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 4 February 2010</b>
+
<b>Last Updated 30 April 2010</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00CF3100
+
// Auto reconstructed from vtable block @ 0x0092FF00
// from "server_i486.so", by ida_vtables.idc
+
// from "server.so", by ida_vtables.idc
 
0 CDODPlayer::~CDODPlayer()
 
0 CDODPlayer::~CDODPlayer()
 
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
 
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
Line 122: Line 122:
 
109 CDODPlayer::FireBullets(FireBulletsInfo_t  const&)
 
109 CDODPlayer::FireBullets(FireBulletsInfo_t  const&)
 
110 CBasePlayer::DoImpactEffect(CGameTrace &,int)
 
110 CBasePlayer::DoImpactEffect(CGameTrace &,int)
111 CBaseEntity::Respawn(void)
+
111 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
112 CBaseEntity::IsLockedByMaster(void)
+
112 CBaseEntity::Respawn(void)
113 CBaseEntity::GetMaxHealth(void)const
+
113 CBaseEntity::IsLockedByMaster(void)
114 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
114 CBaseEntity::GetMaxHealth(void)const
115 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
+
115 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
116 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
116 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
117 CBasePlayer::NetworkStateChanged_m_iHealth(void)
+
117 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
118 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
+
118 CBasePlayer::NetworkStateChanged_m_iHealth(void)
119 CBasePlayer::NetworkStateChanged_m_lifeState(void)
+
119 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
120 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
+
120 CBasePlayer::NetworkStateChanged_m_lifeState(void)
121 CBaseEntity::NetworkStateChanged_m_takedamage(void)
+
121 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
122 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
122 CBaseEntity::NetworkStateChanged_m_takedamage(void)
123 CBaseEntity::GetDamageType(void)const
+
123 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
124 CBaseEntity::GetDamage(void)
+
124 CBaseEntity::GetDamageType(void)const
125 CBaseEntity::SetDamage(float)
+
125 CBaseEntity::GetDamage(void)
126 CBasePlayer::EyePosition(void)
+
126 CBaseEntity::SetDamage(float)
127 CBasePlayer::EyeAngles(void)
+
127 CBasePlayer::EyePosition(void)
128 CBasePlayer::LocalEyeAngles(void)
+
128 CBasePlayer::EyeAngles(void)
129 CBaseEntity::EarPosition(void)
+
129 CBasePlayer::LocalEyeAngles(void)
130 CBasePlayer::BodyTarget(Vector  const&,bool)
+
130 CBaseEntity::EarPosition(void)
131 CBaseEntity::HeadTarget(Vector  const&)
+
131 CBasePlayer::BodyTarget(Vector  const&,bool)
132 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
+
132 CBaseEntity::HeadTarget(Vector  const&)
133 CBaseEntity::GetViewOffset(void)const
+
133 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
134 CBaseEntity::SetViewOffset(Vector  const&)
+
134 CBaseEntity::GetViewOffset(void)const
135 CBasePlayer::GetSmoothedVelocity(void)
+
135 CBaseEntity::SetViewOffset(Vector  const&)
136 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
136 CBasePlayer::GetSmoothedVelocity(void)
137 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
+
137 CBaseAnimating::GetVelocity(Vector *,Vector *)
138 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
+
138 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
139 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
+
139 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
140 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
140 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
141 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
141 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
142 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
142 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
143 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
+
143 CBaseEntity::GetGroundVelocityToApply(Vector &)
144 CBaseEntity::Splash(void)
+
144 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
145 CBaseEntity::WorldSpaceCenter(void)const
+
145 CBaseEntity::Splash(void)
146 CBaseEntity::GetSoundEmissionOrigin(void)const
+
146 CBaseEntity::WorldSpaceCenter(void)const
147 CBaseEntity::IsDeflectable(void)
+
147 CBaseEntity::GetSoundEmissionOrigin(void)const
148 CBaseEntity::Deflected(CBaseEntity*,Vector &)
+
148 CBaseEntity::IsDeflectable(void)
149 CBaseEntity::CreateVPhysics(void)
+
149 CBaseEntity::Deflected(CBaseEntity*,Vector &)
150 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
150 CBaseEntity::CreateVPhysics(void)
151 CBasePlayer::VPhysicsDestroyObject(void)
+
151 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
152 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
152 CBasePlayer::VPhysicsDestroyObject(void)
153 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
153 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
154 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
154 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
155 CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
155 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
156 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
156 CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
157 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
157 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
158 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
158 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
159 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
159 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
160 CBaseEntity::VPhysicsIsFlesh(void)
+
160 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
161 CBaseEntity::HasPhysicsAttacker(float)
