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

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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.
 
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.
  
<b>Last Updated 09 Sept 2006</b>
+
<b>Last Updated 07 July 2007</b>
 
 
 
<pre>
 
<pre>
0       CDODPlayer::~CDODPlayer()
+
0 CDODPlayer::~CDODPlayer()
1       CBaseEntity::SetRefEHandle(CBaseHandle const&)
+
1 CBaseEntity::SetRefEHandle(CBaseHandle const&)
2       CBaseEntity::GetRefEHandle() const
+
2 CBaseEntity::GetRefEHandle() const
3       CBaseEntity::GetCollideable()
+
3 CBaseEntity::GetCollideable()
4       CBaseEntity::GetNetworkable()
+
4 CBaseEntity::GetNetworkable()
5       CBaseEntity::GetBaseEntity()
+
5 CBaseEntity::GetBaseEntity()
6       CBaseEntity::GetModelIndex() const
+
6 CBaseEntity::GetModelIndex() const
7       CBaseEntity::GetModelName() const
+
7 CBaseEntity::GetModelName() const
8       CBaseEntity::SetModelIndex(int)
+
8 CBaseEntity::SetModelIndex(int)
9       CDODPlayer::_GetClassName()
+
9 CDODPlayer::_GetClassName()
10     CDODPlayer::GetServerClass()
+
10 CDODPlayer::GetServerClass()
11     CDODPlayer::GetClassName()
+
11 CDODPlayer::GetClassName()
12     CDODPlayer::YouForgotToImplementOrDeclareServerClass()
+
12 CDODPlayer::YouForgotToImplementOrDeclareServerClass()
13     CDODPlayer::GetDataDescMap()
+
13 CDODPlayer::GetDataDescMap()
14     CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
+
14 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &)
15     CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)
+
15 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &)
16     CDODPlayer::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)
+
16 CDODPlayer::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
17     CBaseEntity::ShouldCollide(int, int) const
+
17 CBaseEntity::ShouldCollide(int,int) const
18     CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
18 CBaseEntity::SetOwnerEntity(CBaseEntity*)
19     CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
+
19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
20     CBasePlayer::UpdateTransmitState()
+
20 CBasePlayer::UpdateTransmitState()
21     CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool)
+
21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
22     CBasePlayer::GetTracerType()
+
22 CBasePlayer::GetTracerType()
23     CDODPlayer::Spawn()
+
23 CDODPlayer::Spawn()
24     CDODPlayer::Precache()
+
24 CDODPlayer::Precache()
25     CBaseFlex::SetModel(char const*)
+
25 CBaseFlex::SetModel(char const*)
26     CBaseEntity::PostConstructor(char const*)
+
26 CBaseEntity::PostConstructor(char const*)
27     CBaseEntity::PostClientActive()
+
27 CBaseEntity::PostClientActive()
28     CBaseEntity::ParseMapData(CEntityMapData*)
+
28 CBaseEntity::ParseMapData(CEntityMapData *)
29     CBaseEntity::KeyValue(char const*, char const*)
+
29 CBaseEntity::KeyValue(char const*,char const*)
30     CBaseEntity::KeyValue(char const*, float)
+
30 CBaseEntity::KeyValue(char const*,float)
31     CBaseEntity::KeyValue(char const*, Vector)
+
31 CBaseEntity::KeyValue(char const*,Vector)
32     CBasePlayer::Activate()
+
32 CBasePlayer::Activate()
33     CBaseEntity::SetParent(CBaseEntity*, int)
+
33 CBaseEntity::SetParent(CBaseEntity*,int)
34     CBasePlayer::ObjectCaps()
+
34 CBasePlayer::ObjectCaps()
35     CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
+
35 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int)
36     CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)
+
36 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &)
37     CBasePlayer::DrawDebugGeometryOverlays()
+
37 CBasePlayer::DrawDebugGeometryOverlays()
38     CBaseAnimating::DrawDebugTextOverlays()
+
38 CBaseAnimating::DrawDebugTextOverlays()
39     CBasePlayer::Save(ISave&)
+
39 CBasePlayer::Save(ISave &)
40     CBasePlayer::Restore(IRestore&)
+
40 CBasePlayer::Restore(IRestore &)
41     CBasePlayer::ShouldSavePhysics()
+
41 CBasePlayer::ShouldSavePhysics()
42     CBaseEntity::OnSave(IEntitySaveUtils*)
+
42 CBaseEntity::OnSave(IEntitySaveUtils *)
43     CBasePlayer::OnRestore()
+
43 CBasePlayer::OnRestore()
44     CBasePlayer::RequiredEdictIndex()
+
44 CBasePlayer::RequiredEdictIndex()
45     CBaseEntity::MoveDone()
+
45 CBaseEntity::MoveDone()
46     CBaseEntity::Think()
+
46 CBaseEntity::Think()
47     CBasePlayer::NetworkStateChanged_m_nNextThinkTick()
+
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick()
48     CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void*)
+
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
49     CBaseAnimating::GetBaseAnimating()
+
49 CBaseAnimating::GetBaseAnimating()
50     CBaseEntity::GetResponseSystem()
+
50 CBaseEntity::GetResponseSystem()
51     CBaseEntity::DispatchResponse(char const*)
+
51 CBaseEntity::DispatchResponse(char const*)
52     CBasePlayer::Classify()
+
52 CBasePlayer::Classify()
53     CBaseEntity::DeathNotice(CBaseEntity*)
+
53 CBaseEntity::DeathNotice(CBaseEntity*)
54     CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
