjectCaps()
+
31     CBaseEntity::KeyValue(char const*, Vector)
36     CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
+
32     CBasePlayer::Activate()
37     CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)
+
33     CBaseEntity::SetParent(CBaseEntity*, int)
38     CBasePlayer::DrawDebugGeometryOverlays()
+
34     CBasePlayer::ObjectCaps()
39     CBaseAnimating::DrawDebugTextOverlays()
+
35     CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
40     CBasePlayer::Save(ISave&)
+
36     CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)
41     CBasePlayer::Restore(IRestore&)
+
37     CBasePlayer::DrawDebugGeometryOverlays()
42     CBasePlayer::ShouldSavePhysics()
+
38     CBaseAnimating::DrawDebugTextOverlays()
43     CBaseEntity::OnSave(IEntitySaveUtils*)
+
39     CBasePlayer::Save(ISave&)
44     CBasePlayer::OnRestore()
+
40     CBasePlayer::Restore(IRestore&)
45     CBasePlayer::RequiredEdictIndex()
+
41     CBasePlayer::ShouldSavePhysics()
46     CBaseEntity::MoveDone()
+
42     CBaseEntity::OnSave(IEntitySaveUtils*)
47     CBaseEntity::Think()
+
43     CBasePlayer::OnRestore()
48     CBasePlayer::NetworkStateChanged_m_nNextThinkTick()
+
44     CBasePlayer::RequiredEdictIndex()
49     CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void*)
+
45     CBaseEntity::MoveDone()
50     CBaseAnimating::GetBaseAnimating()
+
46     CBaseEntity::Think()
51     CBaseEntity::GetResponseSystem()
+
47     CBasePlayer::NetworkStateChanged_m_nNextThinkTick()
52     CBaseEntity::DispatchResponse(char const*)
+
48     CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void*)
53     CBasePlayer::Classify()
+
49     CBaseAnimating::GetBaseAnimating()
54     CBaseEntity::DeathNotice(CBaseEntity*)
+
50     CBaseEntity::GetResponseSystem()
55     CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
+
51     CBaseEntity::DispatchResponse(char const*)
56     CBaseEntity::GetAutoAimRadius()
+
52     CBasePlayer::Classify()
57     CBaseEntity::GetAutoAimCenter()
+
53     CBaseEntity::DeathNotice(CBaseEntity*)
58     CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
+
54     CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
59     CDODPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
+
55     CBaseEntity::GetAutoAimRadius()
60     CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
+
56     CBaseEntity::GetAutoAimCenter()
61     CDODPlayer::OnTakeDamage(CTakeDamageInfo const&)
+
57     CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
62     CBasePlayer::TakeHealth(float, int)
+
58     CDODPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
63     CDODPlayer::Event_Killed(CTakeDamageInfo const&)
+
59     CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
64     CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&)
+
60     CDODPlayer::OnTakeDamage(CTakeDamageInfo const&)
65     CBaseCombatCharacter::BloodColor()
+
61     CBasePlayer::TakeHealth(float, int)
66     CBaseEntity::IsTriggered(CBaseEntity*)
+
62     CDODPlayer::Event_Killed(CTakeDamageInfo const&)
67     CBaseEntity::IsNPC() const
+
63     CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&)
68     CBaseCombatCharacter::MyCombatCharacterPointer()
+
64     CBaseCombatCharacter::BloodColor()
69     CBaseEntity::GetDelay()
+
65     CBaseEntity::IsTriggered(CBaseEntity*)
70     CBaseEntity::IsMoving()
+
66     CBaseEntity::IsNPC() const
71     CBaseEntity::DamageDecal(int, int)
+
67     CBaseCombatCharacter::MyCombatCharacterPointer()
72     CBaseEntity::DecalTrace(CGameTrace*, char const*)
+
68     CBaseEntity::GetDelay()
73     CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
+
69     CBaseEntity::IsMoving()
74     CBaseEntity::OnControls(CBaseEntity*)
+
70     CBaseEntity::DamageDecal(int, int)
75     CBaseEntity::HasTarget(string_t)
+
71     CBaseEntity::DecalTrace(CGameTrace*, char const*)
76     CBasePlayer::IsPlayer() const
+
72     CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
77     CBasePlayer::IsNetClient() const
+
73     CBaseEntity::OnControls(CBaseEntity*)
78     CBaseEntity::IsTemplate()
+
74     CBaseEntity::HasTarget(string_t)
79     CBaseEntity::IsBaseObject() const
+
75     CBasePlayer::IsPlayer() const
80     CBaseEntity::GetServerVehicle()
+
76     CBasePlayer::IsNetClient() const
81     CBaseEntity::IsViewable()
+
77     CBaseEntity::IsTemplate()
82     CDODPlayer::ChangeTeam(int)
+
78     CBaseEntity::IsBaseObject() const
83     CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
+
79     CBaseEntity::GetServerVehicle()
84     CBaseEntity::CanStandOn(CBaseEntity*) const
+
80     CBaseEntity::IsViewable()
85     CBaseEntity::CanStandOn(edict_t*) const
+
81     CDODPlayer::ChangeTeam(int)
86     CBaseEntity::GetEnemy()
+
82     CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
