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

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Also for use when using [[Vfunc_offsets_%28SourceMM%29|VFunc offsets]].
+
Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
  
These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
+
These are the <b>Linux</b> offsets. <b>Windows offsets are ''usually'' 1 less.</b>
  
 
== The List ==
 
== The List ==
 
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 7 October 2010</b><br>
 
+
<b>Note:</b> The offsets below may be outdated. Use the automated offset list [http://www.sourcemodplugins.org/index.php?page=vtableoffsets&appid=440 here] (by Berni).
 
<pre>
 
<pre>
 +
// Auto reconstructed from vtable block @ 0x00DCCF20
 +
// from "server.so", by ida_vtables.idc
 
0 CTFPlayer::~CTFPlayer()
 
0 CTFPlayer::~CTFPlayer()
1 CBaseEntity::SetRefEHandle(CBaseHandle const &)
+
1 CTFPlayer::~CTFPlayer()
2 CBaseEntity::GetRefEHandle(void)const
+
2 CBaseEntity::SetRefEHandle(CBaseHandle const&)
3 CBaseEntity::GetCollideable(void)
+
3 CBaseEntity::GetRefEHandle(void)const
4 CBaseEntity::GetNetworkable(void)
+
4 CBaseEntity::GetCollideable(void)
5 CBaseEntity::GetBaseEntity(void)
+
5 CBaseEntity::GetNetworkable(void)
6 CBaseEntity::GetModelIndex(void)const
+
6 CBaseEntity::GetBaseEntity(void)
7 CBaseEntity::GetModelName(void)const
+
7 CBaseEntity::GetModelIndex(void)const
8 CBaseEntity::SetModelIndex(int)
+
8 CBaseEntity::GetModelName(void)const
9 CTFPlayer::GetServerClass(void)
+
9 CBaseEntity::SetModelIndex(int)
10 CTFPlayer::YouForgotToImplementOrDeclareServerClass(void)
+
10 CTFPlayer::GetServerClass(void)
11 CTFPlayer::GetDataDescMap(void)
+
11 CTFPlayer::YouForgotToImplementOrDeclareServerClass(void)
12 CBaseAnimating::TestCollision(Ray_t const &, unsigned int, CGameTrace &)
+
12 CTFPlayer::GetDataDescMap(void)
13 CBaseAnimating::TestHitboxes(Ray_t const &, unsigned int, CGameTrace &)
+
13 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &)
14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *, Vector *)
+
14 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &)
15 CTFPlayer::ShouldCollide(int, int)const
+
15 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
16 CBaseEntity::SetOwnerEntity(CBaseEntity *)
+
16 CTFPlayer::ShouldCollide(int,int)const
17 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const *)
+
17 CBaseEntity::SetOwnerEntity(CBaseEntity*)
18 CBasePlayer::UpdateTransmitState(void)
+
18 CTFPlayer::ShouldTransmit(CCheckTransmitInfo const*)
19 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *, bool)
+
19 CBasePlayer::UpdateTransmitState(void)
20 CBasePlayer::GetTracerType(void)
+
20 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
21 CTFPlayer::Spawn(void)
+
21 CBasePlayer::GetTracerType(void)
22 CTFPlayer::Precache(void)
+
22 CTFPlayer::Spawn(void)
23 CBasePlayer::SetModel(char const *)
+
23 CTFPlayer::Precache(void)
24 CBaseMultiplayerPlayer::PostConstructor(char const *)
+
24 CBasePlayer::SetModel(char const*)
25 CBaseEntity::PostClientActive(void)
+
25 CBaseMultiplayerPlayer::PostConstructor(char const*)
26 CBaseEntity::ParseMapData(CEntityMapData *)
+
26 CBaseEntity::PostClientActive(void)
27 CBaseEntity::KeyValue(char const *, char const *)
+
27 CBaseEntity::ParseMapData(CEntityMapData *)
28 CBaseEntity::KeyValue(char const *, float)
+
28 CBaseEntity::KeyValue(char const*,char const*)
29 CBaseEntity::KeyValue(char const *, Vector const &)
+
29 CBaseEntity::KeyValue(char const*,float)
30 CBaseEntity::GetKeyValue(char const *, char *, int)
+
30 CBaseEntity::KeyValue(char const*,Vector const&)
31 CBasePlayer::Activate(void)
+
31 CBaseEntity::GetKeyValue(char const*,char *,int)
32 CBaseEntity::SetParent(CBaseEntity *, int)
+
32 CBasePlayer::Activate(void)
33 CBasePlayer::ObjectCaps(void)
+
33 CBaseEntity::SetParent(CBaseEntity*,int)
34 CBaseEntity::AcceptInput(char const *, CBaseEntity *, CBaseEntity *, variant_t, int)
+
34 CBasePlayer::ObjectCaps(void)
35 CBaseAnimating::GetInputDispatchEffectPosition(char const *, Vector &, QAngle &)
+
35 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int)
36 CBasePlayer::DrawDebugGeometryOverlays(void)
+
36 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &)
37 CTFPlayer::DrawDebugTextOverlays(void)
+
37 CBasePlayer::DrawDebugGeometryOverlays(void)
38 CBasePlayer::Save(ISave &)
+
38 CTFPlayer::DrawDebugTextOverlays(void)
39 CBasePlayer::Restore(IRestore &)
+
39 CBasePlayer::Save(ISave &)
40 CBasePlayer::ShouldSavePhysics(void)
+
40 CBasePlayer::Restore(IRestore &)
41 CBaseEntity::OnSave(IEntitySaveUtils *)
+
41 CBasePlayer::ShouldSavePhysics(void)
42 CBasePlayer::OnRestore(void)
+
42 CBaseEntity::OnSave(IEntitySaveUtils *)
43 CBasePlayer::RequiredEdictIndex(void)
+
43 CBasePlayer::OnRestore(void)
44 CBaseEntity::MoveDone(void)
+
44 CBasePlayer::RequiredEdictIndex(void)
45 CBaseEntity::Think(void)
+
45 CBaseEntity::MoveDone(void)
46 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
+
46 CBaseEntity::Think(void)
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
+
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
48 CBaseAnimating::GetBaseAnimating(void)
+
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
49 CTFPlayer::GetResponseSystem(void)
+
49 CBaseAnimating::GetBaseAnimating(void)
50 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char const *)
+
50 CTFPlayer::GetResponseSystem(void)
51 CBasePlayer::Classify(void)
+
51 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char const*)
52 CBaseEntity::DeathNotice(CBaseEntity *)
+
52 CBasePlayer::Classify(void)
53 CBaseEntity::ShouldAttractAutoAim(CBaseEntity *)
+
53 CBaseEntity::DeathNotice(CBaseEntity*)
54 CBaseEntity::GetAutoAimRadius(void)
+
54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55 CBaseEntity::GetAutoAimCenter(void)
+
55 CBaseEntity::GetAutoAimRadius(void)
56 CBaseEntity::GetBeamTraceFilter(void)
+
56 CBaseEntity::GetAutoAimCenter(void)
57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const &)
+
57 CBaseEntity::GetBeamTraceFilter(void)
58 CTFPlayer::TraceAttack(CTakeDamageInfo const &, Vector const &, CGameTrace *)
+
58 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity *)
+
59 CTFPlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *)
60 CTFPlayer::OnTakeDamage(CTakeDamageInfo const &)
+
60 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
61 CTFPlayer::TakeHealth(float, int)
+
61 CTFPlayer::OnTakeDamage(CTakeDamageInfo const&)
62 CBaseEntity::IsAlive(void)
+
62 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
63 CTFPlayer::Event_Killed(CTakeDamageInfo const &)
+
63 CTFPlayer::TakeHealth(float,int)
64 CTFPlayer::Event_KilledOther(CBaseEntity *, CTakeDamageInfo const &)
+
64 CBaseEntity::IsAlive(void)
65 CBaseCombatCharacter::BloodColor(void)
+
65 CTFPlayer::Event_Killed(CTakeDamageInfo const&)
66 CBaseEntity::IsTriggered(CBaseEntity *)
+
66 CTFPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo const&)
67 CBaseEntity::IsNPC(void)const
+
67 CBaseCombatCharacter::BloodColor(void)
68 CBaseCombatCharacter::MyCombatCharacterPointer(void)
+
68 CBaseEntity::IsTriggered(CBaseEntity*)
69 CBaseEntity::GetDelay(void)
+
69 CBaseEntity::IsNPC(void)const
70 CBaseEntity::IsMoving(void)
+
70 CBaseCombatCharacter::MyCombatCharacterPointer(void)
71 CBaseEntity::DamageDecal(int, int)
+
71 CBaseEntity::MyNextBotPointer(void)
72 CBaseEntity::DecalTrace(CGameTrace *, char const *)
