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

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Also for use when using [[Virtual Offsets (Source Mods)|virtual 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 14 August 2009</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 The offsets below may be outdated.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 @ 0x00DE0A60
+
// Auto reconstructed from vtable block @ 0x00DCCF20
// from "server_i486.so", by ida_vtables.idc
+
// 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 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
+
61 CTFPlayer::OnTakeDamage(CTakeDamageInfo  const&)
62 CTFPlayer::TakeHealth(float,int)
+
62 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
63 CBaseEntity::IsAlive(void)
+
63 CTFPlayer::TakeHealth(float,int)
64 CTFPlayer::Event_Killed(CTakeDamageInfo  const&)
+
64 CBaseEntity::IsAlive(void)
65 CTFPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
65 CTFPlayer::Event_Killed(CTakeDamageInfo  const&)
66 CBaseCombatCharacter::BloodColor(void)
+
66 CTFPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
67 CBaseEntity::IsTriggered(CBaseEntity*)
+
67 CBaseCombatCharacter::BloodColor(void)
68 CBaseEntity::IsNPC(void)const
+
68 CBaseEntity::IsTriggered(CBaseEntity*)
69 CBaseCombatCharacter::MyCombatCharacterPointer(void)
+
69 CBaseEntity::IsNPC(void)const
70 CBaseEntity::MyNextBotPointer(void)
+
70 CBaseCombatCharacter::MyCombatCharacterPointer(void)
71 CBaseEntity::GetDelay(void)
+
71 CBaseEntity::MyNextBotPointer(void)
72 CBaseEntity::IsMoving(void)
+
72 CBaseEntity::GetDelay(void)
73 CBaseEntity::DamageDecal(int,int)
+
73 CBaseEntity::IsMoving(void)
74 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
+
74 CBaseEntity::DamageDecal(int,int)
75 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
+
75 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
76 CBaseEntity::OnControls(CBaseEntity*)
+
76 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
77 CBaseEntity::HasTarget(string_t)
+
77 CBaseEntity::OnControls(CBaseEntity*)
78 CBasePlayer::IsPlayer(void)const
+
78 CBaseEntity::HasTarget(string_t)
79 CBasePlayer::IsNetClient(void)const
+
79 CBasePlayer::IsPlayer(void)const
80 CBaseEntity::IsTemplate(void)
+
80 CBasePlayer::IsNetClient(void)const
81 CBaseEntity::IsBaseObject(void)const
+
81 CBaseEntity::IsTemplate(void)
82 CBaseEntity::IsBaseTrain(void)const
+
82 CBaseEntity::IsBaseObject(void)const
83 CBaseEntity::IsBaseCombatWeapon(void)const
+
83 CBaseEntity::IsBaseTrain(void)const
84 CBaseEntity::IsWearable(void)const
+
84 CBaseEntity::IsBaseCombatWeapon(void)const
85 CBaseEntity::MyCombatWeaponPointer(void)
+
85 CBaseEntity::IsWearable(void)const
86 CBaseEntity::GetServerVehicle(void)
+
86 CBaseEntity::MyCombatWeaponPointer(void)
87 CBaseEntity::IsViewable(void)
+
87 CBaseEntity::GetServerVehicle(void)
88 CTFPlayer::ChangeTeam(int)
+
88 CBaseEntity::IsViewable(void)
89 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
+
89 CTFPlayer::ChangeTeam(int)
90 CBaseEntity::CanStandOn(CBaseEntity*)const
+
90 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
91 CBaseEntity::CanStandOn(edict_t *)const
+
91 CBaseEntity::CanStandOn(CBaseEntity*)const
92 CBaseEntity::GetEnemy(void)
+
92 CBaseEntity::CanStandOn(edict_t *)const
93 CBaseEntity::GetEnemy(void)const
+
93 CBaseEntity::GetEnemy(void)
94 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
+
94 CBaseEntity::GetEnemy(void)const
95 CBaseEntity::StartTouch(CBaseEntity*)
+
95 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
96 CTFPlayer::Touch(CBaseEntity *)
+
96 CBaseEntity::StartTouch(CBaseEntity*)
97 CBaseEntity::EndTouch(CBaseEntity*)
+
97 CTFPlayer::Touch(CBaseEntity *)
98 CBaseEntity::StartBlocked(CBaseEntity*)
+
98 CBaseEntity::EndTouch(CBaseEntity*)
99 CBaseEntity::Blocked(CBaseEntity*)
+
99 CBaseEntity::StartBlocked(CBaseEntity*)
100 CBaseEntity::EndBlocked(void)
+
100 CBaseEntity::Blocked(CBaseEntity*)
101 CBasePlayer::PhysicsSimulate(void)
+
101 CBaseEntity::EndBlocked(void)
102 CBasePlayer::UpdateOnRemove(void)
+
102 CBasePlayer::PhysicsSimulate(void)
103 CBaseEntity::StopLoopingSounds(void)
+
103 CTFPlayer::UpdateOnRemove(void)
104 CBaseEntity::SUB_AllowedToFade(void)
+
104 CBaseEntity::StopLoopingSounds(void)
105 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
+
105 CBaseEntity::SUB_AllowedToFade(void)
106 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
+
106 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
107 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
+
107 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