+
161 CBaseEntity::VPhysicsIsFlesh(void)
162 CBasePlayer::PhysicsSolidMaskForEntity(void)const
+
162 CBaseEntity::HasPhysicsAttacker(float)
163 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
163 CBasePlayer::PhysicsSolidMaskForEntity(void)const
164 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
164 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
165 CBaseAnimating::GetStepOrigin(void)const
+
165 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
166 CBaseAnimating::GetStepAngles(void)const
+
166 CBaseAnimating::GetStepOrigin(void)const
167 CBaseEntity::ShouldDrawWaterImpacts(void)
+
167 CBaseAnimating::GetStepAngles(void)const
168 CBasePlayer::NetworkStateChanged_m_fFlags(void)
+
168 CBaseEntity::ShouldDrawWaterImpacts(void)
169 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
+
169 CBasePlayer::NetworkStateChanged_m_fFlags(void)
170 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
+
170 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
171 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
171 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
172 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
+
172 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
173 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
173 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
174 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
+
174 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
175 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
175 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
176 CBasePlayer::NetworkStateChanged_m_flFriction(void)
+
176 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
177 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
177 CBasePlayer::NetworkStateChanged_m_flFriction(void)
178 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
+
178 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
179 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
179 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
180 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
+
180 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
181 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
181 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
182 CBaseAnimating::GetIdealSpeed(void)const
+
182 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
183 CBaseAnimating::GetIdealAccel(void)const
+
183 CBaseAnimating::GetIdealSpeed(void)const
184 CBaseAnimatingOverlay::StudioFrameAdvance(void)
+
184 CBaseAnimating::GetIdealAccel(void)const
185 CBaseAnimating::IsActivityFinished(void)
+
185 CBaseAnimatingOverlay::StudioFrameAdvance(void)
186 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
+
186 CBaseAnimating::IsActivityFinished(void)
187 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
187 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
188 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
+
188 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
189 CBaseAnimating::IsRagdoll(void)
+
189 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
190 CBaseAnimating::CanBecomeRagdoll(void)
+
190 CBaseAnimating::IsRagdoll(void)
191 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
191 CBaseAnimating::CanBecomeRagdoll(void)
192 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
192 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
193 CDODPlayer::SetupBones(matrix3x4_t *,int)
+
193 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
194 CBaseAnimating::CalculateIKLocks(float)
+
194 CDODPlayer::SetupBones(matrix3x4_t *,int)
195 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
195 CBaseAnimating::CalculateIKLocks(float)
196 CBasePlayer::HandleAnimEvent(animevent_t *)
+
196 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
197 CBaseAnimating::PopulatePoseParameters(void)
+
197 CBasePlayer::HandleAnimEvent(animevent_t *)
198 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
198 CBaseAnimating::PopulatePoseParameters(void)
199 CBaseAnimating::InitBoneControllers(void)
+
199 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
200 CBaseAnimating::GetGroundSpeedVelocity(void)
+
200 CBaseAnimating::InitBoneControllers(void)
201 CBaseAnimating::Ignite(float,bool,float,bool)
+
201 CBaseAnimating::GetGroundSpeedVelocity(void)
202 CBaseAnimating::IgniteLifetime(float)
+
202 CBaseAnimating::Ignite(float,bool,float,bool)
203 CBaseAnimating::IgniteNumHitboxFires(int)
+
203 CBaseAnimating::IgniteLifetime(float)
204 CBaseAnimating::IgniteHitboxFireScale(float)
+
204 CBaseAnimating::IgniteNumHitboxFires(int)
205 CBaseAnimating::Extinguish(void)
+
205 CBaseAnimating::IgniteHitboxFireScale(float)
206 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
206 CBaseAnimating::Extinguish(void)
207 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
207 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
208 CBaseFlex::SetViewtarget(Vector  const&)
+
208 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
209 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
209 CBaseFlex::SetViewtarget(Vector  const&)
210 CBaseFlex::ProcessSceneEvents(void)
+
210 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
211 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
211 CBaseFlex::ProcessSceneEvents(void)
212 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
212 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
213 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
213 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
214 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
+
214 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
215 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
+
215 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
