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

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Line 9: Line 9:
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00DE0A60
+
// Auto reconstructed from vtable block @ 0x01011520
 
// from "server_i486.so", by ida_vtables.idc
 
// from "server_i486.so", by ida_vtables.idc
 
0 CTFPlayer::~CTFPlayer()
 
0 CTFPlayer::~CTFPlayer()
Line 113: Line 113:
 
100 CBaseEntity::EndBlocked(void)
 
100 CBaseEntity::EndBlocked(void)
 
101 CBasePlayer::PhysicsSimulate(void)
 
101 CBasePlayer::PhysicsSimulate(void)
102 CBasePlayer::UpdateOnRemove(void)
+
102 CTFPlayer::UpdateOnRemove(void)
 
103 CBaseEntity::StopLoopingSounds(void)
 
103 CBaseEntity::StopLoopingSounds(void)
 
104 CBaseEntity::SUB_AllowedToFade(void)
 
104 CBaseEntity::SUB_AllowedToFade(void)
Line 158: Line 158:
 
145 CBaseEntity::WorldSpaceCenter(void)const
 
145 CBaseEntity::WorldSpaceCenter(void)const
 
146 CBaseEntity::GetSoundEmissionOrigin(void)const
 
146 CBaseEntity::GetSoundEmissionOrigin(void)const
147 CBaseEntity::CreateVPhysics(void)
+
147 CTFPlayer::IsDeflectable(void)
148 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
148 CBaseEntity::Deflected(CBaseEntity*,Vector &)
149 CBasePlayer::VPhysicsDestroyObject(void)
+
149 CBaseEntity::CreateVPhysics(void)
150 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
150 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
151 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
151 CBasePlayer::VPhysicsDestroyObject(void)
152 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
152 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
153 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
153 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
154 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
154 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
155 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
155 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
156 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
156 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
157 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
157 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
158 CBaseEntity::VPhysicsIsFlesh(void)
+
158 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
159 CBaseEntity::HasPhysicsAttacker(float)
+
159 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
160 CBasePlayer::PhysicsSolidMaskForEntity(void)const
+
160 CBaseEntity::VPhysicsIsFlesh(void)
161 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
161 CBaseEntity::HasPhysicsAttacker(float)
162 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
162 CBasePlayer::PhysicsSolidMaskForEntity(void)const
163 CBaseAnimating::GetStepOrigin(void)const
+
163 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
164 CBaseAnimating::GetStepAngles(void)const
+
164 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
165 CBaseEntity::ShouldDrawWaterImpacts(void)
+
165 CBaseAnimating::GetStepOrigin(void)const
166 CBasePlayer::NetworkStateChanged_m_fFlags(void)
+
166 CBaseAnimating::GetStepAngles(void)const
167 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
+
167 CBaseEntity::ShouldDrawWaterImpacts(void)
168 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
+
168 CBasePlayer::NetworkStateChanged_m_fFlags(void)
169 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
169 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
170 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
+
170 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
171 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
171 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
172 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
+
172 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
173 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
173 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
174 CBasePlayer::NetworkStateChanged_m_flFriction(void)
+
174 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
175 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
175 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
176 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
+
176 CBasePlayer::NetworkStateChanged_m_flFriction(void)
177 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
177 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
178 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
+
178 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
179 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
179 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
180 CBaseAnimating::GetIdealSpeed(void)const
+
180 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
181 CBaseAnimating::GetIdealAccel(void)const
+
181 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
182 CBaseAnimatingOverlay::StudioFrameAdvance(void)
+
182 CBaseAnimating::GetIdealSpeed(void)const
183 CBaseAnimating::IsActivityFinished(void)
+
183 CBaseAnimating::GetIdealAccel(void)const
184 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
+
