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

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Line 6: Line 6:
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
  
<b>Last Updated 14 August 2009</b>
+
<b>Last Updated 4 February 2010</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00C3CE40
+
// Auto reconstructed from vtable block @ 0x00CF3100
 
// from "server_i486.so", by ida_vtables.idc
 
// from "server_i486.so", by ida_vtables.idc
 
0 CDODPlayer::~CDODPlayer()
 
0 CDODPlayer::~CDODPlayer()
Line 158: Line 158:
 
145 CBaseEntity::WorldSpaceCenter(void)const
 
145 CBaseEntity::WorldSpaceCenter(void)const
 
146 CBaseEntity::GetSoundEmissionOrigin(void)const
 
146 CBaseEntity::GetSoundEmissionOrigin(void)const
147 CBaseEntity::CreateVPhysics(void)
+
147 CBaseEntity::IsDeflectable(void)
148 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
148 CBaseEntity::Deflected(CBaseEntity*,Vector &)
149 CBasePlayer::VPhysicsDestroyObject(void)
+
149 CBaseEntity::CreateVPhysics(void)
150 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
150 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
151 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
151 CBasePlayer::VPhysicsDestroyObject(void)
152 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
152 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
153 CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
153 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
154 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
154 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
155 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
155 CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
156 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
156 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
157 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
157 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
158 CBaseEntity::VPhysicsIsFlesh(void)
+
158 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
159 CBaseEntity::HasPhysicsAttacker(float)
+
159 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
160 CBasePlayer::PhysicsSolidMaskForEntity(void)const
+
160 CBaseEntity::VPhysicsIsFlesh(void)
161 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
161 CBaseEntity::HasPhysicsAttacker(float)
162 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
162 CBasePlayer::PhysicsSolidMaskForEntity(void)const
163 CBaseAnimating::GetStepOrigin(void)const
+
163 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
164 CBaseAnimating::GetStepAngles(void)const
+
164 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
165 CBaseEntity::ShouldDrawWaterImpacts(void)
+
165 CBaseAnimating::GetStepOrigin(void)const
166 CBasePlayer::NetworkStateChanged_m_fFlags(void)
+
166 CBaseAnimating::GetStepAngles(void)const
167 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
+
167 CBaseEntity::ShouldDrawWaterImpacts(void)
168 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
+
168 CBasePlayer::NetworkStateChanged_m_fFlags(void)
169 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
169 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
170 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
+
170 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
171 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
171 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
172 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
+
172 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
173 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
173 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
174 CBasePlayer::NetworkStateChanged_m_flFriction(void)
+
174 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
175 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
175 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
176 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
+
176 CBasePlayer::NetworkStateChanged_m_flFriction(void)
177 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
177 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
178 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
+
178 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
179 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
179 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
180 CBaseAnimating::GetIdealSpeed(void)const
+
180 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
181 CBaseAnimating::GetIdealAccel(void)const
+
181 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
182 CBaseAnimatingOverlay::StudioFrameAdvance(void)
+
182 CBaseAnimating::GetIdealSpeed(void)const
183 CBaseAnimating::IsActivityFinished(void)
+
183 CBaseAnimating::GetIdealAccel(void)const
184 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
+
184 CBaseAnimatingOverlay::StudioFrameAdvance(void)
185 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
185 CBaseAnimating::IsActivityFinished(void)
186 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
+
186 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
187 CBaseAnimating::IsRagdoll(void)
+
187 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
188 CBaseAnimating::CanBecomeRagdoll(void)
+
188 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
189 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
189 CBaseAnimating::IsRagdoll(void)
190 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
190 CBaseAnimating::CanBecomeRagdoll(void)
191 CDODPlayer::SetupBones(matrix3x4_t *,int)
+
191 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
192 CBaseAnimating::CalculateIKLocks(float)
+
192 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
193 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
193 CDODPlayer::SetupBones(matrix3x4_t *,int)
194 CBasePlayer::HandleAnimEvent(animevent_t *)
+
194 CBaseAnimating::CalculateIKLocks(float)
195 CBaseAnimating::PopulatePoseParameters(void)
+