+
54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55     CBaseEntity::GetAutoAimRadius()
+
55 CBaseEntity::GetAutoAimRadius()
56     CBaseEntity::GetAutoAimCenter()
+
56 CBaseEntity::GetAutoAimCenter()
57     CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
+
57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
58     CDODPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
+
58 CDODPlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *)
59     CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
+
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60     CDODPlayer::OnTakeDamage(CTakeDamageInfo const&)
+
60 CDODPlayer::OnTakeDamage(CTakeDamageInfo const&)
61     CBasePlayer::TakeHealth(float, int)
+
61 CBasePlayer::TakeHealth(float,int)
62     CDODPlayer::Event_Killed(CTakeDamageInfo const&)
+
62 CDODPlayer::Event_Killed(CTakeDamageInfo const&)
63     CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&)
+
63 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo const&)
64     CBaseCombatCharacter::BloodColor()
+
64 CBaseCombatCharacter::BloodColor()
65     CBaseEntity::IsTriggered(CBaseEntity*)
+
65 CBaseEntity::IsTriggered(CBaseEntity*)
66     CBaseEntity::IsNPC() const
+
66 CBaseEntity::IsNPC() const
67     CBaseCombatCharacter::MyCombatCharacterPointer()
+
67 CBaseCombatCharacter::MyCombatCharacterPointer()
68     CBaseEntity::GetDelay()
+
68 CBaseEntity::GetDelay()
69     CBaseEntity::IsMoving()
+
69 CBaseEntity::IsMoving()
70     CBaseEntity::DamageDecal(int, int)
+
70 CBaseEntity::DamageDecal(int,int)
71     CBaseEntity::DecalTrace(CGameTrace*, char const*)
+
71 CBaseEntity::DecalTrace(CGameTrace *,char const*)
72     CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
+
72 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
73     CBaseEntity::OnControls(CBaseEntity*)
+
73 CBaseEntity::OnControls(CBaseEntity*)
74     CBaseEntity::HasTarget(string_t)
+
74 CBaseEntity::HasTarget(string_t)
75     CBasePlayer::IsPlayer() const
+
75 CBasePlayer::IsPlayer() const
76     CBasePlayer::IsNetClient() const
+
76 CBasePlayer::IsNetClient() const
77     CBaseEntity::IsTemplate()
+
77 CBaseEntity::IsTemplate()
78     CBaseEntity::IsBaseObject() const
+
78 CBaseEntity::IsBaseObject() const
79     CBaseEntity::GetServerVehicle()
+
79 CBaseEntity::GetServerVehicle()
80     CBaseEntity::IsViewable()
+
80 CBaseEntity::IsViewable()
81     CDODPlayer::ChangeTeam(int)
+
81 CDODPlayer::ChangeTeam(int)
82     CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
+
82 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
83     CBaseEntity::CanStandOn(CBaseEntity*) const
+
83 CBaseEntity::CanStandOn(CBaseEntity*) const
84     CBaseEntity::CanStandOn(edict_t*) const
+
84 CBaseEntity::CanStandOn(edict_t *) const
85     CBaseEntity::GetEnemy()
+
85 CBaseEntity::GetEnemy()
86     CBaseEntity::GetEnemy() const
+
86 CBaseEntity::GetEnemy() const
87     CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
+
87 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
88     CBaseEntity::StartTouch(CBaseEntity*)
+
88 CBaseEntity::StartTouch(CBaseEntity*)
89     CBasePlayer::Touch(CBaseEntity*)
+
89 CBasePlayer::Touch(CBaseEntity *)
90     CBaseEntity::EndTouch(CBaseEntity*)
+
90 CBaseEntity::EndTouch(CBaseEntity*)
91     CBaseEntity::StartBlocked(CBaseEntity*)
+
91 CBaseEntity::StartBlocked(CBaseEntity*)
92     CBaseEntity::Blocked(CBaseEntity*)
+
92 CBaseEntity::Blocked(CBaseEntity*)
93     CBaseEntity::EndBlocked()
+
93 CBaseEntity::EndBlocked()
94     CBasePlayer::PhysicsSimulate()
+
94 CBasePlayer::PhysicsSimulate()
95     CBasePlayer::UpdateOnRemove()
+
95 CBasePlayer::UpdateOnRemove()
96     CBaseEntity::StopLoopingSounds()
+
96 CBaseEntity::StopLoopingSounds()
97     CBaseEntity::SUB_AllowedToFade()
+
97 CBaseEntity::SUB_AllowedToFade()
98     CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
+
98 CBaseAnimating::Teleport(Vector const*,QAngle const*,Vector const*)
99     CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
+
99 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&)
100     CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
+
100 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int)
101     CDODPlayer::FireBullets(FireBulletsInfo_t const&)
+
101 CDODPlayer::FireBullets(FireBulletsInfo_t const&)
102     CBasePlayer::DoImpactEffect(CGameTrace&, int)
+
102 CBasePlayer::DoImpactEffect(CGameTrace &,int)
103     CBaseEntity::Respawn()
+
103 CBaseEntity::Respawn()
104     CBaseEntity::IsLockedByMaster()
+
104 CBaseEntity::IsLockedByMaster()
105     CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
+
105 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
106     CBaseEntity::NetworkStateChanged_m_iMaxHealth()
+
106 CBaseEntity::NetworkStateChanged_m_iMaxHealth()
107     CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*)
+
107 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
108     CBasePlayer::NetworkStateChanged_m_iHealth()
+
108 CBasePlayer::NetworkStateChanged_m_iHealth()
109     CBasePlayer::NetworkStateChanged_m_iHealth(void*)