108 CBaseEntity::GetTracerAttachment(void)
+
108 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
109 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
+
109 CBaseEntity::GetTracerAttachment(void)
110 CBasePlayer::DoImpactEffect(CGameTrace &,int)
+
110 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
111 CBaseEntity::Respawn(void)
+
111 CBasePlayer::DoImpactEffect(CGameTrace &,int)
112 CBaseEntity::IsLockedByMaster(void)
+
112 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
113 CTFPlayer::GetMaxHealth(void)const
+
113 CBaseEntity::Respawn(void)
114 CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
114 CBaseEntity::IsLockedByMaster(void)
115 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
+
115 CTFPlayer::GetMaxHealth(void)const
116 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
116 CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
117 CBasePlayer::NetworkStateChanged_m_iHealth(void)
+
117 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
118 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
+
118 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
119 CBasePlayer::NetworkStateChanged_m_lifeState(void)
+
119 CBasePlayer::NetworkStateChanged_m_iHealth(void)
120 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
+
120 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
121 CBaseEntity::NetworkStateChanged_m_takedamage(void)
+
121 CBasePlayer::NetworkStateChanged_m_lifeState(void)
122 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
122 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
123 CBaseEntity::GetDamageType(void)const
+
123 CBaseEntity::NetworkStateChanged_m_takedamage(void)
124 CBaseEntity::GetDamage(void)
+
124 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
125 CBaseEntity::SetDamage(float)
+
125 CBaseEntity::GetDamageType(void)const
126 CBasePlayer::EyePosition(void)
+
126 CBaseEntity::GetDamage(void)
127 CBasePlayer::EyeAngles(void)
+
127 CBaseEntity::SetDamage(float)
128 CBasePlayer::LocalEyeAngles(void)
+
128 CBasePlayer::EyePosition(void)
129 CBaseEntity::EarPosition(void)
+
129 CBasePlayer::EyeAngles(void)
130 CBasePlayer::BodyTarget(Vector  const&,bool)
+
130 CBasePlayer::LocalEyeAngles(void)
131 CBaseEntity::HeadTarget(Vector  const&)
+
131 CBaseEntity::EarPosition(void)
132 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
+
132 CBasePlayer::BodyTarget(Vector  const&,bool)
133 CBaseEntity::GetViewOffset(void)const
+
133 CBaseEntity::HeadTarget(Vector  const&)
134 CBaseEntity::SetViewOffset(Vector  const&)
+
134 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
135 CBasePlayer::GetSmoothedVelocity(void)
+
135 CBaseEntity::GetViewOffset(void)const
136 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
136 CBaseEntity::SetViewOffset(Vector  const&)
137 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
+
137 CBasePlayer::GetSmoothedVelocity(void)
138 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
+
138 CBaseAnimating::GetVelocity(Vector *,Vector *)
139 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
+
139 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
140 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
140 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
141 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
141 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
142 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
142 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
143 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
+
143 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
144 CBaseEntity::Splash(void)
+
144 CBaseEntity::GetGroundVelocityToApply(Vector &)
145 CBaseEntity::WorldSpaceCenter(void)const
+
145 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
146 CBaseEntity::GetSoundEmissionOrigin(void)const
+
146 CBaseEntity::Splash(void)
147 CBaseEntity::CreateVPhysics(void)
+
147 CBaseEntity::WorldSpaceCenter(void)const
148 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
148 CBaseEntity::GetSoundEmissionOrigin(void)const
149 CBasePlayer::VPhysicsDestroyObject(void)
+
149 CTFPlayer::IsDeflectable(void)
150 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
150 CBaseEntity::Deflected(CBaseEntity*,Vector &)
151 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
151 CBaseEntity::CreateVPhysics(void)
152 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
152 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
153 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
153 CBasePlayer::VPhysicsDestroyObject(void)
