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

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m (CDODPlayer offset list (SourceMM) moved to CDODPlayer Offset List (Day of Defeat: Source): Removing SourceMM suffix once and for all)
(Added DOD:S beta offsets)
Line 1: Line 1:
 
Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
 
Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
  
hese are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
+
These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
  
 +
These comes from the symbol tables, so you'll have to look in the SDK for return types.
 +
__TOC__
 
== 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.
 
 
 
<b>Last Updated 07 July 2007</b>
 
<b>Last Updated 07 July 2007</b>
 
<pre>
 
<pre>
Line 369: Line 369:
 
359 CBasePlayer::NetworkStateChanged_m_ArmorValue()
 
359 CBasePlayer::NetworkStateChanged_m_ArmorValue()
 
360 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
 
360 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
 +
</pre>
 +
 +
==Orange Box Beta==
 +
<b>Last Updated 23 May 2008</b>
 +
<pre>
 +
// Auto reconstructed from vtable block @ 0x00C12D80
 +
// from "server_i486.so", by ida_vtables.idc
 +
0 CDODPlayer::~CDODPlayer()
 +
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
 +
2 CBaseEntity::GetRefEHandle(void)const
 +
3 CBaseEntity::GetCollideable(void)
 +
4 CBaseEntity::GetNetworkable(void)
 +
5 CBaseEntity::GetBaseEntity(void)
 +
6 CBaseEntity::GetModelIndex(void)const
 +
7 CBaseEntity::GetModelName(void)const
 +
8 CBaseEntity::SetModelIndex(int)
 +
9 CDODPlayer::GetServerClass(void)
 +
10 CDODPlayer::YouForgotToImplementOrDeclareServerClass(void)
 +
11 CDODPlayer::GetDataDescMap(void)
 +
12 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
 +
13 CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
 +
14 CDODPlayer::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
 +
15 CDODPlayer::ShouldCollide(int,int)const
 +
16 CBaseEntity::SetOwnerEntity(CBaseEntity*)
 +
17 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
 +
18 CBasePlayer::UpdateTransmitState(void)
 +
19 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
 +
20 CBasePlayer::GetTracerType(void)
 +
21 CDODPlayer::Spawn(void)
 +
22 CDODPlayer::Precache(void)
 +
23 CBasePlayer::SetModel(char  const*)
 +
24 CBaseMultiplayerPlayer::PostConstructor(char  const*)
 +
25 CBaseEntity::PostClientActive(void)
 +
26 CBaseEntity::ParseMapData(CEntityMapData *)
 +
27 CBaseEntity::KeyValue(char  const*,char  const*)
 +
28 CBaseEntity::KeyValue(char  const*,float)
 +
29 CBaseEntity::KeyValue(char  const*,Vector  const&)
 +
30 CBaseEntity::GetKeyValue(char  const*,char *,int)
 +
31 CBasePlayer::Activate(void)
 +
32 CBaseEntity::SetParent(CBaseEntity*,int)
 +
33 CBasePlayer::ObjectCaps(void)
 +
34 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
 +
35 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
 +
36 CBasePlayer::DrawDebugGeometryOverlays(void)
 +
37 CBaseAnimating::DrawDebugTextOverlays(void)
 +
38 CBasePlayer::Save(ISave &)
 +
39 CBasePlayer::Restore(IRestore &)
 +
40 CBasePlayer::ShouldSavePhysics(void)
 +
41 CBaseEntity::OnSave(IEntitySaveUtils *)
 +
42 CBasePlayer::OnRestore(void)
 +
43 CBasePlayer::RequiredEdictIndex(void)
 +
44 CBaseEntity::MoveDone(void)
 +
45 CBaseEntity::Think(void)
 +
46 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
 +
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
 +
48 CBaseAnimating::GetBaseAnimating(void)
 +
49 CBaseMultiplayerPlayer::GetResponseSystem(void)
 +
50 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char  const*)
 +
51 CBasePlayer::Classify(void)
 +
52 CBaseEntity::DeathNotice(CBaseEntity*)
 +
53 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
 +
54 CBaseEntity::GetAutoAimRadius(void)
 +
55 CBaseEntity::GetAutoAimCenter(void)
 +
56 CBaseEntity::GetBeamTraceFilter(void)
 +
57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
 +
58 CDODPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
 +
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
 +
60 CDODPlayer::OnTakeDamage(CTakeDamageInfo  const&)
 +
61 CBasePlayer::TakeHealth(float,int)
 +
62 CBaseEntity::IsAlive(void)
 +
63 CDODPlayer::Event_Killed(CTakeDamageInfo  const&)
 +
64 CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
 +
65 CBaseCombatCharacter::BloodColor(void)
 +
66 CBaseEntity::IsTriggered(CBaseEntity*)
 +
67 CBaseEntity::IsNPC(void)const
 +
68 CBaseCombatCharacter::MyCombatCharacterPointer(void)
 +
69 CBaseEntity::GetDelay(void)
 +
70 CBaseEntity::IsMoving(void)
 +
71 CBaseEntity::DamageDecal(int,int)
 +
72 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
 +
73 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
 +
74 CBaseEntity::OnControls(CBaseEntity*)
 +
75 CBaseEntity::HasTarget(string_t)
 +
76 CBasePlayer::IsPlayer(void)const
 +
77 CBasePlayer::IsNetClient(void)const
 +
78 CBaseEntity::IsTemplate(void)
 +
79 CBaseEntity::IsBaseObject(void)const
 +
80 CBaseEntity::IsBaseTrain(void)const
 +
81 CBaseEntity::GetServerVehicle(void)
 +
82 CBaseEntity::IsViewable(void)
 +
83 CDODPlayer::ChangeTeam(int)
 +
84 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
 +
85 CBaseEntity::CanStandOn(CBaseEntity*)const
 +
86 CBaseEntity::CanStandOn(edict_t *)const
 +
87 CBaseEntity::GetEnemy(void)
 +
88 CBaseEntity::GetEnemy(void)const
 +
89 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
 +
90 CBaseEntity::StartTouch(CBaseEntity*)
 +