184 CBaseAnimatingOverlay::StudioFrameAdvance(void)
185 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
185 CBaseAnimating::IsActivityFinished(void)
186 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
+
186 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
187 CBaseAnimating::IsRagdoll(void)
+
187 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
188 CBaseAnimating::CanBecomeRagdoll(void)
+
188 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
189 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
189 CBaseAnimating::IsRagdoll(void)
190 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
190 CBaseAnimating::CanBecomeRagdoll(void)
191 CBaseAnimating::SetupBones(matrix3x4_t *,int)
+
191 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
192 CBaseAnimating::CalculateIKLocks(float)
+
192 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
193 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
193 CBaseAnimating::SetupBones(matrix3x4_t *,int)
194 CBasePlayer::HandleAnimEvent(animevent_t *)
+
194 CBaseAnimating::CalculateIKLocks(float)
195 CBaseAnimating::PopulatePoseParameters(void)
+
195 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
196 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
196 CBasePlayer::HandleAnimEvent(animevent_t *)
197 CBaseAnimating::InitBoneControllers(void)
+
197 CBaseAnimating::PopulatePoseParameters(void)
198 CBaseAnimating::GetGroundSpeedVelocity(void)
+
198 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
199 CBaseAnimating::Ignite(float,bool,float,bool)
+
199 CBaseAnimating::InitBoneControllers(void)
200 CBaseAnimating::IgniteLifetime(float)
+
200 CBaseAnimating::GetGroundSpeedVelocity(void)
201 CBaseAnimating::IgniteNumHitboxFires(int)
+
201 CBaseAnimating::Ignite(float,bool,float,bool)
202 CBaseAnimating::IgniteHitboxFireScale(float)
+
202 CBaseAnimating::IgniteLifetime(float)
203 CBaseAnimating::Extinguish(void)
+
203 CBaseAnimating::IgniteNumHitboxFires(int)
204 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
204 CBaseAnimating::IgniteHitboxFireScale(float)
205 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
205 CBaseAnimating::Extinguish(void)
206 CBaseFlex::SetViewtarget(Vector  const&)
+
206 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
207 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
207 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
208 CBaseFlex::ProcessSceneEvents(void)
+
208 CBaseFlex::SetViewtarget(Vector  const&)
209 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
209 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
210 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
210 CBaseFlex::ProcessSceneEvents(void)
211 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
211 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
212 CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
+
212 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
213 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
+
213 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
214 CBasePlayer::GetPhysicsImpactDamageTable(void)
+
214 CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
215 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
215 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
216 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
216 CBasePlayer::GetPhysicsImpactDamageTable(void)
217 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
217 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
218 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
218 CBaseCombatCharacter::FInViewCone(Vector  const&)
219 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
219 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
220 CBaseCombatCharacter::FindMissTarget(void)
+
220 CBaseCombatCharacter::FInAimCone(Vector  const&)
221 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
+
221 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
222 CBasePlayer::BodyAngles(void)
+
222 CBaseCombatCharacter::FindMissTarget(void)
223 CBaseCombatCharacter::BodyDirection2D(void)
+
223 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
224 CBaseCombatCharacter::BodyDirection3D(void)
+
224 CBasePlayer::BodyAngles(void)
225 CBaseCombatCharacter::HeadDirection2D(void)
+
225 CBaseCombatCharacter::BodyDirection2D(void)
226 CBaseCombatCharacter::HeadDirection3D(void)
+
226 CBaseCombatCharacter::BodyDirection3D(void)
227 CBaseCombatCharacter::EyeDirection2D(void)
+
227 CBaseCombatCharacter::HeadDirection2D(void)
228 CBaseCombatCharacter::EyeDirection3D(void)
+
228 CBaseCombatCharacter::HeadDirection3D(void)
229 CTFPlayer::GiveAmmo(int,int,bool)
+
229 CBaseCombatCharacter::EyeDirection2D(void)
230 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
230 CBaseCombatCharacter::EyeDirection3D(void)
231 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
231 CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
232 CTFPlayer::Weapon_FrameUpdate(void)
+
232 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
233 CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
+
233 CBaseCombatCharacter::IsHiddenByFog(float)const