+
109 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
110     CBasePlayer::NetworkStateChanged_m_lifeState()
+
110 CBasePlayer::NetworkStateChanged_m_lifeState()
111     CBasePlayer::NetworkStateChanged_m_lifeState(void*)
+
111 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
112     CBaseEntity::NetworkStateChanged_m_takedamage()
+
112 CBaseEntity::NetworkStateChanged_m_takedamage()
113     CBaseEntity::NetworkStateChanged_m_takedamage(void*)
+
113 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
114     CBaseEntity::GetDamageType() const
+
114 CBaseEntity::GetDamageType() const
115     CBaseEntity::GetDamage()
+
115 CBaseEntity::GetDamage()
116     CBaseEntity::SetDamage(float)
+
116 CBaseEntity::SetDamage(float)
117     CBasePlayer::EyePosition()
+
117 CBasePlayer::EyePosition()
118     CBasePlayer::EyeAngles()
+
118 CBasePlayer::EyeAngles()
119     CBasePlayer::LocalEyeAngles()
+
119 CBasePlayer::LocalEyeAngles()
120     CBaseEntity::EarPosition()
+
120 CBaseEntity::EarPosition()
121     CBasePlayer::BodyTarget(Vector const&, bool)
+
121 CBasePlayer::BodyTarget(Vector const&,bool)
122     CBaseEntity::HeadTarget(Vector const&)
+
122 CBaseEntity::HeadTarget(Vector const&)
123     CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
+
123 CBaseEntity::GetVectors(Vector *,Vector *,Vector *) const
124     CBaseEntity::GetViewOffset()
+
124 CBaseEntity::GetViewOffset()
125     CBasePlayer::GetSmoothedVelocity()
+
125 CBasePlayer::GetSmoothedVelocity()
126     CBaseAnimating::GetVelocity(Vector*, Vector*)
+
126 CBaseAnimating::GetVelocity(Vector *,Vector *)
127     CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**)
+
127 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
128     CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**)
+
128 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **)
129     CBaseEntity::CanBeSeenBy(CAI_BaseNPC*)
+
129 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
130     CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
130 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
131     CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
131 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
132     CBaseEntity::CanBePoweredUp()
+
132 CBaseEntity::CanBePoweredUp()
133     CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
+
133 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
134     CBaseEntity::GetGroundVelocityToApply(Vector&)
+
134 CBaseEntity::GetGroundVelocityToApply(Vector &)
135     CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
+
135 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float)
136     CBaseEntity::Splash()
+
136 CBaseEntity::Splash()
137     CBaseEntity::WorldSpaceCenter() const
+
137 CBaseEntity::WorldSpaceCenter() const
138     CBaseEntity::GetSoundEmissionOrigin() const
+
138 CBaseEntity::GetSoundEmissionOrigin() const
139     CBaseEntity::CreateVPhysics()
+
139 CBaseEntity::CreateVPhysics()
140     CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
140 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
141     CBasePlayer::VPhysicsDestroyObject()
+
141 CBasePlayer::VPhysicsDestroyObject()
142     CBasePlayer::VPhysicsUpdate(IPhysicsObject*)
+
142 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
143     CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
+
143 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
144     CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
+
144 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
145     CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject*)
+
145 CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
146     CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)
+
146 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
147     CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
+
147 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
148     CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
148 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
149     CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
+
149 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
150     CBaseEntity::HasPhysicsAttacker(float)
+
150 CBaseEntity::HasPhysicsAttacker(float)
151     CBasePlayer::PhysicsSolidMaskForEntity() const
+
151 CBasePlayer::PhysicsSolidMaskForEntity() const
152     CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
+
152 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
153     CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
+
153 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
154     CBaseAnimating::GetStepOrigin() const
+
154 CBaseAnimating::GetStepOrigin() const
155     CBaseAnimating::GetStepAngles() const
+
155 CBaseAnimating::GetStepAngles() const
156     CBaseEntity::ShouldDrawWaterImpacts()
+
156 CBaseEntity::ShouldDrawWaterImpacts()
157     CBaseEntity::NetworkStateChanged_m_fFlags()
+
157 CBaseEntity::NetworkStateChanged_m_fFlags()
158     CBaseEntity::NetworkStateChanged_m_fFlags(void*)
+
158 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