87     CBaseEntity::GetEnemy() const
+
83     CBaseEntity::CanStandOn(CBaseEntity*) const
88     CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
+
84     CBaseEntity::CanStandOn(edict_t*) const
89     CBaseEntity::StartTouch(CBaseEntity*)
+
85     CBaseEntity::GetEnemy()
90     CBasePlayer::Touch(CBaseEntity*)
+
86     CBaseEntity::GetEnemy() const
91     CBaseEntity::EndTouch(CBaseEntity*)
+
87     CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
92     CBaseEntity::StartBlocked(CBaseEntity*)
+
88     CBaseEntity::StartTouch(CBaseEntity*)
93     CBaseEntity::Blocked(CBaseEntity*)
+
89     CBasePlayer::Touch(CBaseEntity*)
94     CBaseEntity::EndBlocked()
+
90     CBaseEntity::EndTouch(CBaseEntity*)
95     CBasePlayer::PhysicsSimulate()
+
91     CBaseEntity::StartBlocked(CBaseEntity*)
96     CBasePlayer::UpdateOnRemove()
+
92     CBaseEntity::Blocked(CBaseEntity*)
97     CBaseEntity::StopLoopingSounds()
+
93     CBaseEntity::EndBlocked()
98     CBaseEntity::SUB_AllowedToFade()
+
94     CBasePlayer::PhysicsSimulate()
99     CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
+
95     CBasePlayer::UpdateOnRemove()
100    CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
+
96     CBaseEntity::StopLoopingSounds()
101     CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
+
97     CBaseEntity::SUB_AllowedToFade()
102     CDODPlayer::FireBullets(FireBulletsInfo_t const&)
+
98     CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
103     CBasePlayer::DoImpactEffect(CGameTrace&, int)
+
99      CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
104     CBaseEntity::Respawn()
+
100     CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
105     CBaseEntity::IsLockedByMaster()
+
101     CDODPlayer::FireBullets(FireBulletsInfo_t const&)
106     CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
+
102     CBasePlayer::DoImpactEffect(CGameTrace&, int)
107     CBaseEntity::NetworkStateChanged_m_iMaxHealth()
+
103     CBaseEntity::Respawn()
108     CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*)
+
104     CBaseEntity::IsLockedByMaster()
109     CBasePlayer::NetworkStateChanged_m_iHealth()
+
105     CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
110     CBasePlayer::NetworkStateChanged_m_iHealth(void*)
+
106     CBaseEntity::NetworkStateChanged_m_iMaxHealth()
111     CBasePlayer::NetworkStateChanged_m_lifeState()
+
107     CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*)
112     CBasePlayer::NetworkStateChanged_m_lifeState(void*)
+
108     CBasePlayer::NetworkStateChanged_m_iHealth()
113     CBaseEntity::NetworkStateChanged_m_takedamage()
+
109     CBasePlayer::NetworkStateChanged_m_iHealth(void*)
114     CBaseEntity::NetworkStateChanged_m_takedamage(void*)
+
110     CBasePlayer::NetworkStateChanged_m_lifeState()
115     CBaseEntity::GetDamageType() const
+
111     CBasePlayer::NetworkStateChanged_m_lifeState(void*)
116     CBaseEntity::GetDamage()
+
112     CBaseEntity::NetworkStateChanged_m_takedamage()
117     CBaseEntity::SetDamage(float)
+
113     CBaseEntity::NetworkStateChanged_m_takedamage(void*)
118     CBasePlayer::EyePosition()
+
114     CBaseEntity::GetDamageType() const
119     CBasePlayer::EyeAngles()
+
115     CBaseEntity::GetDamage()
120     CBasePlayer::LocalEyeAngles()
+
116     CBaseEntity::SetDamage(float)
121     CBaseEntity::EarPosition()
+
117     CBasePlayer::EyePosition()
122     CBasePlayer::BodyTarget(Vector const&, bool)
+
118     CBasePlayer::EyeAngles()
123     CBaseEntity::HeadTarget(Vector const&)
+
119     CBasePlayer::LocalEyeAngles()
124     CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
+
120     CBaseEntity::EarPosition()
125     CBaseEntity::GetViewOffset()
+
121     CBasePlayer::BodyTarget(Vector const&, bool)
126     CBasePlayer::GetSmoothedVelocity()
+
122     CBaseEntity::HeadTarget(Vector const&)
127     CBaseAnimating::GetVelocity(Vector*, Vector*)
+
123     CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
128     CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**)
+
124     CBaseEntity::GetViewOffset()
129     CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**)
+
125     CBasePlayer::GetSmoothedVelocity()
130     CBaseEntity::CanBeSeenBy(CAI_BaseNPC*)
+
126     CBaseAnimating::GetVelocity(Vector*, Vector*)
131     CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
127     CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**)
132     CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
128     CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**)
133     CBaseEntity::CanBePoweredUp()
+
129     CBaseEntity::CanBeSeenBy(CAI_BaseNPC*)
134     CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
+
130     CBaseEntity::GetAttackDamageScale(CBaseEntity*)
