Difference between revisions of "CTFPlayer Offset List (Team Fortress 2)"

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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 30 October 2007</b>
+
<b>Last Updated 23 December 2007</b>
  
 
<pre>
 
<pre>

Revision as of 18:30, 23 December 2007

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 23 December 2007

// Auto reconstructed from vtable block @ 0x00BD4840
// from "server_i486.so", by ida_vtables.idc
0	CTFPlayer::~CTFPlayer()
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	CTFPlayer::GetServerClass(void)
10	CTFPlayer::YouForgotToImplementOrDeclareServerClass(void)
11	CTFPlayer::GetDataDescMap(void)
12	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
13	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15	CTFPlayer::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	CTFPlayer::Spawn(void)
22	CTFPlayer::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	CTFPlayer::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	CTFPlayer::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	CTFPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60	CTFPlayer::OnTakeDamage(CTakeDamageInfo  const&)
61	CTFPlayer::TakeHealth(float,int)
62	CBaseEntity::IsAlive(void)
63	CTFPlayer::Event_Killed(CTakeDamageInfo  const&)
64	CTFPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
65	CBaseCombatCharacter::BloodColor(void)
66	CBaseEntity::IsTriggered(CBaseEntity*)
67	CBaseEntity::IsNPC(void)const
68	CBaseCombatCharacter::MyCombatCharacterPointer(void)
69	CBaseEntity::GetDelay(void)
70	CBaseEntity::IsMoving(void)
71	CBaseEntity::DamageDecal(int,int)
72	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
73	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
74	CBaseEntity::OnControls(CBaseEntity*)
75	CBaseEntity::HasTarget(string_t)
76	CBasePlayer::IsPlayer(void)const
77	CBasePlayer::IsNetClient(void)const
78	CBaseEntity::IsTemplate(void)
79	CBaseEntity::IsBaseObject(void)const
80	CBaseEntity::GetServerVehicle(void)
81	CBaseEntity::IsViewable(void)
82	CTFPlayer::ChangeTeam(int)
83	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
84	CBaseEntity::CanStandOn(CBaseEntity*)const
85	CBaseEntity::CanStandOn(edict_t *)const
86	CBaseEntity::GetEnemy(void)
87	CBaseEntity::GetEnemy(void)const
88	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
89	CBaseEntity::StartTouch(CBaseEntity*)
90	CTFPlayer::Touch(CBaseEntity *)
91	CBaseEntity::EndTouch(CBaseEntity*)
92	CBaseEntity::StartBlocked(CBaseEntity*)
93	CBaseEntity::Blocked(CBaseEntity*)
94	CBaseEntity::EndBlocked(void)
95	CBasePlayer::PhysicsSimulate(void)
96	CBasePlayer::UpdateOnRemove(void)
97	CBaseEntity::StopLoopingSounds(void)
98	CBaseEntity::SUB_AllowedToFade(void)
99	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
100	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
101	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
102	CBaseEntity::GetTracerAttachment(void)
103	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
104	CBasePlayer::DoImpactEffect(CGameTrace &,int)
105	CBaseEntity::Respawn(void)
106	CBaseEntity::IsLockedByMaster(void)
107	CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
108	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
109	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
110	CBasePlayer::NetworkStateChanged_m_iHealth(void)
111	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
112	CBasePlayer::NetworkStateChanged_m_lifeState(void)
113	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
114	CBaseEntity::NetworkStateChanged_m_takedamage(void)
115	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
116	CBaseEntity::GetDamageType(void)const
117	CBaseEntity::GetDamage(void)
118	CBaseEntity::SetDamage(float)
119	CBasePlayer::EyePosition(void)
120	CBasePlayer::EyeAngles(void)
121	CBasePlayer::LocalEyeAngles(void)
122	CBaseEntity::EarPosition(void)
123	CBasePlayer::BodyTarget(Vector  const&,bool)
124	CBaseEntity::HeadTarget(Vector  const&)
125	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
126	CBaseEntity::GetViewOffset(void)
127	CBasePlayer::GetSmoothedVelocity(void)
128	CBaseAnimating::GetVelocity(Vector *,Vector *)
129	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
130	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
131	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
132	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
133	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
134	CBaseEntity::GetGroundVelocityToApply(Vector &)
135	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
136	CBaseEntity::Splash(void)
137	CBaseEntity::WorldSpaceCenter(void)const
138	CBaseEntity::GetSoundEmissionOrigin(void)const
139	CBaseEntity::CreateVPhysics(void)
140	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
141	CBasePlayer::VPhysicsDestroyObject(void)
142	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
143	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
144	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
145	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
146	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
147	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
148	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
149	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
150	CBaseEntity::VPhysicsIsFlesh(void)
151	CBaseEntity::HasPhysicsAttacker(float)
152	CBasePlayer::PhysicsSolidMaskForEntity(void)const
153	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
154	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
155	CBaseAnimating::GetStepOrigin(void)const
156	CBaseAnimating::GetStepAngles(void)const
157	CBaseEntity::ShouldDrawWaterImpacts(void)