234 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
+
234 CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
235 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
+
235 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
236 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
236 CBaseCombatCharacter::GetFogObscuredRatio(float)const
237 CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
237 CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
238 CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
+
238 CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
239 CBasePlayer::Weapon_ShootPosition(void)
+
239 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
240 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
240 CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
241 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
241 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
242 CBaseCombatCharacter::Weapon_GetSlot(int)const
+
242 CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
243 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
243 CTFPlayer::GiveAmmo(int,int,bool)
244 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
244 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
245 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
+
245 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
246 CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
246 CTFPlayer::Weapon_FrameUpdate(void)
247 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
247 CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
248 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
248 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
249 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
249 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
250 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
+
250 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
251 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo const&)
+
251 CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector const*)
252 CBaseCombatCharacter::GetDeathActivity(void)
+
252 CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
253 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
+
253 CBasePlayer::Weapon_ShootPosition(void)
254 CBaseCombatCharacter::CorpseFade(void)
+
254 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
255 CBaseCombatCharacter::HasHumanGibs(void)
+
255 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
256 CBaseCombatCharacter::HasAlienGibs(void)
+
256 CBaseCombatCharacter::Weapon_GetSlot(int)const
257 CTFPlayer::ShouldGib(CTakeDamageInfo  const&)
+
257 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
258 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
258 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
259 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
+
259 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
260 CBasePlayer::Event_Dying(void)
+
260 CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
261 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&)
+
261 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
262 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
262 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
263 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
+
263 CBaseCombatCharacter::GetAliveDuration(void)const
264 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
+
264 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
265 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
+
265 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
266 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
266 CBaseCombatCharacter::HasEverBeenInjured(int)const
267 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
267 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
268 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
268 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
269 CBasePlayer::IsInAVehicle(void)const
+
269 CBaseCombatCharacter::GetDeathActivity(void)
270 CBasePlayer::GetVehicle(void)
+
270 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
271 CBasePlayer::GetVehicleEntity(void)
+
271 CBaseCombatCharacter::CorpseFade(void)
272 CBaseCombatCharacter::ExitVehicle(void)
+
272 CBaseCombatCharacter::HasHumanGibs(void)
273 CTFPlayer::RemoveAllWeapons(void)
+
273 CBaseCombatCharacter::HasAlienGibs(void)
274 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
+
274 CTFPlayer::ShouldGib(CTakeDamageInfo  const&)
275 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
275 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
276 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
276 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
277 CBasePlayer::DoMuzzleFlash(void)
+
277 CBasePlayer::Event_Dying(void)
278 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
278 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
279 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
279 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