195 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
196 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
196 CBasePlayer::HandleAnimEvent(animevent_t *)
197 CBaseAnimating::InitBoneControllers(void)
+
197 CBaseAnimating::PopulatePoseParameters(void)
198 CBaseAnimating::GetGroundSpeedVelocity(void)
+
198 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
199 CBaseAnimating::Ignite(float,bool,float,bool)
+
199 CBaseAnimating::InitBoneControllers(void)
200 CBaseAnimating::IgniteLifetime(float)
+
200 CBaseAnimating::GetGroundSpeedVelocity(void)
201 CBaseAnimating::IgniteNumHitboxFires(int)
+
201 CBaseAnimating::Ignite(float,bool,float,bool)
202 CBaseAnimating::IgniteHitboxFireScale(float)
+
202 CBaseAnimating::IgniteLifetime(float)
203 CBaseAnimating::Extinguish(void)
+
203 CBaseAnimating::IgniteNumHitboxFires(int)
204 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
204 CBaseAnimating::IgniteHitboxFireScale(float)
205 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
205 CBaseAnimating::Extinguish(void)
206 CBaseFlex::SetViewtarget(Vector  const&)
+
206 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
207 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
207 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
208 CBaseFlex::ProcessSceneEvents(void)
+
208 CBaseFlex::SetViewtarget(Vector  const&)
209 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
209 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
210 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
210 CBaseFlex::ProcessSceneEvents(void)
211 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
211 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
212 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
+
212 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
213 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
+
213 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
214 CBasePlayer::GetPhysicsImpactDamageTable(void)
+
214 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
215 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
215 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
216 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
216 CBasePlayer::GetPhysicsImpactDamageTable(void)
217 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
217 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
218 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
218 CBaseCombatCharacter::FInViewCone(Vector  const&)
219 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
219 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
220 CBaseCombatCharacter::FindMissTarget(void)
+
220 CBaseCombatCharacter::FInAimCone(Vector  const&)
221 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
+
221 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
222 CBasePlayer::BodyAngles(void)
+
222 CBaseCombatCharacter::FindMissTarget(void)
223 CBaseCombatCharacter::BodyDirection2D(void)
+
223 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
224 CBaseCombatCharacter::BodyDirection3D(void)
+
224 CBasePlayer::BodyAngles(void)
225 CBaseCombatCharacter::HeadDirection2D(void)
+
225 CBaseCombatCharacter::BodyDirection2D(void)
226 CBaseCombatCharacter::HeadDirection3D(void)
+
226 CBaseCombatCharacter::BodyDirection3D(void)
227 CBaseCombatCharacter::EyeDirection2D(void)
+
227 CBaseCombatCharacter::HeadDirection2D(void)
228 CBaseCombatCharacter::EyeDirection3D(void)
+
228 CBaseCombatCharacter::HeadDirection3D(void)
229 CBaseCombatCharacter::GiveAmmo(int,int,bool)
+
229 CBaseCombatCharacter::EyeDirection2D(void)
230 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
230 CBaseCombatCharacter::EyeDirection3D(void)
231 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
231 CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
232 CBaseCombatCharacter::Weapon_FrameUpdate(void)
+
232 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
233 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
+
233 CBaseCombatCharacter::IsHiddenByFog(float)const
234 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
+
234 CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
235 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
+
235 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
236 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
236 CBaseCombatCharacter::GetFogObscuredRatio(float)const
237 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
237 CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
238 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
+
238 CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
239 CBasePlayer::Weapon_ShootPosition(void)
+
239 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
240 CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
240 CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
241 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
241 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
242 CBaseCombatCharacter::Weapon_GetSlot(int)const
+
242 CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
243 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
243 CBaseCombatCharacter::GiveAmmo(int,int,bool)
244 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
244 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
245 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
+
245 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
246 CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
246 CBaseCombatCharacter::Weapon_FrameUpdate(void)
247 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
247 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
248 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
248 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
249 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
249 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
250 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
+