158	CBasePlayer::NetworkStateChanged_m_fFlags(void)
159	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
160	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
161	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
162	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
163	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
164	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
165	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
166	CBasePlayer::NetworkStateChanged_m_flFriction(void)
167	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
168	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
169	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
170	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
171	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
172	CBaseAnimating::GetIdealSpeed(void)const
173	CBaseAnimating::GetIdealAccel(void)const
174	CBaseAnimatingOverlay::StudioFrameAdvance(void)
175	CBaseAnimating::IsActivityFinished(void)
176	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
177	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
178	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
179	CBaseAnimating::IsRagdoll(void)
180	CBaseAnimating::CanBecomeRagdoll(void)
181	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
182	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
183	CBaseAnimating::SetupBones(matrix3x4_t *,int)
184	CBaseAnimating::CalculateIKLocks(float)
185	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
186	CBasePlayer::HandleAnimEvent(animevent_t *)
187	CBaseAnimating::PopulatePoseParameters(void)
188	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
189	CBaseAnimating::InitBoneControllers(void)
190	CBaseAnimating::GetGroundSpeedVelocity(void)
191	CBaseAnimating::Ignite(float,bool,float,bool)
192	CBaseAnimating::IgniteLifetime(float)
193	CBaseAnimating::IgniteNumHitboxFires(int)
194	CBaseAnimating::IgniteHitboxFireScale(float)
195	CBaseAnimating::Extinguish(void)
196	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
197	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
198	CBaseFlex::SetViewtarget(Vector  const&)
199	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
200	CBaseFlex::ProcessSceneEvents(void)
201	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
202	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
203	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
204	CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
205	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
206	CBasePlayer::GetPhysicsImpactDamageTable(void)
207	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
208	CBaseCombatCharacter::FInViewCone(Vector  const&)
209	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
210	CBaseCombatCharacter::FInAimCone(Vector  const&)
211	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
212	CBaseCombatCharacter::FindMissTarget(void)
213	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
214	CBasePlayer::BodyAngles(void)
215	CBaseCombatCharacter::BodyDirection2D(void)
216	CBaseCombatCharacter::BodyDirection3D(void)
217	CBaseCombatCharacter::HeadDirection2D(void)
218	CBaseCombatCharacter::HeadDirection3D(void)
219	CBaseCombatCharacter::EyeDirection2D(void)
220	CBaseCombatCharacter::EyeDirection3D(void)
221	CTFPlayer::GiveAmmo(int,int,bool)
222	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
223	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
224	CTFPlayer::Weapon_FrameUpdate(void)
225	CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
226	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
227	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
228	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
229	CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
230	CTFPlayer::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	CTFPlayer::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::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
244	CBaseCombatCharacter::GetDeathActivity(void)
245	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
246	CBaseCombatCharacter::CorpseFade(void)
247	CBaseCombatCharacter::HasHumanGibs(void)
248	CBaseCombatCharacter::HasAlienGibs(void)
249	CTFPlayer::ShouldGib(CTakeDamageInfo  const&)
250	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
251	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
252	CBasePlayer::Event_Dying(void)
253	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
254	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
255	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
256	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
257	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
258	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
259	CBaseCombatCharacter::IRelationType(CBaseEntity *)
260	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
261	CBasePlayer::IsInAVehicle(void)const
262	CBasePlayer::GetVehicle(void)
263	CBasePlayer::GetVehicleEntity(void)
264	CBaseCombatCharacter::ExitVehicle(void)
265	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
266	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
267	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
268	CBasePlayer::DoMuzzleFlash(void)
269	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
270	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
271	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
272	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
273	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
274	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
275	CTFPlayer::CreateViewModel(int)
276	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