135     CBaseEntity::GetGroundVelocityToApply(Vector&)
+
131     CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
136     CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
+
132     CBaseEntity::CanBePoweredUp()
137     CBaseEntity::Splash()
+
133     CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
138     CBaseEntity::WorldSpaceCenter() const
+
134     CBaseEntity::GetGroundVelocityToApply(Vector&)
139     CBaseEntity::GetSoundEmissionOrigin() const
+
135     CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
140     CBaseEntity::CreateVPhysics()
+
136     CBaseEntity::Splash()
141     CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
137     CBaseEntity::WorldSpaceCenter() const
142     CBasePlayer::VPhysicsDestroyObject()
+
138     CBaseEntity::GetSoundEmissionOrigin() const
143     CBasePlayer::VPhysicsUpdate(IPhysicsObject*)
+
139     CBaseEntity::CreateVPhysics()
144     CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
+
140     CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
145     CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
+
141     CBasePlayer::VPhysicsDestroyObject()
146     CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject*)
+
142     CBasePlayer::VPhysicsUpdate(IPhysicsObject*)
147     CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)
+
143     CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
148     CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
+
144     CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
149     CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
145     CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject*)
150     CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
+
146     CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)
151     CBaseEntity::HasPhysicsAttacker(float)
+
147     CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
152     CBasePlayer::PhysicsSolidMaskForEntity() const
+
148     CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
153     CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
+
149     CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
154     CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
+
150     CBaseEntity::HasPhysicsAttacker(float)
155     CBaseAnimating::GetStepOrigin() const
+
151     CBasePlayer::PhysicsSolidMaskForEntity() const
156     CBaseAnimating::GetStepAngles() const
+
152     CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
157     CBaseEntity::ShouldDrawWaterImpacts()
+
153     CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
158     CBaseEntity::NetworkStateChanged_m_fFlags()
+
154     CBaseAnimating::GetStepOrigin() const
159     CBaseEntity::NetworkStateChanged_m_fFlags(void*)
+
155     CBaseAnimating::GetStepAngles() const
160     CBasePlayer::NetworkStateChanged_m_nWaterLevel()
+
156     CBaseEntity::ShouldDrawWaterImpacts()
161     CBasePlayer::NetworkStateChanged_m_nWaterLevel(void*)
+
157     CBaseEntity::NetworkStateChanged_m_fFlags()
162     CBasePlayer::NetworkStateChanged_m_hGroundEntity()
+
158     CBaseEntity::NetworkStateChanged_m_fFlags(void*)
163     CBasePlayer::NetworkStateChanged_m_hGroundEntity(void*)
+
159     CBasePlayer::NetworkStateChanged_m_nWaterLevel()
164     CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
+
160     CBasePlayer::NetworkStateChanged_m_nWaterLevel(void*)
165     CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void*)
+
161     CBasePlayer::NetworkStateChanged_m_hGroundEntity()
166     CBasePlayer::NetworkStateChanged_m_flFriction()
+
162     CBasePlayer::NetworkStateChanged_m_hGroundEntity(void*)
167     CBasePlayer::NetworkStateChanged_m_flFriction(void*)
+
163     CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
168     CBasePlayer::NetworkStateChanged_m_vecVelocity()
+
164     CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void*)
169     CBasePlayer::NetworkStateChanged_m_vecVelocity(void*)
+
165     CBasePlayer::NetworkStateChanged_m_flFriction()
170     CBasePlayer::NetworkStateChanged_m_vecViewOffset()
+
166     CBasePlayer::NetworkStateChanged_m_flFriction(void*)
171     CBasePlayer::NetworkStateChanged_m_vecViewOffset(void*)
+
167     CBasePlayer::NetworkStateChanged_m_vecVelocity()
172     CBaseAnimating::GetIdealSpeed() const
+
168     CBasePlayer::NetworkStateChanged_m_vecVelocity(void*)
173     CBaseAnimating::GetIdealAccel() const
+
169     CBasePlayer::NetworkStateChanged_m_vecViewOffset()
174     CBaseAnimatingOverlay::StudioFrameAdvance()
+
170     CBasePlayer::NetworkStateChanged_m_vecViewOffset(void*)
175     CBaseAnimating::IsActivityFinished()
+
171     CBaseAnimating::GetIdealSpeed() const
176     CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
+
172     CBaseAnimating::GetIdealAccel() const