280 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
280 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
281 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
281 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
282 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
+
282 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
283 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
283 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
284 CTFPlayer::CreateViewModel(int)
+
284 CBaseCombatCharacter::IRelationType(CBaseEntity *)
285 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
285 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
286 CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
+
286 CBasePlayer::IsInAVehicle(void)const
287 CBasePlayer::SharedSpawn(void)
+
287 CBasePlayer::GetVehicle(void)
288 CTFPlayer::ForceRespawn(void)
+
288 CBasePlayer::GetVehicleEntity(void)
289 CTFPlayer::InitialSpawn(void)
+
289 CBaseCombatCharacter::ExitVehicle(void)
290 CBasePlayer::InitHUD(void)
+
290 CTFPlayer::RemoveAllWeapons(void)
291 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
291 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
292 CTFPlayer::PlayerDeathThink(void)
+
292 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
293 CBasePlayer::Jump(void)
+
293 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
294 CBasePlayer::Duck(void)
+
294 CBasePlayer::DoMuzzleFlash(void)
295 CTFPlayer::PreThink(void)
+
295 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
296 CTFPlayer::PostThink(void)
+
296 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
297 CTFPlayer::DamageEffect(float,int)
+
297 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
298 CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
+
298 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
299 CBasePlayer::ShouldFadeOnDeath(void)
+
299 CBaseCombatCharacter::GetLastKnownArea(void)const
300 CBasePlayer::IsFakeClient(void)const
+
300 CBaseCombatCharacter::IsAreaTraversable(CNavArea const*)const
301 CBasePlayer::GetPlayerMins(void)const
+
301 CBaseCombatCharacter::ClearLastKnownArea(void)
302 CBasePlayer::GetPlayerMaxs(void)const
+
302 CBaseCombatCharacter::UpdateLastKnownArea(void)
303 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
+
303 CTFPlayer::OnNavAreaChanged(CNavArea *,CNavArea *)
304 CBasePlayer::PackDeadPlayerItems(void)
+
304 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
305 CTFPlayer::RemoveAllItems(bool)
+
305 CBaseCombatCharacter::OnPursuedBy(INextBot *)
306 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
306 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
307 CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
307 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
308 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
308 CTFPlayer::CreateViewModel(int)
309 CBasePlayer::UpdateClientData(void)
+
309 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
310 CBasePlayer::ExitLadder(void)
+
310 CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
311 CBasePlayer::GetLadderSurface(Vector  const&)
+
311 CBasePlayer::SharedSpawn(void)
312 CBasePlayer::SetFlashlightEnabled(bool)
+
312 CTFPlayer::ForceRespawn(void)
313 CTFPlayer::FlashlightIsOn(void)
+
313 CTFPlayer::InitialSpawn(void)
314 CTFPlayer::FlashlightTurnOn(void)
+
314 CBasePlayer::InitHUD(void)
315 CTFPlayer::FlashlightTurnOff(void)
+
315 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
316 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
316 CTFPlayer::PlayerDeathThink(void)
317 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector const&)
+
317 CBasePlayer::Jump(void)
318 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
318 CBasePlayer::Duck(void)
319 CTFPlayer::GetStepSoundVelocities(float *,float *)
+
319 CTFPlayer::PreThink(void)
320 CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
+
320 CTFPlayer::PostThink(void)
321 CTFPlayer::DeathSound(CTakeDamageInfo const&)
+
321 CTFPlayer::DamageEffect(float,int)
322 CTFPlayer::SetAnimation(PLAYER_ANIM)
+
322 CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
323 CBasePlayer::ImpulseCommands(void)
+
323 CBasePlayer::ShouldFadeOnDeath(void)
324 CTFPlayer::CheatImpulseCommands(int)
+
324 CBasePlayer::IsFakeClient(void)const
325 CTFPlayer::ClientCommand(CCommand const&)
+
325 CBasePlayer::SetPlayerName(char const*)
326 CBasePlayer::StartObserverMode(int)
+
326 CBasePlayer::GetPlayerMins(void)const
327 CBasePlayer::StopObserverMode(void)
+
327 CBasePlayer::GetPlayerMaxs(void)const
328 CTFPlayer::ModeWantsSpectatorGUI(int)
+
328 CBasePlayer::CalcRoll(QAngle  const&,Vector const&,float,float)
329 CTFPlayer::SetObserverMode(int)
+
329 CBasePlayer::PackDeadPlayerItems(void)
330 CBasePlayer::GetObserverMode(void)
+
330 CTFPlayer::RemoveAllItems(bool)
331 CTFPlayer::SetObserverTarget(CBaseEntity *)
+
331 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
332 CBasePlayer::ObserverUse(bool)
+
332 CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
333 CBasePlayer::GetObserverTarget(void)
+
333 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