216 CBasePlayer::GetPhysicsImpactDamageTable(void)
+
216 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
217 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
217 CBasePlayer::GetPhysicsImpactDamageTable(void)
218 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
218 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
219 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
219 CBaseCombatCharacter::FInViewCone(Vector  const&)
220 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
220 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
221 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
221 CBaseCombatCharacter::FInAimCone(Vector  const&)
222 CBaseCombatCharacter::FindMissTarget(void)
+
222 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
223 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
+
223 CBaseCombatCharacter::FindMissTarget(void)
224 CBasePlayer::BodyAngles(void)
+
224 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
225 CBaseCombatCharacter::BodyDirection2D(void)
+
225 CBasePlayer::BodyAngles(void)
226 CBaseCombatCharacter::BodyDirection3D(void)
+
226 CBaseCombatCharacter::BodyDirection2D(void)
227 CBaseCombatCharacter::HeadDirection2D(void)
+
227 CBaseCombatCharacter::BodyDirection3D(void)
228 CBaseCombatCharacter::HeadDirection3D(void)
+
228 CBaseCombatCharacter::HeadDirection2D(void)
229 CBaseCombatCharacter::EyeDirection2D(void)
+
229 CBaseCombatCharacter::HeadDirection3D(void)
230 CBaseCombatCharacter::EyeDirection3D(void)
+
230 CBaseCombatCharacter::EyeDirection2D(void)
231 CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
+
231 CBaseCombatCharacter::EyeDirection3D(void)
232 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
+
232 CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
233 CBaseCombatCharacter::IsHiddenByFog(float)const
+
233 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
234 CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
+
234 CBaseCombatCharacter::IsHiddenByFog(float)const
235 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
+
235 CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
236 CBaseCombatCharacter::GetFogObscuredRatio(float)const
+
236 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
237 CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
+
237 CBaseCombatCharacter::GetFogObscuredRatio(float)const
238 CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
+
238 CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
239 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
+
239 CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
240 CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
+
240 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
241 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
+
241 CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
242 CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
+
242 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
243 CBaseCombatCharacter::GiveAmmo(int,int,bool)
+
243 CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
244 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
244 CBaseCombatCharacter::GiveAmmo(int,int,bool)
245 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
245 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
246 CBaseCombatCharacter::Weapon_FrameUpdate(void)
+
246 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
247 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
+
247 CBaseCombatCharacter::Weapon_FrameUpdate(void)
248 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
+
248 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
249 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
+
249 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
250 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
250 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
251 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
251 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
252 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
+
252 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
253 CBasePlayer::Weapon_ShootPosition(void)
+
253 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
254 CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
254 CBasePlayer::Weapon_ShootPosition(void)
255 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
255 CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
256 CBaseCombatCharacter::Weapon_GetSlot(int)const
+
256 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
257 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
257 CBaseCombatCharacter::Weapon_GetSlot(int)const
258 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
258 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
259 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
+
259 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
260 CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
260 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
261 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
261 CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
262 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
262 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
263 CBaseCombatCharacter::GetAliveDuration(void)const
+
263 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
264 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
264 CBaseCombatCharacter::GetAliveDuration(void)const
265 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
+
265 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
266 CBaseCombatCharacter::HasEverBeenInjured(int)const
+
266 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
267 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
+
267 CBaseCombatCharacter::HasEverBeenInjured(int)const