177     CBaseAnimating::BecomeRagdollOnClient(Vector const&)
+
173     CBaseAnimatingOverlay::StudioFrameAdvance()
178     CBaseAnimating::IsRagdoll()
+
174     CBaseAnimating::IsActivityFinished()
179     CBaseAnimating::CanBecomeRagdoll()
+
175     CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
180     CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int)
+
176     CBaseAnimating::BecomeRagdollOnClient(Vector const&)
181     CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
+
177     CBaseAnimating::IsRagdoll()
182     CDODPlayer::SetupBones(matrix3x4_t*, int)
+
178     CBaseAnimating::CanBecomeRagdoll()
183     CBaseAnimating::CalculateIKLocks(float)
+
179     CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int)
184     CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)
+
180     CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
185     CBaseAnimating::HandleAnimEvent(animevent_t*)
+
181     CDODPlayer::SetupBones(matrix3x4_t*, int)
186     CBaseAnimating::GetAttachment(int, matrix3x4_t&)
+
182     CBaseAnimating::CalculateIKLocks(float)
187     CBaseAnimating::InitBoneControllers()
+
183     CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)
188     CBaseAnimating::GetGroundSpeedVelocity()
+
184     CBaseAnimating::HandleAnimEvent(animevent_t*)
189     CBaseAnimating::Ignite(float, bool, float, bool)
+
185     CBaseAnimating::GetAttachment(int, matrix3x4_t&)
190     CBaseAnimating::Extinguish()
+
186     CBaseAnimating::InitBoneControllers()
191     CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*)
+
187     CBaseAnimating::GetGroundSpeedVelocity()
192     CBaseAnimating::SetLightingOrigin(CBaseEntity*)
+
188     CBaseAnimating::Ignite(float, bool, float, bool)
193     CBaseFlex::SetViewtarget(Vector const&)
+
189     CBaseAnimating::Extinguish()
194     CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)
+
190     CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*)
195     CBaseFlex::ProcessSceneEvents()
+
191     CBaseAnimating::SetLightingOrigin(CBaseEntity*)
196     CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)
+
192     CBaseFlex::SetViewtarget(Vector const&)
197     CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)
+
193     CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)
198     CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)
+
194     CBaseFlex::ProcessSceneEvents()
199     CBaseCombatCharacter::GetPhysicsImpactDamageTable()
+
195     CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)
200     CBaseCombatCharacter::FInViewCone(CBaseEntity*)
+
196     CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)
201     CBaseCombatCharacter::FInViewCone(Vector const&)
+
197     CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)
202     CBaseCombatCharacter::FInAimCone(CBaseEntity*)
+
198     CBaseCombatCharacter::GetPhysicsImpactDamageTable()
203     CBaseCombatCharacter::FInAimCone(Vector const&)
+
199     CBaseCombatCharacter::FInViewCone(CBaseEntity*)
204     CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
200     CBaseCombatCharacter::FInViewCone(Vector const&)
205     CBaseCombatCharacter::FindMissTarget()
+
201     CBaseCombatCharacter::FInAimCone(CBaseEntity*)
206     CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*)
+
202     CBaseCombatCharacter::FInAimCone(Vector const&)
207     CBasePlayer::BodyAngles()
+
203     CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
208     CBaseCombatCharacter::BodyDirection2D()
+
204     CBaseCombatCharacter::FindMissTarget()
209     CBaseCombatCharacter::BodyDirection3D()
+
205     CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*)
210     CBaseCombatCharacter::HeadDirection2D()
+
206     CBasePlayer::BodyAngles()
211     CBaseCombatCharacter::HeadDirection3D()
+
207     CBaseCombatCharacter::BodyDirection2D()
212     CBaseCombatCharacter::EyeDirection2D()
+
208     CBaseCombatCharacter::BodyDirection3D()
213     CBaseCombatCharacter::EyeDirection3D()
+
209     CBaseCombatCharacter::HeadDirection2D()
214     CBaseCombatCharacter::GiveAmmo(int, int, bool)
+
210     CBaseCombatCharacter::HeadDirection3D()
215     CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
211     CBaseCombatCharacter::EyeDirection2D()
216     CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)
+
212     CBaseCombatCharacter::EyeDirection3D()
217     CBasePlayer::Weapon_CanUse(CBaseCombatWeapon*)
+
213     CBaseCombatCharacter::GiveAmmo(int, int, bool)
218     CBasePlayer::Weapon_Equip(CBaseCombatWeapon*)
+
214     CBaseCombatCharacter::NPC_TranslateActivity(Activity)
219     CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)
+
215     CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)
220     CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)
+
216     CBasePlayer::Weapon_CanUse(CBaseCombatWeapon*)