334 CTFPlayer::FindNextObserverTarget(bool)
+
334 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
335 CTFPlayer::GetNextObserverSearchStartPoint(bool)
+
335 CBasePlayer::GetTimeSinceWeaponFired(void)const
336 CTFPlayer::IsValidObserverTarget(CBaseEntity *)
+
336 CBasePlayer::IsFiringWeapon(void)const
337 CTFPlayer::CheckObserverSettings(void)
+
337 CBasePlayer::UpdateClientData(void)
338 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
+
338 CBasePlayer::ExitLadder(void)
339 CBasePlayer::ForceObserverMode(int)
+
339 CBasePlayer::GetLadderSurface(Vector  const&)
340 CBasePlayer::ResetObserverMode(void)
+
340 CBasePlayer::SetFlashlightEnabled(bool)
341 CTFPlayer::ValidateCurrentObserverTarget(void)
+
341 CTFPlayer::FlashlightIsOn(void)
342 CTFPlayer::AttemptToExitFreezeCam(void)
+
342 CTFPlayer::FlashlightTurnOn(void)
343 CBasePlayer::StartReplayMode(float,float,int)
+
343 CTFPlayer::FlashlightTurnOff(void)
344 CBasePlayer::StopReplayMode(void)
+
344 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
345 CBasePlayer::GetDelayTicks(void)
+
345 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
346 CBasePlayer::GetReplayEntity(void)
+
346 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
347 CBasePlayer::CreateCorpse(void)
+
347 CTFPlayer::GetStepSoundVelocities(float *,float *)
348 CTFPlayer::EntSelectSpawnPoint(void)
+
348 CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
349 CBasePlayer::GetInVehicle(IServerVehicle *,int)
+
349 CTFPlayer::DeathSound(CTakeDamageInfo  const&)
350 CBasePlayer::LeaveVehicle(Vector const&,QAngle  const&)
+
350 CTFPlayer::SetAnimation(PLAYER_ANIM)
351 CBasePlayer::OnVehicleStart(void)
+
351 CBasePlayer::ImpulseCommands(void)
352 CBasePlayer::OnVehicleEnd(Vector &)
+
352 CTFPlayer::CheatImpulseCommands(int)
353 CTFPlayer::BumpWeapon(CBaseCombatWeapon *)
+
353 CTFPlayer::ClientCommand(CCommand const&)
354 CBasePlayer::SelectLastItem(void)
+
354 CBasePlayer::StartObserverMode(int)
355 CBasePlayer::SelectItem(char  const*,int)
+
355 CBasePlayer::StopObserverMode(void)
356 CTFPlayer::ItemPostFrame(void)
+
356 CTFPlayer::ModeWantsSpectatorGUI(int)
357 CBasePlayer::GiveNamedItem(char  const*,int)
+
357 CTFPlayer::SetObserverMode(int)
358 CBasePlayer::CheckTrainUpdate(void)
+
358 CBasePlayer::GetObserverMode(void)
359 CBasePlayer::SetPlayerUnderwater(bool)
+
359 CTFPlayer::SetObserverTarget(CBaseEntity *)
360 CBasePlayer::CanBreatheUnderwater(void)const
+
360 CBasePlayer::ObserverUse(bool)
361 CBasePlayer::PlayerUse(void)
+
361 CBasePlayer::GetObserverTarget(void)
362 CBasePlayer::PlayUseDenySound(void)
+
362 CTFPlayer::FindNextObserverTarget(bool)
363 CBasePlayer::FindUseEntity(void)
+
363 CTFPlayer::GetNextObserverSearchStartPoint(bool)
364 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
364 CTFPlayer::IsValidObserverTarget(CBaseEntity *)
365 CBasePlayer::PickupObject(CBaseEntity *,bool)
+
365 CTFPlayer::CheckObserverSettings(void)
366 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
366 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
367 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
+
367 CBasePlayer::ForceObserverMode(int)
368 CBasePlayer::UpdateGeigerCounter(void)
+
368 CBasePlayer::ResetObserverMode(void)
369 CBasePlayer::GetAutoaimVector(float)
+
369 CTFPlayer::ValidateCurrentObserverTarget(void)
370 CBasePlayer::GetAutoaimVector(float,float)
+
370 CTFPlayer::AttemptToExitFreezeCam(void)
371 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
+
371 CBasePlayer::StartReplayMode(float,float,int)
372 CBasePlayer::ShouldAutoaim(void)
+
372 CBasePlayer::StopReplayMode(void)
373 CBasePlayer::ForceClientDllUpdate(void)
+
373 CBasePlayer::GetDelayTicks(void)
374 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
374 CBasePlayer::GetReplayEntity(void)
375 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
375 CBasePlayer::CreateCorpse(void)
376 CTFPlayer::ChangeTeam(int,bool,bool)
+
376 CTFPlayer::EntSelectSpawnPoint(void)
377 CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
+
377 CBasePlayer::GetInVehicle(IServerVehicle *,int)
378 CBaseMultiplayerPlayer::CanSpeak(void)
+
378 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
379 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
379 CBasePlayer::OnVehicleStart(void)
380 CBasePlayer::CheckChatText(char *,int)
+
380 CBasePlayer::OnVehicleEnd(Vector &)
381 CTFPlayer::CreateRagdollEntity(void)
+
381 CTFPlayer::BumpWeapon(CBaseCombatWeapon *)
382 CTFPlayer::ShouldAnnounceAchievement(void)
+
382 CBasePlayer::SelectLastItem(void)
383 CBasePlayer::EquipWearable(CWearableItem *)
+
383 CBasePlayer::SelectItem(char const*,int)
384 CBasePlayer::RemoveWearable(CWearableItem *)
+
384 CTFPlayer::ItemPostFrame(void)
385 CBasePlayer::IsFollowingPhysics(void)
+
385 CBasePlayer::GiveNamedItem(char  const*,int)
386 CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
+
386 CBasePlayer::CheckTrainUpdate(void)
387 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
+
387 CBasePlayer::SetPlayerUnderwater(bool)
388 CBasePlayer::Hints(void)
+
388 CBasePlayer::CanBreatheUnderwater(void)const