250 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
251 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
251 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
252 CBaseCombatCharacter::GetDeathActivity(void)
+
252 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
253 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
+
253 CBasePlayer::Weapon_ShootPosition(void)
254 CBaseCombatCharacter::CorpseFade(void)
+
254 CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
255 CBaseCombatCharacter::HasHumanGibs(void)
+
255 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
256 CBaseCombatCharacter::HasAlienGibs(void)
+
256 CBaseCombatCharacter::Weapon_GetSlot(int)const
257 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
+
257 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
258 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
258 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
259 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
+
259 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
260 CBasePlayer::Event_Dying(void)
+
260 CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
261 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&)
+
261 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
262 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
262 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
263 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
+
263 CBaseCombatCharacter::GetAliveDuration(void)const
264 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
+
264 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
265 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
+
265 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
266 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
266 CBaseCombatCharacter::HasEverBeenInjured(int)const
267 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
267 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
268 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
268 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
269 CBasePlayer::IsInAVehicle(void)const
+
269 CBaseCombatCharacter::GetDeathActivity(void)
270 CBasePlayer::GetVehicle(void)
+
270 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
271 CBasePlayer::GetVehicleEntity(void)
+
271 CBaseCombatCharacter::CorpseFade(void)
272 CBaseCombatCharacter::ExitVehicle(void)
+
272 CBaseCombatCharacter::HasHumanGibs(void)
273 CBaseCombatCharacter::RemoveAllWeapons(void)
+
273 CBaseCombatCharacter::HasAlienGibs(void)
274 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
+
274 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
275 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
275 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
276 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
276 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
277 CBasePlayer::DoMuzzleFlash(void)
+
277 CBasePlayer::Event_Dying(void)
278 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
278 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
279 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
279 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
280 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
280 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
281 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
281 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
282 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
+
282 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector const&,Vector const&,Vector const&,int,int,float,bool)
283 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
283 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
284 CDODPlayer::CreateViewModel(int)
+
284 CBaseCombatCharacter::IRelationType(CBaseEntity *)
285 CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
285 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
286 CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const
+
286 CBasePlayer::IsInAVehicle(void)const
287 CDODPlayer::SharedSpawn(void)
+
287 CBasePlayer::GetVehicle(void)
288 CBasePlayer::ForceRespawn(void)
+
288 CBasePlayer::GetVehicleEntity(void)
289 CDODPlayer::InitialSpawn(void)
+
289 CBaseCombatCharacter::ExitVehicle(void)
290 CBasePlayer::InitHUD(void)
+
290 CBaseCombatCharacter::RemoveAllWeapons(void)
291 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
291 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
292 CDODPlayer::PlayerDeathThink(void)
+
292 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
293 CBasePlayer::Jump(void)
+
293 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
294 CBasePlayer::Duck(void)
+
294 CBasePlayer::DoMuzzleFlash(void)
295 CDODPlayer::PreThink(void)
+
295 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
296 CDODPlayer::PostThink(void)
+
296 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
297 CBasePlayer::DamageEffect(float,int)
+
297 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
298 CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
+
298 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
299 CBasePlayer::ShouldFadeOnDeath(void)
+
299 CBaseCombatCharacter::GetLastKnownArea(void)const
300 CBasePlayer::IsFakeClient(void)const
+
300 CBaseCombatCharacter::IsAreaTraversable(CNavArea const*)const
301 CDODPlayer::GetPlayerMins(void)const
+
301 CBaseCombatCharacter::ClearLastKnownArea(void)
302 CDODPlayer::GetPlayerMaxs(void)const
+
302 CBaseCombatCharacter::UpdateLastKnownArea(void)
303 CBasePlayer::CalcRoll(QAngle const&,Vector  const&,float,float)
+
303 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
304 CBasePlayer::PackDeadPlayerItems(void)
+
304 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
305 CBasePlayer::RemoveAllItems(bool)
+
305 CBaseCombatCharacter::OnPursuedBy(INextBot *)
306 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
306 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
