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

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m (Orange Box Beta)
(The List)
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__TOC__
 
__TOC__
 
== The List ==
 
== The List ==
<b>Last Updated 07 July 2007</b>
+
<b>Last Updated 14 August 2009</b>
 
<pre>
 
<pre>
 +
// Auto reconstructed from vtable block @ 0x00C3CE40
 +
// from "server_i486.so", by ida_vtables.idc
 
0 CDODPlayer::~CDODPlayer()
 
0 CDODPlayer::~CDODPlayer()
 
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
 
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
2 CBaseEntity::GetRefEHandle() const
+
2 CBaseEntity::GetRefEHandle(void)const
3 CBaseEntity::GetCollideable()
+
3 CBaseEntity::GetCollideable(void)
4 CBaseEntity::GetNetworkable()
+
4 CBaseEntity::GetNetworkable(void)
5 CBaseEntity::GetBaseEntity()
+
5 CBaseEntity::GetBaseEntity(void)
6 CBaseEntity::GetModelIndex() const
+
6 CBaseEntity::GetModelIndex(void)const
7 CBaseEntity::GetModelName() const
+
7 CBaseEntity::GetModelName(void)const
 
8 CBaseEntity::SetModelIndex(int)
 
8 CBaseEntity::SetModelIndex(int)
9 CDODPlayer::_GetClassName()
+
9 CDODPlayer::GetServerClass(void)
10 CDODPlayer::GetServerClass()
+
10 CDODPlayer::YouForgotToImplementOrDeclareServerClass(void)
11 CDODPlayer::GetClassName()
+
11 CDODPlayer::GetDataDescMap(void)
12 CDODPlayer::YouForgotToImplementOrDeclareServerClass()
+
12 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
13 CDODPlayer::GetDataDescMap()
+
13 CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
14 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
+
14 CDODPlayer::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15 CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
+
15 CDODPlayer::ShouldCollide(int,int)const
16 CDODPlayer::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
+
16 CBaseEntity::SetOwnerEntity(CBaseEntity*)
17 CBaseEntity::ShouldCollide(int,int) const
+
17 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
18 CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
18 CBasePlayer::UpdateTransmitState(void)
19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
+
19 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
20 CBasePlayer::UpdateTransmitState()
+
20 CBasePlayer::GetTracerType(void)
21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
+
21 CDODPlayer::Spawn(void)
22 CBasePlayer::GetTracerType()
+
22 CDODPlayer::Precache(void)
23 CDODPlayer::Spawn()
+
23 CBasePlayer::SetModel(char  const*)
24 CDODPlayer::Precache()
+
24 CBaseMultiplayerPlayer::PostConstructor(char  const*)
25 CBaseFlex::SetModel(char  const*)
+
25 CBaseEntity::PostClientActive(void)
26 CBaseEntity::PostConstructor(char  const*)
+
26 CBaseEntity::ParseMapData(CEntityMapData *)
27 CBaseEntity::PostClientActive()
+
27 CBaseEntity::KeyValue(char  const*,char  const*)
28 CBaseEntity::ParseMapData(CEntityMapData *)
+
28 CBaseEntity::KeyValue(char  const*,float)
29 CBaseEntity::KeyValue(char  const*,char  const*)
+
29 CBaseEntity::KeyValue(char  const*,Vector const&)
30 CBaseEntity::KeyValue(char  const*,float)
+
30 CBaseEntity::GetKeyValue(char  const*,char *,int)
31 CBaseEntity::KeyValue(char  const*,Vector)
+
31 CBasePlayer::Activate(void)
32 CBasePlayer::Activate()
+
32 CBaseEntity::SetParent(CBaseEntity*,int)
33 CBaseEntity::SetParent(CBaseEntity*,int)
+
33 CBasePlayer::ObjectCaps(void)
34 CBasePlayer::ObjectCaps()
+
34 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
35 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
+
35 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
36 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
+
36 CBasePlayer::DrawDebugGeometryOverlays(void)
37 CBasePlayer::DrawDebugGeometryOverlays()
+
37 CBaseAnimating::DrawDebugTextOverlays(void)
38 CBaseAnimating::DrawDebugTextOverlays()
+
38 CBasePlayer::Save(ISave &)
39 CBasePlayer::Save(ISave &)
+
39 CBasePlayer::Restore(IRestore &)
40 CBasePlayer::Restore(IRestore &)
+
40 CBasePlayer::ShouldSavePhysics(void)
41 CBasePlayer::ShouldSavePhysics()
+
41 CBaseEntity::OnSave(IEntitySaveUtils *)
42 CBaseEntity::OnSave(IEntitySaveUtils *)
+
42 CBasePlayer::OnRestore(void)
43 CBasePlayer::OnRestore()
+
43 CBasePlayer::RequiredEdictIndex(void)
44 CBasePlayer::RequiredEdictIndex()
+
44 CBaseEntity::MoveDone(void)
45 CBaseEntity::MoveDone()
+
45 CBaseEntity::Think(void)
46 CBaseEntity::Think()
+
46 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick()
+
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
+
48 CBaseAnimating::GetBaseAnimating(void)
49 CBaseAnimating::GetBaseAnimating()
+
49 CBaseMultiplayerPlayer::GetResponseSystem(void)
50 CBaseEntity::GetResponseSystem()
+
50 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char  const*)
51 CBaseEntity::DispatchResponse(char  const*)
+
51 CBasePlayer::Classify(void)
52 CBasePlayer::Classify()
+
52 CBaseEntity::DeathNotice(CBaseEntity*)
53 CBaseEntity::DeathNotice(CBaseEntity*)
+
53 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
+
54 CBaseEntity::GetAutoAimRadius(void)
55 CBaseEntity::GetAutoAimRadius()
+
55 CBaseEntity::GetAutoAimCenter(void)
56 CBaseEntity::GetAutoAimCenter()
+
56 CBaseEntity::GetBeamTraceFilter(void)
 