91 CBasePlayer::Touch(CBaseEntity *)
 +
92 CBaseEntity::EndTouch(CBaseEntity*)
 +
93 CBaseEntity::StartBlocked(CBaseEntity*)
 +
94 CBaseEntity::Blocked(CBaseEntity*)
 +
95 CBaseEntity::EndBlocked(void)
 +
96 CBasePlayer::PhysicsSimulate(void)
 +
97 CBasePlayer::UpdateOnRemove(void)
 +
98 CBaseEntity::StopLoopingSounds(void)
 +
99 CBaseEntity::SUB_AllowedToFade(void)
 +
100 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
 +
101 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
 +
102 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
 +
103 CBaseEntity::GetTracerAttachment(void)
 +
104 CDODPlayer::FireBullets(FireBulletsInfo_t  const&)
 +
105 CBasePlayer::DoImpactEffect(CGameTrace &,int)
 +
106 CBaseEntity::Respawn(void)
 +
107 CBaseEntity::IsLockedByMaster(void)
 +
108 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
 +
109 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
 +
110 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
 +
111 CBasePlayer::NetworkStateChanged_m_iHealth(void)
 +
112 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
 +
113 CBasePlayer::NetworkStateChanged_m_lifeState(void)
 +
114 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
 +
115 CBaseEntity::NetworkStateChanged_m_takedamage(void)
 +
116 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
 +
117 CBaseEntity::GetDamageType(void)const
 +
118 CBaseEntity::GetDamage(void)
 +
119 CBaseEntity::SetDamage(float)
 +
120 CBasePlayer::EyePosition(void)
 +
121 CBasePlayer::EyeAngles(void)
 +
122 CBasePlayer::LocalEyeAngles(void)
 +
123 CBaseEntity::EarPosition(void)
 +
124 CBasePlayer::BodyTarget(Vector  const&,bool)
 +
125 CBaseEntity::HeadTarget(Vector  const&)
 +
126 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
 +
127 CBaseEntity::GetViewOffset(void)
 +
128 CBasePlayer::GetSmoothedVelocity(void)
 +
129 CBaseAnimating::GetVelocity(Vector *,Vector *)
 +
130 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
 +
131 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
 +
132 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
 +
133 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
 +
134 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
 +
135 CBaseEntity::GetGroundVelocityToApply(Vector &)
 +
136 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
 +
137 CBaseEntity::Splash(void)
 +
138 CBaseEntity::WorldSpaceCenter(void)const
 +
139 CBaseEntity::GetSoundEmissionOrigin(void)const
 +
140 CBaseEntity::CreateVPhysics(void)
 +
141 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
 +
142 CBasePlayer::VPhysicsDestroyObject(void)
 +
143 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
 +
144 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
 +
145 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
 +
146 CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
 +
147 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
 +
148 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
 +
149 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
 +
150 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
 +
151 CBaseEntity::VPhysicsIsFlesh(void)
 +
152 CBaseEntity::HasPhysicsAttacker(float)
 +
153 CBasePlayer::PhysicsSolidMaskForEntity(void)const
 +
154 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
 +
155 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
 +
156 CBaseAnimating::GetStepOrigin(void)const
 +
157 CBaseAnimating::GetStepAngles(void)const
 +
158 CBaseEntity::ShouldDrawWaterImpacts(void)
 +
159 CBasePlayer::NetworkStateChanged_m_fFlags(void)
 +
160 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
 +
161 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
 +
162 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
 +
163 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
 +
164 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
 +
165 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
 +
166 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
 +
167 CBasePlayer::NetworkStateChanged_m_flFriction(void)
 +
168 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
 +
169 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
 +
170 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
 +
171 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
 +
172 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
 +
173 CBaseAnimating::GetIdealSpeed(void)const
 +
174 CBaseAnimating::GetIdealAccel(void)const
 +
175 CBaseAnimatingOverlay::StudioFrameAdvance(void)
 +
176 CBaseAnimating::IsActivityFinished(void)
 +
177 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
 +
178 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
 +
179 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
 +
180 CBaseAnimating::IsRagdoll(void)
 +
181 CBaseAnimating::CanBecomeRagdoll(void)
 +
182 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
 +
183 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
 +
184 CDODPlayer::SetupBones(matrix3x4_t *,int)
 +
185 CBaseAnimating::CalculateIKLocks(float)
 +
186 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
 +
187 CBasePlayer::HandleAnimEvent(animevent_t *)
 +
188 CBaseAnimating::PopulatePoseParameters(void)
 +
189 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
 +
190 CBaseAnimating::InitBoneControllers(void)
 +
191 CBaseAnimating::GetGroundSpeedVelocity(void)
 +
192 CBaseAnimating::Ignite(float,bool,float,bool)
 +
193 CBaseAnimating::IgniteLifetime(float)
 +
194 CBaseAnimating::IgniteNumHitboxFires(int)