221     CBasePlayer::Weapon_Switch(CBaseCombatWeapon*, int)
+
217     CBasePlayer::Weapon_Equip(CBaseCombatWeapon*)
222     CBasePlayer::Weapon_ShootPosition()
+
218     CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)
223     CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon*)
+
219     CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)
224     CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
+
220     CBasePlayer::Weapon_Switch(CBaseCombatWeapon*, int)
225     CBaseCombatCharacter::Weapon_GetSlot(int) const
+
221     CBasePlayer::Weapon_ShootPosition()
226     CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)
+
222     CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon*)
227     CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)
+
223     CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
228     CBaseCombatCharacter::CanBecomeServerRagdoll()
+
224     CBaseCombatCharacter::Weapon_GetSlot(int) const
229     CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
+
225     CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)
230     CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
+
226     CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)
231     CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
+
227     CBaseCombatCharacter::CanBecomeServerRagdoll()
232     CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)
+
228     CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
233     CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*)
+
229     CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
234     CBaseCombatCharacter::GetDeathActivity()
+
230     CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
235     CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
+
231     CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)
236     CBaseCombatCharacter::CorpseFade()
+
232     CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*)
237     CBaseCombatCharacter::HasHumanGibs()
+
233     CBaseCombatCharacter::GetDeathActivity()
238     CBaseCombatCharacter::HasAlienGibs()
+
234     CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
239     CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
+
235     CBaseCombatCharacter::CorpseFade()
240     CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
236     CBaseCombatCharacter::HasHumanGibs()
241     CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
+
237     CBaseCombatCharacter::HasAlienGibs()
242     CBasePlayer::Event_Dying()
+
238     CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
243     CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
+
239     CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
244     CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*)
+
240     CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
245     CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int)
+
241     CBasePlayer::Event_Dying()
246     CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
+
242     CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
247     CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
+
243     CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*)
248     CBaseCombatCharacter::PushawayTouch(CBaseEntity*)
+
244     CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int)
249     CBaseCombatCharacter::IRelationType(CBaseEntity*)
+
245     CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
250     CBaseCombatCharacter::IRelationPriority(CBaseEntity*)
+
246     CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
251     CBaseCombatCharacter::IsInAVehicle()
+
247     CBaseCombatCharacter::PushawayTouch(CBaseEntity*)
252     CBasePlayer::GetVehicle()
+
248     CBaseCombatCharacter::IRelationType(CBaseEntity*)
253     CBasePlayer::GetVehicleEntity()
+
249     CBaseCombatCharacter::IRelationPriority(CBaseEntity*)
254     CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*)
+
250     CBaseCombatCharacter::IsInAVehicle()
255     CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)
+
251     CBasePlayer::GetVehicle()
256     CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)
+
252     CBasePlayer::GetVehicleEntity()
257     CBasePlayer::DoMuzzleFlash()
+
253     CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*)
258     CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)
+
254     CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)
259     CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*)
+
255     CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)
260     CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
+
256     CBasePlayer::DoMuzzleFlash()
261     CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
257     CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)