307 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
307 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
308 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
308 CDODPlayer::CreateViewModel(int)
309 CBasePlayer::UpdateClientData(void)
+
309 CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
310 CBasePlayer::ExitLadder(void)
+
310 CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
311 CBasePlayer::GetLadderSurface(Vector  const&)
+
311 CDODPlayer::SharedSpawn(void)
312 CBasePlayer::SetFlashlightEnabled(bool)
+
312 CBasePlayer::ForceRespawn(void)
313 CDODPlayer::FlashlightIsOn(void)
+
313 CDODPlayer::InitialSpawn(void)
314 CDODPlayer::FlashlightTurnOn(void)
+
314 CBasePlayer::InitHUD(void)
315 CDODPlayer::FlashlightTurnOff(void)
+
315 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
316 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
316 CDODPlayer::PlayerDeathThink(void)
317 CDODPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
+
317 CBasePlayer::Jump(void)
318 CDODPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
318 CBasePlayer::Duck(void)
319 CBasePlayer::GetStepSoundVelocities(float *,float *)
+
319 CDODPlayer::PreThink(void)
320 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
+
320 CDODPlayer::PostThink(void)
321 CDODPlayer::DeathSound(CTakeDamageInfo  const&)
+
321 CBasePlayer::DamageEffect(float,int)
322 CDODPlayer::SetAnimation(PLAYER_ANIM)
+
322 CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
323 CBasePlayer::ImpulseCommands(void)
+
323 CBasePlayer::ShouldFadeOnDeath(void)
324 CDODPlayer::CheatImpulseCommands(int)
+
324 CBasePlayer::IsFakeClient(void)const
325 CDODPlayer::ClientCommand(CCommand const&)
+
325 CBasePlayer::SetPlayerName(char const*)
326 CBasePlayer::StartObserverMode(int)
+
326 CDODPlayer::GetPlayerMins(void)const
327 CBasePlayer::StopObserverMode(void)
+
327 CDODPlayer::GetPlayerMaxs(void)const
328 CDODPlayer::ModeWantsSpectatorGUI(int)
+
328 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
329 CDODPlayer::SetObserverMode(int)
+
329 CBasePlayer::PackDeadPlayerItems(void)
330 CBasePlayer::GetObserverMode(void)
+
330 CBasePlayer::RemoveAllItems(bool)
331 CBasePlayer::SetObserverTarget(CBaseEntity *)
+
331 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
332 CBasePlayer::ObserverUse(bool)
+
332 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
333 CBasePlayer::GetObserverTarget(void)
+
333 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
334 CBasePlayer::FindNextObserverTarget(bool)
+
334 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
335 CBasePlayer::GetNextObserverSearchStartPoint(bool)
+
335 CBasePlayer::GetTimeSinceWeaponFired(void)const
336 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
+
336 CBasePlayer::IsFiringWeapon(void)const
337 CBasePlayer::CheckObserverSettings(void)
+
337 CBasePlayer::UpdateClientData(void)
338 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
+
338 CBasePlayer::ExitLadder(void)
339 CBasePlayer::ForceObserverMode(int)
+
339 CBasePlayer::GetLadderSurface(Vector  const&)
340 CBasePlayer::ResetObserverMode(void)
+
340 CBasePlayer::SetFlashlightEnabled(bool)
341 CBasePlayer::ValidateCurrentObserverTarget(void)
+
341 CDODPlayer::FlashlightIsOn(void)
342 CDODPlayer::AttemptToExitFreezeCam(void)
+
342 CDODPlayer::FlashlightTurnOn(void)
343 CDODPlayer::StartReplayMode(float,float,int)
+
343 CDODPlayer::FlashlightTurnOff(void)
344 CDODPlayer::StopReplayMode(void)
+
344 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
345 CBasePlayer::GetDelayTicks(void)
+
345 CDODPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
346 CBasePlayer::GetReplayEntity(void)
+
346 CDODPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
347 CBasePlayer::CreateCorpse(void)
+
347 CBasePlayer::GetStepSoundVelocities(float *,float *)
348 CDODPlayer::EntSelectSpawnPoint(void)
+
348 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
349 CBasePlayer::GetInVehicle(IServerVehicle *,int)
+
349 CDODPlayer::DeathSound(CTakeDamageInfo  const&)
350 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
+
350 CDODPlayer::SetAnimation(PLAYER_ANIM)
351 CBasePlayer::OnVehicleStart(void)
+
351 CBasePlayer::ImpulseCommands(void)
352 CBasePlayer::OnVehicleEnd(Vector &)
+
352 CDODPlayer::CheatImpulseCommands(int)
353 CDODPlayer::BumpWeapon(CBaseCombatWeapon *)
+
353 CDODPlayer::ClientCommand(CCommand  const&)
354 CBasePlayer::SelectLastItem(void)
+
354 CBasePlayer::StartObserverMode(int)
355 CBasePlayer::SelectItem(char  const*,int)
+
355 CBasePlayer::StopObserverMode(void)
356 CBasePlayer::ItemPostFrame(void)
+
356 CDODPlayer::ModeWantsSpectatorGUI(int)
357 CDODPlayer::GiveNamedItem(char  const*,int)
+
357 CDODPlayer::SetObserverMode(int)
358 CDODPlayer::CheckTrainUpdate(void)
+
358 CBasePlayer::GetObserverMode(void)
359 CBasePlayer::SetPlayerUnderwater(bool)
+
359 CBasePlayer::SetObserverTarget(CBaseEntity *)
360 CBasePlayer::CanBreatheUnderwater(void)const
+
360 CBasePlayer::ObserverUse(bool)
361 CBasePlayer::PlayerUse(void)
+
361 CBasePlayer::GetObserverTarget(void)
362 CDODPlayer::PlayUseDenySound(void)
+
362 CBasePlayer::FindNextObserverTarget(bool)
363 CDODPlayer::FindUseEntity(void)
+
363 CBasePlayer::GetNextObserverSearchStartPoint(bool)
364 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
364 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
365 CBasePlayer::PickupObject(CBaseEntity *,bool)
+
365 CBasePlayer::CheckObserverSettings(void)
366 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
366 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
367 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
+
367 CBasePlayer::ForceObserverMode(int)
368 CDODPlayer::UpdateGeigerCounter(void)
+
368 CBasePlayer::ResetObserverMode(void)
369 CBasePlayer::GetAutoaimVector(float)
+
369 CBasePlayer::ValidateCurrentObserverTarget(void)
370 CBasePlayer::GetAutoaimVector(float,float)
+
370 CDODPlayer::AttemptToExitFreezeCam(void)
