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

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This comes from the symbol tables, so you'll have to look in the SDK for return types.
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
  
<b>Last Updated 7 October 2010</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 The offsets below may be outdated.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
 
// Auto reconstructed from vtable block @ 0x00DCCF20

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Note: The offsets below may be outdated.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)