154 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
154 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
155 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
155 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
156 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
156 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
157 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
157 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
158 CBaseEntity::VPhysicsIsFlesh(void)
+
158 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
159 CBaseEntity::HasPhysicsAttacker(float)
+
159 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
160 CBasePlayer::PhysicsSolidMaskForEntity(void)const
+
160 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
161 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
161 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
162 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
162 CBaseEntity::VPhysicsIsFlesh(void)
163 CBaseAnimating::GetStepOrigin(void)const
+
163 CBaseEntity::HasPhysicsAttacker(float)
164 CBaseAnimating::GetStepAngles(void)const
+
164 CBasePlayer::PhysicsSolidMaskForEntity(void)const
165 CBaseEntity::ShouldDrawWaterImpacts(void)
+
165 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
166 CBasePlayer::NetworkStateChanged_m_fFlags(void)
+
166 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
167 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
+
167 CBaseAnimating::GetStepOrigin(void)const
168 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
+
168 CBaseAnimating::GetStepAngles(void)const
169 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
169 CBaseEntity::ShouldDrawWaterImpacts(void)
170 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
+
170 CBasePlayer::NetworkStateChanged_m_fFlags(void)
171 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
171 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
172 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
+
172 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
173 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
173 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
174 CBasePlayer::NetworkStateChanged_m_flFriction(void)
+
174 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
175 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
175 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
176 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
+
176 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
177 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
177 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
178 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
+
178 CBasePlayer::NetworkStateChanged_m_flFriction(void)
179 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
179 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
180 CBaseAnimating::GetIdealSpeed(void)const
+
180 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
181 CBaseAnimating::GetIdealAccel(void)const
+
181 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
182 CBaseAnimatingOverlay::StudioFrameAdvance(void)
+
182 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
183 CBaseAnimating::IsActivityFinished(void)
+
183 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
184 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
+
184 CBaseAnimating::GetIdealSpeed(void)const
185 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
185 CBaseAnimating::GetIdealAccel(void)const
186 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
+
186 CBaseAnimatingOverlay::StudioFrameAdvance(void)
187 CBaseAnimating::IsRagdoll(void)
+
187 CBaseAnimating::IsActivityFinished(void)
188 CBaseAnimating::CanBecomeRagdoll(void)
+
188 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
189 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
189 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
190 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
190 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
191 CBaseAnimating::SetupBones(matrix3x4_t *,int)
+
191 CBaseAnimating::IsRagdoll(void)
192 CBaseAnimating::CalculateIKLocks(float)
+
192 CBaseAnimating::CanBecomeRagdoll(void)
193 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
193 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
194 CBasePlayer::HandleAnimEvent(animevent_t *)
+
194 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
195 CBaseAnimating::PopulatePoseParameters(void)
+
195 CBaseAnimating::SetupBones(matrix3x4_t *,int)
196 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