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 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
62 CDODPlayer::Event_Killed(CTakeDamageInfo  const&)
+
62 CBasePlayer::TakeHealth(float,int)
63 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
+
63 CBaseEntity::IsAlive(void)
64 CBaseCombatCharacter::BloodColor()
+
64 CDODPlayer::Event_Killed(CTakeDamageInfo  const&)
65 CBaseEntity::IsTriggered(CBaseEntity*)
+
65 CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
66 CBaseEntity::IsNPC() const
+
66 CBaseCombatCharacter::BloodColor(void)
67 CBaseCombatCharacter::MyCombatCharacterPointer()
+
67 CBaseEntity::IsTriggered(CBaseEntity*)
68 CBaseEntity::GetDelay()
+
68 CBaseEntity::IsNPC(void)const
69 CBaseEntity::IsMoving()
+
69 CBaseCombatCharacter::MyCombatCharacterPointer(void)
70 CBaseEntity::DamageDecal(int,int)
+
70 CBaseEntity::MyNextBotPointer(void)
71 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
+
71 CBaseEntity::GetDelay(void)
72 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
+
72 CBaseEntity::IsMoving(void)
73 CBaseEntity::OnControls(CBaseEntity*)
+
73 CBaseEntity::DamageDecal(int,int)
74 CBaseEntity::HasTarget(string_t)
+
74 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
75 CBasePlayer::IsPlayer() const
+
75 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
76 CBasePlayer::IsNetClient() const
+
76 CBaseEntity::OnControls(CBaseEntity*)
77 CBaseEntity::IsTemplate()
+
77 CBaseEntity::HasTarget(string_t)
78 CBaseEntity::IsBaseObject() const
+
78 CBasePlayer::IsPlayer(void)const
79 CBaseEntity::GetServerVehicle()
+
79 CBasePlayer::IsNetClient(void)const
80 CBaseEntity::IsViewable()
+
80 CBaseEntity::IsTemplate(void)
81 CDODPlayer::ChangeTeam(int)
+
81 CBaseEntity::IsBaseObject(void)const
82 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
+
82 CBaseEntity::IsBaseTrain(void)const
83 CBaseEntity::CanStandOn(CBaseEntity*) const
+
83 CBaseEntity::IsBaseCombatWeapon(void)const
84 CBaseEntity::CanStandOn(edict_t *) const
+
84 CBaseEntity::IsWearable(void)const
85 CBaseEntity::GetEnemy()
+
85 CBaseEntity::MyCombatWeaponPointer(void)
86 CBaseEntity::GetEnemy() const
+
86 CBaseEntity::GetServerVehicle(void)
87 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
+
87 CBaseEntity::IsViewable(void)
88 CBaseEntity::StartTouch(CBaseEntity*)
+
88 CDODPlayer::ChangeTeam(int)
89 CBasePlayer::Touch(CBaseEntity *)
+
89 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
90 CBaseEntity::EndTouch(CBaseEntity*)
+
90 CBaseEntity::CanStandOn(CBaseEntity*)const
91 CBaseEntity::StartBlocked(CBaseEntity*)
+
91 CBaseEntity::CanStandOn(edict_t *)const
92 CBaseEntity::Blocked(CBaseEntity*)
+
92 CBaseEntity::GetEnemy(void)
93 CBaseEntity::EndBlocked()
+
93 CBaseEntity::GetEnemy(void)const
94 CBasePlayer::PhysicsSimulate()
+
94 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
95 CBasePlayer::UpdateOnRemove()
+
95 CBaseEntity::StartTouch(CBaseEntity*)
96 CBaseEntity::StopLoopingSounds()
+
96 CBasePlayer::Touch(CBaseEntity *)
97 CBaseEntity::SUB_AllowedToFade()
+
97 CBaseEntity::EndTouch(CBaseEntity*)
98 CBaseAnimating::Teleport(Vector const*,QAngle  const*,Vector  const*)
+
98 CBaseEntity::StartBlocked(CBaseEntity*)
99 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
+
99 CBaseEntity::Blocked(CBaseEntity*)
100 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
+
100 CBaseEntity::EndBlocked(void)
101 CDODPlayer::FireBullets(FireBulletsInfo_t  const&)
+
101 CBasePlayer::PhysicsSimulate(void)
102 CBasePlayer::DoImpactEffect(CGameTrace &,int)
+
102 CBasePlayer::UpdateOnRemove(void)
103 CBaseEntity::Respawn()
+
103 CBaseEntity::StopLoopingSounds(void)
104 CBaseEntity::IsLockedByMaster()
+
104 CBaseEntity::SUB_AllowedToFade(void)
105 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
105 CBaseFlex::Teleport(Vector const*,QAngle  const*,Vector  const*)
106 CBaseEntity::NetworkStateChanged_m_iMaxHealth()
+
106 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
107 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
107 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
108 CBasePlayer::NetworkStateChanged_m_iHealth()
+
108 CBaseEntity::GetTracerAttachment(void)
109 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
+
109 CDODPlayer::FireBullets(FireBulletsInfo_t  const&)
110 CBasePlayer::NetworkStateChanged_m_lifeState()
+
110 CBasePlayer::DoImpactEffect(CGameTrace &,int)
111 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
+
111 CBaseEntity::Respawn(void)
112 CBaseEntity::NetworkStateChanged_m_takedamage()
+
112 CBaseEntity::IsLockedByMaster(void)
113 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
113 CBaseEntity::GetMaxHealth(void)const
114 CBaseEntity::GetDamageType() const
+
114 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
115 CBaseEntity::GetDamage()
+
115 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
116 CBaseEntity::SetDamage(float)
+
116 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
117 CBasePlayer::EyePosition()
+
117 CBasePlayer::NetworkStateChanged_m_iHealth(void)
118 CBasePlayer::EyeAngles()
+
118 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
119 CBasePlayer::LocalEyeAngles()
+
119 CBasePlayer::NetworkStateChanged_m_lifeState(void)
120 CBaseEntity::EarPosition()
+
120 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
121 CBasePlayer::BodyTarget(Vector  const&,bool)
+
121 CBaseEntity::NetworkStateChanged_m_takedamage(void)
122 CBaseEntity::HeadTarget(Vector  const&)
+
122 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
123 CBaseEntity::GetVectors(Vector *,Vector *,Vector *) const
+
123 CBaseEntity::GetDamageType(void)const
124 CBaseEntity::GetViewOffset()
+
124 CBaseEntity::GetDamage(void)
125 CBasePlayer::GetSmoothedVelocity()
+
125 CBaseEntity::SetDamage(float)
126 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
126 CBasePlayer::EyePosition(void)
127 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
+
127 CBasePlayer::EyeAngles(void)
128 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
+
128 CBasePlayer::LocalEyeAngles(void)
129 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
+
129 CBaseEntity::EarPosition(void)
130 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
130 CBasePlayer::BodyTarget(Vector  const&,bool)
131 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
131 CBaseEntity::HeadTarget(Vector  const&)
132 CBaseEntity::CanBePoweredUp()
+
132 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
133 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
+
133 CBaseEntity::GetViewOffset(void)const
134 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
134 CBaseEntity::SetViewOffset(Vector  const&)
135 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
+
135 CBasePlayer::GetSmoothedVelocity(void)
136 CBaseEntity::Splash()
+
136 CBaseAnimating::GetVelocity(Vector *,Vector *)
137 CBaseEntity::WorldSpaceCenter() const
+
137 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
138 CBaseEntity::GetSoundEmissionOrigin() const
+
138 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
139 CBaseEntity::CreateVPhysics()
+
139 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
140 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
140 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
141 CBasePlayer::VPhysicsDestroyObject()
+
141 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
142 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
142 CBaseEntity::GetGroundVelocityToApply(Vector &)
143 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
143 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
144 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
144 CBaseEntity::Splash(void)
145 CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
145 CBaseEntity::WorldSpaceCenter(void)const
146 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
146 CBaseEntity::GetSoundEmissionOrigin(void)const
147 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
147 CBaseEntity::CreateVPhysics(void)