+
72 CBaseEntity::GetDelay(void)
73 CBaseEntity::ImpactTrace(CGameTrace *, int, char *)
+
73 CBaseEntity::IsMoving(void)
74 CBaseEntity::OnControls(CBaseEntity *)
+
74 CBaseEntity::DamageDecal(int,int)
75 CBaseEntity::HasTarget(string_t)
+
75 CBaseEntity::DecalTrace(CGameTrace *,char const*)
76 CBasePlayer::IsPlayer(void)const
+
76 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
77 CBasePlayer::IsNetClient(void)const
+
77 CBaseEntity::OnControls(CBaseEntity*)
78 CBaseEntity::IsTemplate(void)
+
78 CBaseEntity::HasTarget(string_t)
79 CBaseEntity::IsBaseObject(void)const
+
79 CBasePlayer::IsPlayer(void)const
80 CBaseEntity::GetServerVehicle(void)
+
80 CBasePlayer::IsNetClient(void)const
81 CBaseEntity::IsViewable(void)
+
81 CBaseEntity::IsTemplate(void)
82 CTFPlayer::ChangeTeam(int)
+
82 CBaseEntity::IsBaseObject(void)const
83 CBaseEntity::OnEntityEvent(EntityEvent_t, void *)
+
83 CBaseEntity::IsBaseTrain(void)const
84 CBaseEntity::CanStandOn(CBaseEntity *)const
+
84 CBaseEntity::IsBaseCombatWeapon(void)const
85 CBaseEntity::CanStandOn(edict_t *)const
+
85 CBaseEntity::IsWearable(void)const
86 CBaseEntity::GetEnemy(void)
+
86 CBaseEntity::MyCombatWeaponPointer(void)
87 CBaseEntity::GetEnemy(void)const
+
87 CBaseEntity::GetServerVehicle(void)
88 CBaseEntity::Use(CBaseEntity *, CBaseEntity *, USE_TYPE, float)
+
88 CBaseEntity::IsViewable(void)
89 CBaseEntity::StartTouch(CBaseEntity *)
+
89 CTFPlayer::ChangeTeam(int)
90 CTFPlayer::Touch(CBaseEntity *)
+
90 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
91 CBaseEntity::EndTouch(CBaseEntity *)
+
91 CBaseEntity::CanStandOn(CBaseEntity*)const
92 CBaseEntity::StartBlocked(CBaseEntity *)
+
92 CBaseEntity::CanStandOn(edict_t *)const
93 CBaseEntity::Blocked(CBaseEntity *)
+
93 CBaseEntity::GetEnemy(void)
94 CBaseEntity::EndBlocked(void)
+
94 CBaseEntity::GetEnemy(void)const
95 CBasePlayer::PhysicsSimulate(void)
+
95 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
96 CBasePlayer::UpdateOnRemove(void)
+
96 CBaseEntity::StartTouch(CBaseEntity*)
97 CBaseEntity::StopLoopingSounds(void)
+
97 CTFPlayer::Touch(CBaseEntity *)
98 CBaseEntity::SUB_AllowedToFade(void)
+
98 CBaseEntity::EndTouch(CBaseEntity*)
99 CBaseFlex::Teleport(Vector const *, QAngle const *, Vector const *)
+
99 CBaseEntity::StartBlocked(CBaseEntity*)
100 CBaseEntity::NotifySystemEvent(CBaseEntity *, notify_system_event_t, notify_system_event_params_t const &)
+
100 CBaseEntity::Blocked(CBaseEntity*)
101 CBasePlayer::MakeTracer(Vector const &, CGameTrace const &, int)
+
101 CBaseEntity::EndBlocked(void)
102 CBaseEntity::GetTracerAttachment(void)
+
102 CBasePlayer::PhysicsSimulate(void)
103 CBaseEntity::FireBullets(FireBulletsInfo_t const &)
+
103 CTFPlayer::UpdateOnRemove(void)
104 CBasePlayer::DoImpactEffect(CGameTrace &, int)
+
104 CBaseEntity::StopLoopingSounds(void)
105 CBaseEntity::Respawn(void)
+
105 CBaseEntity::SUB_AllowedToFade(void)
106 CBaseEntity::IsLockedByMaster(void)
+
106 CBaseFlex::Teleport(Vector const*,QAngle const*,Vector const*)
107 CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
107 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&)
108 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
+
108 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int)
109 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
109 CBaseEntity::GetTracerAttachment(void)
110 CBasePlayer::NetworkStateChanged_m_iHealth(void)
+
110 CBaseEntity::FireBullets(FireBulletsInfo_t const&)
111 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
+
111 CBasePlayer::DoImpactEffect(CGameTrace &,int)
112 CBasePlayer::NetworkStateChanged_m_lifeState(void)
+
112 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
113 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
+
113 CBaseEntity::Respawn(void)
114 CBaseEntity::NetworkStateChanged_m_takedamage(void)
+
114 CBaseEntity::IsLockedByMaster(void)
115 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
115 CTFPlayer::GetMaxHealth(void)const
116 CBaseEntity::GetDamageType(void)const
+
116 CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
117 CBaseEntity::GetDamage(void)
+
117 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
118 CBaseEntity::SetDamage(float)
+
118 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
119 CBasePlayer::EyePosition(void)
+
119 CBasePlayer::NetworkStateChanged_m_iHealth(void)
120 CBasePlayer::EyeAngles(void)
+
120 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
121 CBasePlayer::LocalEyeAngles(void)
+
121 CBasePlayer::NetworkStateChanged_m_lifeState(void)
122 CBaseEntity::EarPosition(void)
+
122 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
123 CBasePlayer::BodyTarget(Vector const &, bool)
+
123 CBaseEntity::NetworkStateChanged_m_takedamage(void)
124 CBaseEntity::HeadTarget(Vector const &)
+
124 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
125 CBaseEntity::GetVectors(Vector *, Vector *, Vector *)const
+
125 CBaseEntity::GetDamageType(void)const
126 CBaseEntity::GetViewOffset(void)
+
126 CBaseEntity::GetDamage(void)
127 CBasePlayer::GetSmoothedVelocity(void)
+
127 CBaseEntity::SetDamage(float)
128 CBaseAnimating::GetVelocity(Vector *, Vector *)
+
128 CBasePlayer::EyePosition(void)
129 CBaseCombatCharacter::FVisible(CBaseEntity *, int, CBaseEntity **)
+
129 CBasePlayer::EyeAngles(void)
130 CBaseCombatCharacter::FVisible(Vector const &, int, CBaseEntity **)
+
130 CBasePlayer::LocalEyeAngles(void)
131 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
+
131 CBaseEntity::EarPosition(void)
132 CBaseEntity::GetAttackDamageScale(CBaseEntity *)
+
132 CBasePlayer::BodyTarget(Vector const&,bool)
133 CBaseEntity::GetReceivedDamageScale(CBaseEntity *)
+
133 CBaseEntity::HeadTarget(Vector const&)
134 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
134 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
135 CBaseEntity::PhysicsSplash(Vector const &, Vector const &, float, float)
+
135 CBaseEntity::GetViewOffset(void)const
136 CBaseEntity::Splash(void)
+
136 CBaseEntity::SetViewOffset(Vector  const&)
137 CBaseEntity::WorldSpaceCenter(void)const
+
137 CBasePlayer::GetSmoothedVelocity(void)
138 CBaseEntity::GetSoundEmissionOrigin(void)const
+
138 CBaseAnimating::GetVelocity(Vector *,Vector *)
139 CBaseEntity::CreateVPhysics(void)
+
139 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
140 CBaseEntity::ForceVPhysicsCollide(CBaseEntity *)
+
140 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **)
141 CBasePlayer::VPhysicsDestroyObject(void)
+
141 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
142 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
142 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
143 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const &)
+
143 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
144 CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t *)
+
144 CBaseEntity::GetGroundVelocityToApply(Vector &)
145 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
145 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float)
146 CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t *)
+
146 CBaseEntity::Splash(void)
147 CBaseEntity::VPhysicsFriction(IPhysicsObject *, float, int, int)
+
147 CBaseEntity::WorldSpaceCenter(void)const
148 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
148 CBaseEntity::GetSoundEmissionOrigin(void)const
149 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **, int)