159     CBasePlayer::NetworkStateChanged_m_nWaterLevel()
+
159 CBasePlayer::NetworkStateChanged_m_nWaterLevel()
160     CBasePlayer::NetworkStateChanged_m_nWaterLevel(void*)
+
160 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
161     CBasePlayer::NetworkStateChanged_m_hGroundEntity()
+
161 CBasePlayer::NetworkStateChanged_m_hGroundEntity()
162     CBasePlayer::NetworkStateChanged_m_hGroundEntity(void*)
+
162 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
163     CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
+
163 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
164     CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void*)
+
164 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
165     CBasePlayer::NetworkStateChanged_m_flFriction()
+
165 CBasePlayer::NetworkStateChanged_m_flFriction()
166     CBasePlayer::NetworkStateChanged_m_flFriction(void*)
+
166 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
167     CBasePlayer::NetworkStateChanged_m_vecVelocity()
+
167 CBasePlayer::NetworkStateChanged_m_vecVelocity()
168     CBasePlayer::NetworkStateChanged_m_vecVelocity(void*)
+
168 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
169     CBasePlayer::NetworkStateChanged_m_vecViewOffset()
+
169 CBasePlayer::NetworkStateChanged_m_vecViewOffset()
170     CBasePlayer::NetworkStateChanged_m_vecViewOffset(void*)
+
170 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
171     CBaseAnimating::GetIdealSpeed() const
+
171 CBaseAnimating::GetIdealSpeed() const
172     CBaseAnimating::GetIdealAccel() const
+
172 CBaseAnimating::GetIdealAccel() const
173     CBaseAnimatingOverlay::StudioFrameAdvance()
+
173 CBaseAnimatingOverlay::StudioFrameAdvance()
174     CBaseAnimating::IsActivityFinished()
+
174 CBaseAnimating::IsActivityFinished()
175     CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
+
175 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*)
176     CBaseAnimating::BecomeRagdollOnClient(Vector const&)
+
176 CBaseAnimating::BecomeRagdollOnClient(Vector const&)
177     CBaseAnimating::IsRagdoll()
+
177 CBaseAnimating::IsRagdoll()
178     CBaseAnimating::CanBecomeRagdoll()
+
178 CBaseAnimating::CanBecomeRagdoll()
179     CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int)
+
179 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
180     CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
+
180 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
181     CDODPlayer::SetupBones(matrix3x4_t*, int)
+
181 CDODPlayer::SetupBones(matrix3x4_t *,int)
182     CBaseAnimating::CalculateIKLocks(float)
+
182 CBaseAnimating::CalculateIKLocks(float)
183     CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)
+
183 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
184     CBaseAnimating::HandleAnimEvent(animevent_t*)
+
184 CBaseAnimating::HandleAnimEvent(animevent_t *)
185     CBaseAnimating::GetAttachment(int, matrix3x4_t&)
+
185 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
186     CBaseAnimating::InitBoneControllers()
+
186 CBaseAnimating::InitBoneControllers()
187     CBaseAnimating::GetGroundSpeedVelocity()
+
187 CBaseAnimating::GetGroundSpeedVelocity()
188     CBaseAnimating::Ignite(float, bool, float, bool)
+
188 CBaseAnimating::Ignite(float,bool,float,bool)
189     CBaseAnimating::Extinguish()
+
189 CBaseAnimating::Extinguish()
190     CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*)
+
190 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
191     CBaseAnimating::SetLightingOrigin(CBaseEntity*)
+
191 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
192     CBaseFlex::SetViewtarget(Vector const&)
+
192 CBaseFlex::SetViewtarget(Vector const&)
193     CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)
+
193 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
194     CBaseFlex::ProcessSceneEvents()
+
194 CBaseFlex::ProcessSceneEvents()
195     CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)
+
195 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
196     CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)
+
196 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
197     CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)
+
197 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
198     CBaseCombatCharacter::GetPhysicsImpactDamageTable()
+
198 CBaseCombatCharacter::GetPhysicsImpactDamageTable()
199     CBaseCombatCharacter::FInViewCone(CBaseEntity*)
+
199 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
200     CBaseCombatCharacter::FInViewCone(Vector const&)
+
200 CBaseCombatCharacter::FInViewCone(Vector const&)
201     CBaseCombatCharacter::FInAimCone(CBaseEntity*)
+
201 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
202     CBaseCombatCharacter::FInAimCone(Vector const&)
+
202 CBaseCombatCharacter::FInAimCone(Vector const&)
203     CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
203 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
204     CBaseCombatCharacter::FindMissTarget()
+
204 CBaseCombatCharacter::FindMissTarget()