148 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
148 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
149 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
149 CBasePlayer::VPhysicsDestroyObject(void)
150 CBaseEntity::HasPhysicsAttacker(float)
+
150 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
151 CBasePlayer::PhysicsSolidMaskForEntity() const
+
151 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
152 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
152 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
153 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
153 CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
154 CBaseAnimating::GetStepOrigin() const
+
154 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
155 CBaseAnimating::GetStepAngles() const
+
155 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
156 CBaseEntity::ShouldDrawWaterImpacts()
+
156 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
157 CBaseEntity::NetworkStateChanged_m_fFlags()
+
157 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
158 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
+
158 CBaseEntity::VPhysicsIsFlesh(void)
159 CBasePlayer::NetworkStateChanged_m_nWaterLevel()
+
159 CBaseEntity::HasPhysicsAttacker(float)
160 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
160 CBasePlayer::PhysicsSolidMaskForEntity(void)const
161 CBasePlayer::NetworkStateChanged_m_hGroundEntity()
+
161 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
162 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
162 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
163 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
+
163 CBaseAnimating::GetStepOrigin(void)const
164 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
164 CBaseAnimating::GetStepAngles(void)const
165 CBasePlayer::NetworkStateChanged_m_flFriction()
+
165 CBaseEntity::ShouldDrawWaterImpacts(void)
166 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
166 CBasePlayer::NetworkStateChanged_m_fFlags(void)
167 CBasePlayer::NetworkStateChanged_m_vecVelocity()
+
167 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
168 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
168 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
169 CBasePlayer::NetworkStateChanged_m_vecViewOffset()
+
169 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
170 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
170 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
171 CBaseAnimating::GetIdealSpeed() const
+
171 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
172 CBaseAnimating::GetIdealAccel() const
+
172 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
173 CBaseAnimatingOverlay::StudioFrameAdvance()
+
173 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
174 CBaseAnimating::IsActivityFinished()
+
174 CBasePlayer::NetworkStateChanged_m_flFriction(void)
175 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
175 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
176 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
+
176 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
177 CBaseAnimating::IsRagdoll()
+
177 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
178 CBaseAnimating::CanBecomeRagdoll()
+
178 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
179 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
179 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
180 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
180 CBaseAnimating::GetIdealSpeed(void)const
181 CDODPlayer::SetupBones(matrix3x4_t *,int)
+
181 CBaseAnimating::GetIdealAccel(void)const
182 CBaseAnimating::CalculateIKLocks(float)
+
182 CBaseAnimatingOverlay::StudioFrameAdvance(void)
183 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
183 CBaseAnimating::IsActivityFinished(void)
184 CBaseAnimating::HandleAnimEvent(animevent_t *)
+
184 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
185 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
185 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
186 CBaseAnimating::InitBoneControllers()
+
186 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
187 CBaseAnimating::GetGroundSpeedVelocity()
+
187 CBaseAnimating::IsRagdoll(void)
188 CBaseAnimating::Ignite(float,bool,float,bool)
+
188 CBaseAnimating::CanBecomeRagdoll(void)
189 CBaseAnimating::Extinguish()
+
189 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
190 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
190 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
191 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
191 CDODPlayer::SetupBones(matrix3x4_t *,int)
192 CBaseFlex::SetViewtarget(Vector  const&)
+
192 CBaseAnimating::CalculateIKLocks(float)
193 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
193 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
194 CBaseFlex::ProcessSceneEvents()
+
194 CBasePlayer::HandleAnimEvent(animevent_t *)
195 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
195 CBaseAnimating::PopulatePoseParameters(void)
196 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
196 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
197 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
197 CBaseAnimating::InitBoneControllers(void)
198 CBaseCombatCharacter::GetPhysicsImpactDamageTable()
+
198 CBaseAnimating::GetGroundSpeedVelocity(void)
199 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
199 CBaseAnimating::Ignite(float,bool,float,bool)
200 CBaseCombatCharacter::FInViewCone(Vector const&)
+
200 CBaseAnimating::IgniteLifetime(float)
201 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
201 CBaseAnimating::IgniteNumHitboxFires(int)
202 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
202 CBaseAnimating::IgniteHitboxFireScale(float)
203 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
203 CBaseAnimating::Extinguish(void)
204 CBaseCombatCharacter::FindMissTarget()
+
204 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
205 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
+
205 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
206 CBasePlayer::BodyAngles()
+
206 CBaseFlex::SetViewtarget(Vector  const&)
207 CBaseCombatCharacter::BodyDirection2D()
+
207 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
208 CBaseCombatCharacter::BodyDirection3D()
+
208 CBaseFlex::ProcessSceneEvents(void)
209 CBaseCombatCharacter::HeadDirection2D()
+
209 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
210 CBaseCombatCharacter::HeadDirection3D()
+
210 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
211 CBaseCombatCharacter::EyeDirection2D()
+
211 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
212 CBaseCombatCharacter::EyeDirection3D()
+
212 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
213 CBaseCombatCharacter::GiveAmmo(int,int,bool)
+
213 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
214 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
214 CBasePlayer::GetPhysicsImpactDamageTable(void)
215 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
215 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
216 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
+
216 CBaseCombatCharacter::FInViewCone(Vector const&)
217 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
+
217 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
218 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
218 CBaseCombatCharacter::FInAimCone(Vector  const&)
219 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
219 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
220 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
+
220 CBaseCombatCharacter::FindMissTarget(void)
221 CBasePlayer::Weapon_ShootPosition()
+
221 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
222 CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
222 CBasePlayer::BodyAngles(void)
223 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
223 CBaseCombatCharacter::BodyDirection2D(void)
224 CBaseCombatCharacter::Weapon_GetSlot(int) const
