Difference between revisions of "CFFPlayer Offset List (Fortress Forever)"

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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: October 19 2007</b>
+
<b>Last updated: February 22 2008</b>
  
 
<pre>
 
<pre>

Revision as of 13:27, 22 February 2008

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: February 22 2008

0	CFFPlayer::~CFFPlayer()
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	CFFPlayer::_GetClassName(void)
10	CFFPlayer::GetServerClass(void)
11	CFFPlayer::GetClassName(void)
12	CFFPlayer::YouForgotToImplementOrDeclareServerClass(void)
13	CBasePlayer::GetDataDescMap(void)
14	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
15	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
16	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
17	CBaseEntity::ShouldCollide(int,int)const
18	CBaseEntity::SetOwnerEntity(CBaseEntity*)
19	CBaseEntity::CanClipOwnerEntity(void)const
20	CBaseEntity::CanClipPlayer(void)const
21	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
22	CBasePlayer::UpdateTransmitState(void)
23	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
24	CBasePlayer::GetTracerType(void)
25	CFFPlayer::Spawn(void)
26	CFFPlayer::Precache(void)
27	CBaseFlex::SetModel(char  const*)
28	CBaseEntity::SetModel(char  const*,int)
29	CBaseAnimating::SetSkin(int)
30	CBaseEntity::PostConstructor(char  const*)
31	CBaseEntity::PostClientActive(void)
32	CBaseEntity::ParseMapData(CEntityMapData *)
33	CBaseEntity::KeyValue(char  const*,char  const*)
34	CBaseEntity::KeyValue(char  const*,float)
35	CBaseEntity::KeyValue(char  const*,Vector)
36	CBasePlayer::Activate(void)
37	CBaseEntity::SetParent(CBaseEntity*,int)
38	CFFPlayer::ObjectCaps(void)
39	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
40	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
41	CBasePlayer::DrawDebugGeometryOverlays(void)
42	CBaseAnimating::DrawDebugTextOverlays(void)
43	CBasePlayer::Save(ISave &)
44	CBasePlayer::Restore(IRestore &)
45	CBasePlayer::ShouldSavePhysics(void)
46	CFFPlayer::TakeEmp(void)
47	CBaseEntity::OnSave(IEntitySaveUtils *)
48	CBasePlayer::OnRestore(void)
49	CBasePlayer::RequiredEdictIndex(void)
50	CBaseEntity::MoveDone(void)
51	CBaseEntity::Think(void)
52	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
53	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
54	CBaseAnimating::GetBaseAnimating(void)
55	CBaseEntity::GetResponseSystem(void)
56	CBaseEntity::DispatchResponse(char  const*)
57	CBasePlayer::Classify(void)
58	CBaseEntity::DeathNotice(CBaseEntity*)
59	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
60	CBaseEntity::GetAutoAimRadius(void)
61	CBaseEntity::GetAutoAimCenter(void)
62	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
63	CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
64	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
65	CFFPlayer::OnTakeDamage(CTakeDamageInfo  const&)
66	CFFPlayer::TakeHealth(float,int)
67	CFFPlayer::Event_Killed(CTakeDamageInfo  const&)
68	CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
69	CBaseCombatCharacter::BloodColor(void)
70	CBaseEntity::IsTriggered(CBaseEntity*)
71	CBaseEntity::IsNPC(void)const
72	CBaseCombatCharacter::MyCombatCharacterPointer(void)
73	CBasePlayer::MyCharacterPointer(void)
74	CBaseEntity::GetDelay(void)
75	CBaseEntity::IsMoving(void)
76	CFFPlayer::DamageDecal(int,int)
77	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
78	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
79	CBaseEntity::OnControls(CBaseEntity*)
80	CBaseEntity::HasTarget(string_t)
81	CBasePlayer::IsPlayer(void)const
82	CBasePlayer::IsNetClient(void)const
83	CBaseEntity::IsTemplate(void)
84	CBaseEntity::IsBaseObject(void)const
85	CBaseEntity::GetServerVehicle(void)
86	CBaseEntity::IsViewable(void)
87	CFFPlayer::ChangeTeam(int)
88	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
89	CBaseEntity::CanStandOn(CBaseEntity*)const
90	CBaseEntity::CanStandOn(edict_t *)const
91	CBaseEntity::GetEnemy(void)
92	CBaseEntity::GetEnemy(void)const
93	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
94	CBaseEntity::StartTouch(CBaseEntity*)
95	CFFPlayer::Touch(CBaseEntity *)
96	CBaseEntity::EndTouch(CBaseEntity*)
97	CBaseEntity::StartBlocked(CBaseEntity*)
98	CBaseEntity::Blocked(CBaseEntity*)
99	CBaseEntity::EndBlocked(void)
100	CBasePlayer::PhysicsSimulate(void)
101	CFFPlayer::UpdateOnRemove(void)
102	CBaseEntity::StopLoopingSounds(void)
103	CBaseEntity::SUB_AllowedToFade(void)
104	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
105	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
106	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
107	CFFPlayer::FireBullets(FireBulletsInfo_t  const&)
108	CBasePlayer::DoImpactEffect(CGameTrace &,int)
109	CBaseEntity::Respawn(void)
110	CBaseEntity::IsLockedByMaster(void)
111	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
112	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
113	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
114	CBasePlayer::NetworkStateChanged_m_iHealth(void)
115	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
116	CBasePlayer::NetworkStateChanged_m_lifeState(void)
117	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
118	CBaseEntity::NetworkStateChanged_m_takedamage(void)
119	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
120	CBaseEntity::NetworkStateChanged_m_iArmor(void)
121	CBaseEntity::NetworkStateChanged_m_iArmor(void *)
122	CBaseEntity::NetworkStateChanged_m_iMaxArmor(void)
123	CBaseEntity::NetworkStateChanged_m_iMaxArmor(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	CFFPlayer::BodyTarget(Vector  const&,bool)