205     CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*)
+
205 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
206     CBasePlayer::BodyAngles()
+
206 CBasePlayer::BodyAngles()
207     CBaseCombatCharacter::BodyDirection2D()
+
207 CBaseCombatCharacter::BodyDirection2D()
208     CBaseCombatCharacter::BodyDirection3D()
+
208 CBaseCombatCharacter::BodyDirection3D()
209     CBaseCombatCharacter::HeadDirection2D()
+
209 CBaseCombatCharacter::HeadDirection2D()
210     CBaseCombatCharacter::HeadDirection3D()
+
210 CBaseCombatCharacter::HeadDirection3D()
211     CBaseCombatCharacter::EyeDirection2D()
+
211 CBaseCombatCharacter::EyeDirection2D()
212     CBaseCombatCharacter::EyeDirection3D()
+
212 CBaseCombatCharacter::EyeDirection3D()
213     CBaseCombatCharacter::GiveAmmo(int, int, bool)
+
213 CBaseCombatCharacter::GiveAmmo(int,int,bool)
214     CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
214 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
215     CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)
+
215 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
216     CBasePlayer::Weapon_CanUse(CBaseCombatWeapon*)
+
216 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
217     CBasePlayer::Weapon_Equip(CBaseCombatWeapon*)
+
217 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
218     CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)
+
218 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
219     CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)
+
219 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*)
220     CBasePlayer::Weapon_Switch(CBaseCombatWeapon*, int)
+
220 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
221     CBasePlayer::Weapon_ShootPosition()
+
221 CBasePlayer::Weapon_ShootPosition()
222     CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon*)
+
222 CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
223     CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
+
223 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
224     CBaseCombatCharacter::Weapon_GetSlot(int) const
+
224 CBaseCombatCharacter::Weapon_GetSlot(int) const
225     CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)
+
225 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
226     CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)
+
226 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
227     CBaseCombatCharacter::CanBecomeServerRagdoll()
+
227 CBaseCombatCharacter::CanBecomeServerRagdoll()
228     CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
+
228 CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
229     CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
+
229 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
230     CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
+
230 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
231     CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)
+
231 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
232     CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*)
+
232 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
233     CBaseCombatCharacter::GetDeathActivity()
+
233 CBaseCombatCharacter::GetDeathActivity()
234     CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
+
234 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
235     CBaseCombatCharacter::CorpseFade()
+
235 CBaseCombatCharacter::CorpseFade()
236     CBaseCombatCharacter::HasHumanGibs()
+
236 CBaseCombatCharacter::HasHumanGibs()
237     CBaseCombatCharacter::HasAlienGibs()
+
237 CBaseCombatCharacter::HasAlienGibs()
238     CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
+
238 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
239     CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
239 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
240     CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
+
240 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
241     CBasePlayer::Event_Dying()
+
241 CBasePlayer::Event_Dying()
242     CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
+
242 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&)
243     CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*)
+
243 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
244     CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int)
+
244 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int)
245     CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
+
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)
+
246 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool)
247     CBaseCombatCharacter::PushawayTouch(CBaseEntity*)
+
247 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
248     CBaseCombatCharacter::IRelationType(CBaseEntity*)
+
248 CBaseCombatCharacter::IRelationType(CBaseEntity *)
249     CBaseCombatCharacter::IRelationPriority(CBaseEntity*)
+
249 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
250     CBaseCombatCharacter::IsInAVehicle()
+
250 CBaseCombatCharacter::IsInAVehicle()
251     CBasePlayer::GetVehicle()
+
251 CBasePlayer::GetVehicle()