+
224 CBaseCombatCharacter::BodyDirection3D(void)
225 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
225 CBaseCombatCharacter::HeadDirection2D(void)
226 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
226 CBaseCombatCharacter::HeadDirection3D(void)
227 CBaseCombatCharacter::CanBecomeServerRagdoll()
+
227 CBaseCombatCharacter::EyeDirection2D(void)
228 CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
228 CBaseCombatCharacter::EyeDirection3D(void)
229 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
229 CBaseCombatCharacter::GiveAmmo(int,int,bool)
230 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
230 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
231 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
231 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
232 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
+
232 CBaseCombatCharacter::Weapon_FrameUpdate(void)
233 CBaseCombatCharacter::GetDeathActivity()
+
233 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
234 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
+
234 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
235 CBaseCombatCharacter::CorpseFade()
+
235 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
236 CBaseCombatCharacter::HasHumanGibs()
+
236 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
237 CBaseCombatCharacter::HasAlienGibs()
+
237 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
238 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
+
238 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
239 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
239 CBasePlayer::Weapon_ShootPosition(void)
240 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
+
240 CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
241 CBasePlayer::Event_Dying()
+
241 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
242 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
+
242 CBaseCombatCharacter::Weapon_GetSlot(int)const
243 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
243 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
244 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
+
244 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
245 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
+
245 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
246 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
+
246 CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
247 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
247 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
248 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
248 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
249 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
249 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
250 CBaseCombatCharacter::IsInAVehicle()
+
250 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
251 CBasePlayer::GetVehicle()
+
251 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
252 CBasePlayer::GetVehicleEntity()
+
252 CBaseCombatCharacter::GetDeathActivity(void)
253 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
+
253 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
254 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
254 CBaseCombatCharacter::CorpseFade(void)
255 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
255 CBaseCombatCharacter::HasHumanGibs(void)
256 CBasePlayer::DoMuzzleFlash()
+
256 CBaseCombatCharacter::HasAlienGibs(void)
257 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
257 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
258 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
258 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
259 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
259 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
260 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
260 CBasePlayer::Event_Dying(void)
261 CBasePlayer::NetworkStateChanged_m_iAmmo()
+
261 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
262 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
262 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
263 CDODPlayer::CreateViewModel(int)
+
263 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
264 CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
264 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
265 CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*) const
+
265 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
266 CDODPlayer::SharedSpawn()
+
266 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
267 CDODPlayer::InitialSpawn()
+
267 CBaseCombatCharacter::IRelationType(CBaseEntity *)
268 CBasePlayer::InitHUD()
+
268 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
269 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
269 CBasePlayer::IsInAVehicle(void)const
270 CDODPlayer::PlayerDeathThink()
+
270 CBasePlayer::GetVehicle(void)
271 CBasePlayer::Jump()
+
271 CBasePlayer::GetVehicleEntity(void)
272 CBasePlayer::Duck()
+
272 CBaseCombatCharacter::ExitVehicle(void)
273 CDODPlayer::PreThink()
+
273 CBaseCombatCharacter::RemoveAllWeapons(void)
274 CDODPlayer::PostThink()
+
274 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
275 CBasePlayer::DamageEffect(float,int)
+
275 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
276 CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
+
276 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
277 CBasePlayer::ShouldFadeOnDeath()
+
277 CBasePlayer::DoMuzzleFlash(void)
278 CBasePlayer::IsFakeClient() const
+
278 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
279 CDODPlayer::GetPlayerMins() const
+
279 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
280 CDODPlayer::GetPlayerMaxs() const
+
280 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
281 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
+
281 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
282 CBasePlayer::PackDeadPlayerItems()
+
282 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
283 CBasePlayer::RemoveAllItems(bool)
+
283 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
284 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
284 CDODPlayer::CreateViewModel(int)
285 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
285 CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
286 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
286 CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
287 CBasePlayer::UpdateClientData()
+
287 CDODPlayer::SharedSpawn(void)
288 CBasePlayer::ExitLadder()
+
288 CBasePlayer::ForceRespawn(void)
289 CDODPlayer::FlashlightIsOn()
+
289 CDODPlayer::InitialSpawn(void)
290 CDODPlayer::FlashlightTurnOn()
+
290 CBasePlayer::InitHUD(void)
291 CDODPlayer::FlashlightTurnOff()
+
291 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
292 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
292 CDODPlayer::PlayerDeathThink(void)
293 CDODPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
+
293 CBasePlayer::Jump(void)
294 CDODPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
294 CBasePlayer::Duck(void)
295 CDODPlayer::DeathSound(CTakeDamageInfo  const&)
+
295 CDODPlayer::PreThink(void)
296 CDODPlayer::SetAnimation(PLAYER_ANIM)
+
296 CDODPlayer::PostThink(void)
297 CBasePlayer::ImpulseCommands()
+
297 CBasePlayer::DamageEffect(float,int)
298 CDODPlayer::CheatImpulseCommands(int)
+
298 CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
299 CDODPlayer::ClientCommand(char const*)
+
299 CBasePlayer::ShouldFadeOnDeath(void)
300 CBasePlayer::StartObserverMode(int)
+
300 CBasePlayer::IsFakeClient(void)const
301 CBasePlayer::StopObserverMode()
+
301 CDODPlayer::GetPlayerMins(void)const
302 CDODPlayer::SetObserverMode(int)
+
302 CDODPlayer::GetPlayerMaxs(void)const
303 CBasePlayer::GetObserverMode()
+
303 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
304 CBasePlayer::SetObserverTarget(CBaseEntity *)
+
304 CBasePlayer::PackDeadPlayerItems(void)
305 CBasePlayer::ObserverUse(bool)