262     CBasePlayer::NetworkStateChanged_m_iAmmo()
+
258     CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*)
263     CBasePlayer::NetworkStateChanged_m_iAmmo(void*)
+
259     CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
264     CDODPlayer::CreateViewModel(int)
+
260     CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)
265     CDODPlayer::SetupVisibility(CBaseEntity*, unsigned char*, int)
+
261     CBasePlayer::NetworkStateChanged_m_iAmmo()
266     CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const
+
262     CBasePlayer::NetworkStateChanged_m_iAmmo(void*)
267     CDODPlayer::SharedSpawn()
+
263     CDODPlayer::CreateViewModel(int)
268     CDODPlayer::InitialSpawn()
+
264     CDODPlayer::SetupVisibility(CBaseEntity*, unsigned char*, int)
269     CBasePlayer::InitHUD()
+
265     CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const
270     CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*)
+
266     CDODPlayer::SharedSpawn()
271     CDODPlayer::PlayerDeathThink()
+
267     CDODPlayer::InitialSpawn()
272     CBasePlayer::Jump()
+
268     CBasePlayer::InitHUD()
273     CBasePlayer::Duck()
+
269     CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*)
274     CDODPlayer::PreThink()
+
270     CDODPlayer::PlayerDeathThink()
275     CDODPlayer::PostThink()
+
271     CBasePlayer::Jump()
276     CBasePlayer::DamageEffect(float, int)
+
272     CBasePlayer::Duck()
277     CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
+
273     CDODPlayer::PreThink()
278     CBasePlayer::ShouldFadeOnDeath()
+
274     CDODPlayer::PostThink()
279     CBasePlayer::IsFakeClient() const
+
275     CBasePlayer::DamageEffect(float, int)
280     CDODPlayer::GetPlayerMins() const
+
276     CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
281     CDODPlayer::GetPlayerMaxs() const
+
277     CBasePlayer::ShouldFadeOnDeath()
282     CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
+
278     CBasePlayer::IsFakeClient() const
283     CBasePlayer::PackDeadPlayerItems()
+
279     CDODPlayer::GetPlayerMins() const
284     CBasePlayer::RemoveAllItems(bool)
+
280     CDODPlayer::GetPlayerMaxs() const
285     CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)
+
281     CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
286     CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
282     CBasePlayer::PackDeadPlayerItems()
287     CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)
+
283     CBasePlayer::RemoveAllItems(bool)
288     CBasePlayer::UpdateClientData()
+
284     CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)
289     CBasePlayer::ExitLadder()
+
285     CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)
290     CDODPlayer::FlashlightIsOn()
+
286     CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)
291     CDODPlayer::FlashlightTurnOn()
+
287     CBasePlayer::UpdateClientData()
292     CDODPlayer::FlashlightTurnOff()
+
288     CBasePlayer::ExitLadder()
293     CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity*, float*)
+
289     CDODPlayer::FlashlightIsOn()
294     CDODPlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)
+
290     CDODPlayer::FlashlightTurnOn()
295     CDODPlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool)
+
291     CDODPlayer::FlashlightTurnOff()
296     CDODPlayer::DeathSound(CTakeDamageInfo const&)
+
292     CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity*, float*)
297     CDODPlayer::SetAnimation(PLAYER_ANIM)
+
293     CDODPlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)
298     CBasePlayer::ImpulseCommands()
+
294     CDODPlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool)
299     CDODPlayer::CheatImpulseCommands(int)
+
295     CDODPlayer::DeathSound(CTakeDamageInfo const&)
300     CDODPlayer::ClientCommand(char const*)
+
296     CDODPlayer::SetAnimation(PLAYER_ANIM)
301     CBasePlayer::StartObserverMode(int)
+
297     CBasePlayer::ImpulseCommands()
302     CBasePlayer::StopObserverMode()
+
298     CDODPlayer::CheatImpulseCommands(int)
303     CDODPlayer::SetObserverMode(int)
+
299     CDODPlayer::ClientCommand(char const*)
304     CBasePlayer::GetObserverMode()
+
300     CBasePlayer::StartObserverMode(int)
305     CBasePlayer::SetObserverTarget(CBaseEntity*)
+
301     CBasePlayer::StopObserverMode()
306     CBasePlayer::ObserverUse(bool)
+
302     CDODPlayer::SetObserverMode(int)
307    CBasePlayer::GetObserverTarget()
+
303     CBasePlayer::GetObserverMode()
308    CBasePlayer::FindNextObserverTarget(bool)
+
304     CBasePlayer::SetObserverTarget(CBaseEntity*)
 +
305     CBasePlayer::ObserverUse(bool)
 +
306    CBasePlayer::GetObserverTarget()
 +
307    CBasePlayer::FindNextObserverTarget(bool)
 +
308    CBasePlayer::GetNextObserverSearchStartPoint(bool)
 