132	CBaseEntity::HeadTarget(Vector  const&)
133	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
134	CBaseEntity::GetViewOffset(void)
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::CanBePoweredUp(void)
143	CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
144	CBaseEntity::GetGroundVelocityToApply(Vector &)
145	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
146	CBaseEntity::Splash(void)
147	CBaseEntity::WorldSpaceCenter(void)const
148	CBaseEntity::GetSoundEmissionOrigin(void)const
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	CBasePlayer::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::HasPhysicsAttacker(float)
161	CBasePlayer::PhysicsSolidMaskForEntity(void)const
162	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
163	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
164	CBaseAnimating::GetStepOrigin(void)const
165	CBaseAnimating::GetStepAngles(void)const
166	CBaseEntity::ShouldDrawWaterImpacts(void)
167	CBaseEntity::NetworkStateChanged_m_fFlags(void)
168	CBaseEntity::NetworkStateChanged_m_fFlags(void *)
169	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
170	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
171	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
172	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
173	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
174	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
175	CBasePlayer::NetworkStateChanged_m_flFriction(void)
176	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
177	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
178	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
179	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
180	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
181	CBaseAnimating::GetIdealSpeed(void)const
182	CBaseAnimating::GetIdealAccel(void)const
183	CBaseAnimatingOverlay::StudioFrameAdvance(void)
184	CBaseAnimating::IsActivityFinished(void)
185	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
186	CFFPlayer::BecomeRagdollOnClient(Vector  const&)
187	CBaseAnimating::IsRagdoll(void)
188	CBaseAnimating::CanBecomeRagdoll(void)
189	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
190	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
191	CBaseAnimating::SetupBones(matrix3x4_t *,int)
192	CBaseAnimating::CalculateIKLocks(float)
193	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
194	CBaseAnimating::HandleAnimEvent(animevent_t *)
195	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
196	CBaseAnimating::InitBoneControllers(void)
197	CBaseAnimating::GetGroundSpeedVelocity(void)
198	CFFPlayer::Ignite(float,bool,float,bool)
199	CFFPlayer::Extinguish(void)
200	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
201	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
202	CBaseFlex::SetViewtarget(Vector  const&)
203	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
204	CBaseFlex::ProcessSceneEvents(void)
205	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
206	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
207	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
208	CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
209	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
210	CBaseCombatCharacter::FInViewCone(Vector  const&)
211	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
212	CBaseCombatCharacter::FInAimCone(Vector  const&)
213	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
214	CBaseCombatCharacter::FindMissTarget(void)
215	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
216	CBasePlayer::BodyAngles(void)
217	CBaseCombatCharacter::BodyDirection2D(void)
218	CBaseCombatCharacter::BodyDirection3D(void)
219	CBaseCombatCharacter::HeadDirection2D(void)
220	CBaseCombatCharacter::HeadDirection3D(void)
221	CBaseCombatCharacter::EyeDirection2D(void)
222	CBaseCombatCharacter::EyeDirection3D(void)
223	CFFPlayer::GiveAmmo(int,int,bool)
224	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
225	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
226	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
227	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
228	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
229	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
230	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
231	CBasePlayer::Weapon_ShootPosition(void)
232	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
233	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
234	CBaseCombatCharacter::Weapon_GetSlot(int)const
235	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
236	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
237	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
238	CFFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
239	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
240	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
241	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
242	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
243	CBaseCombatCharacter::GetDeathActivity(void)
244	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
245	CBaseCombatCharacter::CorpseFade(void)
246	CFFPlayer::HasHumanGibs(void)
247	CBaseCombatCharacter::HasAlienGibs(void)
248	CFFPlayer::ShouldGib(CTakeDamageInfo  const&)
249	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
250	CFFPlayer::Event_Gibbed(CTakeDamageInfo  const&)
251	CBasePlayer::Event_Dying(void)
252	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
253	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
254	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
255	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