 +
195 CBaseAnimating::IgniteHitboxFireScale(float)
 +
196 CBaseAnimating::Extinguish(void)
 +
197 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
 +
198 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
 +
199 CBaseFlex::SetViewtarget(Vector  const&)
 +
200 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
 +
201 CBaseFlex::ProcessSceneEvents(void)
 +
202 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
 +
203 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
 +
204 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
 +
205 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
 +
206 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
 +
207 CBasePlayer::GetPhysicsImpactDamageTable(void)
 +
208 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
 +
209 CBaseCombatCharacter::FInViewCone(Vector  const&)
 +
210 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
 +
211 CBaseCombatCharacter::FInAimCone(Vector  const&)
 +
212 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
 +
213 CBaseCombatCharacter::FindMissTarget(void)
 +
214 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
 +
215 CBasePlayer::BodyAngles(void)
 +
216 CBaseCombatCharacter::BodyDirection2D(void)
 +
217 CBaseCombatCharacter::BodyDirection3D(void)
 +
218 CBaseCombatCharacter::HeadDirection2D(void)
 +
219 CBaseCombatCharacter::HeadDirection3D(void)
 +
220 CBaseCombatCharacter::EyeDirection2D(void)
 +
221 CBaseCombatCharacter::EyeDirection3D(void)
 +
222 CBaseCombatCharacter::GiveAmmo(int,int,bool)
 +
223 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
 +
224 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
 +
225 CBaseCombatCharacter::Weapon_FrameUpdate(void)
 +
226 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
 +
227 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
 +
228 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
 +
229 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
 +
230 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
 +
231 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
 +
232 CDODPlayer::Weapon_ShootPosition(void)
 +
233 CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
 +
234 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
 +
235 CBaseCombatCharacter::Weapon_GetSlot(int)const
 +
236 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
 +
237 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
 +
238 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
 +
239 CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
 +
240 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
 +
241 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
 +
242 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
 +
243 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
 +
244 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
 +
245 CBaseCombatCharacter::GetDeathActivity(void)
 +
246 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
 +
247 CBaseCombatCharacter::CorpseFade(void)
 +
248 CBaseCombatCharacter::HasHumanGibs(void)
 +
249 CBaseCombatCharacter::HasAlienGibs(void)
 +
250 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
 +
251 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
 +
252 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
 +
253 CBasePlayer::Event_Dying(void)
 +
254 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
 +
255 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
 +
256 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
 +
257 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
 +
258 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
 +
259 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
 +
260 CBaseCombatCharacter::IRelationType(CBaseEntity *)
 +
261 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
 +
262 CBasePlayer::IsInAVehicle(void)const
 +
263 CBasePlayer::GetVehicle(void)
 +
264 CBasePlayer::GetVehicleEntity(void)
 +
265 CBaseCombatCharacter::ExitVehicle(void)
 +
266 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
 +
267 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
 +
268 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
 +
269 CBasePlayer::DoMuzzleFlash(void)
 +
270 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
 +
271 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
 +
272 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
 +
273 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
 +
274 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
 +
275 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
 +
276 CDODPlayer::CreateViewModel(int)
 +
277 CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
 +
278 CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
 +
279 CDODPlayer::SharedSpawn(void)
 +
280 CBasePlayer::ForceRespawn(void)
 +
281 CDODPlayer::InitialSpawn(void)
 +
282 CBasePlayer::InitHUD(void)
 +
283 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
 +
284 CDODPlayer::PlayerDeathThink(void)
 +
285 CBasePlayer::Jump(void)
 +
286 CBasePlayer::Duck(void)
 +
287 CDODPlayer::PreThink(void)
 +
288 CDODPlayer::PostThink(void)
 +
289 CBasePlayer::DamageEffect(float,int)
 +
290 CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
 +
291 CBasePlayer::ShouldFadeOnDeath(void)
 +
292 CBasePlayer::IsFakeClient(void)const
 +
293 CDODPlayer::GetPlayerMins(void)const
 +
294 CDODPlayer::GetPlayerMaxs(void)const
 +
295 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
 +