+
149 CTFPlayer::IsDeflectable(void)
150 CBaseEntity::VPhysicsIsFlesh(void)
+
150 CBaseEntity::Deflected(CBaseEntity*,Vector &)
151 CBaseEntity::HasPhysicsAttacker(float)
+
151 CBaseEntity::CreateVPhysics(void)
152 CBasePlayer::PhysicsSolidMaskForEntity(void)const
+
152 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
153 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &, Vector &)
+
153 CBasePlayer::VPhysicsDestroyObject(void)
154 CBaseEntity::PerformCustomPhysics(Vector *, Vector *, QAngle *, QAngle *)
+
154 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
155 CBaseAnimating::GetStepOrigin(void)const
+
155 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
156 CBaseAnimating::GetStepAngles(void)const
+
156 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
157 CBaseEntity::ShouldDrawWaterImpacts(void)
+
157 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
158 CBasePlayer::NetworkStateChanged_m_fFlags(void)
+
158 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
159 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
+
159 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
160 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
+
160 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
161 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
161 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
162 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
+
162 CBaseEntity::VPhysicsIsFlesh(void)
163 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
163 CBaseEntity::HasPhysicsAttacker(float)
164 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
+
164 CBasePlayer::PhysicsSolidMaskForEntity(void)const
165 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
165 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
166 CBasePlayer::NetworkStateChanged_m_flFriction(void)
+
166 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
167 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
167 CBaseAnimating::GetStepOrigin(void)const
168 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
+
168 CBaseAnimating::GetStepAngles(void)const
169 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
169 CBaseEntity::ShouldDrawWaterImpacts(void)
170 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
+
170 CBasePlayer::NetworkStateChanged_m_fFlags(void)
171 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
171 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
172 CBaseAnimating::GetIdealSpeed(void)const
+
172 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
173 CBaseAnimating::GetIdealAccel(void)const
+
173 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
174 CBaseAnimatingOverlay::StudioFrameAdvance(void)
+
174 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
175 CBaseAnimating::IsActivityFinished(void)
+
175 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
176 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *, int)
+
176 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
177 CBaseAnimating::ClampRagdollForce(Vector const &, Vector*)
+
177 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
178 CBaseAnimating::BecomeRagdollOnClient(Vector const &)
+
178 CBasePlayer::NetworkStateChanged_m_flFriction(void)
179 CBaseAnimating::IsRagdoll(void)
+
179 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
180 CBaseAnimating::CanBecomeRagdoll(void)
+
180 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
181 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *, Vector *, Quaternion *, int)
+
181 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
182 CBaseAnimating::GetBoneTransform(int, matrix3x4_t &)
+
182 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
183 CBaseAnimating::SetupBones(matrix3x4_t *, int)
+
183 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
184 CBaseAnimating::CalculateIKLocks(float)
+
184 CBaseAnimating::GetIdealSpeed(void)const
185 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
185 CBaseAnimating::GetIdealAccel(void)const
186 CBasePlayer::HandleAnimEvent(animevent_t *)
+
186 CBaseAnimatingOverlay::StudioFrameAdvance(void)
187 CBaseAnimating::PopulatePoseParameters(void)
+
187 CBaseAnimating::IsActivityFinished(void)
188 CBaseAnimating::GetAttachment(int, matrix3x4_t &)
+
188 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
189 CBaseAnimating::InitBoneControllers(void)
+
189 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*)
190 CBaseAnimating::GetGroundSpeedVelocity(void)
+
190 CBaseAnimating::BecomeRagdollOnClient(Vector const&)
191 CBaseAnimating::Ignite(float, bool, float, bool)
+
191 CBaseAnimating::IsRagdoll(void)
192 CBaseAnimating::IgniteLifetime(float)
+
192 CBaseAnimating::CanBecomeRagdoll(void)
193 CBaseAnimating::IgniteNumHitboxFires(int)
+
193 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
194 CBaseAnimating::IgniteHitboxFireScale(float)
+
194 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
195 CBaseAnimating::Extinguish(void)
+
195 CBaseAnimating::SetupBones(matrix3x4_t *,int)
196 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
196 CBaseAnimating::CalculateIKLocks(float)
197 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
197 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
198 CBaseFlex::SetViewtarget(Vector const &)
+
198 CBasePlayer::HandleAnimEvent(animevent_t *)
199 CBaseFlex::StartSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *, CChoreoActor *, CBaseEntity *)
+
199 CBaseAnimating::PopulatePoseParameters(void)
200 CBaseFlex::ProcessSceneEvents(void)
+
200 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
201 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *)
+
201 CBaseAnimating::InitBoneControllers(void)
202 CBaseFlex::ClearSceneEvent(CSceneEventInfo *, bool, bool)
+
202 CBaseAnimating::GetGroundSpeedVelocity(void)
203 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *, float, CChoreoScene *, CChoreoEvent *)
+
203 CBaseAnimating::Ignite(float,bool,float,bool)
204 CTFPlayer::PlayScene(char const *, float, AI_Response *, IRecipientFilter *)
+
204 CBaseAnimating::IgniteLifetime(float)
205 CBaseFlex::PlayAutoGeneratedSoundScene(char const *)
+
205 CBaseAnimating::IgniteNumHitboxFires(int)
206 CBasePlayer::GetPhysicsImpactDamageTable(void)
+
206 CBaseAnimating::IgniteHitboxFireScale(float)
207 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
207 CBaseAnimating::Extinguish(void)
208 CBaseCombatCharacter::FInViewCone(Vector const &)
+
208 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
209 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
209 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
210 CBaseCombatCharacter::FInAimCone(Vector const &)
+
210 CBaseFlex::SetViewtarget(Vector const&)
211 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter *)
+
211 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
212 CBaseCombatCharacter::FindMissTarget(void)
+
212 CBaseFlex::ProcessSceneEvents(void)
213 CBaseCombatCharacter::HandleInteraction(int, void *, CBaseCombatCharacter *)
+
213 CTFPlayer::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
214 CBasePlayer::BodyAngles(void)
+
214 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
215 CBaseCombatCharacter::BodyDirection2D(void)
+
215 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
216 CBaseCombatCharacter::BodyDirection3D(void)
+
216 CTFPlayer::PlayScene(char const*,float,AI_Response *,IRecipientFilter *)