196 CBaseAnimating::CalculateIKLocks(float)
197 CBaseAnimating::InitBoneControllers(void)
+
197 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
198 CBaseAnimating::GetGroundSpeedVelocity(void)
+
198 CBasePlayer::HandleAnimEvent(animevent_t *)
199 CBaseAnimating::Ignite(float,bool,float,bool)
+
199 CBaseAnimating::PopulatePoseParameters(void)
200 CBaseAnimating::IgniteLifetime(float)
+
200 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
201 CBaseAnimating::IgniteNumHitboxFires(int)
+
201 CBaseAnimating::InitBoneControllers(void)
202 CBaseAnimating::IgniteHitboxFireScale(float)
+
202 CBaseAnimating::GetGroundSpeedVelocity(void)
203 CBaseAnimating::Extinguish(void)
+
203 CBaseAnimating::Ignite(float,bool,float,bool)
204 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
204 CBaseAnimating::IgniteLifetime(float)
205 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
205 CBaseAnimating::IgniteNumHitboxFires(int)
206 CBaseFlex::SetViewtarget(Vector  const&)
+
206 CBaseAnimating::IgniteHitboxFireScale(float)
207 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
207 CBaseAnimating::Extinguish(void)
208 CBaseFlex::ProcessSceneEvents(void)
+
208 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
209 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
209 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
210 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
210 CBaseFlex::SetViewtarget(Vector  const&)
211 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
211 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
212 CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
+
212 CBaseFlex::ProcessSceneEvents(void)
213 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
+
213 CTFPlayer::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
214 CBasePlayer::GetPhysicsImpactDamageTable(void)
+
214 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
215 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
215 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
216 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
216 CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
217 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
217 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
218 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
218 CBasePlayer::GetPhysicsImpactDamageTable(void)
219 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
219 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
220 CBaseCombatCharacter::FindMissTarget(void)
+
220 CBaseCombatCharacter::FInViewCone(Vector  const&)
221 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
+
221 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
222 CBasePlayer::BodyAngles(void)
+
222 CBaseCombatCharacter::FInAimCone(Vector  const&)
223 CBaseCombatCharacter::BodyDirection2D(void)
+
223 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
224 CBaseCombatCharacter::BodyDirection3D(void)
+
224 CBaseCombatCharacter::FindMissTarget(void)
225 CBaseCombatCharacter::HeadDirection2D(void)
+
225 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
226 CBaseCombatCharacter::HeadDirection3D(void)
+
226 CBasePlayer::BodyAngles(void)
227 CBaseCombatCharacter::EyeDirection2D(void)
+
227 CBaseCombatCharacter::BodyDirection2D(void)
228 CBaseCombatCharacter::EyeDirection3D(void)
+
228 CBaseCombatCharacter::BodyDirection3D(void)
229 CTFPlayer::GiveAmmo(int,int,bool)
+
229 CBaseCombatCharacter::HeadDirection2D(void)
230 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
230 CBaseCombatCharacter::HeadDirection3D(void)
231 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
231 CBaseCombatCharacter::EyeDirection2D(void)
232 CTFPlayer::Weapon_FrameUpdate(void)
+
232 CBaseCombatCharacter::EyeDirection3D(void)
233 CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
+
233 CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
234 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
+
234 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
235 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
+
235 CBaseCombatCharacter::IsHiddenByFog(float)const
236 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
236 CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
237 CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
237 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
238 CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
+
238 CBaseCombatCharacter::GetFogObscuredRatio(float)const
239 CBasePlayer::Weapon_ShootPosition(void)
+
239 CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