296 CBasePlayer::PackDeadPlayerItems(void)
 +
297 CBasePlayer::RemoveAllItems(bool)
 +
298 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
 +
299 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
 +
300 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
 +
301 CBasePlayer::UpdateClientData(void)
 +
302 CBasePlayer::ExitLadder(void)
 +
303 CBasePlayer::GetLadderSurface(Vector  const&)
 +
304 CBasePlayer::SetFlashlightEnabled(bool)
 +
305 CDODPlayer::FlashlightIsOn(void)
 +
306 CDODPlayer::FlashlightTurnOn(void)
 +
307 CDODPlayer::FlashlightTurnOff(void)
 +
308 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
 +
309 CDODPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
 +
310 CDODPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
 +
311 CBasePlayer::GetStepSoundVelocities(float *,float *)
 +
312 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
 +
313 CDODPlayer::DeathSound(CTakeDamageInfo  const&)
 +
314 CDODPlayer::SetAnimation(PLAYER_ANIM)
 +
315 CBasePlayer::ImpulseCommands(void)
 +
316 CDODPlayer::CheatImpulseCommands(int)
 +
317 CDODPlayer::ClientCommand(CCommand  const&)
 +
318 CBasePlayer::StartObserverMode(int)
 +
319 CBasePlayer::StopObserverMode(void)
 +
320 CDODPlayer::ModeWantsSpectatorGUI(int)
 +
321 CDODPlayer::SetObserverMode(int)
 +
322 CBasePlayer::GetObserverMode(void)
 +
323 CBasePlayer::SetObserverTarget(CBaseEntity *)
 +
324 CBasePlayer::ObserverUse(bool)
 +
325 CBasePlayer::GetObserverTarget(void)
 +
326 CBasePlayer::FindNextObserverTarget(bool)
 +
327 CBasePlayer::GetNextObserverSearchStartPoint(bool)
 +
328 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
 +
329 CBasePlayer::CheckObserverSettings(void)
 +
330 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
 +
331 CBasePlayer::ForceObserverMode(int)
 +
332 CBasePlayer::ResetObserverMode(void)
 +
333 CBasePlayer::ValidateCurrentObserverTarget(void)
 +
334 CDODPlayer::AttemptToExitFreezeCam(void)
 +
335 CDODPlayer::StartReplayMode(float,float,int)
 +
336 CDODPlayer::StopReplayMode(void)
 +
337 CBasePlayer::GetDelayTicks(void)
 +
338 CBasePlayer::GetReplayEntity(void)
 +
339 CBasePlayer::CreateCorpse(void)
 +
340 CDODPlayer::EntSelectSpawnPoint(void)
 +
341 CBasePlayer::GetInVehicle(IServerVehicle *,int)
 +
342 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
 +
343 CBasePlayer::OnVehicleStart(void)
 +
344 CBasePlayer::OnVehicleEnd(Vector &)
 +
345 CDODPlayer::BumpWeapon(CBaseCombatWeapon *)
 +
346 CBasePlayer::SelectLastItem(void)
 +
347 CBasePlayer::SelectItem(char  const*,int)
 +
348 CBasePlayer::ItemPostFrame(void)
 +
349 CDODPlayer::GiveNamedItem(char  const*,int)
 +
350 CDODPlayer::CheckTrainUpdate(void)
 +
351 CBasePlayer::SetPlayerUnderwater(bool)
 +
352 CBasePlayer::CanBreatheUnderwater(void)const
 +
353 CBasePlayer::PlayerUse(void)
 +
354 CDODPlayer::PlayUseDenySound(void)
 +
355 CDODPlayer::FindUseEntity(void)
 +
356 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
 +
357 CBasePlayer::PickupObject(CBaseEntity *,bool)
 +
358 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
 +
359 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
 +
360 CDODPlayer::UpdateGeigerCounter(void)
 +
361 CBasePlayer::GetAutoaimVector(float)
 +
362 CBasePlayer::GetAutoaimVector(float,float)
 +
363 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
 +
364 CBasePlayer::ShouldAutoaim(void)
 +
365 CBasePlayer::ForceClientDllUpdate(void)
 +
366 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
 +
367 CDODPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
 +
368 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
 +
369 CBaseMultiplayerPlayer::CanSpeak(void)
 +
370 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
 +
371 CDODPlayer::CheckChatText(char *,int)
 +
372 CDODPlayer::CreateRagdollEntity(void)
 +
373 CBasePlayer::ShouldAnnounceAchievement(void)
 +
374 CBasePlayer::IsFollowingPhysics(void)
 +
375 CDODPlayer::InitVCollision(Vector  const&,Vector  const&)
 +
376 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
 +
377 CDODPlayer::Hints(void)
 +
378 CDODPlayer::IsReadyToPlay(void)
 +
379 CBasePlayer::IsReadyToSpawn(void)
 +
380 CBasePlayer::ShouldGainInstantSpawn(void)
 +
381 CDODPlayer::ResetPerRoundStats(void)
 +
382 CDODPlayer::ResetScores(void)
 +
383 CBasePlayer::EquipSuit(bool)
 +
384 CBasePlayer::RemoveSuit(void)
 +
385 CBasePlayer::CommitSuicide(bool,bool)
 +
386 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
 +
387 CBasePlayer::IsBot(void)const
 +
388 CBaseMultiplayerPlayer::GetExpresser(void)
 +
389 CBasePlayer::SpawnArmorValue(void)const
 +
390 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
 +
391 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
 +
392 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
 +
393 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
 +
394 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
 +
395 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
 +
396 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
 +
397 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
 +
398 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
 +
399 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
 +
400 CDODPlayer::OnAchievementEarned(int)
 +
401 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
 +
402 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
 +
403 CBaseMultiplayerPlayer::CreateExpresser(void)
 +
404 CDODPlayer::CanHearChatFrom(CBasePlayer *)
 +
405 CDODPlayer::CommitSuicide(void)
 