+
305 CBasePlayer::RemoveAllItems(bool)
306 CBasePlayer::GetObserverTarget()
+
306 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
307 CBasePlayer::FindNextObserverTarget(bool)
+
307 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
308 CBasePlayer::GetNextObserverSearchStartPoint(bool)
+
308 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
309 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
+
309 CBasePlayer::UpdateClientData(void)
310 CBasePlayer::CheckObserverSettings()
+
310 CBasePlayer::ExitLadder(void)
311 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
+
311 CBasePlayer::GetLadderSurface(Vector  const&)
312 CBasePlayer::ForceObserverMode(int)
+
312 CBasePlayer::SetFlashlightEnabled(bool)
313 CBasePlayer::ResetObserverMode()
+
313 CDODPlayer::FlashlightIsOn(void)
314 CDODPlayer::StartReplayMode(float,float,int)
+
314 CDODPlayer::FlashlightTurnOn(void)
315 CDODPlayer::StopReplayMode()
+
315 CDODPlayer::FlashlightTurnOff(void)
316 CBasePlayer::GetDelayTicks()
+
316 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
317 CBasePlayer::GetReplayEntity()
+
317 CDODPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
318 CBasePlayer::CreateCorpse()
+
318 CDODPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
319 CDODPlayer::EntSelectSpawnPoint()
+
319 CBasePlayer::GetStepSoundVelocities(float *,float *)
320 CBasePlayer::GetInVehicle(IServerVehicle *,int)
+
320 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
321 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
+
321 CDODPlayer::DeathSound(CTakeDamageInfo  const&)
322 CBasePlayer::OnVehicleStart()
+
322 CDODPlayer::SetAnimation(PLAYER_ANIM)
323 CBasePlayer::OnVehicleEnd(Vector &)
+
323 CBasePlayer::ImpulseCommands(void)
324 CDODPlayer::BumpWeapon(CBaseCombatWeapon *)
+
324 CDODPlayer::CheatImpulseCommands(int)
325 CBasePlayer::SelectLastItem()
+
325 CDODPlayer::ClientCommand(CCommand const&)
326 CBasePlayer::SelectItem(char  const*,int)
+
326 CBasePlayer::StartObserverMode(int)
327 CBasePlayer::ItemPostFrame()
+
327 CBasePlayer::StopObserverMode(void)
328 CDODPlayer::GiveNamedItem(char  const*,int)
+
328 CDODPlayer::ModeWantsSpectatorGUI(int)
329 CDODPlayer::CheckTrainUpdate()
+
329 CDODPlayer::SetObserverMode(int)
330 CBasePlayer::SetPlayerUnderwater(bool)
+
330 CBasePlayer::GetObserverMode(void)
331 CBasePlayer::CanBreatheUnderwater() const
+
331 CBasePlayer::SetObserverTarget(CBaseEntity *)
332 CBasePlayer::PlayerUse()
+
332 CBasePlayer::ObserverUse(bool)
333 CBasePlayer::PlayUseDenySound()
+
333 CBasePlayer::GetObserverTarget(void)
334 CDODPlayer::FindUseEntity()
+
334 CBasePlayer::FindNextObserverTarget(bool)
335 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
335 CBasePlayer::GetNextObserverSearchStartPoint(bool)
336 CBasePlayer::PickupObject(CBaseEntity *,bool)
+
336 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
337 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
337 CBasePlayer::CheckObserverSettings(void)
338 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
+
338 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
339 CDODPlayer::UpdateGeigerCounter()
+
339 CBasePlayer::ForceObserverMode(int)
340 CBasePlayer::GetAutoaimVector(float)
+
340 CBasePlayer::ResetObserverMode(void)
341 CBasePlayer::GetAutoaimVector(float,float)
+
341 CBasePlayer::ValidateCurrentObserverTarget(void)
342 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
+
342 CDODPlayer::AttemptToExitFreezeCam(void)
343 CBasePlayer::ShouldAutoaim()
+
343 CDODPlayer::StartReplayMode(float,float,int)
344 CBasePlayer::ForceClientDllUpdate()
+
344 CDODPlayer::StopReplayMode(void)
345 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
345 CBasePlayer::GetDelayTicks(void)
346 CDODPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
346 CBasePlayer::GetReplayEntity(void)
347 CBasePlayer::CanSpeak()
+
347 CBasePlayer::CreateCorpse(void)
348 CDODPlayer::CanHearChatFrom(CBasePlayer *)
+
348 CDODPlayer::EntSelectSpawnPoint(void)
349 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
349 CBasePlayer::GetInVehicle(IServerVehicle *,int)
350 CDODPlayer::CheckChatText(char *,int)
+
350 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
351 CBasePlayer::IsFollowingPhysics()
+
351 CBasePlayer::OnVehicleStart(void)
352 CDODPlayer::InitVCollision()
+
352 CBasePlayer::OnVehicleEnd(Vector &)
353 CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
+
353 CDODPlayer::BumpWeapon(CBaseCombatWeapon *)
354 CBasePlayer::EquipSuit(bool)
+
354 CBasePlayer::SelectLastItem(void)
355 CBasePlayer::RemoveSuit()
+
355 CBasePlayer::SelectItem(char  const*,int)
356 CDODPlayer::CommitSuicide()
+
356 CBasePlayer::ItemPostFrame(void)
357 CBasePlayer::IsBot() const
+
357 CDODPlayer::GiveNamedItem(char  const*,int)
358 CBasePlayer::SpawnArmorValue() const
+
358 CDODPlayer::CheckTrainUpdate(void)
359 CBasePlayer::NetworkStateChanged_m_ArmorValue()
+
359 CBasePlayer::SetPlayerUnderwater(bool)
360 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
360 CBasePlayer::CanBreatheUnderwater(void)const
 +
361 CBasePlayer::PlayerUse(void)
 +
362 CDODPlayer::PlayUseDenySound(void)
 +
363 CDODPlayer::FindUseEntity(void)
 +
364 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
 +
365 CBasePlayer::PickupObject(CBaseEntity *,bool)
 +
366 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
 +
367 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
 +
368 CDODPlayer::UpdateGeigerCounter(void)
 +
369 CBasePlayer::GetAutoaimVector(float)
 +
370 CBasePlayer::GetAutoaimVector(float,float)
 +
371 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
 +
372 CBasePlayer::ShouldAutoaim(void)
 +
373 CBasePlayer::ForceClientDllUpdate(void)
 +
374 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
 +
375 CDODPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
 +
376 CBasePlayer::ChangeTeam(int,bool,bool)
 +
377 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
 +
378 CBaseMultiplayerPlayer::CanSpeak(void)
 +
379 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
 +
380 CDODPlayer::CheckChatText(char *,int)
 +
381 CDODPlayer::CreateRagdollEntity(void)
 +
382 CBasePlayer::ShouldAnnounceAchievement(void)
 +
383 CBasePlayer::EquipWearable(CWearableItem *)
 +
384 CBasePlayer::RemoveWearable(CWearableItem *)
 +
385 CBasePlayer::IsFollowingPhysics(void)
 +
386 CDODPlayer::InitVCollision(Vector  const&,Vector  const&)
 +
387 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
 +
388 CDODPlayer::Hints(void)
 +
389 CDODPlayer::IsReadyToPlay(void)
 +
390 CBasePlayer::IsReadyToSpawn(void)
 +
391 CBasePlayer::ShouldGainInstantSpawn(void)
 +
392 CDODPlayer::ResetPerRoundStats(void)
 +
393 CDODPlayer::ResetScores(void)
 +
394 CBasePlayer::EquipSuit(bool)
 +
395 CBasePlayer::RemoveSuit(void)
 +
396 CDODPlayer::CommitSuicide(bool,bool)
 +
397 CDODPlayer::CommitSuicide(Vector  const&,bool,bool)
 +
398 CBasePlayer::IsBot(void)const
 +
399 CBaseMultiplayerPlayer::GetExpresser(void)
 +
400 CBasePlayer::SpawnArmorValue(void)const
 +
401 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
 +
402 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
 +
403 CBasePlayer::HasHaptics(void)
 +
404 CBasePlayer::SetHaptics(bool)
 +
405 CBasePlayer::PlayerSolidMask(bool)const
 +
406 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
 +
407 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
 +
408 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
 +
409 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
 +
410 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
 +
411 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
 +
412 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
 +
413 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
 +
414 CDODPlayer::OnAchievementEarned(int)
 +
415 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
 +
416 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
 +
417 CBaseMultiplayerPlayer::CreateExpresser(void)
 +
418 CDODPlayer::CanHearChatFrom(CBasePlayer *)
 