217 CBaseCombatCharacter::HeadDirection2D(void)
+
217 CBaseFlex::PlayAutoGeneratedSoundScene(char const*)
218 CBaseCombatCharacter::HeadDirection3D(void)
+
218 CBasePlayer::GetPhysicsImpactDamageTable(void)
219 CBaseCombatCharacter::EyeDirection2D(void)
+
219 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
220 CBaseCombatCharacter::EyeDirection3D(void)
+
220 CBaseCombatCharacter::FInViewCone(Vector const&)
221 CTFPlayer::GiveAmmo(int, int, bool)
+
221 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
222 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
222 CBaseCombatCharacter::FInAimCone(Vector const&)
223 CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool *)
+
223 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
224 CTFPlayer::Weapon_FrameUpdate(void)
+
224 CBaseCombatCharacter::FindMissTarget(void)
225 CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
+
225 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
226 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
+
226 CBasePlayer::BodyAngles(void)
227 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
+
227 CBaseCombatCharacter::BodyDirection2D(void)
228 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
228 CBaseCombatCharacter::BodyDirection3D(void)
229 CTFPlayer::Weapon_Drop(CBaseCombatWeapon *, Vector const *, Vector const *)
+
229 CBaseCombatCharacter::HeadDirection2D(void)
230 CTFPlayer::Weapon_Switch(CBaseCombatWeapon *, int)
+
230 CBaseCombatCharacter::HeadDirection3D(void)
231 CBasePlayer::Weapon_ShootPosition(void)
+
231 CBaseCombatCharacter::EyeDirection2D(void)
232 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
232 CBaseCombatCharacter::EyeDirection3D(void)
233 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
233 CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
234 CBaseCombatCharacter::Weapon_GetSlot(int)const
+
234 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
235 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
235 CBaseCombatCharacter::IsHiddenByFog(float)const
236 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
236 CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
237 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
+
237 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
238 CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo const &)
+
238 CBaseCombatCharacter::GetFogObscuredRatio(float)const
239 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const &)
+
239 CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
240 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const &)
+
240 CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
241 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter *, CBaseEntity *)
+
241 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
242 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
+
242 CBaseCombatCharacter::IsInFieldOfView(Vector const&)const
243 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *, CTakeDamageInfo const &)
+
243 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
244 CBaseCombatCharacter::GetDeathActivity(void)
+
244 CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
245 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const &)
+
245 CTFPlayer::GiveAmmo(int,int,bool)
246 CBaseCombatCharacter::CorpseFade(void)
+
246 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
247 CBaseCombatCharacter::HasHumanGibs(void)
+
247 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
248 CBaseCombatCharacter::HasAlienGibs(void)
+
248 CTFPlayer::Weapon_FrameUpdate(void)
249 CTFPlayer::ShouldGib(CTakeDamageInfo const &)
+
249 CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
250 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter *)
+
250 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
251 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const &)
+
251 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
252 CBasePlayer::Event_Dying(void)
+
252 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
253 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const &, Vector const &)
+
253 CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
254 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
254 CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
255 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *, Vector const &, float, int)
+
255 CBasePlayer::Weapon_ShootPosition(void)
256 CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const &, Vector const &, int, int, float, bool)
+
256 CTFPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
257 CBaseCombatCharacter::CheckTraceHullAttack(Vector const &, Vector const &, Vector const &, Vector const &, int, int, float, bool)
+
257 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
258 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
258 CBaseCombatCharacter::Weapon_GetSlot(int)const
259 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
259 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
260 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
260 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
261 CBasePlayer::IsInAVehicle(void)const
+
261 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
262 CBasePlayer::GetVehicle(void)
+
262 CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
263 CBasePlayer::GetVehicleEntity(void)
+
263 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
264 CBaseCombatCharacter::ExitVehicle(void)
+
264 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
265 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
+
265 CBaseCombatCharacter::GetAliveDuration(void)const
266 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *, CBaseEntity *)
+
266 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
267 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *, CBaseEntity *)
+
267 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
268 CBasePlayer::DoMuzzleFlash(void)
+
268 CBaseCombatCharacter::HasEverBeenInjured(int)const
269 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *, Disposition_t, int)
+
269 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
270 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
270 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
271 CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
+
271 CBaseCombatCharacter::GetDeathActivity(void)
272 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *, CBaseCombatWeapon *)
+
272 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
273 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
+
273 CBaseCombatCharacter::CorpseFade(void)
274 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
274 CBaseCombatCharacter::HasHumanGibs(void)
275 CTFPlayer::CreateViewModel(int)
+
275 CBaseCombatCharacter::HasAlienGibs(void)
276 CBasePlayer::SetupVisibility(CBaseEntity *, unsigned char *, int)
+
276 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
277 CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer const *, CUserCmd const *, CBitVec<2048> const *)const
+
277 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
278 CBasePlayer::SharedSpawn(void)
+
278 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
279 CTFPlayer::ForceRespawn(void)
+
279 CBasePlayer::Event_Dying(CTakeDamageInfo  const&)
280 CTFPlayer::InitialSpawn(void)
+
280 CBaseCombatCharacter::Event_Dying(void)
281 CBasePlayer::InitHUD(void)