</pre>
 
</pre>

Revision as of 12:01, 23 May 2008

Also for use when using virtual offsets.

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

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

The List

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::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 *)

Orange Box Beta

Last Updated 23 May 2008

// Auto reconstructed from vtable block @ 0x00C12D80
// from "server_i486.so", by ida_vtables.idc
0	CDODPlayer::~CDODPlayer()
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&)
2	CBaseEntity::GetRefEHandle(void)const
3	CBaseEntity::GetCollideable(void)
4	CBaseEntity::GetNetworkable(void)
5	CBaseEntity::GetBaseEntity(void)
6	CBaseEntity::GetModelIndex(void)const
7	CBaseEntity::GetModelName(void)const
8	CBaseEntity::SetModelIndex(int)
9	CDODPlayer::GetServerClass(void)
10	CDODPlayer::YouForgotToImplementOrDeclareServerClass(void)
11	CDODPlayer::GetDataDescMap(void)
12	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
13	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
14	CDODPlayer::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15	CDODPlayer::ShouldCollide(int,int)const
16	CBaseEntity::SetOwnerEntity(CBaseEntity*)
17	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
18	CBasePlayer::UpdateTransmitState(void)
19	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
20	CBasePlayer::GetTracerType(void)
21	CDODPlayer::Spawn(void)
22	CDODPlayer::Precache(void)
23	CBasePlayer::SetModel(char  const*)
24	CBaseMultiplayerPlayer::PostConstructor(char  const*)
25	CBaseEntity::PostClientActive(void)
26	CBaseEntity::ParseMapData(CEntityMapData *)
27	CBaseEntity::KeyValue(char  const*,char  const*)
28	CBaseEntity::KeyValue(char  const*,float)
29	CBaseEntity::KeyValue(char  const*,Vector  const&)
30	CBaseEntity::GetKeyValue(char  const*,char *,int)
31	CBasePlayer::Activate(void)
32	CBaseEntity::SetParent(CBaseEntity*,int)
33	CBasePlayer::ObjectCaps(void)
34	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
35	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
36	CBasePlayer::DrawDebugGeometryOverlays(void)
37	CBaseAnimating::DrawDebugTextOverlays(void)
38	CBasePlayer::Save(ISave &)
39	CBasePlayer::Restore(IRestore &)
40	CBasePlayer::ShouldSavePhysics(void)
41	CBaseEntity::OnSave(IEntitySaveUtils *)
42	CBasePlayer::OnRestore(void)
43	CBasePlayer::RequiredEdictIndex(void)
44	CBaseEntity::MoveDone(void)
45	CBaseEntity::Think(void)
46	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
48	CBaseAnimating::GetBaseAnimating(void)
49	CBaseMultiplayerPlayer::GetResponseSystem(void)
50	CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char  const*)
51	CBasePlayer::Classify(void)
52	CBaseEntity::DeathNotice(CBaseEntity*)
53	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
54	CBaseEntity::GetAutoAimRadius(void)
55	CBaseEntity::GetAutoAimCenter(void)
56	CBaseEntity::GetBeamTraceFilter(void)
57	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
58	CDODPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60	CDODPlayer::OnTakeDamage(CTakeDamageInfo  const&)
61	CBasePlayer::TakeHealth(float,int)
62	CBaseEntity::IsAlive(void)
63	CDODPlayer::Event_Killed(CTakeDamageInfo  const&)
64	CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
65	CBaseCombatCharacter::BloodColor(void)
66	CBaseEntity::IsTriggered(CBaseEntity*)
67	CBaseEntity::IsNPC(void)const
68	CBaseCombatCharacter::MyCombatCharacterPointer(void)
69	CBaseEntity::GetDelay(void)
70	CBaseEntity::IsMoving(void)
71	CBaseEntity::DamageDecal(int,int)
72	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
73	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
74	CBaseEntity::OnControls(CBaseEntity*)
75	CBaseEntity::HasTarget(string_t)
76	CBasePlayer::IsPlayer(void)const
77	CBasePlayer::IsNetClient(void)const
78	CBaseEntity::IsTemplate(void)
79	CBaseEntity::IsBaseObject(void)const
80	CBaseEntity::IsBaseTrain(void)const
81	CBaseEntity::GetServerVehicle(void)
82	CBaseEntity::IsViewable(void)
83	CDODPlayer::ChangeTeam(int)
84	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
85	CBaseEntity::CanStandOn(CBaseEntity*)const
86	CBaseEntity::CanStandOn(edict_t *)const
87	CBaseEntity::GetEnemy(void)
88	CBaseEntity::GetEnemy(void)const
89	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
90	CBaseEntity::StartTouch(CBaseEntity*)
91	CBasePlayer::Touch(CBaseEntity *)
92	CBaseEntity::EndTouch(CBaseEntity*)
93	CBaseEntity::StartBlocked(CBaseEntity*)
94	CBaseEntity::Blocked(CBaseEntity*)
95	CBaseEntity::EndBlocked(void)
96	CBasePlayer::PhysicsSimulate(void)
97	CBasePlayer::UpdateOnRemove(void)
98	CBaseEntity::StopLoopingSounds(void)
99	CBaseEntity::SUB_AllowedToFade(void)
100	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
101	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
102	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
103	CBaseEntity::GetTracerAttachment(void)
104	CDODPlayer::FireBullets(FireBulletsInfo_t  const&)