268 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
268 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
269 CBaseCombatCharacter::GetDeathActivity(void)
+
269 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
270 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
+
270 CBaseCombatCharacter::GetDeathActivity(void)
271 CBaseCombatCharacter::CorpseFade(void)
+
271 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
272 CBaseCombatCharacter::HasHumanGibs(void)
+
272 CBaseCombatCharacter::CorpseFade(void)
273 CBaseCombatCharacter::HasAlienGibs(void)
+
273 CBaseCombatCharacter::HasHumanGibs(void)
274 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
+
274 CBaseCombatCharacter::HasAlienGibs(void)
275 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
275 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
276 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
+
276 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
277 CBasePlayer::Event_Dying(void)
+
277 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
278 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
+
278 CBasePlayer::Event_Dying(void)
279 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
279 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
280 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
+
280 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
281 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
+
281 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
282 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
+
282 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
283 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
283 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
284 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
284 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
285 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
285 CBaseCombatCharacter::IRelationType(CBaseEntity *)
286 CBasePlayer::IsInAVehicle(void)const
+
286 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
287 CBasePlayer::GetVehicle(void)
+
287 CBasePlayer::IsInAVehicle(void)const
288 CBasePlayer::GetVehicleEntity(void)
+
288 CBasePlayer::GetVehicle(void)
289 CBaseCombatCharacter::ExitVehicle(void)
+
289 CBasePlayer::GetVehicleEntity(void)
290 CBaseCombatCharacter::RemoveAllWeapons(void)
+
290 CBaseCombatCharacter::ExitVehicle(void)
291 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
+
291 CBaseCombatCharacter::RemoveAllWeapons(void)
292 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
292 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
293 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
293 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
294 CBasePlayer::DoMuzzleFlash(void)
+
294 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
295 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
295 CBasePlayer::DoMuzzleFlash(void)
296 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
296 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
297 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
297 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
298 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
298 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
299 CBaseCombatCharacter::GetLastKnownArea(void)const
+
299 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
300 CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
+
300 CBaseCombatCharacter::GetLastKnownArea(void)const
301 CBaseCombatCharacter::ClearLastKnownArea(void)
+
301 CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
302 CBaseCombatCharacter::UpdateLastKnownArea(void)
+
302 CBaseCombatCharacter::ClearLastKnownArea(void)
303 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
+
303 CBaseCombatCharacter::UpdateLastKnownArea(void)
304 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
+
304 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
305 CBaseCombatCharacter::OnPursuedBy(INextBot *)
+
305 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
306 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
+
306 CBaseCombatCharacter::OnPursuedBy(INextBot *)
307 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
307 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
308 CDODPlayer::CreateViewModel(int)
+
308 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
309 CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
309 CDODPlayer::CreateViewModel(int)
310 CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
+
310 CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
311 CDODPlayer::SharedSpawn(void)
+
311 CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
312 CBasePlayer::ForceRespawn(void)
+
312 CDODPlayer::SharedSpawn(void)
313 CDODPlayer::InitialSpawn(void)
+
313 CBasePlayer::ForceRespawn(void)
314 CBasePlayer::InitHUD(void)
+
314 CDODPlayer::InitialSpawn(void)
315 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
315 CBasePlayer::InitHUD(void)
316 CDODPlayer::PlayerDeathThink(void)
+
316 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
317 CBasePlayer::Jump(void)
+
317 CDODPlayer::PlayerDeathThink(void)
318 CBasePlayer::Duck(void)
+
318 CBasePlayer::Jump(void)
319 CDODPlayer::PreThink(void)
+
319 CBasePlayer::Duck(void)
320 CDODPlayer::PostThink(void)
+
320 CDODPlayer::PreThink(void)
321 CBasePlayer::DamageEffect(float,int)
+
321 CDODPlayer::PostThink(void)
322 CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
+
322 CBasePlayer::DamageEffect(float,int)
323 CBasePlayer::ShouldFadeOnDeath(void)
+
323 CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
324 CBasePlayer::IsFakeClient(void)const
+
324 CBasePlayer::ShouldFadeOnDeath(void)
325 CBasePlayer::SetPlayerName(char  const*)
+
325 CBasePlayer::IsFakeClient(void)const
 