371 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
+
371 CDODPlayer::StartReplayMode(float,float,int)
372 CBasePlayer::ShouldAutoaim(void)
+
372 CDODPlayer::StopReplayMode(void)
373 CBasePlayer::ForceClientDllUpdate(void)
+
373 CBasePlayer::GetDelayTicks(void)
374 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
374 CBasePlayer::GetReplayEntity(void)
375 CDODPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
375 CBasePlayer::CreateCorpse(void)
376 CBasePlayer::ChangeTeam(int,bool,bool)
+
376 CDODPlayer::EntSelectSpawnPoint(void)
377 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
+
377 CBasePlayer::GetInVehicle(IServerVehicle *,int)
378 CBaseMultiplayerPlayer::CanSpeak(void)
+
378 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
379 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
379 CBasePlayer::OnVehicleStart(void)
380 CDODPlayer::CheckChatText(char *,int)
+
380 CBasePlayer::OnVehicleEnd(Vector &)
381 CDODPlayer::CreateRagdollEntity(void)
+
381 CDODPlayer::BumpWeapon(CBaseCombatWeapon *)
382 CBasePlayer::ShouldAnnounceAchievement(void)
+
382 CBasePlayer::SelectLastItem(void)
383 CBasePlayer::EquipWearable(CWearableItem *)
+
383 CBasePlayer::SelectItem(char  const*,int)
384 CBasePlayer::RemoveWearable(CWearableItem *)
+
384 CBasePlayer::ItemPostFrame(void)
385 CBasePlayer::IsFollowingPhysics(void)
+
385 CDODPlayer::GiveNamedItem(char  const*,int)
386 CDODPlayer::InitVCollision(Vector  const&,Vector  const&)
+
386 CDODPlayer::CheckTrainUpdate(void)
387 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
+
387 CBasePlayer::SetPlayerUnderwater(bool)
388 CDODPlayer::Hints(void)
+
388 CBasePlayer::CanBreatheUnderwater(void)const
389 CDODPlayer::IsReadyToPlay(void)
+
389 CBasePlayer::PlayerUse(void)
390 CBasePlayer::IsReadyToSpawn(void)
+
390 CDODPlayer::PlayUseDenySound(void)
391 CBasePlayer::ShouldGainInstantSpawn(void)
+
391 CDODPlayer::FindUseEntity(void)
392 CDODPlayer::ResetPerRoundStats(void)
+
392 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
393 CDODPlayer::ResetScores(void)
+
393 CBasePlayer::PickupObject(CBaseEntity *,bool)
394 CBasePlayer::EquipSuit(bool)
+
394 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
395 CBasePlayer::RemoveSuit(void)
+
395 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
396 CDODPlayer::CommitSuicide(bool,bool)
+
396 CDODPlayer::UpdateGeigerCounter(void)
397 CDODPlayer::CommitSuicide(Vector  const&,bool,bool)
+
397 CBasePlayer::GetAutoaimVector(float)
398 CBasePlayer::IsBot(void)const
+
398 CBasePlayer::GetAutoaimVector(float,float)
399 CBaseMultiplayerPlayer::GetExpresser(void)
+
399 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
400 CBasePlayer::SpawnArmorValue(void)const
+
400 CBasePlayer::ShouldAutoaim(void)
401 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
401 CBasePlayer::ForceClientDllUpdate(void)
402 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
402 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
403 CBasePlayer::HasHaptics(void)
+
403 CDODPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
404 CBasePlayer::SetHaptics(bool)
+
404 CBasePlayer::ChangeTeam(int,bool,bool)
405 CBasePlayer::PlayerSolidMask(bool)const
+
405 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
406 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
+
406 CBaseMultiplayerPlayer::CanSpeak(void)
407 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
+
407 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
408 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
+
408 CDODPlayer::CheckChatText(char *,int)
409 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
+
409 CDODPlayer::CreateRagdollEntity(void)
410 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
+
410 CBasePlayer::ShouldAnnounceAchievement(void)
411 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
+
411 CBasePlayer::IsFollowingPhysics(void)
412 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
+
412 CDODPlayer::InitVCollision(Vector  const&,Vector  const&)
413 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
+
413 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
414 CDODPlayer::OnAchievementEarned(int)
+
414 CDODPlayer::Hints(void)
415 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
+
415 CDODPlayer::IsReadyToPlay(void)
416 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
+
416 CBasePlayer::IsReadyToSpawn(void)
417 CBaseMultiplayerPlayer::CreateExpresser(void)
+
417 CBasePlayer::ShouldGainInstantSpawn(void)
418 CDODPlayer::CanHearChatFrom(CBasePlayer *)
+
418 CDODPlayer::ResetPerRoundStats(void)
 +
419 CDODPlayer::ResetScores(void)
 +
420 CBasePlayer::EquipSuit(bool)
 +
421 CBasePlayer::RemoveSuit(void)
 +
422 CDODPlayer::CommitSuicide(bool,bool)
 +
423 CDODPlayer::CommitSuicide(Vector  const&,bool,bool)
 +
424 CBasePlayer::IsBot(void)const
 +
425 CBaseMultiplayerPlayer::GetExpresser(void)
 +
426 CBasePlayer::SpawnArmorValue(void)const
 +
427 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
 +
428 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
 +
429 CBasePlayer::HasHaptics(void)
 +
430 CBasePlayer::SetHaptics(bool)
 +
431 CBasePlayer::PlayerSolidMask(bool)const
 +
432 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
 +
433 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
 +
434 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
 +
435 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
 +
436 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
 +
437 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
 +
438 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
 +
439 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
 +
440 CDODPlayer::OnAchievementEarned(int)
 +
441 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
 +
442 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
 +
443 CBaseMultiplayerPlayer::CreateExpresser(void)
 +
444 CDODPlayer::CanHearChatFrom(CBasePlayer *)
 