105	CBasePlayer::DoImpactEffect(CGameTrace &,int)
106	CBaseEntity::Respawn(void)
107	CBaseEntity::IsLockedByMaster(void)
108	CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
109	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
110	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
111	CBasePlayer::NetworkStateChanged_m_iHealth(void)
112	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
113	CBasePlayer::NetworkStateChanged_m_lifeState(void)
114	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
115	CBaseEntity::NetworkStateChanged_m_takedamage(void)
116	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
117	CBaseEntity::GetDamageType(void)const
118	CBaseEntity::GetDamage(void)
119	CBaseEntity::SetDamage(float)
120	CBasePlayer::EyePosition(void)
121	CBasePlayer::EyeAngles(void)
122	CBasePlayer::LocalEyeAngles(void)
123	CBaseEntity::EarPosition(void)
124	CBasePlayer::BodyTarget(Vector  const&,bool)
125	CBaseEntity::HeadTarget(Vector  const&)
126	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
127	CBaseEntity::GetViewOffset(void)
128	CBasePlayer::GetSmoothedVelocity(void)
129	CBaseAnimating::GetVelocity(Vector *,Vector *)
130	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
131	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
132	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
133	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
134	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
135	CBaseEntity::GetGroundVelocityToApply(Vector &)
136	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
137	CBaseEntity::Splash(void)
138	CBaseEntity::WorldSpaceCenter(void)const
139	CBaseEntity::GetSoundEmissionOrigin(void)const
140	CBaseEntity::CreateVPhysics(void)
141	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
142	CBasePlayer::VPhysicsDestroyObject(void)
143	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
144	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
145	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
146	CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
147	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
148	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
149	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
150	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
151	CBaseEntity::VPhysicsIsFlesh(void)
152	CBaseEntity::HasPhysicsAttacker(float)
153	CBasePlayer::PhysicsSolidMaskForEntity(void)const
154	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
155	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
156	CBaseAnimating::GetStepOrigin(void)const
157	CBaseAnimating::GetStepAngles(void)const
158	CBaseEntity::ShouldDrawWaterImpacts(void)
159	CBasePlayer::NetworkStateChanged_m_fFlags(void)
160	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
161	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
162	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
163	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
164	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
165	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
166	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
167	CBasePlayer::NetworkStateChanged_m_flFriction(void)
168	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
169	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
170	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
171	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
172	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
173	CBaseAnimating::GetIdealSpeed(void)const
174	CBaseAnimating::GetIdealAccel(void)const
175	CBaseAnimatingOverlay::StudioFrameAdvance(void)
176	CBaseAnimating::IsActivityFinished(void)
177	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
178	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
179	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
180	CBaseAnimating::IsRagdoll(void)
181	CBaseAnimating::CanBecomeRagdoll(void)
182	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
183	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
184	CDODPlayer::SetupBones(matrix3x4_t *,int)
185	CBaseAnimating::CalculateIKLocks(float)
186	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
187	CBasePlayer::HandleAnimEvent(animevent_t *)
188	CBaseAnimating::PopulatePoseParameters(void)
189	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
190	CBaseAnimating::InitBoneControllers(void)
191	CBaseAnimating::GetGroundSpeedVelocity(void)
192	CBaseAnimating::Ignite(float,bool,float,bool)
193	CBaseAnimating::IgniteLifetime(float)
194	CBaseAnimating::IgniteNumHitboxFires(int)
195	CBaseAnimating::IgniteHitboxFireScale(float)
196	CBaseAnimating::Extinguish(void)
197	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
198	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
199	CBaseFlex::SetViewtarget(Vector  const&)
200	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
201	CBaseFlex::ProcessSceneEvents(void)
202	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