252     CBasePlayer::GetVehicleEntity()
+
252 CBasePlayer::GetVehicleEntity()
253     CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*)
+
253 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
254     CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)
+
254 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
255     CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)
+
255 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
256     CBasePlayer::DoMuzzleFlash()
+
256 CBasePlayer::DoMuzzleFlash()
257     CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)
+
257 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
258     CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*)
+
258 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
259     CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
+
259 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
260     CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
260 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
261     CBasePlayer::NetworkStateChanged_m_iAmmo()
+
261 CBasePlayer::NetworkStateChanged_m_iAmmo()
262     CBasePlayer::NetworkStateChanged_m_iAmmo(void*)
+
262 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
263     CDODPlayer::CreateViewModel(int)
+
263 CDODPlayer::CreateViewModel(int)
264     CDODPlayer::SetupVisibility(CBaseEntity*, unsigned char*, int)
+
264 CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
265     CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const
+
265 CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*) const
266     CDODPlayer::SharedSpawn()
+
266 CDODPlayer::SharedSpawn()
267     CDODPlayer::InitialSpawn()
+
267 CDODPlayer::InitialSpawn()
268     CBasePlayer::InitHUD()
+
268 CBasePlayer::InitHUD()
269     CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*)
+
269 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *)
270     CDODPlayer::PlayerDeathThink()
+
270 CDODPlayer::PlayerDeathThink()
271     CBasePlayer::Jump()
+
271 CBasePlayer::Jump()
272     CBasePlayer::Duck()
+
272 CBasePlayer::Duck()
273     CDODPlayer::PreThink()
+
273 CDODPlayer::PreThink()
274     CDODPlayer::PostThink()
+
274 CDODPlayer::PostThink()
275     CBasePlayer::DamageEffect(float, int)
+
275 CBasePlayer::DamageEffect(float,int)
276     CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
+
276 CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
277     CBasePlayer::ShouldFadeOnDeath()
+
277 CBasePlayer::ShouldFadeOnDeath()
278     CBasePlayer::IsFakeClient() const
+
278 CBasePlayer::IsFakeClient() const
279     CDODPlayer::GetPlayerMins() const
+
279 CDODPlayer::GetPlayerMins() const
280     CDODPlayer::GetPlayerMaxs() const
+
280 CDODPlayer::GetPlayerMaxs() const
281     CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
+
281 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float)
282     CBasePlayer::PackDeadPlayerItems()
+
282 CBasePlayer::PackDeadPlayerItems()
283     CBasePlayer::RemoveAllItems(bool)
+
283 CBasePlayer::RemoveAllItems(bool)
284     CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)
+
284 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
285     CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)
+
285 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
286     CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)
+
286 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
287     CBasePlayer::UpdateClientData()
+
287 CBasePlayer::UpdateClientData()
288     CBasePlayer::ExitLadder()
+
288 CBasePlayer::ExitLadder()
289     CDODPlayer::FlashlightIsOn()
+
289 CDODPlayer::FlashlightIsOn()
290     CDODPlayer::FlashlightTurnOn()
+
290 CDODPlayer::FlashlightTurnOn()
291     CDODPlayer::FlashlightTurnOff()
+
291 CDODPlayer::FlashlightTurnOff()
292     CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity*, float*)
+
292 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
293     CDODPlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)
+
293 CDODPlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&)
294     CDODPlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool)
+
294 CDODPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
295     CDODPlayer::DeathSound(CTakeDamageInfo const&)
+
295 CDODPlayer::DeathSound(CTakeDamageInfo const&)
296     CDODPlayer::SetAnimation(PLAYER_ANIM)
+
296 CDODPlayer::SetAnimation(PLAYER_ANIM)
297     CBasePlayer::ImpulseCommands()
+
297 CBasePlayer::ImpulseCommands()
298     CDODPlayer::CheatImpulseCommands(int)
+
298 CDODPlayer::CheatImpulseCommands(int)
299     CDODPlayer::ClientCommand(char const*)
+
299 CDODPlayer::ClientCommand(char const*)
300     CBasePlayer::StartObserverMode(int)
+
300 CBasePlayer::StartObserverMode(int)
301     CBasePlayer::StopObserverMode()
+
301 CBasePlayer::StopObserverMode()
302     CDODPlayer::SetObserverMode(int)
+
302 CDODPlayer::SetObserverMode(int)
303     CBasePlayer::GetObserverMode()
+
303 CBasePlayer::GetObserverMode()
304     CBasePlayer::SetObserverTarget(CBaseEntity*)
+
304 CBasePlayer::SetObserverTarget(CBaseEntity *)