</pre>
 
</pre>

Revision as of 10:02, 4 February 2010

Also for use when using virtual offsets.

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

The List

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

Last Updated 4 February 2010

// Auto reconstructed from vtable block @ 0x00CF3100
// 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::IsDeflectable(void)
148	CBaseEntity::Deflected(CBaseEntity*,Vector &)
149	CBaseEntity::CreateVPhysics(void)
150	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
151	CBasePlayer::VPhysicsDestroyObject(void)
152	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
153	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
154	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
155	CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
156	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
157	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
158	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
159	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
160	CBaseEntity::VPhysicsIsFlesh(void)
161	CBaseEntity::HasPhysicsAttacker(float)
162	CBasePlayer::PhysicsSolidMaskForEntity(void)const
163	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
164	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
165	CBaseAnimating::GetStepOrigin(void)const
166	CBaseAnimating::GetStepAngles(void)const
167	CBaseEntity::ShouldDrawWaterImpacts(void)
168	CBasePlayer::NetworkStateChanged_m_fFlags(void)
169	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
170	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
171	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
172	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
173	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
174	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
175	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
176	CBasePlayer::NetworkStateChanged_m_flFriction(void)
177	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
178	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
179	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
180	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
181	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
182	CBaseAnimating::GetIdealSpeed(void)const
183	CBaseAnimating::GetIdealAccel(void)const
184	CBaseAnimatingOverlay::StudioFrameAdvance(void)
185	CBaseAnimating::IsActivityFinished(void)
186	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
187	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
188	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
189	CBaseAnimating::IsRagdoll(void)
190	CBaseAnimating::CanBecomeRagdoll(void)
191	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
192	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
193	CDODPlayer::SetupBones(matrix3x4_t *,int)
194	CBaseAnimating::CalculateIKLocks(float)
195	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
196	CBasePlayer::HandleAnimEvent(animevent_t *)
197	CBaseAnimating::PopulatePoseParameters(void)
198	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
199	CBaseAnimating::InitBoneControllers(void)
200	CBaseAnimating::GetGroundSpeedVelocity(void)
201	CBaseAnimating::Ignite(float,bool,float,bool)
202	CBaseAnimating::IgniteLifetime(float)
203	CBaseAnimating::IgniteNumHitboxFires(int)
204	CBaseAnimating::IgniteHitboxFireScale(float)
205	CBaseAnimating::Extinguish(void)
206	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
207	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
208	CBaseFlex::SetViewtarget(Vector  const&)
209	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
210	CBaseFlex::ProcessSceneEvents(void)
211	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
212	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
213	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
214	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
215	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
216	CBasePlayer::GetPhysicsImpactDamageTable(void)
217	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
218	CBaseCombatCharacter::FInViewCone(Vector  const&)
219	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
220	CBaseCombatCharacter::FInAimCone(Vector  const&)
221	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
222	CBaseCombatCharacter::FindMissTarget(void)
223	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
224	CBasePlayer::BodyAngles(void)
225	CBaseCombatCharacter::BodyDirection2D(void)
226	CBaseCombatCharacter::BodyDirection3D(void)
227	CBaseCombatCharacter::HeadDirection2D(void)
228	CBaseCombatCharacter::HeadDirection3D(void)
229	CBaseCombatCharacter::EyeDirection2D(void)
230	CBaseCombatCharacter::EyeDirection3D(void)
231	CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
232	CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
233	CBaseCombatCharacter::IsHiddenByFog(float)const
234	CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
235	CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
236	CBaseCombatCharacter::GetFogObscuredRatio(float)const