203	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
204	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
205	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
206	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
207	CBasePlayer::GetPhysicsImpactDamageTable(void)
208	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
209	CBaseCombatCharacter::FInViewCone(Vector  const&)
210	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
211	CBaseCombatCharacter::FInAimCone(Vector  const&)
212	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
213	CBaseCombatCharacter::FindMissTarget(void)
214	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
215	CBasePlayer::BodyAngles(void)
216	CBaseCombatCharacter::BodyDirection2D(void)
217	CBaseCombatCharacter::BodyDirection3D(void)
218	CBaseCombatCharacter::HeadDirection2D(void)
219	CBaseCombatCharacter::HeadDirection3D(void)
220	CBaseCombatCharacter::EyeDirection2D(void)
221	CBaseCombatCharacter::EyeDirection3D(void)
222	CBaseCombatCharacter::GiveAmmo(int,int,bool)
223	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
224	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
225	CBaseCombatCharacter::Weapon_FrameUpdate(void)
226	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
227	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
228	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
229	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
230	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
231	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
232	CDODPlayer::Weapon_ShootPosition(void)
233	CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
234	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
235	CBaseCombatCharacter::Weapon_GetSlot(int)const
236	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
237	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
238	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
239	CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
240	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
241	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
242	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
243	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
244	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
245	CBaseCombatCharacter::GetDeathActivity(void)
246	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
247	CBaseCombatCharacter::CorpseFade(void)
248	CBaseCombatCharacter::HasHumanGibs(void)
249	CBaseCombatCharacter::HasAlienGibs(void)
250	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
251	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
252	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
253	CBasePlayer::Event_Dying(void)
254	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
255	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
256	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
257	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
258	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
259	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
260	CBaseCombatCharacter::IRelationType(CBaseEntity *)
261	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
262	CBasePlayer::IsInAVehicle(void)const
263	CBasePlayer::GetVehicle(void)
264	CBasePlayer::GetVehicleEntity(void)
265	CBaseCombatCharacter::ExitVehicle(void)
266	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
267	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
268	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
269	CBasePlayer::DoMuzzleFlash(void)
270	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
271	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
272	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
273	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
274	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
275	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
276	CDODPlayer::CreateViewModel(int)
277	CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
278	CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
279	CDODPlayer::SharedSpawn(void)
280	CBasePlayer::ForceRespawn(void)
281	CDODPlayer::InitialSpawn(void)
282	CBasePlayer::InitHUD(void)
283	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
284	CDODPlayer::PlayerDeathThink(void)
285	CBasePlayer::Jump(void)
286	CBasePlayer::Duck(void)
287	CDODPlayer::PreThink(void)
288	CDODPlayer::PostThink(void)
289	CBasePlayer::DamageEffect(float,int)
290	CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
291	CBasePlayer::ShouldFadeOnDeath(void)
292	CBasePlayer::IsFakeClient(void)const
293	CDODPlayer::GetPlayerMins(void)const
294	CDODPlayer::GetPlayerMaxs(void)const
295	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
296	CBasePlayer::PackDeadPlayerItems(void)
297	CBasePlayer::RemoveAllItems(bool)
298	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
299	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