+
281 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
282 CBasePlayer::ShowViewPortPanel(char const *, bool, KeyValues *)
+
282 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
283 CTFPlayer::PlayerDeathThink(void)
+
283 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
284 CBasePlayer::Jump(void)
+
284 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
285 CBasePlayer::Duck(void)
+
285 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
286 CTFPlayer::PreThink(void)
+
286 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
287 CTFPlayer::PostThink(void)
+
287 CBaseCombatCharacter::IRelationType(CBaseEntity *)
288 CTFPlayer::DamageEffect(float, int)
+
288 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
289 CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo const &)
+
289 CBasePlayer::IsInAVehicle(void)const
290 CBasePlayer::ShouldFadeOnDeath(void)
+
290 CBasePlayer::GetVehicle(void)
291 CBasePlayer::IsFakeClient(void)const
+
291 CBasePlayer::GetVehicleEntity(void)
292 CBasePlayer::GetPlayerMins(void)const
+
292 CBaseCombatCharacter::ExitVehicle(void)
293 CBasePlayer::GetPlayerMaxs(void)const
+
293 CTFPlayer::RemoveAllWeapons(void)
294 CBasePlayer::CalcRoll(QAngle const &, Vector const &, float, float)
+
294 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
295 CBasePlayer::PackDeadPlayerItems(void)
+
295 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
296 CTFPlayer::RemoveAllItems(bool)
+
296 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
297 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
297 CBasePlayer::DoMuzzleFlash(void)
298 CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *, CBaseCombatWeapon *)
+
298 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
299 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
299 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
300 CBasePlayer::UpdateClientData(void)
+
300 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
301 CBasePlayer::ExitLadder(void)
+
301 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
302 CBasePlayer::GetLadderSurface(Vector const &)
+
302 CBaseCombatCharacter::GetLastKnownArea(void)const
303 CBasePlayer::SetFlashlightEnabled(bool)
+
303 CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
304 CTFPlayer::FlashlightIsOn(void)
+
304 CBaseCombatCharacter::ClearLastKnownArea(void)
305 CTFPlayer::FlashlightTurnOn(void)
+
305 CBaseCombatCharacter::UpdateLastKnownArea(void)
306 CTFPlayer::FlashlightTurnOff(void)
+
306 CTFPlayer::OnNavAreaChanged(CNavArea *,CNavArea *)
307 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *, float *)
+
307 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
308 CBasePlayer::UpdateStepSound(surfacedata_t *, Vector const &, Vector const &)
+
308 CBaseCombatCharacter::OnPursuedBy(INextBot *)
309 CBasePlayer::PlayStepSound(Vector &, surfacedata_t *, float, bool)
+
309 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
310 CTFPlayer::GetStepSoundVelocities(float *, float *)
+
310 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
311 CTFPlayer::SetStepSoundTime(stepsoundtimes_t, bool)
+
311 CTFPlayer::CreateViewModel(int)
312 CTFPlayer::DeathSound(CTakeDamageInfo const &)
+
312 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
313 CTFPlayer::SetAnimation(PLAYER_ANIM)
+
313 CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
314 CBasePlayer::ImpulseCommands(void)
+
314 CBasePlayer::SharedSpawn(void)
315 CTFPlayer::CheatImpulseCommands(int)
+
315 CTFPlayer::ForceRespawn(void)
316 CTFPlayer::ClientCommand(CCommand const &)
+
316 CTFPlayer::InitialSpawn(void)
317 CBasePlayer::StartObserverMode(int)
+
317 CBasePlayer::InitHUD(void)
318 CBasePlayer::StopObserverMode(void)
+
318 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
319 CTFPlayer::ModeWantsSpectatorGUI(int)
+
319 CTFPlayer::PlayerDeathThink(void)
320 CTFPlayer::SetObserverMode(int)
+
320 CBasePlayer::Jump(void)
321 CBasePlayer::GetObserverMode(void)
+
321 CBasePlayer::Duck(void)
322 CTFPlayer::SetObserverTarget(CBaseEntity *)
+
322 CTFPlayer::PreThink(void)
323 CBasePlayer::ObserverUse(bool)
+
323 CTFPlayer::PostThink(void)
324 CBasePlayer::GetObserverTarget(void)
+
324 CTFPlayer::DamageEffect(float,int)
325 CTFPlayer::FindNextObserverTarget(bool)
+
325 CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
326 CTFPlayer::GetNextObserverSearchStartPoint(bool)
+
326 CBasePlayer::ShouldFadeOnDeath(void)
327 CTFPlayer::IsValidObserverTarget(CBaseEntity *)
+
327 CBasePlayer::IsFakeClient(void)const
328 CBasePlayer::CheckObserverSettings(void)
+
328 CBasePlayer::GetPlayerMins(void)const
329 CBasePlayer::JumptoPosition(Vector const &, QAngle const &)
+
329 CBasePlayer::GetPlayerMaxs(void)const
330 CBasePlayer::ForceObserverMode(int)
+
330 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
331 CBasePlayer::ResetObserverMode(void)
+
331 CBasePlayer::PackDeadPlayerItems(void)
332 CTFPlayer::ValidateCurrentObserverTarget(void)
+
332 CTFPlayer::RemoveAllItems(bool)
333 CTFPlayer::AttemptToExitFreezeCam(void)
+
333 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
334 CBasePlayer::StartReplayMode(float, float, int)
+
334 CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
335 CBasePlayer::StopReplayMode(void)
+
335 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
336 CBasePlayer::GetDelayTicks(void)
+
336 CTFPlayer::OnMyWeaponFired(CBaseCombatWeapon *)
337 CBasePlayer::GetReplayEntity(void)
+
337 CBasePlayer::GetTimeSinceWeaponFired(void)const
338 CBasePlayer::CreateCorpse(void)
+
338 CBasePlayer::IsFiringWeapon(void)const
339 CTFPlayer::EntSelectSpawnPoint(void)
+
339 CBasePlayer::UpdateClientData(void)
340 CBasePlayer::GetInVehicle(IServerVehicle *, int)
+
340 CBasePlayer::ExitLadder(void)
341 CBasePlayer::LeaveVehicle(Vector const &, QAngle const &)
+
341 CBasePlayer::GetLadderSurface(Vector const&)
342 CBasePlayer::OnVehicleStart(void)
+
342 CBasePlayer::SetFlashlightEnabled(bool)
343 CBasePlayer::OnVehicleEnd(Vector &)
+
343 CTFPlayer::FlashlightIsOn(void)
344 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
+
344 CTFPlayer::FlashlightTurnOn(void)
345 CBasePlayer::SelectLastItem(void)
+
345 CTFPlayer::FlashlightTurnOff(void)
346 CBasePlayer::SelectItem(char const *, int)
+
346 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
347 CTFPlayer::ItemPostFrame(void)
+
347 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
348 CBasePlayer::GiveNamedItem(char const *, int)
+
348 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
349 CBasePlayer::CheckTrainUpdate(void)
+
349 CTFPlayer::GetStepSoundVelocities(float *,float *)
350 CBasePlayer::SetPlayerUnderwater(bool)
+
350 CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
351 CBasePlayer::CanBreatheUnderwater(void)const
+
351 CTFPlayer::DeathSound(CTakeDamageInfo  const&)
352 CBasePlayer::PlayerUse(void)
+
352 CTFPlayer::SetAnimation(PLAYER_ANIM)
353 CBasePlayer::PlayUseDenySound(void)
+
353 CBasePlayer::ImpulseCommands(void)
354 CBasePlayer::FindUseEntity(void)
+
354 CTFPlayer::CheatImpulseCommands(int)
355 CBasePlayer::IsUseableEntity(CBaseEntity *, unsigned int)
+
355 CTFPlayer::ClientCommand(CCommand  const&)
356 CBasePlayer::PickupObject(CBaseEntity *, bool)
+
356 CBasePlayer::StartObserverMode(int)
357 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
357 CBasePlayer::StopObserverMode(void)
358 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