</pre>
 
</pre>
  

Revision as of 09:49, 14 August 2009

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 14 August 2009

// Auto reconstructed from vtable block @ 0x00C3CE40
// 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	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
62	CBasePlayer::TakeHealth(float,int)
63	CBaseEntity::IsAlive(void)
64	CDODPlayer::Event_Killed(CTakeDamageInfo  const&)
65	CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
66	CBaseCombatCharacter::BloodColor(void)
67	CBaseEntity::IsTriggered(CBaseEntity*)
68	CBaseEntity::IsNPC(void)const
69	CBaseCombatCharacter::MyCombatCharacterPointer(void)
70	CBaseEntity::MyNextBotPointer(void)
71	CBaseEntity::GetDelay(void)
72	CBaseEntity::IsMoving(void)
73	CBaseEntity::DamageDecal(int,int)
74	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
75	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
76	CBaseEntity::OnControls(CBaseEntity*)
77	CBaseEntity::HasTarget(string_t)
78	CBasePlayer::IsPlayer(void)const
79	CBasePlayer::IsNetClient(void)const
80	CBaseEntity::IsTemplate(void)
81	CBaseEntity::IsBaseObject(void)const
82	CBaseEntity::IsBaseTrain(void)const
83	CBaseEntity::IsBaseCombatWeapon(void)const
84	CBaseEntity::IsWearable(void)const
85	CBaseEntity::MyCombatWeaponPointer(void)
86	CBaseEntity::GetServerVehicle(void)
87	CBaseEntity::IsViewable(void)
88	CDODPlayer::ChangeTeam(int)
89	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
90	CBaseEntity::CanStandOn(CBaseEntity*)const
91	CBaseEntity::CanStandOn(edict_t *)const
92	CBaseEntity::GetEnemy(void)
93	CBaseEntity::GetEnemy(void)const
94	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
95	CBaseEntity::StartTouch(CBaseEntity*)
96	CBasePlayer::Touch(CBaseEntity *)
97	CBaseEntity::EndTouch(CBaseEntity*)
98	CBaseEntity::StartBlocked(CBaseEntity*)
99	CBaseEntity::Blocked(CBaseEntity*)
100	CBaseEntity::EndBlocked(void)
101	CBasePlayer::PhysicsSimulate(void)
102	CBasePlayer::UpdateOnRemove(void)
103	CBaseEntity::StopLoopingSounds(void)
104	CBaseEntity::SUB_AllowedToFade(void)
105	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
106	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
107	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
108	CBaseEntity::GetTracerAttachment(void)
109	CDODPlayer::FireBullets(FireBulletsInfo_t  const&)
110	CBasePlayer::DoImpactEffect(CGameTrace &,int)
111	CBaseEntity::Respawn(void)
112	CBaseEntity::IsLockedByMaster(void)
113	CBaseEntity::GetMaxHealth(void)const
114	CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
115	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
116	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
117	CBasePlayer::NetworkStateChanged_m_iHealth(void)
118	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
119	CBasePlayer::NetworkStateChanged_m_lifeState(void)
120	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
121	CBaseEntity::NetworkStateChanged_m_takedamage(void)
122	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
123	CBaseEntity::GetDamageType(void)const
124	CBaseEntity::GetDamage(void)
125	CBaseEntity::SetDamage(float)
126	CBasePlayer::EyePosition(void)
127	CBasePlayer::EyeAngles(void)
128	CBasePlayer::LocalEyeAngles(void)
129	CBaseEntity::EarPosition(void)
130	CBasePlayer::BodyTarget(Vector  const&,bool)
131	CBaseEntity::HeadTarget(Vector  const&)
132	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
133	CBaseEntity::GetViewOffset(void)const
134	CBaseEntity::SetViewOffset(Vector  const&)
135	CBasePlayer::GetSmoothedVelocity(void)
136	CBaseAnimating::GetVelocity(Vector *,Vector *)
137	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
138	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
139	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
140	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
141	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
142	CBaseEntity::GetGroundVelocityToApply(Vector &)
143	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
144	CBaseEntity::Splash(void)
145	CBaseEntity::WorldSpaceCenter(void)const
146	CBaseEntity::GetSoundEmissionOrigin(void)const
147	CBaseEntity::CreateVPhysics(void)
148	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
149	CBasePlayer::VPhysicsDestroyObject(void)
150	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
151	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
152	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
153	CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
154	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
155	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
156	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
157	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
158	CBaseEntity::VPhysicsIsFlesh(void)
159	CBaseEntity::HasPhysicsAttacker(float)
160	CBasePlayer::PhysicsSolidMaskForEntity(void)const
161	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
162	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
163	CBaseAnimating::GetStepOrigin(void)const
164	CBaseAnimating::GetStepAngles(void)const
165	CBaseEntity::ShouldDrawWaterImpacts(void)
166	CBasePlayer::NetworkStateChanged_m_fFlags(void)
167	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
168	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
169	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
170	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
171	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
172	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
173	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
174	CBasePlayer::NetworkStateChanged_m_flFriction(void)
175	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
176	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
177	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
178	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
179	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
180	CBaseAnimating::GetIdealSpeed(void)const
181	CBaseAnimating::GetIdealAccel(void)const
182	CBaseAnimatingOverlay::StudioFrameAdvance(void)
183	CBaseAnimating::IsActivityFinished(void)
184	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
185	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
186	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
187	CBaseAnimating::IsRagdoll(void)
188	CBaseAnimating::CanBecomeRagdoll(void)
189	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
190	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
191	CDODPlayer::SetupBones(matrix3x4_t *,int)
192	CBaseAnimating::CalculateIKLocks(float)
193	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
194	CBasePlayer::HandleAnimEvent(animevent_t *)
195	CBaseAnimating::PopulatePoseParameters(void)
196	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
197	CBaseAnimating::InitBoneControllers(void)
198	CBaseAnimating::GetGroundSpeedVelocity(void)
199	CBaseAnimating::Ignite(float,bool,float,bool)
200	CBaseAnimating::IgniteLifetime(float)
201	CBaseAnimating::IgniteNumHitboxFires(int)
202	CBaseAnimating::IgniteHitboxFireScale(float)
203	CBaseAnimating::Extinguish(void)
204	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
205	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
206	CBaseFlex::SetViewtarget(Vector  const&)
207	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
208	CBaseFlex::ProcessSceneEvents(void)
209	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
210	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
211	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
212	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
213	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
214	CBasePlayer::GetPhysicsImpactDamageTable(void)
215	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
216	CBaseCombatCharacter::FInViewCone(Vector  const&)
217	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
218	CBaseCombatCharacter::FInAimCone(Vector  const&)
219	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
220	CBaseCombatCharacter::FindMissTarget(void)
221	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
222	CBasePlayer::BodyAngles(void)
223	CBaseCombatCharacter::BodyDirection2D(void)
224	CBaseCombatCharacter::BodyDirection3D(void)
225	CBaseCombatCharacter::HeadDirection2D(void)
226	CBaseCombatCharacter::HeadDirection3D(void)
227	CBaseCombatCharacter::EyeDirection2D(void)
228	CBaseCombatCharacter::EyeDirection3D(void)
229	CBaseCombatCharacter::GiveAmmo(int,int,bool)
230	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
231	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
232	CBaseCombatCharacter::Weapon_FrameUpdate(void)
233	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
234	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
235	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