256	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
257	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
258	CBaseCombatCharacter::IRelationType(CBaseEntity *)
259	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
260	CBaseCombatCharacter::IsInAVehicle(void)
261	CBasePlayer::GetVehicle(void)
262	CBasePlayer::GetVehicleEntity(void)
263	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
264	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
265	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
266	CBasePlayer::DoMuzzleFlash(void)
267	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
268	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
269	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
270	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
271	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
272	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
273	CFFPlayer::CreateViewModel(int)
274	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
275	CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
276	CBasePlayer::SharedSpawn(void)
277	CFFPlayer::InitialSpawn(void)
278	CBasePlayer::InitHUD(void)
279	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
280	CBasePlayer::PlayerDeathThink(void)
281	CBasePlayer::Jump(void)
282	CBasePlayer::Duck(void)
283	CFFPlayer::PreThink(void)
284	CFFPlayer::PostThink(void)
285	CFFPlayer::DamageEffect(float,int)
286	CFFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
287	CBasePlayer::ShouldFadeOnDeath(void)
288	CBasePlayer::IsFakeClient(void)const
289	CBasePlayer::GetPlayerMins(void)const
290	CBasePlayer::GetPlayerMaxs(void)const
291	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
292	CFFPlayer::PackDeadPlayerItems(void)
293	CBasePlayer::RemoveAllItems(bool)
294	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
295	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
296	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
297	CBasePlayer::UpdateClientData(void)
298	CBasePlayer::ExitLadder(void)
299	CFFPlayer::FlashlightIsOn(void)
300	CFFPlayer::FlashlightTurnOn(void)
301	CFFPlayer::FlashlightTurnOff(void)
302	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
303	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
304	CFFPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
305	CBasePlayer::DeathSound(CTakeDamageInfo  const&)
306	CBasePlayer::SetAnimation(PLAYER_ANIM)
307	CBasePlayer::ImpulseCommands(void)
308	CFFPlayer::CheatImpulseCommands(int)
309	CFFPlayer::ClientCommand(char  const*)
310	CBasePlayer::StartObserverMode(int)
311	CBasePlayer::StopObserverMode(void)
312	CBasePlayer::SetObserverMode(int)
313	CBasePlayer::GetObserverMode(void)
314	CBasePlayer::SetObserverTarget(CBaseEntity *)
315	CBasePlayer::ObserverUse(bool)
316	CBasePlayer::GetObserverTarget(void)
317	CBasePlayer::FindNextObserverTarget(bool)
318	CBasePlayer::GetNextObserverSearchStartPoint(bool)
319	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
320	CBasePlayer::CheckObserverSettings(void)
321	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
322	CBasePlayer::ForceObserverMode(int)
323	CBasePlayer::ResetObserverMode(void)
324	CBasePlayer::StartReplayMode(float,float,int)
325	CBasePlayer::StopReplayMode(void)
326	CBasePlayer::GetDelayTicks(void)
327	CBasePlayer::GetReplayEntity(void)
328	CBasePlayer::CreateCorpse(void)
329	CFFPlayer::EntSelectSpawnPoint(void)
330	CBasePlayer::GetInVehicle(IServerVehicle *,int)
331	CFFPlayer::LeaveVehicle(Vector  const&,QAngle  const&)
332	CBasePlayer::OnVehicleStart(void)
333	CBasePlayer::OnVehicleEnd(Vector &)
334	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
335	CBasePlayer::SelectLastItem(void)
336	CBasePlayer::SelectItem(char  const*,int)
337	CBasePlayer::ItemPostFrame(void)
338	CBasePlayer::GiveNamedItem(char  const*,int)
339	CBasePlayer::CheckTrainUpdate(void)
340	CBasePlayer::SetPlayerUnderwater(bool)
341	CBasePlayer::CanBreatheUnderwater(void)const
342	CBasePlayer::PlayerUse(void)
343	CBasePlayer::PlayUseDenySound(void)
344	CBasePlayer::FindUseEntity(void)
345	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
346	CBasePlayer::PickupObject(CBaseEntity *,bool)
347	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
348	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
349	CBasePlayer::UpdateGeigerCounter(void)
350	CBasePlayer::GetAutoaimVector(float)
351	CBasePlayer::GetAutoaimVector(float,float)
352	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
353	CBasePlayer::ShouldAutoaim(void)
354	CBasePlayer::ForceClientDllUpdate(void)
355	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
356	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
357	CBasePlayer::CanSpeak(void)
358	CBasePlayer::CanHearChatFrom(CBasePlayer*)
359	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
360	CBasePlayer::CheckChatText(char *,int)
361	CBasePlayer::IsFollowingPhysics(void)
362	CBasePlayer::InitVCollision(void)
363	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
364	CBasePlayer::EquipSuit(bool)
365	CBasePlayer::RemoveSuit(void)
366	CBasePlayer::CommitSuicide(void)
367	CBasePlayer::IsBot(void)const
368	CBasePlayer::SpawnArmorValue(void)const
369	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
370	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
371	CFFPlayer::FFAnim_GetActiveWeapon(void)
372	CFFPlayer::FFAnim_CanMove(void)
373	CFFPlayer::FFAnim_GetPlayer(void)
374	CFFPlayer::GetEncryptionKey(void)
375	CFFPlayer::LockPlayerInPlace(void)
376	CFFPlayer::UnlockPlayer(void)
377	CFFPlayer::TakeNamedItem(char  const*)
378	CFFPlayer::HandleShotImpactingWater(FireBulletsInfo_t  const&,Vector  const&,ITraceFilter *,Vector*)