CDODPlayer Offset List (Day of Defeat: Source)

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Revision as of 10:02, 4 February 2010 by DJ Tsunami (talk | contribs)
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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 *)