+
358 CTFPlayer::ModeWantsSpectatorGUI(int)
359 CBasePlayer::UpdateGeigerCounter(void)
+
359 CTFPlayer::SetObserverMode(int)
360 CBasePlayer::GetAutoaimVector(float)
+
360 CBasePlayer::GetObserverMode(void)
361 CBasePlayer::GetAutoaimVector(float, float)
+
361 CTFPlayer::SetObserverTarget(CBaseEntity *)
362 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
+
362 CBasePlayer::ObserverUse(bool)
363 CBasePlayer::ShouldAutoaim(void)
+
363 CBasePlayer::GetObserverTarget(void)
364 CBasePlayer::ForceClientDllUpdate(void)
+
364 CTFPlayer::FindNextObserverTarget(bool)
365 CBasePlayer::ProcessUsercmds(CUserCmd *, int, int, int, bool)
+
365 CTFPlayer::GetNextObserverSearchStartPoint(bool)
366 CBasePlayer::PlayerRunCommand(CUserCmd *, IMoveHelper *)
+
366 CTFPlayer::IsValidObserverTarget(CBaseEntity *)
367 CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
+
367 CTFPlayer::CheckObserverSettings(void)
368 CBaseMultiplayerPlayer::CanSpeak(void)
+
368 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
369 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
369 CBasePlayer::ForceObserverMode(int)
370 CBasePlayer::CheckChatText(char *, int)
+
370 CBasePlayer::ResetObserverMode(void)
371 CTFPlayer::CreateRagdollEntity(void)
+
371 CTFPlayer::ValidateCurrentObserverTarget(void)
372 CBasePlayer::IsFollowingPhysics(void)
+
372 CTFPlayer::AttemptToExitFreezeCam(void)
373 CBasePlayer::InitVCollision(Vector const &, Vector const &)
+
373 CBasePlayer::StartReplayMode(float,float,int)
374 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
+
374 CBasePlayer::StopReplayMode(void)
375 CBasePlayer::Hints(void)
+
375 CBasePlayer::GetDelayTicks(void)
376 CTFPlayer::IsReadyToPlay(void)
+
376 CBasePlayer::GetReplayEntity(void)
377 CTFPlayer::IsReadyToSpawn(void)
+
377 CBasePlayer::CreateCorpse(void)
378 CTFPlayer::ShouldGainInstantSpawn(void)
+
378 CTFPlayer::EntSelectSpawnPoint(void)
379 CBasePlayer::ResetPerRoundStats(void)
+
379 CBasePlayer::GetInVehicle(IServerVehicle *,int)
380 CTFPlayer::ResetScores(void)
+
380 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
381 CBasePlayer::EquipSuit(bool)
+
381 CBasePlayer::OnVehicleStart(void)
382 CBasePlayer::RemoveSuit(void)
+
382 CBasePlayer::OnVehicleEnd(Vector &)
383 CTFPlayer::CommitSuicide(bool, bool)
+
383 CTFPlayer::BumpWeapon(CBaseCombatWeapon *)
384 CBasePlayer::CommitSuicide(Vector const &, bool, bool)
+
384 CBasePlayer::SelectLastItem(void)
385 CBasePlayer::IsBot(void)const
+
385 CBasePlayer::SelectItem(char  const*,int)
386 CBaseMultiplayerPlayer::GetExpresser(void)
+
386 CTFPlayer::ItemPostFrame(void)
387 CBasePlayer::SpawnArmorValue(void)const
+
387 CBasePlayer::GiveNamedItem(char  const*,int)
388 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
388 CBasePlayer::CheckTrainUpdate(void)
389 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
389 CBasePlayer::SetPlayerUnderwater(bool)
390 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float, float)
+
390 CBasePlayer::CanBreatheUnderwater(void)const
391 CAI_ExpresserHost<CBasePlayer>::Speak(char const *, char const *, char *, unsigned int, IRecipientFilter *)
+
391 CTFPlayer::PlayerUse(void)
392 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char const *, AI_Response *)
+
392 CBasePlayer::PlayUseDenySound(void)
393 CBaseMultiplayerPlayer::SpeakIfAllowed(char const *, char const *, char *, unsigned int, IRecipientFilter *)
+
393 CBasePlayer::FindUseEntity(void)
394 CTFPlayer::SpeakConceptIfAllowed(int, char const *, char *, unsigned int, IRecipientFilter *)
+
394 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
395 CTFPlayer::CanSpeakVoiceCommand(void)
+
395 CBasePlayer::PickupObject(CBaseEntity *,bool)
396 CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
+
396 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
397 CTFPlayer::NoteSpokeVoiceCommand(char const *)
+
397 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
398 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
+
398 CBasePlayer::UpdateGeigerCounter(void)
399 CTFPlayer::CalculateTeamBalanceScore(void)
+
399 CBasePlayer::GetAutoaimVector(float)
400 CBaseMultiplayerPlayer::CreateExpresser(void)
+
400 CBasePlayer::GetAutoaimVector(float,float)
401 CTFPlayer::FireGameEvent(IGameEvent *)
+
401 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
 +
402 CBasePlayer::ShouldAutoaim(void)
 +
403 CBasePlayer::ForceClientDllUpdate(void)
 +
404 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
 +
405 CTFPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
 +
406 CTFPlayer::ChangeTeam(int,bool,bool)
 +
407 CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
 +
408 CBaseMultiplayerPlayer::CanSpeak(void)
 +
409 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
 +
410 CBasePlayer::CheckChatText(char *,int)
 +
411 CTFPlayer::CreateRagdollEntity(void)
 +
412 CTFPlayer::ShouldAnnounceAchievement(void)
 +
413 CBasePlayer::EquipWearable(CWearableItem *)
 +
414 CBasePlayer::RemoveWearable(CWearableItem *)
 +
415 CBasePlayer::IsFollowingPhysics(void)
 +
416 CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
 +
417 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
 +
418 CBasePlayer::Hints(void)
 +
419 CTFPlayer::IsReadyToPlay(void)
 +
420 CTFPlayer::IsReadyToSpawn(void)
 +
421 CTFPlayer::ShouldGainInstantSpawn(void)
 +
422 CTFPlayer::ResetPerRoundStats(void)
 +
423 CTFPlayer::ResetScores(void)
 +
424 CBasePlayer::EquipSuit(bool)
 +
425 CBasePlayer::RemoveSuit(void)
 +
426 CBasePlayer::GetPlayerMaxSpeed(void)
 +
427 CTFPlayer::CommitSuicide(bool,bool)
 +
428 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
 +
429 CBasePlayer::IsBot(void)const
 +
430 CBasePlayer::IsBotOfType(int)const
 +
431 CBasePlayer::GetBotType(void)const
 +
432 CBaseMultiplayerPlayer::GetExpresser(void)
 +
433 CBasePlayer::SpawnArmorValue(void)const
 +
434 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
 +
435 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
 +
436 CBasePlayer::HasHaptics(void)
 +
437 CBasePlayer::SetHaptics(bool)
 +
438 CBasePlayer::PlayerSolidMask(bool)const
 +
439 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
 +
440 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
 +
441 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
 +
442 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
 +
443 CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
 +
444 CTFPlayer::CanBeAutobalanced(void)
 +
445 CTFPlayer::CanSpeakVoiceCommand(void)
 +
446 CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
 +
447 CTFPlayer::NoteSpokeVoiceCommand(char  const*)
 +
448 CTFPlayer::OnAchievementEarned(int)
 +
449 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
 +
450 CTFPlayer::CalculateTeamBalanceScore(void)
 +
451 CBaseMultiplayerPlayer::CreateExpresser(void)
 +
452 CTFPlayer::DetermineAssistForKill(CTakeDamageInfo  const&)
 +
453 CTFPlayer::SetNumberofDominations(int)
 +
454 CTFPlayer::GetNumberofDominations(void)
 +
455 CTFPlayer::ShouldGib(CTakeDamageInfo  const&,bool)
 +
456 CTFPlayer::GetAttributeManager(void)
 +
457 CTFPlayer::GetAttributeContainer(void)
 +
458 CTFPlayer::GetAttributeOwner(void)
 +
459 CTFPlayer::ReapplyProvision(void)
 +
460 CTFPlayer::InventoryUpdated(CPlayerInventory *,EItemRequestResult)
 +
461 CTFPlayer::SOCacheUnsubscribed(CSteamID  const&)
 +
462 CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *,bool)
 +
463 CTFPlayer::InitClass(void)
 