240 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
240 CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
241 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
241 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
242 CBaseCombatCharacter::Weapon_GetSlot(int)const
+
242 CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
243 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
243 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
244 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
244 CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
245 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
+
245 CTFPlayer::GiveAmmo(int,int,bool)
246 CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
246 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
247 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
247 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
248 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
248 CTFPlayer::Weapon_FrameUpdate(void)
249 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
249 CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
250 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
+
250 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
251 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
251 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
252 CBaseCombatCharacter::GetDeathActivity(void)
+
252 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
253 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
+
253 CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
254 CBaseCombatCharacter::CorpseFade(void)
+
254 CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
255 CBaseCombatCharacter::HasHumanGibs(void)
+
255 CBasePlayer::Weapon_ShootPosition(void)
256 CBaseCombatCharacter::HasAlienGibs(void)
+
256 CTFPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
257 CTFPlayer::ShouldGib(CTakeDamageInfo  const&)
+
257 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
258 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
258 CBaseCombatCharacter::Weapon_GetSlot(int)const
259 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
+
259 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
260 CBasePlayer::Event_Dying(void)
+
260 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
261 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
+
261 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
262 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
262 CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
263 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
+
263 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
264 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector  const&,int,int,float,bool)
+
264 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
265 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector const&,Vector  const&,Vector  const&,int,int,float,bool)
+
265 CBaseCombatCharacter::GetAliveDuration(void)const
266 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
266 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
267 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
267 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
268 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
268 CBaseCombatCharacter::HasEverBeenInjured(int)const
269 CBasePlayer::IsInAVehicle(void)const
+
269 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
270 CBasePlayer::GetVehicle(void)
+
270 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo const&)
271 CBasePlayer::GetVehicleEntity(void)
+
271 CBaseCombatCharacter::GetDeathActivity(void)
272 CBaseCombatCharacter::ExitVehicle(void)
+
272 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
273 CTFPlayer::RemoveAllWeapons(void)
+
273 CBaseCombatCharacter::CorpseFade(void)
274 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
+
274 CBaseCombatCharacter::HasHumanGibs(void)
275 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
275 CBaseCombatCharacter::HasAlienGibs(void)
276 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
276 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
277 CBasePlayer::DoMuzzleFlash(void)
+
277 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
278 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
278 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
279 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
279 CBasePlayer::Event_Dying(CTakeDamageInfo  const&)
280 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
280 CBaseCombatCharacter::Event_Dying(void)