236	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
237	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
238	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
239	CBasePlayer::Weapon_ShootPosition(void)
240	CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
241	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
242	CBaseCombatCharacter::Weapon_GetSlot(int)const
243	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
244	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
245	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
246	CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
247	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
248	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
249	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
250	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
251	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
252	CBaseCombatCharacter::GetDeathActivity(void)
253	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
254	CBaseCombatCharacter::CorpseFade(void)
255	CBaseCombatCharacter::HasHumanGibs(void)
256	CBaseCombatCharacter::HasAlienGibs(void)
257	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
258	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
259	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
260	CBasePlayer::Event_Dying(void)
261	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
262	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
263	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
264	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
265	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
266	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
267	CBaseCombatCharacter::IRelationType(CBaseEntity *)
268	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
269	CBasePlayer::IsInAVehicle(void)const
270	CBasePlayer::GetVehicle(void)
271	CBasePlayer::GetVehicleEntity(void)
272	CBaseCombatCharacter::ExitVehicle(void)
273	CBaseCombatCharacter::RemoveAllWeapons(void)
274	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
275	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
276	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
277	CBasePlayer::DoMuzzleFlash(void)
278	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
279	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
280	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
281	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
282	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
283	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
284	CDODPlayer::CreateViewModel(int)
285	CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
286	CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
287	CDODPlayer::SharedSpawn(void)
288	CBasePlayer::ForceRespawn(void)
289	CDODPlayer::InitialSpawn(void)
290	CBasePlayer::InitHUD(void)
291	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
292	CDODPlayer::PlayerDeathThink(void)
293	CBasePlayer::Jump(void)
294	CBasePlayer::Duck(void)
295	CDODPlayer::PreThink(void)
296	CDODPlayer::PostThink(void)
297	CBasePlayer::DamageEffect(float,int)
298	CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
299	CBasePlayer::ShouldFadeOnDeath(void)
300	CBasePlayer::IsFakeClient(void)const
301	CDODPlayer::GetPlayerMins(void)const
302	CDODPlayer::GetPlayerMaxs(void)const
303	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
304	CBasePlayer::PackDeadPlayerItems(void)
305	CBasePlayer::RemoveAllItems(bool)
306	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
307	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
308	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
309	CBasePlayer::UpdateClientData(void)
310	CBasePlayer::ExitLadder(void)
311	CBasePlayer::GetLadderSurface(Vector  const&)
312	CBasePlayer::SetFlashlightEnabled(bool)
313	CDODPlayer::FlashlightIsOn(void)
314	CDODPlayer::FlashlightTurnOn(void)
315	CDODPlayer::FlashlightTurnOff(void)
316	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
317	CDODPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
318	CDODPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
319	CBasePlayer::GetStepSoundVelocities(float *,float *)
320	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
321	CDODPlayer::DeathSound(CTakeDamageInfo  const&)
322	CDODPlayer::SetAnimation(PLAYER_ANIM)
323	CBasePlayer::ImpulseCommands(void)
324	CDODPlayer::CheatImpulseCommands(int)
325	CDODPlayer::ClientCommand(CCommand  const&)
326	CBasePlayer::StartObserverMode(int)
327	CBasePlayer::StopObserverMode(void)
328	CDODPlayer::ModeWantsSpectatorGUI(int)
329	CDODPlayer::SetObserverMode(int)
330	CBasePlayer::GetObserverMode(void)
331	CBasePlayer::SetObserverTarget(CBaseEntity *)
332	CBasePlayer::ObserverUse(bool)
333	CBasePlayer::GetObserverTarget(void)
334	CBasePlayer::FindNextObserverTarget(bool)
335	CBasePlayer::GetNextObserverSearchStartPoint(bool)
336	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
337	CBasePlayer::CheckObserverSettings(void)
338	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
339	CBasePlayer::ForceObserverMode(int)
340	CBasePlayer::ResetObserverMode(void)
341	CBasePlayer::ValidateCurrentObserverTarget(void)
342	CDODPlayer::AttemptToExitFreezeCam(void)
343	CDODPlayer::StartReplayMode(float,float,int)
344	CDODPlayer::StopReplayMode(void)
345	CBasePlayer::GetDelayTicks(void)
346	CBasePlayer::GetReplayEntity(void)
347	CBasePlayer::CreateCorpse(void)
348	CDODPlayer::EntSelectSpawnPoint(void)
349	CBasePlayer::GetInVehicle(IServerVehicle *,int)
350	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
351	CBasePlayer::OnVehicleStart(void)
352	CBasePlayer::OnVehicleEnd(Vector &)
353	CDODPlayer::BumpWeapon(CBaseCombatWeapon *)
354	CBasePlayer::SelectLastItem(void)
355	CBasePlayer::SelectItem(char  const*,int)
356	CBasePlayer::ItemPostFrame(void)
357	CDODPlayer::GiveNamedItem(char  const*,int)
358	CDODPlayer::CheckTrainUpdate(void)
359	CBasePlayer::SetPlayerUnderwater(bool)
360	CBasePlayer::CanBreatheUnderwater(void)const
361	CBasePlayer::PlayerUse(void)
362	CDODPlayer::PlayUseDenySound(void)
363	CDODPlayer::FindUseEntity(void)
364	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
365	CBasePlayer::PickupObject(CBaseEntity *,bool)
366	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
367	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
368	CDODPlayer::UpdateGeigerCounter(void)
369	CBasePlayer::GetAutoaimVector(float)
370	CBasePlayer::GetAutoaimVector(float,float)
371	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
372	CBasePlayer::ShouldAutoaim(void)
373	CBasePlayer::ForceClientDllUpdate(void)
374	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
375	CDODPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
376	CBasePlayer::ChangeTeam(int,bool,bool)
377	CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
378	CBaseMultiplayerPlayer::CanSpeak(void)
379	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
380	CDODPlayer::CheckChatText(char *,int)
381	CDODPlayer::CreateRagdollEntity(void)
382	CBasePlayer::ShouldAnnounceAchievement(void)
383	CBasePlayer::EquipWearable(CWearableItem *)
384	CBasePlayer::RemoveWearable(CWearableItem *)
385	CBasePlayer::IsFollowingPhysics(void)
386	CDODPlayer::InitVCollision(Vector  const&,Vector  const&)
387	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
388	CDODPlayer::Hints(void)
389	CDODPlayer::IsReadyToPlay(void)
390	CBasePlayer::IsReadyToSpawn(void)
391	CBasePlayer::ShouldGainInstantSpawn(void)
392	CDODPlayer::ResetPerRoundStats(void)
393	CDODPlayer::ResetScores(void)
394	CBasePlayer::EquipSuit(bool)
395	CBasePlayer::RemoveSuit(void)
396	CDODPlayer::CommitSuicide(bool,bool)
397	CDODPlayer::CommitSuicide(Vector  const&,bool,bool)
398	CBasePlayer::IsBot(void)const
399	CBaseMultiplayerPlayer::GetExpresser(void)
400	CBasePlayer::SpawnArmorValue(void)const
401	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
402	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
403	CBasePlayer::HasHaptics(void)
404	CBasePlayer::SetHaptics(bool)
405	CBasePlayer::PlayerSolidMask(bool)const
406	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
407	CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
408	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
409	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
410	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
411	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
412	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
413	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
414	CDODPlayer::OnAchievementEarned(int)
415	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
416	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
417	CBaseMultiplayerPlayer::CreateExpresser(void)
418	CDODPlayer::CanHearChatFrom(CBasePlayer *)