326 CDODPlayer::GetPlayerMins(void)const
 
326 CDODPlayer::GetPlayerMins(void)const
 
327 CDODPlayer::GetPlayerMaxs(void)const
 
327 CDODPlayer::GetPlayerMaxs(void)const

Latest revision as of 16:22, 30 April 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 30 April 2010

// Auto reconstructed from vtable block @ 0x0092FF00
// from "server.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::ModifyFireBulletsDamage(CTakeDamageInfo *)
112	CBaseEntity::Respawn(void)
113	CBaseEntity::IsLockedByMaster(void)
114	CBaseEntity::GetMaxHealth(void)const
115	CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
116	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
117	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
118	CBasePlayer::NetworkStateChanged_m_iHealth(void)
119	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
120	CBasePlayer::NetworkStateChanged_m_lifeState(void)
121	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
122	CBaseEntity::NetworkStateChanged_m_takedamage(void)
123	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
124	CBaseEntity::GetDamageType(void)const
125	CBaseEntity::GetDamage(void)
126	CBaseEntity::SetDamage(float)
127	CBasePlayer::EyePosition(void)
128	CBasePlayer::EyeAngles(void)
129	CBasePlayer::LocalEyeAngles(void)
130	CBaseEntity::EarPosition(void)
131	CBasePlayer::BodyTarget(Vector  const&,bool)
132	CBaseEntity::HeadTarget(Vector  const&)
133	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
134	CBaseEntity::GetViewOffset(void)const
135	CBaseEntity::SetViewOffset(Vector  const&)
136	CBasePlayer::GetSmoothedVelocity(void)
137	CBaseAnimating::GetVelocity(Vector *,Vector *)
138	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
139	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
140	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
141	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
142	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
143	CBaseEntity::GetGroundVelocityToApply(Vector &)
144	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
145	CBaseEntity::Splash(void)
146	CBaseEntity::WorldSpaceCenter(void)const
147	CBaseEntity::GetSoundEmissionOrigin(void)const
148	CBaseEntity::IsDeflectable(void)
149	CBaseEntity::Deflected(CBaseEntity*,Vector &)
150	CBaseEntity::CreateVPhysics(void)
151	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
152	CBasePlayer::VPhysicsDestroyObject(void)
153	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
154	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
155	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
156	CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
157	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
158	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
159	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
160	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
161	CBaseEntity::VPhysicsIsFlesh(void)
162	CBaseEntity::HasPhysicsAttacker(float)
163	CBasePlayer::PhysicsSolidMaskForEntity(void)const
164	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
165	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
166	CBaseAnimating::GetStepOrigin(void)const
167	CBaseAnimating::GetStepAngles(void)const
168	CBaseEntity::ShouldDrawWaterImpacts(void)
169	CBasePlayer::NetworkStateChanged_m_fFlags(void)
170	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
171	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
172	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
173	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
174	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
175	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
176	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
177	CBasePlayer::NetworkStateChanged_m_flFriction(void)
178	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
179	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
180	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
181	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
182	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
183	CBaseAnimating::GetIdealSpeed(void)const
184	CBaseAnimating::GetIdealAccel(void)const
185	CBaseAnimatingOverlay::StudioFrameAdvance(void)
186	CBaseAnimating::IsActivityFinished(void)
187	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
188	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
189	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
190	CBaseAnimating::IsRagdoll(void)
191	CBaseAnimating::CanBecomeRagdoll(void)
192	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
193	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
194	CDODPlayer::SetupBones(matrix3x4_t *,int)
195	CBaseAnimating::CalculateIKLocks(float)
196	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
197	CBasePlayer::HandleAnimEvent(animevent_t *)
198	CBaseAnimating::PopulatePoseParameters(void)
199	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
200	CBaseAnimating::InitBoneControllers(void)
201	CBaseAnimating::GetGroundSpeedVelocity(void)
202	CBaseAnimating::Ignite(float,bool,float,bool)
203	CBaseAnimating::IgniteLifetime(float)
204	CBaseAnimating::IgniteNumHitboxFires(int)
205	CBaseAnimating::IgniteHitboxFireScale(float)
206	CBaseAnimating::Extinguish(void)
207	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
208	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
209	CBaseFlex::SetViewtarget(Vector  const&)
210	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
211	CBaseFlex::ProcessSceneEvents(void)
212	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
213	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
214	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
215	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