237	CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
238	CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
239	CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
240	CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
241	CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
242	CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
243	CBaseCombatCharacter::GiveAmmo(int,int,bool)
244	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
245	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
246	CBaseCombatCharacter::Weapon_FrameUpdate(void)
247	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
248	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
249	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
250	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
251	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
252	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
253	CBasePlayer::Weapon_ShootPosition(void)
254	CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
255	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
256	CBaseCombatCharacter::Weapon_GetSlot(int)const
257	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
258	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
259	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
260	CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
261	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
262	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
263	CBaseCombatCharacter::GetAliveDuration(void)const
264	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
265	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
266	CBaseCombatCharacter::HasEverBeenInjured(int)const
267	CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
268	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
269	CBaseCombatCharacter::GetDeathActivity(void)
270	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
271	CBaseCombatCharacter::CorpseFade(void)
272	CBaseCombatCharacter::HasHumanGibs(void)
273	CBaseCombatCharacter::HasAlienGibs(void)
274	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
275	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
276	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
277	CBasePlayer::Event_Dying(void)
278	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
279	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
280	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
281	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
282	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
283	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
284	CBaseCombatCharacter::IRelationType(CBaseEntity *)
285	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
286	CBasePlayer::IsInAVehicle(void)const
287	CBasePlayer::GetVehicle(void)
288	CBasePlayer::GetVehicleEntity(void)
289	CBaseCombatCharacter::ExitVehicle(void)
290	CBaseCombatCharacter::RemoveAllWeapons(void)
291	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
292	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
293	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
294	CBasePlayer::DoMuzzleFlash(void)
295	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
296	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
297	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
298	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
299	CBaseCombatCharacter::GetLastKnownArea(void)const
300	CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
301	CBaseCombatCharacter::ClearLastKnownArea(void)
302	CBaseCombatCharacter::UpdateLastKnownArea(void)
303	CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
304	CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
305	CBaseCombatCharacter::OnPursuedBy(INextBot *)
306	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
307	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
308	CDODPlayer::CreateViewModel(int)
309	CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
310	CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
311	CDODPlayer::SharedSpawn(void)
312	CBasePlayer::ForceRespawn(void)
313	CDODPlayer::InitialSpawn(void)
314	CBasePlayer::InitHUD(void)
315	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
316	CDODPlayer::PlayerDeathThink(void)
317	CBasePlayer::Jump(void)
318	CBasePlayer::Duck(void)
319	CDODPlayer::PreThink(void)
320	CDODPlayer::PostThink(void)
321	CBasePlayer::DamageEffect(float,int)
322	CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
323	CBasePlayer::ShouldFadeOnDeath(void)
324	CBasePlayer::IsFakeClient(void)const
325	CBasePlayer::SetPlayerName(char  const*)
326	CDODPlayer::GetPlayerMins(void)const
327	CDODPlayer::GetPlayerMaxs(void)const
328	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
329	CBasePlayer::PackDeadPlayerItems(void)
330	CBasePlayer::RemoveAllItems(bool)
331	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
332	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
333	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
334	CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
335	CBasePlayer::GetTimeSinceWeaponFired(void)const