Orange Box Beta

Last Updated 28 June 2008

// Auto reconstructed from vtable block @ 0x00C12C60
// 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	CBaseEntity::GetMaxHealth(void)const
109	CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
110	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
111	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
112	CBasePlayer::NetworkStateChanged_m_iHealth(void)
113	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
114	CBasePlayer::NetworkStateChanged_m_lifeState(void)
115	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
116	CBaseEntity::NetworkStateChanged_m_takedamage(void)
117	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
118	CBaseEntity::GetDamageType(void)const
119	CBaseEntity::GetDamage(void)
120	CBaseEntity::SetDamage(float)
121	CBasePlayer::EyePosition(void)
122	CBasePlayer::EyeAngles(void)
123	CBasePlayer::LocalEyeAngles(void)
124	CBaseEntity::EarPosition(void)
125	CBasePlayer::BodyTarget(Vector  const&,bool)
126	CBaseEntity::HeadTarget(Vector  const&)
127	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
128	CBaseEntity::GetViewOffset(void)
129	CBasePlayer::GetSmoothedVelocity(void)
130	CBaseAnimating::GetVelocity(Vector *,Vector *)
131	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
132	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
133	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
134	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
135	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
136	CBaseEntity::GetGroundVelocityToApply(Vector &)
137	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
138	CBaseEntity::Splash(void)
139	CBaseEntity::WorldSpaceCenter(void)const
140	CBaseEntity::GetSoundEmissionOrigin(void)const
141	CBaseEntity::CreateVPhysics(void)
142	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
143	CBasePlayer::VPhysicsDestroyObject(void)
144	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
145	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
146	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
147	CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
148	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
149	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
150	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
151	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
152	CBaseEntity::VPhysicsIsFlesh(void)
153	CBaseEntity::HasPhysicsAttacker(float)
154	CBasePlayer::PhysicsSolidMaskForEntity(void)const
155	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
156	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
157	CBaseAnimating::GetStepOrigin(void)const
158	CBaseAnimating::GetStepAngles(void)const
159	CBaseEntity::ShouldDrawWaterImpacts(void)
160	CBasePlayer::NetworkStateChanged_m_fFlags(void)
161	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
162	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
163	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
164	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
165	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
166	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
167	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
168	CBasePlayer::NetworkStateChanged_m_flFriction(void)
169	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
170	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
171	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
172	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
173	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
174	CBaseAnimating::GetIdealSpeed(void)const
175	CBaseAnimating::GetIdealAccel(void)const
176	CBaseAnimatingOverlay::StudioFrameAdvance(void)
177	CBaseAnimating::IsActivityFinished(void)
178	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
179	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
180	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
181	CBaseAnimating::IsRagdoll(void)
182	CBaseAnimating::CanBecomeRagdoll(void)
183	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
184	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
185	CDODPlayer::SetupBones(matrix3x4_t *,int)
186	CBaseAnimating::CalculateIKLocks(float)
187	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
188	CBasePlayer::HandleAnimEvent(animevent_t *)
189	CBaseAnimating::PopulatePoseParameters(void)
190	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
191	CBaseAnimating::InitBoneControllers(void)
192	CBaseAnimating::GetGroundSpeedVelocity(void)
193	CBaseAnimating::Ignite(float,bool,float,bool)
194	CBaseAnimating::IgniteLifetime(float)
195	CBaseAnimating::IgniteNumHitboxFires(int)
196	CBaseAnimating::IgniteHitboxFireScale(float)
197	CBaseAnimating::Extinguish(void)
198	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
199	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
200	CBaseFlex::SetViewtarget(Vector  const&)
201	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
202	CBaseFlex::ProcessSceneEvents(void)
203	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
204	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
205	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
206	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
207	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
208	CBasePlayer::GetPhysicsImpactDamageTable(void)
209	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
210	CBaseCombatCharacter::FInViewCone(Vector  const&)
211	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
212	CBaseCombatCharacter::FInAimCone(Vector  const&)
213	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
214	CBaseCombatCharacter::FindMissTarget(void)
215	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
216	CBasePlayer::BodyAngles(void)
217	CBaseCombatCharacter::BodyDirection2D(void)
218	CBaseCombatCharacter::BodyDirection3D(void)
219	CBaseCombatCharacter::HeadDirection2D(void)
220	CBaseCombatCharacter::HeadDirection3D(void)
221	CBaseCombatCharacter::EyeDirection2D(void)
222	CBaseCombatCharacter::EyeDirection3D(void)
223	CBaseCombatCharacter::GiveAmmo(int,int,bool)
224	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
225	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
226	CBaseCombatCharacter::Weapon_FrameUpdate(void)
227	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
228	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
229	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
230	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
231	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
232	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
233	CBasePlayer::Weapon_ShootPosition(void)
234	CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
235	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
236	CBaseCombatCharacter::Weapon_GetSlot(int)const
237	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
238	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
239	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
240	CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
241	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
242	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
243	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
244	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
245	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
246	CBaseCombatCharacter::GetDeathActivity(void)
247	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
248	CBaseCombatCharacter::CorpseFade(void)
249	CBaseCombatCharacter::HasHumanGibs(void)
250	CBaseCombatCharacter::HasAlienGibs(void)
251	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
252	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
253	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
254	CBasePlayer::Event_Dying(void)
255	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
256	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
257	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
258	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
259	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
260	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
261	CBaseCombatCharacter::IRelationType(CBaseEntity *)
262	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
263	CBasePlayer::IsInAVehicle(void)const
264	CBasePlayer::GetVehicle(void)
265	CBasePlayer::GetVehicleEntity(void)
266	CBaseCombatCharacter::ExitVehicle(void)
267	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
268	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
269	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
270	CBasePlayer::DoMuzzleFlash(void)
271	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
272	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
273	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
274	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
275	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
276	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
277	CDODPlayer::CreateViewModel(int)
278	CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
279	CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
280	CDODPlayer::SharedSpawn(void)
281	CBasePlayer::ForceRespawn(void)
282	CDODPlayer::InitialSpawn(void)
283	CBasePlayer::InitHUD(void)
284	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
285	CDODPlayer::PlayerDeathThink(void)
286	CBasePlayer::Jump(void)
287	CBasePlayer::Duck(void)
288	CDODPlayer::PreThink(void)
289	CDODPlayer::PostThink(void)
290	CBasePlayer::DamageEffect(float,int)
291	CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
292	CBasePlayer::ShouldFadeOnDeath(void)
293	CBasePlayer::IsFakeClient(void)const
294	CDODPlayer::GetPlayerMins(void)const
295	CDODPlayer::GetPlayerMaxs(void)const
296	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
297	CBasePlayer::PackDeadPlayerItems(void)
298	CBasePlayer::RemoveAllItems(bool)
299	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
300	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
301	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
302	CBasePlayer::UpdateClientData(void)
303	CBasePlayer::ExitLadder(void)
304	CBasePlayer::GetLadderSurface(Vector  const&)
305	CBasePlayer::SetFlashlightEnabled(bool)
306	CDODPlayer::FlashlightIsOn(void)
307	CDODPlayer::FlashlightTurnOn(void)
308	CDODPlayer::FlashlightTurnOff(void)
309	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
310	CDODPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
311	CDODPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
312	CBasePlayer::GetStepSoundVelocities(float *,float *)
313	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
314	CDODPlayer::DeathSound(CTakeDamageInfo  const&)
315	CDODPlayer::SetAnimation(PLAYER_ANIM)
316	CBasePlayer::ImpulseCommands(void)
317	CDODPlayer::CheatImpulseCommands(int)
318	CDODPlayer::ClientCommand(CCommand  const&)
319	CBasePlayer::StartObserverMode(int)
320	CBasePlayer::StopObserverMode(void)
321	CDODPlayer::ModeWantsSpectatorGUI(int)
322	CDODPlayer::SetObserverMode(int)
323	CBasePlayer::GetObserverMode(void)
324	CBasePlayer::SetObserverTarget(CBaseEntity *)
325	CBasePlayer::ObserverUse(bool)
326	CBasePlayer::GetObserverTarget(void)
327	CBasePlayer::FindNextObserverTarget(bool)
328	CBasePlayer::GetNextObserverSearchStartPoint(bool)
329	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
330	CBasePlayer::CheckObserverSettings(void)
331	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
332	CBasePlayer::ForceObserverMode(int)
333	CBasePlayer::ResetObserverMode(void)
334	CBasePlayer::ValidateCurrentObserverTarget(void)
335	CDODPlayer::AttemptToExitFreezeCam(void)
336	CDODPlayer::StartReplayMode(float,float,int)
337	CDODPlayer::StopReplayMode(void)
338	CBasePlayer::GetDelayTicks(void)
339	CBasePlayer::GetReplayEntity(void)
340	CBasePlayer::CreateCorpse(void)
341	CDODPlayer::EntSelectSpawnPoint(void)
342	CBasePlayer::GetInVehicle(IServerVehicle *,int)
343	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
344	CBasePlayer::OnVehicleStart(void)
345	CBasePlayer::OnVehicleEnd(Vector &)
346	CDODPlayer::BumpWeapon(CBaseCombatWeapon *)
347	CBasePlayer::SelectLastItem(void)
348	CBasePlayer::SelectItem(char  const*,int)
349	CBasePlayer::ItemPostFrame(void)
350	CDODPlayer::GiveNamedItem(char  const*,int)
351	CDODPlayer::CheckTrainUpdate(void)
352	CBasePlayer::SetPlayerUnderwater(bool)
353	CBasePlayer::CanBreatheUnderwater(void)const
354	CBasePlayer::PlayerUse(void)
355	CDODPlayer::PlayUseDenySound(void)
356	CDODPlayer::FindUseEntity(void)
357	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
358	CBasePlayer::PickupObject(CBaseEntity *,bool)
359	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
360	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
361	CDODPlayer::UpdateGeigerCounter(void)
362	CBasePlayer::GetAutoaimVector(float)
363	CBasePlayer::GetAutoaimVector(float,float)
364	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
365	CBasePlayer::ShouldAutoaim(void)
366	CBasePlayer::ForceClientDllUpdate(void)
367	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
368	CDODPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
369	CBasePlayer::ChangeTeam(int,bool)
370	CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
371	CBaseMultiplayerPlayer::CanSpeak(void)
372	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
373	CDODPlayer::CheckChatText(char *,int)
374	CDODPlayer::CreateRagdollEntity(void)
375	CBasePlayer::ShouldAnnounceAchievement(void)
376	CBasePlayer::IsFollowingPhysics(void)
377	CDODPlayer::InitVCollision(Vector  const&,Vector  const&)
378	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
379	CDODPlayer::Hints(void)
380	CDODPlayer::IsReadyToPlay(void)
381	CBasePlayer::IsReadyToSpawn(void)
382	CBasePlayer::ShouldGainInstantSpawn(void)
383	CDODPlayer::ResetPerRoundStats(void)
384	CDODPlayer::ResetScores(void)
385	CBasePlayer::EquipSuit(bool)
386	CBasePlayer::RemoveSuit(void)
387	CDODPlayer::CommitSuicide(bool,bool)
388	CDODPlayer::CommitSuicide(Vector  const&,bool,bool)
389	CBasePlayer::IsBot(void)const
390	CBaseMultiplayerPlayer::GetExpresser(void)
391	CBasePlayer::SpawnArmorValue(void)const
392	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
393	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
394	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
395	CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
396	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
397	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
398	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
399	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
400	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
401	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
402	CDODPlayer::OnAchievementEarned(int)
403	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
404	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
405	CBaseMultiplayerPlayer::CreateExpresser(void)
406	CDODPlayer::CanHearChatFrom(CBasePlayer *)