389 CTFPlayer::IsReadyToPlay(void)
+
389 CTFPlayer::PlayerUse(void)
390 CTFPlayer::IsReadyToSpawn(void)
+
390 CBasePlayer::PlayUseDenySound(void)
391 CTFPlayer::ShouldGainInstantSpawn(void)
+
391 CBasePlayer::FindUseEntity(void)
392 CTFPlayer::ResetPerRoundStats(void)
+
392 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
393 CTFPlayer::ResetScores(void)
+
393 CBasePlayer::PickupObject(CBaseEntity *,bool)
394 CBasePlayer::EquipSuit(bool)
+
394 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
395 CBasePlayer::RemoveSuit(void)
+
395 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
396 CTFPlayer::CommitSuicide(bool,bool)
+
396 CBasePlayer::UpdateGeigerCounter(void)
397 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
+
397 CBasePlayer::GetAutoaimVector(float)
398 CBasePlayer::IsBot(void)const
+
398 CBasePlayer::GetAutoaimVector(float,float)
399 CBaseMultiplayerPlayer::GetExpresser(void)
+
399 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
400 CBasePlayer::SpawnArmorValue(void)const
+
400 CBasePlayer::ShouldAutoaim(void)
401 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
401 CBasePlayer::ForceClientDllUpdate(void)
402 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
402 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
403 CBasePlayer::HasHaptics(void)
+
403 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
404 CBasePlayer::SetHaptics(bool)
+
404 CTFPlayer::ChangeTeam(int,bool,bool)
405 CBasePlayer::PlayerSolidMask(bool)const
+
405 CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
406 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
+
406 CBaseMultiplayerPlayer::CanSpeak(void)
407 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
+
407 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
408 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
+
408 CBasePlayer::CheckChatText(char *,int)
409 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
+
409 CTFPlayer::CreateRagdollEntity(void)
410 CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
+
410 CTFPlayer::ShouldAnnounceAchievement(void)
411 CTFPlayer::CanSpeakVoiceCommand(void)
+
411 CBasePlayer::EquipWearable(CWearableItem *)
412 CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
+
412 CBasePlayer::RemoveWearable(CWearableItem *)
413 CTFPlayer::NoteSpokeVoiceCommand(char  const*)
+
413 CBasePlayer::IsFollowingPhysics(void)
414 CTFPlayer::OnAchievementEarned(int)
+
414 CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
415 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
+
415 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
416 CTFPlayer::CalculateTeamBalanceScore(void)
+
416 CBasePlayer::Hints(void)
417 CBaseMultiplayerPlayer::CreateExpresser(void)
+
417 CTFPlayer::IsReadyToPlay(void)
418 CTFPlayer::DetermineAssistForKill(CTFPlayer*)
+
418 CTFPlayer::IsReadyToSpawn(void)
419 CTFPlayer::SetNumberofDominations(int)
+
419 CTFPlayer::ShouldGainInstantSpawn(void)
420 CTFPlayer::GetNumberofDominations(void)
+
420 CTFPlayer::ResetPerRoundStats(void)
421 CTFPlayer::GetAttributeManager(void)
+
421 CTFPlayer::ResetScores(void)
422 CTFPlayer::GetAttributeContainer(void)
+
422 CBasePlayer::EquipSuit(bool)
423 CTFPlayer::GetAttributeOwner(void)
+
423 CBasePlayer::RemoveSuit(void)
424 CTFPlayer::ReapplyProvision(void)
+
424 CTFPlayer::CommitSuicide(bool,bool)
425 CTFPlayer::InventoryUpdated(CPlayerInventory *,EItemRequestResult)
+
425 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
426 CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *,bool)
+
426 CBasePlayer::IsBot(void)const
 +
427 CBaseMultiplayerPlayer::GetExpresser(void)
 +
428 CBasePlayer::SpawnArmorValue(void)const
 +
429 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
 +
430 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
 +
431 CBasePlayer::HasHaptics(void)
 +
432 CBasePlayer::SetHaptics(bool)
 +
433 CBasePlayer::PlayerSolidMask(bool)const
 +
434 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
 +
435 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
 +
436 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
 +
437 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
 +
438 CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
 +
439 CTFPlayer::CanSpeakVoiceCommand(void)
 +
440 CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
 +
441 CTFPlayer::NoteSpokeVoiceCommand(char  const*)
 +
442 CTFPlayer::OnAchievementEarned(int)
 +
443 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
 +
444 CTFPlayer::CalculateTeamBalanceScore(void)
 +
445 CBaseMultiplayerPlayer::CreateExpresser(void)
 +
446 CTFPlayer::DetermineAssistForKill(CTakeDamageInfo  const&)
 +
447 CTFPlayer::SetNumberofDominations(int)
 +
448 CTFPlayer::GetNumberofDominations(void)
 +
449 CTFPlayer::GetAttributeManager(void)
 +
450 CTFPlayer::GetAttributeContainer(void)
 +
451 CTFPlayer::GetAttributeOwner(void)
 +
452 CTFPlayer::ReapplyProvision(void)
 +
453 CTFPlayer::InventoryUpdated(CPlayerInventory *,EItemRequestResult)
 +
454 CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *,bool)
 +
455 CTFPlayer::InitClass(void)
 