281 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
281 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
282 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
+
282 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
283 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
283 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
284 CTFPlayer::CreateViewModel(int)
+
284 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
285 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
285 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
286 CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
+
286 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
287 CBasePlayer::SharedSpawn(void)
+
287 CBaseCombatCharacter::IRelationType(CBaseEntity *)
288 CTFPlayer::ForceRespawn(void)
+
288 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
289 CTFPlayer::InitialSpawn(void)
+
289 CBasePlayer::IsInAVehicle(void)const
290 CBasePlayer::InitHUD(void)
+
290 CBasePlayer::GetVehicle(void)
291 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
291 CBasePlayer::GetVehicleEntity(void)
292 CTFPlayer::PlayerDeathThink(void)
+
292 CBaseCombatCharacter::ExitVehicle(void)
293 CBasePlayer::Jump(void)
+
293 CTFPlayer::RemoveAllWeapons(void)
294 CBasePlayer::Duck(void)
+
294 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
295 CTFPlayer::PreThink(void)
+
295 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
296 CTFPlayer::PostThink(void)
+
296 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
297 CTFPlayer::DamageEffect(float,int)
+
297 CBasePlayer::DoMuzzleFlash(void)
298 CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
+
298 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
299 CBasePlayer::ShouldFadeOnDeath(void)
+
299 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
300 CBasePlayer::IsFakeClient(void)const
+
300 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
301 CBasePlayer::GetPlayerMins(void)const
+
301 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
302 CBasePlayer::GetPlayerMaxs(void)const
+
302 CBaseCombatCharacter::GetLastKnownArea(void)const
303 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
+
303 CBaseCombatCharacter::IsAreaTraversable(CNavArea const*)const
304 CBasePlayer::PackDeadPlayerItems(void)
+
304 CBaseCombatCharacter::ClearLastKnownArea(void)
305 CTFPlayer::RemoveAllItems(bool)
+
305 CBaseCombatCharacter::UpdateLastKnownArea(void)
306 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
306 CTFPlayer::OnNavAreaChanged(CNavArea *,CNavArea *)
307 CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
307 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
308 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
308 CBaseCombatCharacter::OnPursuedBy(INextBot *)
309 CBasePlayer::UpdateClientData(void)
+
309 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
310 CBasePlayer::ExitLadder(void)
+
310 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
311 CBasePlayer::GetLadderSurface(Vector  const&)
+
311 CTFPlayer::CreateViewModel(int)
312 CBasePlayer::SetFlashlightEnabled(bool)
+
312 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
313 CTFPlayer::FlashlightIsOn(void)
+
313 CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
314 CTFPlayer::FlashlightTurnOn(void)
+
314 CBasePlayer::SharedSpawn(void)
315 CTFPlayer::FlashlightTurnOff(void)
+
315 CTFPlayer::ForceRespawn(void)
316 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
316 CTFPlayer::InitialSpawn(void)
317 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
+
317 CBasePlayer::InitHUD(void)
318 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
318 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
319 CTFPlayer::GetStepSoundVelocities(float *,float *)
+
319 CTFPlayer::PlayerDeathThink(void)
320 CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
+
320 CBasePlayer::Jump(void)
321 CTFPlayer::DeathSound(CTakeDamageInfo  const&)
+
321 CBasePlayer::Duck(void)
322 CTFPlayer::SetAnimation(PLAYER_ANIM)
+
322 CTFPlayer::PreThink(void)
323 CBasePlayer::ImpulseCommands(void)
+
323 CTFPlayer::PostThink(void)
324 CTFPlayer::CheatImpulseCommands(int)
+
324 CTFPlayer::DamageEffect(float,int)
325 CTFPlayer::ClientCommand(CCommand const&)
+
325 CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
326 CBasePlayer::StartObserverMode(int)
+
326 CBasePlayer::ShouldFadeOnDeath(void)
327 CBasePlayer::StopObserverMode(void)
+
327 CBasePlayer::IsFakeClient(void)const
328 CTFPlayer::ModeWantsSpectatorGUI(int)
+
328 CBasePlayer::GetPlayerMins(void)const
329 CTFPlayer::SetObserverMode(int)
+