</pre>
 
</pre>

Latest revision as of 00:00, 9 February 2011

Also for use when using virtual offsets.

These are the Linux offsets. Windows offsets are usually 1 less.

The List

This comes from the symbol tables, so you'll have to look in the SDK for return types.

Last Updated 7 October 2010
Note: The offsets below may be outdated. Use the automated offset list here (by Berni).

// Auto reconstructed from vtable block @ 0x00DCCF20
// from "server.so", by ida_vtables.idc
0	CTFPlayer::~CTFPlayer()
1	CTFPlayer::~CTFPlayer()
2	CBaseEntity::SetRefEHandle(CBaseHandle  const&)
3	CBaseEntity::GetRefEHandle(void)const
4	CBaseEntity::GetCollideable(void)
5	CBaseEntity::GetNetworkable(void)
6	CBaseEntity::GetBaseEntity(void)
7	CBaseEntity::GetModelIndex(void)const
8	CBaseEntity::GetModelName(void)const
9	CBaseEntity::SetModelIndex(int)
10	CTFPlayer::GetServerClass(void)
11	CTFPlayer::YouForgotToImplementOrDeclareServerClass(void)
12	CTFPlayer::GetDataDescMap(void)
13	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
14	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
15	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
16	CTFPlayer::ShouldCollide(int,int)const
17	CBaseEntity::SetOwnerEntity(CBaseEntity*)
18	CTFPlayer::ShouldTransmit(CCheckTransmitInfo  const*)
19	CBasePlayer::UpdateTransmitState(void)
20	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
21	CBasePlayer::GetTracerType(void)
22	CTFPlayer::Spawn(void)
23	CTFPlayer::Precache(void)
24	CBasePlayer::SetModel(char  const*)
25	CBaseMultiplayerPlayer::PostConstructor(char  const*)
26	CBaseEntity::PostClientActive(void)
27	CBaseEntity::ParseMapData(CEntityMapData *)
28	CBaseEntity::KeyValue(char  const*,char  const*)
29	CBaseEntity::KeyValue(char  const*,float)
30	CBaseEntity::KeyValue(char  const*,Vector  const&)
31	CBaseEntity::GetKeyValue(char  const*,char *,int)
32	CBasePlayer::Activate(void)
33	CBaseEntity::SetParent(CBaseEntity*,int)
34	CBasePlayer::ObjectCaps(void)
35	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
36	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
37	CBasePlayer::DrawDebugGeometryOverlays(void)
38	CTFPlayer::DrawDebugTextOverlays(void)
39	CBasePlayer::Save(ISave &)
40	CBasePlayer::Restore(IRestore &)
41	CBasePlayer::ShouldSavePhysics(void)
42	CBaseEntity::OnSave(IEntitySaveUtils *)
43	CBasePlayer::OnRestore(void)
44	CBasePlayer::RequiredEdictIndex(void)
45	CBaseEntity::MoveDone(void)
46	CBaseEntity::Think(void)
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
49	CBaseAnimating::GetBaseAnimating(void)
50	CTFPlayer::GetResponseSystem(void)
51	CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char  const*)
52	CBasePlayer::Classify(void)
53	CBaseEntity::DeathNotice(CBaseEntity*)
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55	CBaseEntity::GetAutoAimRadius(void)
56	CBaseEntity::GetAutoAimCenter(void)
57	CBaseEntity::GetBeamTraceFilter(void)
58	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
59	CTFPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
60	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
61	CTFPlayer::OnTakeDamage(CTakeDamageInfo  const&)
62	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
63	CTFPlayer::TakeHealth(float,int)
64	CBaseEntity::IsAlive(void)
65	CTFPlayer::Event_Killed(CTakeDamageInfo  const&)
66	CTFPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
67	CBaseCombatCharacter::BloodColor(void)
68	CBaseEntity::IsTriggered(CBaseEntity*)
69	CBaseEntity::IsNPC(void)const
70	CBaseCombatCharacter::MyCombatCharacterPointer(void)
71	CBaseEntity::MyNextBotPointer(void)
72	CBaseEntity::GetDelay(void)
73	CBaseEntity::IsMoving(void)
74	CBaseEntity::DamageDecal(int,int)
75	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
76	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
77	CBaseEntity::OnControls(CBaseEntity*)
78	CBaseEntity::HasTarget(string_t)
79	CBasePlayer::IsPlayer(void)const
80	CBasePlayer::IsNetClient(void)const
81	CBaseEntity::IsTemplate(void)
82	CBaseEntity::IsBaseObject(void)const
83	CBaseEntity::IsBaseTrain(void)const
84	CBaseEntity::IsBaseCombatWeapon(void)const
85	CBaseEntity::IsWearable(void)const
86	CBaseEntity::MyCombatWeaponPointer(void)
87	CBaseEntity::GetServerVehicle(void)
88	CBaseEntity::IsViewable(void)
89	CTFPlayer::ChangeTeam(int)
90	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
91	CBaseEntity::CanStandOn(CBaseEntity*)const
92	CBaseEntity::CanStandOn(edict_t *)const
93	CBaseEntity::GetEnemy(void)
94	CBaseEntity::GetEnemy(void)const
95	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
96	CBaseEntity::StartTouch(CBaseEntity*)
97	CTFPlayer::Touch(CBaseEntity *)
98	CBaseEntity::EndTouch(CBaseEntity*)
99	CBaseEntity::StartBlocked(CBaseEntity*)
100	CBaseEntity::Blocked(CBaseEntity*)
101	CBaseEntity::EndBlocked(void)
102	CBasePlayer::PhysicsSimulate(void)
103	CTFPlayer::UpdateOnRemove(void)
104	CBaseEntity::StopLoopingSounds(void)
105	CBaseEntity::SUB_AllowedToFade(void)
106	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
107	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
108	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
109	CBaseEntity::GetTracerAttachment(void)
110	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
111	CBasePlayer::DoImpactEffect(CGameTrace &,int)
112	CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
113	CBaseEntity::Respawn(void)
114	CBaseEntity::IsLockedByMaster(void)
115	CTFPlayer::GetMaxHealth(void)const
116	CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
117	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
118	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
119	CBasePlayer::NetworkStateChanged_m_iHealth(void)
120	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
121	CBasePlayer::NetworkStateChanged_m_lifeState(void)
122	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
123	CBaseEntity::NetworkStateChanged_m_takedamage(void)
124	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
125	CBaseEntity::GetDamageType(void)const
126	CBaseEntity::GetDamage(void)
127	CBaseEntity::SetDamage(float)
128	CBasePlayer::EyePosition(void)
129	CBasePlayer::EyeAngles(void)
130	CBasePlayer::LocalEyeAngles(void)
131	CBaseEntity::EarPosition(void)
132	CBasePlayer::BodyTarget(Vector  const&,bool)
133	CBaseEntity::HeadTarget(Vector  const&)
134	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
135	CBaseEntity::GetViewOffset(void)const
136	CBaseEntity::SetViewOffset(Vector  const&)
137	CBasePlayer::GetSmoothedVelocity(void)
138	CBaseAnimating::GetVelocity(Vector *,Vector *)
139	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
140	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
141	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
142	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
143	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
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	CTFPlayer::IsDeflectable(void)
150	CBaseEntity::Deflected(CBaseEntity*,Vector &)
151	CBaseEntity::CreateVPhysics(void)
152	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
153	CBasePlayer::VPhysicsDestroyObject(void)
154	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
155	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
156	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
157	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
158	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
159	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
160	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
161	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
162	CBaseEntity::VPhysicsIsFlesh(void)
163	CBaseEntity::HasPhysicsAttacker(float)
164	CBasePlayer::PhysicsSolidMaskForEntity(void)const
165	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
166	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
167	CBaseAnimating::GetStepOrigin(void)const
168	CBaseAnimating::GetStepAngles(void)const
169	CBaseEntity::ShouldDrawWaterImpacts(void)
170	CBasePlayer::NetworkStateChanged_m_fFlags(void)
171	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
172	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
173	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
174	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
175	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
176	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
177	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
178	CBasePlayer::NetworkStateChanged_m_flFriction(void)
179	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
180	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
181	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
182	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
183	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
184	CBaseAnimating::GetIdealSpeed(void)const
185	CBaseAnimating::GetIdealAccel(void)const
186	CBaseAnimatingOverlay::StudioFrameAdvance(void)
187	CBaseAnimating::IsActivityFinished(void)
188	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
189	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
190	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
191	CBaseAnimating::IsRagdoll(void)
192	CBaseAnimating::CanBecomeRagdoll(void)
193	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
194	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
195	CBaseAnimating::SetupBones(matrix3x4_t *,int)
196	CBaseAnimating::CalculateIKLocks(float)
197	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
198	CBasePlayer::HandleAnimEvent(animevent_t *)
199	CBaseAnimating::PopulatePoseParameters(void)
200	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
201	CBaseAnimating::InitBoneControllers(void)
202	CBaseAnimating::GetGroundSpeedVelocity(void)
203	CBaseAnimating::Ignite(float,bool,float,bool)
204	CBaseAnimating::IgniteLifetime(float)
205	CBaseAnimating::IgniteNumHitboxFires(int)
206	CBaseAnimating::IgniteHitboxFireScale(float)
207	CBaseAnimating::Extinguish(void)
208	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
209	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
210	CBaseFlex::SetViewtarget(Vector  const&)
211	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
212	CBaseFlex::ProcessSceneEvents(void)
213	CTFPlayer::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
214	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
215	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
216	CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
217	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
218	CBasePlayer::GetPhysicsImpactDamageTable(void)
219	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
220	CBaseCombatCharacter::FInViewCone(Vector  const&)
221	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
222	CBaseCombatCharacter::FInAimCone(Vector  const&)
223	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
224	CBaseCombatCharacter::FindMissTarget(void)
225	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
226	CBasePlayer::BodyAngles(void)
227	CBaseCombatCharacter::BodyDirection2D(void)
228	CBaseCombatCharacter::BodyDirection3D(void)
229	CBaseCombatCharacter::HeadDirection2D(void)
230	CBaseCombatCharacter::HeadDirection3D(void)
231	CBaseCombatCharacter::EyeDirection2D(void)
232	CBaseCombatCharacter::EyeDirection3D(void)