277	CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
278	CBasePlayer::SharedSpawn(void)
279	CTFPlayer::ForceRespawn(void)
280	CTFPlayer::InitialSpawn(void)
281	CBasePlayer::InitHUD(void)
282	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
283	CTFPlayer::PlayerDeathThink(void)
284	CBasePlayer::Jump(void)
285	CBasePlayer::Duck(void)
286	CTFPlayer::PreThink(void)
287	CTFPlayer::PostThink(void)
288	CTFPlayer::DamageEffect(float,int)
289	CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
290	CBasePlayer::ShouldFadeOnDeath(void)
291	CBasePlayer::IsFakeClient(void)const
292	CBasePlayer::GetPlayerMins(void)const
293	CBasePlayer::GetPlayerMaxs(void)const
294	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
295	CBasePlayer::PackDeadPlayerItems(void)
296	CTFPlayer::RemoveAllItems(bool)
297	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
298	CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
299	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
300	CBasePlayer::UpdateClientData(void)
301	CBasePlayer::ExitLadder(void)
302	CBasePlayer::GetLadderSurface(Vector  const&)
303	CBasePlayer::SetFlashlightEnabled(bool)
304	CTFPlayer::FlashlightIsOn(void)
305	CTFPlayer::FlashlightTurnOn(void)
306	CTFPlayer::FlashlightTurnOff(void)
307	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
308	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
309	CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
310	CTFPlayer::GetStepSoundVelocities(float *,float *)
311	CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
312	CTFPlayer::DeathSound(CTakeDamageInfo  const&)
313	CTFPlayer::SetAnimation(PLAYER_ANIM)
314	CBasePlayer::ImpulseCommands(void)
315	CTFPlayer::CheatImpulseCommands(int)
316	CTFPlayer::ClientCommand(CCommand  const&)
317	CBasePlayer::StartObserverMode(int)
318	CBasePlayer::StopObserverMode(void)
319	CTFPlayer::ModeWantsSpectatorGUI(int)
320	CTFPlayer::SetObserverMode(int)
321	CBasePlayer::GetObserverMode(void)
322	CTFPlayer::SetObserverTarget(CBaseEntity *)
323	CBasePlayer::ObserverUse(bool)
324	CBasePlayer::GetObserverTarget(void)
325	CTFPlayer::FindNextObserverTarget(bool)
326	CTFPlayer::GetNextObserverSearchStartPoint(bool)
327	CTFPlayer::IsValidObserverTarget(CBaseEntity *)
328	CBasePlayer::CheckObserverSettings(void)
329	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
330	CBasePlayer::ForceObserverMode(int)
331	CBasePlayer::ResetObserverMode(void)
332	CTFPlayer::ValidateCurrentObserverTarget(void)
333	CTFPlayer::AttemptToExitFreezeCam(void)
334	CBasePlayer::StartReplayMode(float,float,int)
335	CBasePlayer::StopReplayMode(void)
336	CBasePlayer::GetDelayTicks(void)
337	CBasePlayer::GetReplayEntity(void)
338	CBasePlayer::CreateCorpse(void)
339	CTFPlayer::EntSelectSpawnPoint(void)
340	CBasePlayer::GetInVehicle(IServerVehicle *,int)
341	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
342	CBasePlayer::OnVehicleStart(void)
343	CBasePlayer::OnVehicleEnd(Vector &)
344	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
345	CBasePlayer::SelectLastItem(void)
346	CBasePlayer::SelectItem(char  const*,int)
347	CTFPlayer::ItemPostFrame(void)
348	CBasePlayer::GiveNamedItem(char  const*,int)
349	CBasePlayer::CheckTrainUpdate(void)
350	CBasePlayer::SetPlayerUnderwater(bool)
351	CBasePlayer::CanBreatheUnderwater(void)const
352	CBasePlayer::PlayerUse(void)
353	CBasePlayer::PlayUseDenySound(void)
354	CBasePlayer::FindUseEntity(void)
355	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
356	CBasePlayer::PickupObject(CBaseEntity *,bool)
357	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
358	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
359	CBasePlayer::UpdateGeigerCounter(void)
360	CBasePlayer::GetAutoaimVector(float)
361	CBasePlayer::GetAutoaimVector(float,float)
362	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
363	CBasePlayer::ShouldAutoaim(void)
364	CBasePlayer::ForceClientDllUpdate(void)
365	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
366	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
367	CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
368	CBaseMultiplayerPlayer::CanSpeak(void)
369	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
370	CBasePlayer::CheckChatText(char *,int)
371	CTFPlayer::CreateRagdollEntity(void)
372	CTFPlayer::ShouldAnnouceAchievement(void)
373	CBasePlayer::IsFollowingPhysics(void)
374	CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
375	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
376	CBasePlayer::Hints(void)
377	CTFPlayer::IsReadyToPlay(void)
378	CTFPlayer::IsReadyToSpawn(void)
379	CTFPlayer::ShouldGainInstantSpawn(void)
380	CBasePlayer::ResetPerRoundStats(void)
381	CTFPlayer::ResetScores(void)
382	CBasePlayer::EquipSuit(bool)
383	CBasePlayer::RemoveSuit(void)
384	CTFPlayer::CommitSuicide(bool,bool)
385	CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
386	CBasePlayer::IsBot(void)const
387	CBaseMultiplayerPlayer::GetExpresser(void)
388	CBasePlayer::SpawnArmorValue(void)const
389	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
390	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
391	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
392	CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
393	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
394	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
395	CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
396	CTFPlayer::CanSpeakVoiceCommand(void)
397	CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
398	CTFPlayer::NoteSpokeVoiceCommand(char  const*)
399	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
400	CTFPlayer::CalculateTeamBalanceScore(void)
401	CBaseMultiplayerPlayer::CreateExpresser(void)