329 CBasePlayer::GetPlayerMaxs(void)const
330 CBasePlayer::GetObserverMode(void)
+
330 CBasePlayer::CalcRoll(QAngle  const&,Vector const&,float,float)
331 CTFPlayer::SetObserverTarget(CBaseEntity *)
+
331 CBasePlayer::PackDeadPlayerItems(void)
332 CBasePlayer::ObserverUse(bool)
+
332 CTFPlayer::RemoveAllItems(bool)
333 CBasePlayer::GetObserverTarget(void)
+
333 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
334 CTFPlayer::FindNextObserverTarget(bool)
+
334 CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
335 CTFPlayer::GetNextObserverSearchStartPoint(bool)
+
335 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
336 CTFPlayer::IsValidObserverTarget(CBaseEntity *)
+
336 CTFPlayer::OnMyWeaponFired(CBaseCombatWeapon *)
337 CTFPlayer::CheckObserverSettings(void)
+
337 CBasePlayer::GetTimeSinceWeaponFired(void)const
338 CBasePlayer::JumptoPosition(Vector const&,QAngle const&)
+
338 CBasePlayer::IsFiringWeapon(void)const
339 CBasePlayer::ForceObserverMode(int)
+
339 CBasePlayer::UpdateClientData(void)
340 CBasePlayer::ResetObserverMode(void)
+
340 CBasePlayer::ExitLadder(void)
341 CTFPlayer::ValidateCurrentObserverTarget(void)
+
341 CBasePlayer::GetLadderSurface(Vector  const&)
342 CTFPlayer::AttemptToExitFreezeCam(void)
+
342 CBasePlayer::SetFlashlightEnabled(bool)
343 CBasePlayer::StartReplayMode(float,float,int)
+
343 CTFPlayer::FlashlightIsOn(void)
344 CBasePlayer::StopReplayMode(void)
+
344 CTFPlayer::FlashlightTurnOn(void)
345 CBasePlayer::GetDelayTicks(void)
+
345 CTFPlayer::FlashlightTurnOff(void)
346 CBasePlayer::GetReplayEntity(void)
+
346 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
347 CBasePlayer::CreateCorpse(void)
+
347 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
348 CTFPlayer::EntSelectSpawnPoint(void)
+
348 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
349 CBasePlayer::GetInVehicle(IServerVehicle *,int)
+
349 CTFPlayer::GetStepSoundVelocities(float *,float *)
350 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
+
350 CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
351 CBasePlayer::OnVehicleStart(void)
+
351 CTFPlayer::DeathSound(CTakeDamageInfo  const&)
352 CBasePlayer::OnVehicleEnd(Vector &)
+
352 CTFPlayer::SetAnimation(PLAYER_ANIM)
353 CTFPlayer::BumpWeapon(CBaseCombatWeapon *)
+
353 CBasePlayer::ImpulseCommands(void)
354 CBasePlayer::SelectLastItem(void)
+
354 CTFPlayer::CheatImpulseCommands(int)
355 CBasePlayer::SelectItem(char  const*,int)
+
355 CTFPlayer::ClientCommand(CCommand  const&)
356 CTFPlayer::ItemPostFrame(void)
+
356 CBasePlayer::StartObserverMode(int)
357 CBasePlayer::GiveNamedItem(char  const*,int)
+
357 CBasePlayer::StopObserverMode(void)
358 CBasePlayer::CheckTrainUpdate(void)
+
358 CTFPlayer::ModeWantsSpectatorGUI(int)
359 CBasePlayer::SetPlayerUnderwater(bool)
+
359 CTFPlayer::SetObserverMode(int)
360 CBasePlayer::CanBreatheUnderwater(void)const
+
360 CBasePlayer::GetObserverMode(void)
361 CBasePlayer::PlayerUse(void)
+
361 CTFPlayer::SetObserverTarget(CBaseEntity *)
362 CBasePlayer::PlayUseDenySound(void)
+
362 CBasePlayer::ObserverUse(bool)
363 CBasePlayer::FindUseEntity(void)
+
363 CBasePlayer::GetObserverTarget(void)
364 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
364 CTFPlayer::FindNextObserverTarget(bool)
365 CBasePlayer::PickupObject(CBaseEntity *,bool)
+
365 CTFPlayer::GetNextObserverSearchStartPoint(bool)
366 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
366 CTFPlayer::IsValidObserverTarget(CBaseEntity *)
367 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
+
367 CTFPlayer::CheckObserverSettings(void)
368 CBasePlayer::UpdateGeigerCounter(void)
+
368 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
369 CBasePlayer::GetAutoaimVector(float)
+
369 CBasePlayer::ForceObserverMode(int)
370 CBasePlayer::GetAutoaimVector(float,float)
+
370 CBasePlayer::ResetObserverMode(void)
371 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
+
371 CTFPlayer::ValidateCurrentObserverTarget(void)
372 CBasePlayer::ShouldAutoaim(void)
+
372 CTFPlayer::AttemptToExitFreezeCam(void)
373 CBasePlayer::ForceClientDllUpdate(void)
+
373 CBasePlayer::StartReplayMode(float,float,int)
374 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
374 CBasePlayer::StopReplayMode(void)
375 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
375 CBasePlayer::GetDelayTicks(void)
376 CTFPlayer::ChangeTeam(int,bool,bool)
+
376 CBasePlayer::GetReplayEntity(void)
377 CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
+
377 CBasePlayer::CreateCorpse(void)
378 CBaseMultiplayerPlayer::CanSpeak(void)
+
378 CTFPlayer::EntSelectSpawnPoint(void)
