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

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(The List)
Line 3: Line 3:
 
These 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>
  
 +
== The List ==
 
These comes from the symbol tables, so you'll have to look in the SDK for return types.
 
These comes from the symbol tables, so you'll have to look in the SDK for return types.
__TOC__
+
 
== The List ==
 
 
<b>Last Updated 14 August 2009</b>
 
<b>Last Updated 14 August 2009</b>
 +
 
<pre>
 
<pre>
 
// Auto reconstructed from vtable block @ 0x00C3CE40
 
// Auto reconstructed from vtable block @ 0x00C3CE40
Line 429: Line 430:
 
417 CBaseMultiplayerPlayer::CreateExpresser(void)
 
417 CBaseMultiplayerPlayer::CreateExpresser(void)
 
418 CDODPlayer::CanHearChatFrom(CBasePlayer *)
 
418 CDODPlayer::CanHearChatFrom(CBasePlayer *)
</pre>
 
 
==Orange Box Beta==
 
<b>Last Updated 28 June 2008</b>
 
<pre>
 
// 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 *)
 
 
</pre>
 
</pre>

Revision as of 09:53, 14 August 2009

Also for use when using virtual offsets.

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

The List

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

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 *)