336	CBasePlayer::IsFiringWeapon(void)const
337	CBasePlayer::UpdateClientData(void)
338	CBasePlayer::ExitLadder(void)
339	CBasePlayer::GetLadderSurface(Vector  const&)
340	CBasePlayer::SetFlashlightEnabled(bool)
341	CDODPlayer::FlashlightIsOn(void)
342	CDODPlayer::FlashlightTurnOn(void)
343	CDODPlayer::FlashlightTurnOff(void)
344	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
345	CDODPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
346	CDODPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
347	CBasePlayer::GetStepSoundVelocities(float *,float *)
348	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
349	CDODPlayer::DeathSound(CTakeDamageInfo  const&)
350	CDODPlayer::SetAnimation(PLAYER_ANIM)
351	CBasePlayer::ImpulseCommands(void)
352	CDODPlayer::CheatImpulseCommands(int)
353	CDODPlayer::ClientCommand(CCommand  const&)
354	CBasePlayer::StartObserverMode(int)
355	CBasePlayer::StopObserverMode(void)
356	CDODPlayer::ModeWantsSpectatorGUI(int)
357	CDODPlayer::SetObserverMode(int)
358	CBasePlayer::GetObserverMode(void)
359	CBasePlayer::SetObserverTarget(CBaseEntity *)
360	CBasePlayer::ObserverUse(bool)
361	CBasePlayer::GetObserverTarget(void)
362	CBasePlayer::FindNextObserverTarget(bool)
363	CBasePlayer::GetNextObserverSearchStartPoint(bool)
364	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
365	CBasePlayer::CheckObserverSettings(void)
366	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
367	CBasePlayer::ForceObserverMode(int)
368	CBasePlayer::ResetObserverMode(void)
369	CBasePlayer::ValidateCurrentObserverTarget(void)
370	CDODPlayer::AttemptToExitFreezeCam(void)
371	CDODPlayer::StartReplayMode(float,float,int)
372	CDODPlayer::StopReplayMode(void)
373	CBasePlayer::GetDelayTicks(void)
374	CBasePlayer::GetReplayEntity(void)
375	CBasePlayer::CreateCorpse(void)
376	CDODPlayer::EntSelectSpawnPoint(void)
377	CBasePlayer::GetInVehicle(IServerVehicle *,int)
378	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
379	CBasePlayer::OnVehicleStart(void)
380	CBasePlayer::OnVehicleEnd(Vector &)
381	CDODPlayer::BumpWeapon(CBaseCombatWeapon *)
382	CBasePlayer::SelectLastItem(void)
383	CBasePlayer::SelectItem(char  const*,int)
384	CBasePlayer::ItemPostFrame(void)
385	CDODPlayer::GiveNamedItem(char  const*,int)
386	CDODPlayer::CheckTrainUpdate(void)
387	CBasePlayer::SetPlayerUnderwater(bool)
388	CBasePlayer::CanBreatheUnderwater(void)const
389	CBasePlayer::PlayerUse(void)
390	CDODPlayer::PlayUseDenySound(void)
391	CDODPlayer::FindUseEntity(void)
392	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
393	CBasePlayer::PickupObject(CBaseEntity *,bool)
394	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
395	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
396	CDODPlayer::UpdateGeigerCounter(void)
397	CBasePlayer::GetAutoaimVector(float)
398	CBasePlayer::GetAutoaimVector(float,float)
399	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
400	CBasePlayer::ShouldAutoaim(void)
401	CBasePlayer::ForceClientDllUpdate(void)
402	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
403	CDODPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
404	CBasePlayer::ChangeTeam(int,bool,bool)
405	CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
406	CBaseMultiplayerPlayer::CanSpeak(void)
407	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
408	CDODPlayer::CheckChatText(char *,int)
409	CDODPlayer::CreateRagdollEntity(void)
410	CBasePlayer::ShouldAnnounceAchievement(void)
411	CBasePlayer::IsFollowingPhysics(void)
412	CDODPlayer::InitVCollision(Vector  const&,Vector  const&)
413	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
414	CDODPlayer::Hints(void)
415	CDODPlayer::IsReadyToPlay(void)
416	CBasePlayer::IsReadyToSpawn(void)
417	CBasePlayer::ShouldGainInstantSpawn(void)
418	CDODPlayer::ResetPerRoundStats(void)
419	CDODPlayer::ResetScores(void)
420	CBasePlayer::EquipSuit(bool)
421	CBasePlayer::RemoveSuit(void)
422	CDODPlayer::CommitSuicide(bool,bool)
423	CDODPlayer::CommitSuicide(Vector  const&,bool,bool)
424	CBasePlayer::IsBot(void)const
425	CBaseMultiplayerPlayer::GetExpresser(void)
426	CBasePlayer::SpawnArmorValue(void)const
427	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
428	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
429	CBasePlayer::HasHaptics(void)
430	CBasePlayer::SetHaptics(bool)
431	CBasePlayer::PlayerSolidMask(bool)const
432	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
433	CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
434	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
435	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
436	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
437	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
438	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
439	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
440	CDODPlayer::OnAchievementEarned(int)
441	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
442	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
443	CBaseMultiplayerPlayer::CreateExpresser(void)
444	CDODPlayer::CanHearChatFrom(CBasePlayer *)