379 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
379 CBasePlayer::GetInVehicle(IServerVehicle *,int)
380 CBasePlayer::CheckChatText(char *,int)
+
380 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
381 CTFPlayer::CreateRagdollEntity(void)
+
381 CBasePlayer::OnVehicleStart(void)
382 CTFPlayer::ShouldAnnounceAchievement(void)
+
382 CBasePlayer::OnVehicleEnd(Vector &)
383 CBasePlayer::EquipWearable(CWearableItem *)
+
383 CTFPlayer::BumpWeapon(CBaseCombatWeapon *)
384 CBasePlayer::RemoveWearable(CWearableItem *)
+
384 CBasePlayer::SelectLastItem(void)
385 CBasePlayer::IsFollowingPhysics(void)
+
385 CBasePlayer::SelectItem(char  const*,int)
386 CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
+
386 CTFPlayer::ItemPostFrame(void)
387 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
+
387 CBasePlayer::GiveNamedItem(char  const*,int)
388 CBasePlayer::Hints(void)
+
388 CBasePlayer::CheckTrainUpdate(void)
389 CTFPlayer::IsReadyToPlay(void)
+
389 CBasePlayer::SetPlayerUnderwater(bool)
390 CTFPlayer::IsReadyToSpawn(void)
+
390 CBasePlayer::CanBreatheUnderwater(void)const
391 CTFPlayer::ShouldGainInstantSpawn(void)
+
391 CTFPlayer::PlayerUse(void)
392 CTFPlayer::ResetPerRoundStats(void)
+
392 CBasePlayer::PlayUseDenySound(void)
393 CTFPlayer::ResetScores(void)
+
393 CBasePlayer::FindUseEntity(void)
394 CBasePlayer::EquipSuit(bool)
+
394 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
395 CBasePlayer::RemoveSuit(void)
+
395 CBasePlayer::PickupObject(CBaseEntity *,bool)
396 CTFPlayer::CommitSuicide(bool,bool)
+
396 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
397 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
+
397 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
398 CBasePlayer::IsBot(void)const
+
398 CBasePlayer::UpdateGeigerCounter(void)
399 CBaseMultiplayerPlayer::GetExpresser(void)
+
399 CBasePlayer::GetAutoaimVector(float)
400 CBasePlayer::SpawnArmorValue(void)const
+
400 CBasePlayer::GetAutoaimVector(float,float)
401 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
401 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
402 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
402 CBasePlayer::ShouldAutoaim(void)
403 CBasePlayer::HasHaptics(void)
+
403 CBasePlayer::ForceClientDllUpdate(void)
404 CBasePlayer::SetHaptics(bool)
+
404 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
405 CBasePlayer::PlayerSolidMask(bool)const
+
405 CTFPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
406 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
+
406 CTFPlayer::ChangeTeam(int,bool,bool)
407 CAI_ExpresserHost<CBasePlayer>::Speak(char const*,char  const*,char *,unsigned int,IRecipientFilter *)
+
407 CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
408 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
+
408 CBaseMultiplayerPlayer::CanSpeak(void)
409 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
+
409 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
410 CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
+
410 CBasePlayer::CheckChatText(char *,int)
411 CTFPlayer::CanSpeakVoiceCommand(void)
+
411 CTFPlayer::CreateRagdollEntity(void)
412 CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
+
412 CTFPlayer::ShouldAnnounceAchievement(void)
413 CTFPlayer::NoteSpokeVoiceCommand(char const*)
+
413 CBasePlayer::EquipWearable(CWearableItem *)
414 CTFPlayer::OnAchievementEarned(int)
+
414 CBasePlayer::RemoveWearable(CWearableItem *)
415 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
+
415 CBasePlayer::IsFollowingPhysics(void)
416 CTFPlayer::CalculateTeamBalanceScore(void)
+
416 CBasePlayer::InitVCollision(Vector  const&,Vector const&)
417 CBaseMultiplayerPlayer::CreateExpresser(void)
+
417 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
418 CTFPlayer::DetermineAssistForKill(CTFPlayer*)
+
418 CBasePlayer::Hints(void)
419 CTFPlayer::SetNumberofDominations(int)
+
419 CTFPlayer::IsReadyToPlay(void)
420 CTFPlayer::GetNumberofDominations(void)
+
420 CTFPlayer::IsReadyToSpawn(void)
421 CTFPlayer::GetAttributeManager(void)
+
421 CTFPlayer::ShouldGainInstantSpawn(void)
422 CTFPlayer::GetAttributeContainer(void)
+
422 CTFPlayer::ResetPerRoundStats(void)
423 CTFPlayer::GetAttributeOwner(void)
+
423 CTFPlayer::ResetScores(void)
424 CTFPlayer::ReapplyProvision(void)
+
424 CBasePlayer::EquipSuit(bool)
425 CTFPlayer::InventoryUpdated(CPlayerInventory *,EItemRequestResult)
+
425 CBasePlayer::RemoveSuit(void)
426 CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *,bool)
+
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)