309    CBasePlayer::IsValidObserverTarget(CBaseEntity*)
 
309    CBasePlayer::IsValidObserverTarget(CBaseEntity*)
 
310    CBasePlayer::CheckObserverSettings()
 
310    CBasePlayer::CheckObserverSettings()
Line 352: Line 357:
 
346    CDODPlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*)
 
346    CDODPlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*)
 
347    CBasePlayer::CanSpeak()
 
347    CBasePlayer::CanSpeak()
348    CBasePlayer::CanHearChatFrom(CBasePlayer*)
+
348    CDODPlayer::CanHearChatFrom(CBasePlayer*)
 
349    CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
 
349    CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
 
350    CDODPlayer::CheckChatText(char*, int)
 
350    CDODPlayer::CheckChatText(char*, int)
Line 364: Line 369:
 
358    CBasePlayer::SpawnArmorValue() const
 
358    CBasePlayer::SpawnArmorValue() const
 
359    CBasePlayer::NetworkStateChanged_m_ArmorValue()
 
359    CBasePlayer::NetworkStateChanged_m_ArmorValue()
360    CBasePlayer::NetworkStateChanged_m_ArmorValue(void*)</pre>
+
360    CBasePlayer::NetworkStateChanged_m_ArmorValue(void*)
 +
</pre>

Revision as of 15:53, 6 September 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

This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions near the end.

Last Updated 09 Sept 2006

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