</pre>
 
</pre>

Revision as of 14:20, 6 January 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 14 August 2009

// Auto reconstructed from vtable block @ 0x01011520
// 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	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
62	CTFPlayer::TakeHealth(float,int)
63	CBaseEntity::IsAlive(void)
64	CTFPlayer::Event_Killed(CTakeDamageInfo  const&)
65	CTFPlayer::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	CTFPlayer::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	CTFPlayer::Touch(CBaseEntity *)
97	CBaseEntity::EndTouch(CBaseEntity*)
98	CBaseEntity::StartBlocked(CBaseEntity*)
99	CBaseEntity::Blocked(CBaseEntity*)
100	CBaseEntity::EndBlocked(void)
101	CBasePlayer::PhysicsSimulate(void)
102	CTFPlayer::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	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
110	CBasePlayer::DoImpactEffect(CGameTrace &,int)
111	CBaseEntity::Respawn(void)
112	CBaseEntity::IsLockedByMaster(void)
113	CTFPlayer::GetMaxHealth(void)const
114	CTFPlayer::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	CTFPlayer::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	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::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	CBaseAnimating::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	CTFPlayer::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	CTFPlayer::GiveAmmo(int,int,bool)
244	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
245	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
246	CTFPlayer::Weapon_FrameUpdate(void)
247	CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
248	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
249	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
250	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
251	CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
252	CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
253	CBasePlayer::Weapon_ShootPosition(void)
254	CBaseCombatCharacter::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	CTFPlayer::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	CTFPlayer::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	CTFPlayer::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	CTFPlayer::OnNavAreaChanged(CNavArea *,CNavArea *)
304	CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
305	CBaseCombatCharacter::OnPursuedBy(INextBot *)
306	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
307	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
308	CTFPlayer::CreateViewModel(int)
309	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
310	CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
311	CBasePlayer::SharedSpawn(void)
312	CTFPlayer::ForceRespawn(void)
313	CTFPlayer::InitialSpawn(void)
314	CBasePlayer::InitHUD(void)
315	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
316	CTFPlayer::PlayerDeathThink(void)
317	CBasePlayer::Jump(void)
318	CBasePlayer::Duck(void)
319	CTFPlayer::PreThink(void)
320	CTFPlayer::PostThink(void)
321	CTFPlayer::DamageEffect(float,int)
322	CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
323	CBasePlayer::ShouldFadeOnDeath(void)
324	CBasePlayer::IsFakeClient(void)const
325	CBasePlayer::SetPlayerName(char  const*)
326	CBasePlayer::GetPlayerMins(void)const
327	CBasePlayer::GetPlayerMaxs(void)const
328	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
329	CBasePlayer::PackDeadPlayerItems(void)
330	CTFPlayer::RemoveAllItems(bool)
331	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
332	CTFPlayer::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	CTFPlayer::FlashlightIsOn(void)
342	CTFPlayer::FlashlightTurnOn(void)
343	CTFPlayer::FlashlightTurnOff(void)
344	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
345	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
346	CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
347	CTFPlayer::GetStepSoundVelocities(float *,float *)
348	CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
349	CTFPlayer::DeathSound(CTakeDamageInfo  const&)
350	CTFPlayer::SetAnimation(PLAYER_ANIM)
351	CBasePlayer::ImpulseCommands(void)
352	CTFPlayer::CheatImpulseCommands(int)
353	CTFPlayer::ClientCommand(CCommand  const&)
354	CBasePlayer::StartObserverMode(int)
355	CBasePlayer::StopObserverMode(void)