300	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
301	CBasePlayer::UpdateClientData(void)
302	CBasePlayer::ExitLadder(void)
303	CBasePlayer::GetLadderSurface(Vector  const&)
304	CBasePlayer::SetFlashlightEnabled(bool)
305	CDODPlayer::FlashlightIsOn(void)
306	CDODPlayer::FlashlightTurnOn(void)
307	CDODPlayer::FlashlightTurnOff(void)
308	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
309	CDODPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
310	CDODPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
311	CBasePlayer::GetStepSoundVelocities(float *,float *)
312	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
313	CDODPlayer::DeathSound(CTakeDamageInfo  const&)
314	CDODPlayer::SetAnimation(PLAYER_ANIM)
315	CBasePlayer::ImpulseCommands(void)
316	CDODPlayer::CheatImpulseCommands(int)
317	CDODPlayer::ClientCommand(CCommand  const&)
318	CBasePlayer::StartObserverMode(int)
319	CBasePlayer::StopObserverMode(void)
320	CDODPlayer::ModeWantsSpectatorGUI(int)
321	CDODPlayer::SetObserverMode(int)
322	CBasePlayer::GetObserverMode(void)
323	CBasePlayer::SetObserverTarget(CBaseEntity *)
324	CBasePlayer::ObserverUse(bool)
325	CBasePlayer::GetObserverTarget(void)
326	CBasePlayer::FindNextObserverTarget(bool)
327	CBasePlayer::GetNextObserverSearchStartPoint(bool)
328	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
329	CBasePlayer::CheckObserverSettings(void)
330	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
331	CBasePlayer::ForceObserverMode(int)
332	CBasePlayer::ResetObserverMode(void)
333	CBasePlayer::ValidateCurrentObserverTarget(void)
334	CDODPlayer::AttemptToExitFreezeCam(void)
335	CDODPlayer::StartReplayMode(float,float,int)
336	CDODPlayer::StopReplayMode(void)
337	CBasePlayer::GetDelayTicks(void)
338	CBasePlayer::GetReplayEntity(void)
339	CBasePlayer::CreateCorpse(void)
340	CDODPlayer::EntSelectSpawnPoint(void)
341	CBasePlayer::GetInVehicle(IServerVehicle *,int)
342	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
343	CBasePlayer::OnVehicleStart(void)
344	CBasePlayer::OnVehicleEnd(Vector &)
345	CDODPlayer::BumpWeapon(CBaseCombatWeapon *)
346	CBasePlayer::SelectLastItem(void)
347	CBasePlayer::SelectItem(char  const*,int)
348	CBasePlayer::ItemPostFrame(void)
349	CDODPlayer::GiveNamedItem(char  const*,int)
350	CDODPlayer::CheckTrainUpdate(void)
351	CBasePlayer::SetPlayerUnderwater(bool)
352	CBasePlayer::CanBreatheUnderwater(void)const
353	CBasePlayer::PlayerUse(void)
354	CDODPlayer::PlayUseDenySound(void)
355	CDODPlayer::FindUseEntity(void)
356	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
357	CBasePlayer::PickupObject(CBaseEntity *,bool)
358	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
359	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
360	CDODPlayer::UpdateGeigerCounter(void)
361	CBasePlayer::GetAutoaimVector(float)
362	CBasePlayer::GetAutoaimVector(float,float)
363	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
364	CBasePlayer::ShouldAutoaim(void)
365	CBasePlayer::ForceClientDllUpdate(void)
366	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
367	CDODPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
368	CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
369	CBaseMultiplayerPlayer::CanSpeak(void)
370	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
371	CDODPlayer::CheckChatText(char *,int)
372	CDODPlayer::CreateRagdollEntity(void)
373	CBasePlayer::ShouldAnnounceAchievement(void)
374	CBasePlayer::IsFollowingPhysics(void)
375	CDODPlayer::InitVCollision(Vector  const&,Vector  const&)
376	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
377	CDODPlayer::Hints(void)
378	CDODPlayer::IsReadyToPlay(void)
379	CBasePlayer::IsReadyToSpawn(void)
380	CBasePlayer::ShouldGainInstantSpawn(void)
381	CDODPlayer::ResetPerRoundStats(void)
382	CDODPlayer::ResetScores(void)
383	CBasePlayer::EquipSuit(bool)
384	CBasePlayer::RemoveSuit(void)
385	CBasePlayer::CommitSuicide(bool,bool)
386	CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
387	CBasePlayer::IsBot(void)const
388	CBaseMultiplayerPlayer::GetExpresser(void)
389	CBasePlayer::SpawnArmorValue(void)const
390	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
391	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
392	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
393	CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
394	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
395	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
396	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
397	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
398	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
399	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
400	CDODPlayer::OnAchievementEarned(int)
401	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
402	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
403	CBaseMultiplayerPlayer::CreateExpresser(void)
404	CDODPlayer::CanHearChatFrom(CBasePlayer *)
405	CDODPlayer::CommitSuicide(void)