305     CBasePlayer::ObserverUse(bool)
+
305 CBasePlayer::ObserverUse(bool)
306     CBasePlayer::GetObserverTarget()
+
306 CBasePlayer::GetObserverTarget()
307     CBasePlayer::FindNextObserverTarget(bool)
+
307 CBasePlayer::FindNextObserverTarget(bool)
308     CBasePlayer::GetNextObserverSearchStartPoint(bool)
+
308 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
309    CBasePlayer::IsValidObserverTarget(CBaseEntity*)
+
309 CBasePlayer::CheckObserverSettings()
310    CBasePlayer::CheckObserverSettings()
+
310 CBasePlayer::JumptoPosition(Vector const&,QAngle const&)
311    CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
+
311 CBasePlayer::ForceObserverMode(int)
312    CBasePlayer::ForceObserverMode(int)
+
312 CBasePlayer::ResetObserverMode()
313    CBasePlayer::ResetObserverMode()
+
313 CDODPlayer::StartReplayMode(float,float,int)
314    CDODPlayer::StartReplayMode(float, float, int)
+
314 CDODPlayer::StopReplayMode()
315    CDODPlayer::StopReplayMode()
+
315 CBasePlayer::GetDelayTicks()
316    CBasePlayer::GetDelayTicks()
+
316 CBasePlayer::GetReplayEntity()
317    CBasePlayer::GetReplayEntity()
+
317 CBasePlayer::CreateCorpse()
318    CBasePlayer::CreateCorpse()
+
318 CDODPlayer::EntSelectSpawnPoint()
319    CDODPlayer::EntSelectSpawnPoint()
+
319 CBasePlayer::GetInVehicle(IServerVehicle *,int)
320    CBasePlayer::GetInVehicle(IServerVehicle*, int)
+
320 CBasePlayer::LeaveVehicle(Vector const&,QAngle const&)
321    CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
+
321 CBasePlayer::OnVehicleStart()
322    CBasePlayer::OnVehicleStart()
+
322 CBasePlayer::OnVehicleEnd(Vector &)
323    CBasePlayer::OnVehicleEnd(Vector&)
+
323 CDODPlayer::BumpWeapon(CBaseCombatWeapon *)
324    CDODPlayer::BumpWeapon(CBaseCombatWeapon*)
+
324 CBasePlayer::SelectLastItem()
325    CBasePlayer::SelectLastItem()
+
325 CBasePlayer::SelectItem(char const*,int)
326    CBasePlayer::SelectItem(char const*, int)
+
326 CBasePlayer::ItemPostFrame()
327    CBasePlayer::ItemPostFrame()
+
327 CDODPlayer::GiveNamedItem(char const*,int)
328    CDODPlayer::GiveNamedItem(char const*, int)
+
328 CDODPlayer::CheckTrainUpdate()
329    CDODPlayer::CheckTrainUpdate()
+
329 CBasePlayer::SetPlayerUnderwater(bool)
330    CBasePlayer::SetPlayerUnderwater(bool)
+
330 CBasePlayer::CanBreatheUnderwater() const
331    CBasePlayer::CanBreatheUnderwater() const
+
331 CBasePlayer::PlayerUse()
332    CBasePlayer::PlayerUse()
+
332 CBasePlayer::PlayUseDenySound()
333    CBasePlayer::PlayUseDenySound()
+
333 CDODPlayer::FindUseEntity()
334    CDODPlayer::FindUseEntity()
+
334 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
335    CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int)
+
335 CBasePlayer::PickupObject(CBaseEntity *,bool)
336    CBasePlayer::PickupObject(CBaseEntity*, bool)
+
336 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
337    CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*)
+
337 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
338    CBasePlayer::GetHeldObjectMass(IPhysicsObject*)
+
338 CDODPlayer::UpdateGeigerCounter()
339    CDODPlayer::UpdateGeigerCounter()
+
339 CBasePlayer::GetAutoaimVector(float)
340    CBasePlayer::GetAutoaimVector(float)
+
340 CBasePlayer::GetAutoaimVector(float,float)
341    CBasePlayer::GetAutoaimVector(float, float)
+
341 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
342    CBasePlayer::GetAutoaimVector(autoaim_params_t&)
+
342 CBasePlayer::ShouldAutoaim()
343    CBasePlayer::ShouldAutoaim()
+
343 CBasePlayer::ForceClientDllUpdate()
344    CBasePlayer::ForceClientDllUpdate()
+
344 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
345    CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)
+
345 CDODPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
346    CDODPlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*)
+
346 CBasePlayer::CanSpeak()
347    CBasePlayer::CanSpeak()
+
347 CDODPlayer::CanHearChatFrom(CBasePlayer *)
348    CDODPlayer::CanHearChatFrom(CBasePlayer*)
+
348 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
349    CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
+
349 CDODPlayer::CheckChatText(char *,int)
350    CDODPlayer::CheckChatText(char*, int)
+
350 CBasePlayer::IsFollowingPhysics()
351    CBasePlayer::IsFollowingPhysics()
+
351 CDODPlayer::InitVCollision()
352    CDODPlayer::InitVCollision()
+
352 CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
353    CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
+
353 CBasePlayer::EquipSuit(bool)
354    CBasePlayer::EquipSuit(bool)
+
354 CBasePlayer::RemoveSuit()
355    CBasePlayer::RemoveSuit()
+
355 CDODPlayer::CommitSuicide()
356    CDODPlayer::CommitSuicide()
+
356 CBasePlayer::IsBot() const
357    CBasePlayer::IsBot() const
+
357 CBasePlayer::SpawnArmorValue() const
358    CBasePlayer::SpawnArmorValue() const
+
358 CBasePlayer::NetworkStateChanged_m_ArmorValue()
359    CBasePlayer::NetworkStateChanged_m_ArmorValue()
+
359 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
360    CBasePlayer::NetworkStateChanged_m_ArmorValue(void*)
 