233	CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
234	CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
235	CBaseCombatCharacter::IsHiddenByFog(float)const
236	CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
237	CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
238	CBaseCombatCharacter::GetFogObscuredRatio(float)const
239	CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
240	CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
241	CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
242	CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
243	CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
244	CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
245	CTFPlayer::GiveAmmo(int,int,bool)
246	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
247	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
248	CTFPlayer::Weapon_FrameUpdate(void)
249	CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
250	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
251	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
252	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
253	CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
254	CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
255	CBasePlayer::Weapon_ShootPosition(void)
256	CTFPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
257	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
258	CBaseCombatCharacter::Weapon_GetSlot(int)const
259	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
260	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
261	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
262	CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
263	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
264	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
265	CBaseCombatCharacter::GetAliveDuration(void)const
266	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
267	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
268	CBaseCombatCharacter::HasEverBeenInjured(int)const
269	CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
270	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
271	CBaseCombatCharacter::GetDeathActivity(void)
272	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
273	CBaseCombatCharacter::CorpseFade(void)
274	CBaseCombatCharacter::HasHumanGibs(void)
275	CBaseCombatCharacter::HasAlienGibs(void)
276	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
277	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
278	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
279	CBasePlayer::Event_Dying(CTakeDamageInfo  const&)
280	CBaseCombatCharacter::Event_Dying(void)
281	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
282	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
283	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
284	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
285	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
286	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
287	CBaseCombatCharacter::IRelationType(CBaseEntity *)
288	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
289	CBasePlayer::IsInAVehicle(void)const
290	CBasePlayer::GetVehicle(void)
291	CBasePlayer::GetVehicleEntity(void)
292	CBaseCombatCharacter::ExitVehicle(void)
293	CTFPlayer::RemoveAllWeapons(void)
294	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
295	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
296	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
297	CBasePlayer::DoMuzzleFlash(void)
298	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
299	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
300	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
301	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
302	CBaseCombatCharacter::GetLastKnownArea(void)const
303	CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
304	CBaseCombatCharacter::ClearLastKnownArea(void)
305	CBaseCombatCharacter::UpdateLastKnownArea(void)
306	CTFPlayer::OnNavAreaChanged(CNavArea *,CNavArea *)
307	CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
308	CBaseCombatCharacter::OnPursuedBy(INextBot *)
309	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
310	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
311	CTFPlayer::CreateViewModel(int)
312	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
313	CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
314	CBasePlayer::SharedSpawn(void)
315	CTFPlayer::ForceRespawn(void)
316	CTFPlayer::InitialSpawn(void)
317	CBasePlayer::InitHUD(void)
318	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
319	CTFPlayer::PlayerDeathThink(void)
320	CBasePlayer::Jump(void)
321	CBasePlayer::Duck(void)
322	CTFPlayer::PreThink(void)
323	CTFPlayer::PostThink(void)
324	CTFPlayer::DamageEffect(float,int)
325	CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
326	CBasePlayer::ShouldFadeOnDeath(void)
327	CBasePlayer::IsFakeClient(void)const
328	CBasePlayer::GetPlayerMins(void)const
329	CBasePlayer::GetPlayerMaxs(void)const
330	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
331	CBasePlayer::PackDeadPlayerItems(void)
332	CTFPlayer::RemoveAllItems(bool)
333	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
334	CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
335	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
336	CTFPlayer::OnMyWeaponFired(CBaseCombatWeapon *)
337	CBasePlayer::GetTimeSinceWeaponFired(void)const
338	CBasePlayer::IsFiringWeapon(void)const
339	CBasePlayer::UpdateClientData(void)
340	CBasePlayer::ExitLadder(void)
341	CBasePlayer::GetLadderSurface(Vector  const&)
342	CBasePlayer::SetFlashlightEnabled(bool)
343	CTFPlayer::FlashlightIsOn(void)
344	CTFPlayer::FlashlightTurnOn(void)
345	CTFPlayer::FlashlightTurnOff(void)
346	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
347	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
348	CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
349	CTFPlayer::GetStepSoundVelocities(float *,float *)
350	CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
351	CTFPlayer::DeathSound(CTakeDamageInfo  const&)
352	CTFPlayer::SetAnimation(PLAYER_ANIM)
353	CBasePlayer::ImpulseCommands(void)
354	CTFPlayer::CheatImpulseCommands(int)
355	CTFPlayer::ClientCommand(CCommand  const&)
356	CBasePlayer::StartObserverMode(int)
357	CBasePlayer::StopObserverMode(void)
358	CTFPlayer::ModeWantsSpectatorGUI(int)
359	CTFPlayer::SetObserverMode(int)
360	CBasePlayer::GetObserverMode(void)
361	CTFPlayer::SetObserverTarget(CBaseEntity *)
362	CBasePlayer::ObserverUse(bool)
363	CBasePlayer::GetObserverTarget(void)
364	CTFPlayer::FindNextObserverTarget(bool)
365	CTFPlayer::GetNextObserverSearchStartPoint(bool)
366	CTFPlayer::IsValidObserverTarget(CBaseEntity *)
367	CTFPlayer::CheckObserverSettings(void)
368	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
369	CBasePlayer::ForceObserverMode(int)
370	CBasePlayer::ResetObserverMode(void)
371	CTFPlayer::ValidateCurrentObserverTarget(void)
372	CTFPlayer::AttemptToExitFreezeCam(void)
373	CBasePlayer::StartReplayMode(float,float,int)
374	CBasePlayer::StopReplayMode(void)
375	CBasePlayer::GetDelayTicks(void)
376	CBasePlayer::GetReplayEntity(void)
377	CBasePlayer::CreateCorpse(void)
378	CTFPlayer::EntSelectSpawnPoint(void)
379	CBasePlayer::GetInVehicle(IServerVehicle *,int)
380	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
381	CBasePlayer::OnVehicleStart(void)
382	CBasePlayer::OnVehicleEnd(Vector &)
383	CTFPlayer::BumpWeapon(CBaseCombatWeapon *)
384	CBasePlayer::SelectLastItem(void)
385	CBasePlayer::SelectItem(char  const*,int)
386	CTFPlayer::ItemPostFrame(void)
387	CBasePlayer::GiveNamedItem(char  const*,int)
388	CBasePlayer::CheckTrainUpdate(void)
389	CBasePlayer::SetPlayerUnderwater(bool)
390	CBasePlayer::CanBreatheUnderwater(void)const
391	CTFPlayer::PlayerUse(void)
392	CBasePlayer::PlayUseDenySound(void)
393	CBasePlayer::FindUseEntity(void)
394	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
395	CBasePlayer::PickupObject(CBaseEntity *,bool)
396	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
397	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
398	CBasePlayer::UpdateGeigerCounter(void)
399	CBasePlayer::GetAutoaimVector(float)
400	CBasePlayer::GetAutoaimVector(float,float)
401	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
402	CBasePlayer::ShouldAutoaim(void)
403	CBasePlayer::ForceClientDllUpdate(void)
404	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
405	CTFPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
406	CTFPlayer::ChangeTeam(int,bool,bool)
407	CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
408	CBaseMultiplayerPlayer::CanSpeak(void)
409	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
410	CBasePlayer::CheckChatText(char *,int)
411	CTFPlayer::CreateRagdollEntity(void)
412	CTFPlayer::ShouldAnnounceAchievement(void)
413	CBasePlayer::EquipWearable(CWearableItem *)
414	CBasePlayer::RemoveWearable(CWearableItem *)
415	CBasePlayer::IsFollowingPhysics(void)
416	CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
417	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
418	CBasePlayer::Hints(void)
419	CTFPlayer::IsReadyToPlay(void)
420	CTFPlayer::IsReadyToSpawn(void)
421	CTFPlayer::ShouldGainInstantSpawn(void)
422	CTFPlayer::ResetPerRoundStats(void)
423	CTFPlayer::ResetScores(void)
424	CBasePlayer::EquipSuit(bool)
425	CBasePlayer::RemoveSuit(void)
426	CBasePlayer::GetPlayerMaxSpeed(void)
427	CTFPlayer::CommitSuicide(bool,bool)
428	CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
429	CBasePlayer::IsBot(void)const
430	CBasePlayer::IsBotOfType(int)const
431	CBasePlayer::GetBotType(void)const
432	CBaseMultiplayerPlayer::GetExpresser(void)
433	CBasePlayer::SpawnArmorValue(void)const
434	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
435	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
436	CBasePlayer::HasHaptics(void)
437	CBasePlayer::SetHaptics(bool)
438	CBasePlayer::PlayerSolidMask(bool)const
439	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
440	CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
441	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
442	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
443	CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
444	CTFPlayer::CanBeAutobalanced(void)
445	CTFPlayer::CanSpeakVoiceCommand(void)
446	CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
447	CTFPlayer::NoteSpokeVoiceCommand(char  const*)
448	CTFPlayer::OnAchievementEarned(int)
449	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
450	CTFPlayer::CalculateTeamBalanceScore(void)
451	CBaseMultiplayerPlayer::CreateExpresser(void)
452	CTFPlayer::DetermineAssistForKill(CTakeDamageInfo  const&)
453	CTFPlayer::SetNumberofDominations(int)
454	CTFPlayer::GetNumberofDominations(void)
455	CTFPlayer::ShouldGib(CTakeDamageInfo  const&,bool)
456	CTFPlayer::GetAttributeManager(void)
457	CTFPlayer::GetAttributeContainer(void)
458	CTFPlayer::GetAttributeOwner(void)
459	CTFPlayer::ReapplyProvision(void)
460	CTFPlayer::InventoryUpdated(CPlayerInventory *,EItemRequestResult)
461	CTFPlayer::SOCacheUnsubscribed(CSteamID  const&)
462	CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *,bool)
463	CTFPlayer::InitClass(void)