216	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
217	CBasePlayer::GetPhysicsImpactDamageTable(void)
218	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
219	CBaseCombatCharacter::FInViewCone(Vector  const&)
220	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
221	CBaseCombatCharacter::FInAimCone(Vector  const&)
222	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
223	CBaseCombatCharacter::FindMissTarget(void)
224	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
225	CBasePlayer::BodyAngles(void)
226	CBaseCombatCharacter::BodyDirection2D(void)
227	CBaseCombatCharacter::BodyDirection3D(void)
228	CBaseCombatCharacter::HeadDirection2D(void)
229	CBaseCombatCharacter::HeadDirection3D(void)
230	CBaseCombatCharacter::EyeDirection2D(void)
231	CBaseCombatCharacter::EyeDirection3D(void)
232	CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
233	CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
234	CBaseCombatCharacter::IsHiddenByFog(float)const
235	CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
236	CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
237	CBaseCombatCharacter::GetFogObscuredRatio(float)const
238	CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
239	CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
240	CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
241	CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
242	CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
243	CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
244	CBaseCombatCharacter::GiveAmmo(int,int,bool)
245	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
246	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
247	CBaseCombatCharacter::Weapon_FrameUpdate(void)
248	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
249	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
250	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
251	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
252	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
253	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
254	CBasePlayer::Weapon_ShootPosition(void)
255	CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
256	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
257	CBaseCombatCharacter::Weapon_GetSlot(int)const
258	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
259	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
260	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
261	CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
262	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
263	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
264	CBaseCombatCharacter::GetAliveDuration(void)const
265	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
266	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
267	CBaseCombatCharacter::HasEverBeenInjured(int)const
268	CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
269	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
270	CBaseCombatCharacter::GetDeathActivity(void)
271	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
272	CBaseCombatCharacter::CorpseFade(void)
273	CBaseCombatCharacter::HasHumanGibs(void)
274	CBaseCombatCharacter::HasAlienGibs(void)
275	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
276	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
277	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
278	CBasePlayer::Event_Dying(void)
279	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
280	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
281	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
282	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
283	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
284	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
285	CBaseCombatCharacter::IRelationType(CBaseEntity *)
286	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
287	CBasePlayer::IsInAVehicle(void)const
288	CBasePlayer::GetVehicle(void)
289	CBasePlayer::GetVehicleEntity(void)
290	CBaseCombatCharacter::ExitVehicle(void)
291	CBaseCombatCharacter::RemoveAllWeapons(void)
292	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
293	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
294	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
295	CBasePlayer::DoMuzzleFlash(void)
296	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
297	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
298	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
299	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
300	CBaseCombatCharacter::GetLastKnownArea(void)const
301	CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
302	CBaseCombatCharacter::ClearLastKnownArea(void)
303	CBaseCombatCharacter::UpdateLastKnownArea(void)
304	CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
305	CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
306	CBaseCombatCharacter::OnPursuedBy(INextBot *)
307	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
308	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
309	CDODPlayer::CreateViewModel(int)
310	CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
311	CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
312	CDODPlayer::SharedSpawn(void)
313	CBasePlayer::ForceRespawn(void)
314	CDODPlayer::InitialSpawn(void)
315	CBasePlayer::InitHUD(void)
316	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
317	CDODPlayer::PlayerDeathThink(void)
318	CBasePlayer::Jump(void)
319	CBasePlayer::Duck(void)
320	CDODPlayer::PreThink(void)
321	CDODPlayer::PostThink(void)
322	CBasePlayer::DamageEffect(float,int)
323	CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
324	CBasePlayer::ShouldFadeOnDeath(void)
325	CBasePlayer::IsFakeClient(void)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 *)