 
</pre>
 
</pre>

Revision as of 21:03, 7 July 2007

Also for use when using VFunc offsets.

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

The List

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

Last Updated 07 July 2007

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::IsValidObserverTarget(CBaseEntity *)
309	CBasePlayer::CheckObserverSettings()
310	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
311	CBasePlayer::ForceObserverMode(int)
312	CBasePlayer::ResetObserverMode()
313	CDODPlayer::StartReplayMode(float,float,int)
314	CDODPlayer::StopReplayMode()
315	CBasePlayer::GetDelayTicks()
316	CBasePlayer::GetReplayEntity()
317	CBasePlayer::CreateCorpse()
318	CDODPlayer::EntSelectSpawnPoint()
319	CBasePlayer::GetInVehicle(IServerVehicle *,int)
320	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
321	CBasePlayer::OnVehicleStart()
322	CBasePlayer::OnVehicleEnd(Vector &)
323	CDODPlayer::BumpWeapon(CBaseCombatWeapon *)
324	CBasePlayer::SelectLastItem()
325	CBasePlayer::SelectItem(char  const*,int)
326	CBasePlayer::ItemPostFrame()
327	CDODPlayer::GiveNamedItem(char  const*,int)
328	CDODPlayer::CheckTrainUpdate()
329	CBasePlayer::SetPlayerUnderwater(bool)
330	CBasePlayer::CanBreatheUnderwater() const
331	CBasePlayer::PlayerUse()
332	CBasePlayer::PlayUseDenySound()
333	CDODPlayer::FindUseEntity()
334	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
335	CBasePlayer::PickupObject(CBaseEntity *,bool)
336	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
337	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
338	CDODPlayer::UpdateGeigerCounter()
339	CBasePlayer::GetAutoaimVector(float)
340	CBasePlayer::GetAutoaimVector(float,float)
341	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
342	CBasePlayer::ShouldAutoaim()
343	CBasePlayer::ForceClientDllUpdate()
344	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
345	CDODPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
346	CBasePlayer::CanSpeak()
347	CDODPlayer::CanHearChatFrom(CBasePlayer *)
348	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
349	CDODPlayer::CheckChatText(char *,int)
350	CBasePlayer::IsFollowingPhysics()
351	CDODPlayer::InitVCollision()
352	CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
353	CBasePlayer::EquipSuit(bool)
354	CBasePlayer::RemoveSuit()
355	CDODPlayer::CommitSuicide()
356	CBasePlayer::IsBot() const
357	CBasePlayer::SpawnArmorValue() const
358	CBasePlayer::NetworkStateChanged_m_ArmorValue()
359	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)