356	CTFPlayer::ModeWantsSpectatorGUI(int)
357	CTFPlayer::SetObserverMode(int)
358	CBasePlayer::GetObserverMode(void)
359	CTFPlayer::SetObserverTarget(CBaseEntity *)
360	CBasePlayer::ObserverUse(bool)
361	CBasePlayer::GetObserverTarget(void)
362	CTFPlayer::FindNextObserverTarget(bool)
363	CTFPlayer::GetNextObserverSearchStartPoint(bool)
364	CTFPlayer::IsValidObserverTarget(CBaseEntity *)
365	CTFPlayer::CheckObserverSettings(void)
366	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
367	CBasePlayer::ForceObserverMode(int)
368	CBasePlayer::ResetObserverMode(void)
369	CTFPlayer::ValidateCurrentObserverTarget(void)
370	CTFPlayer::AttemptToExitFreezeCam(void)
371	CBasePlayer::StartReplayMode(float,float,int)
372	CBasePlayer::StopReplayMode(void)
373	CBasePlayer::GetDelayTicks(void)
374	CBasePlayer::GetReplayEntity(void)
375	CBasePlayer::CreateCorpse(void)
376	CTFPlayer::EntSelectSpawnPoint(void)
377	CBasePlayer::GetInVehicle(IServerVehicle *,int)
378	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
379	CBasePlayer::OnVehicleStart(void)
380	CBasePlayer::OnVehicleEnd(Vector &)
381	CTFPlayer::BumpWeapon(CBaseCombatWeapon *)
382	CBasePlayer::SelectLastItem(void)
383	CBasePlayer::SelectItem(char  const*,int)
384	CTFPlayer::ItemPostFrame(void)
385	CBasePlayer::GiveNamedItem(char  const*,int)
386	CBasePlayer::CheckTrainUpdate(void)
387	CBasePlayer::SetPlayerUnderwater(bool)
388	CBasePlayer::CanBreatheUnderwater(void)const
389	CTFPlayer::PlayerUse(void)
390	CBasePlayer::PlayUseDenySound(void)
391	CBasePlayer::FindUseEntity(void)
392	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
393	CBasePlayer::PickupObject(CBaseEntity *,bool)
394	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
395	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
396	CBasePlayer::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	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
404	CTFPlayer::ChangeTeam(int,bool,bool)
405	CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
406	CBaseMultiplayerPlayer::CanSpeak(void)
407	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
408	CBasePlayer::CheckChatText(char *,int)
409	CTFPlayer::CreateRagdollEntity(void)
410	CTFPlayer::ShouldAnnounceAchievement(void)
411	CBasePlayer::EquipWearable(CWearableItem *)
412	CBasePlayer::RemoveWearable(CWearableItem *)
413	CBasePlayer::IsFollowingPhysics(void)
414	CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
415	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
416	CBasePlayer::Hints(void)
417	CTFPlayer::IsReadyToPlay(void)
418	CTFPlayer::IsReadyToSpawn(void)
419	CTFPlayer::ShouldGainInstantSpawn(void)
420	CTFPlayer::ResetPerRoundStats(void)
421	CTFPlayer::ResetScores(void)
422	CBasePlayer::EquipSuit(bool)
423	CBasePlayer::RemoveSuit(void)
424	CTFPlayer::CommitSuicide(bool,bool)
425	CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
426	CBasePlayer::IsBot(void)const
427	CBaseMultiplayerPlayer::GetExpresser(void)
428	CBasePlayer::SpawnArmorValue(void)const
429	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
430	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
431	CBasePlayer::HasHaptics(void)
432	CBasePlayer::SetHaptics(bool)
433	CBasePlayer::PlayerSolidMask(bool)const
434	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
435	CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
436	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
437	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
438	CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
439	CTFPlayer::CanSpeakVoiceCommand(void)
440	CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
441	CTFPlayer::NoteSpokeVoiceCommand(char  const*)
442	CTFPlayer::OnAchievementEarned(int)
443	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
444	CTFPlayer::CalculateTeamBalanceScore(void)
445	CBaseMultiplayerPlayer::CreateExpresser(void)
446	CTFPlayer::DetermineAssistForKill(CTakeDamageInfo  const&)
447	CTFPlayer::SetNumberofDominations(int)
448	CTFPlayer::GetNumberofDominations(void)
449	CTFPlayer::GetAttributeManager(void)
450	CTFPlayer::GetAttributeContainer(void)
451	CTFPlayer::GetAttributeOwner(void)
452	CTFPlayer::ReapplyProvision(void)
453	CTFPlayer::InventoryUpdated(CPlayerInventory *,EItemRequestResult)
454	CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *,bool)
455	CTFPlayer::InitClass(void)