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

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m (Updated CTFPlayer offsets - goldrush map and medic update)
Line 6: Line 6:
 
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 23 December 2007</b>
+
<b>Last Updated 29 April 2008</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00BD4840
+
// Auto reconstructed from vtable block @ 0x00D14E80
 
// from "server_i486.so", by ida_vtables.idc
 
// from "server_i486.so", by ida_vtables.idc
 
0 CTFPlayer::~CTFPlayer()
 
0 CTFPlayer::~CTFPlayer()
Line 91: Line 91:
 
78 CBaseEntity::IsTemplate(void)
 
78 CBaseEntity::IsTemplate(void)
 
79 CBaseEntity::IsBaseObject(void)const
 
79 CBaseEntity::IsBaseObject(void)const
80 CBaseEntity::GetServerVehicle(void)
+
80 CBaseEntity::IsBaseTrain(void)const
81 CBaseEntity::IsViewable(void)
+
81 CBaseEntity::GetServerVehicle(void)
82 CTFPlayer::ChangeTeam(int)
+
82 CBaseEntity::IsViewable(void)
83 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
+
83 CTFPlayer::ChangeTeam(int)
84 CBaseEntity::CanStandOn(CBaseEntity*)const
+
84 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
85 CBaseEntity::CanStandOn(edict_t *)const
+
85 CBaseEntity::CanStandOn(CBaseEntity*)const
86 CBaseEntity::GetEnemy(void)
+
86 CBaseEntity::CanStandOn(edict_t *)const
87 CBaseEntity::GetEnemy(void)const
+
87 CBaseEntity::GetEnemy(void)
88 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
+
88 CBaseEntity::GetEnemy(void)const
89 CBaseEntity::StartTouch(CBaseEntity*)
+
89 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
90 CTFPlayer::Touch(CBaseEntity *)
+
90 CBaseEntity::StartTouch(CBaseEntity*)
91 CBaseEntity::EndTouch(CBaseEntity*)
+
91 CTFPlayer::Touch(CBaseEntity *)
92 CBaseEntity::StartBlocked(CBaseEntity*)
+
92 CBaseEntity::EndTouch(CBaseEntity*)
93 CBaseEntity::Blocked(CBaseEntity*)
+
93 CBaseEntity::StartBlocked(CBaseEntity*)
94 CBaseEntity::EndBlocked(void)
+
94 CBaseEntity::Blocked(CBaseEntity*)
95 CBasePlayer::PhysicsSimulate(void)
+
95 CBaseEntity::EndBlocked(void)
96 CBasePlayer::UpdateOnRemove(void)
+
96 CBasePlayer::PhysicsSimulate(void)
97 CBaseEntity::StopLoopingSounds(void)
+
97 CBasePlayer::UpdateOnRemove(void)
98 CBaseEntity::SUB_AllowedToFade(void)
+
98 CBaseEntity::StopLoopingSounds(void)
99 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
+
99 CBaseEntity::SUB_AllowedToFade(void)
100 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
+
100 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
101 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
+
101 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
102 CBaseEntity::GetTracerAttachment(void)
+
102 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
103 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
+
103 CBaseEntity::GetTracerAttachment(void)
104 CBasePlayer::DoImpactEffect(CGameTrace &,int)
+
104 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
105 CBaseEntity::Respawn(void)
+
105 CBasePlayer::DoImpactEffect(CGameTrace &,int)
106 CBaseEntity::IsLockedByMaster(void)
+
106 CBaseEntity::Respawn(void)
107 CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
107 CBaseEntity::IsLockedByMaster(void)
108 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
+
108 CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
109 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
109 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
110 CBasePlayer::NetworkStateChanged_m_iHealth(void)
+
110 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
111 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
+
111 CBasePlayer::NetworkStateChanged_m_iHealth(void)
112 CBasePlayer::NetworkStateChanged_m_lifeState(void)
+
112 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
113 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
+
113 CBasePlayer::NetworkStateChanged_m_lifeState(void)
114 CBaseEntity::NetworkStateChanged_m_takedamage(void)
+
114 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
115 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
115 CBaseEntity::NetworkStateChanged_m_takedamage(void)
116 CBaseEntity::GetDamageType(void)const
+
116 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
117 CBaseEntity::GetDamage(void)
+
117 CBaseEntity::GetDamageType(void)const
118 CBaseEntity::SetDamage(float)
+
118 CBaseEntity::GetDamage(void)
119 CBasePlayer::EyePosition(void)
+
119 CBaseEntity::SetDamage(float)
120 CBasePlayer::EyeAngles(void)
+
120 CBasePlayer::EyePosition(void)
121 CBasePlayer::LocalEyeAngles(void)
+
121 CBasePlayer::EyeAngles(void)
122 CBaseEntity::EarPosition(void)
+
122 CBasePlayer::LocalEyeAngles(void)
123 CBasePlayer::BodyTarget(Vector  const&,bool)
+
123 CBaseEntity::EarPosition(void)
124 CBaseEntity::HeadTarget(Vector  const&)
+
124 CBasePlayer::BodyTarget(Vector  const&,bool)
125 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
+
125 CBaseEntity::HeadTarget(Vector  const&)
126 CBaseEntity::GetViewOffset(void)
+
126 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
127 CBasePlayer::GetSmoothedVelocity(void)
+
127 CBaseEntity::GetViewOffset(void)
128 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
128 CBasePlayer::GetSmoothedVelocity(void)
129 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
+
129 CBaseAnimating::GetVelocity(Vector *,Vector *)
130 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
+
130 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
131 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
+
131 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
132 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
132 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
133 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
133 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
134 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
134 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
135 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
+
135 CBaseEntity::GetGroundVelocityToApply(Vector &)
136 CBaseEntity::Splash(void)
+
136 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
137 CBaseEntity::WorldSpaceCenter(void)const
+
137 CBaseEntity::Splash(void)
138 CBaseEntity::GetSoundEmissionOrigin(void)const
+
138 CBaseEntity::WorldSpaceCenter(void)const
139 CBaseEntity::CreateVPhysics(void)
+
139 CBaseEntity::GetSoundEmissionOrigin(void)const
140 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
140 CBaseEntity::CreateVPhysics(void)
141 CBasePlayer::VPhysicsDestroyObject(void)
+
141 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
142 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
142 CBasePlayer::VPhysicsDestroyObject(void)
143 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
143 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
144 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
144 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
145 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
145 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
146 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
146 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
147 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
147 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
148 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
148 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
149 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
149 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
150 CBaseEntity::VPhysicsIsFlesh(void)
+
150 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
151 CBaseEntity::HasPhysicsAttacker(float)
+
151 CBaseEntity::VPhysicsIsFlesh(void)
152 CBasePlayer::PhysicsSolidMaskForEntity(void)const
+
152 CBaseEntity::HasPhysicsAttacker(float)
153 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
153 CBasePlayer::PhysicsSolidMaskForEntity(void)const
154 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
154 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
155 CBaseAnimating::GetStepOrigin(void)const
+
155 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
156 CBaseAnimating::GetStepAngles(void)const
+
156 CBaseAnimating::GetStepOrigin(void)const
157 CBaseEntity::ShouldDrawWaterImpacts(void)
+
157 CBaseAnimating::GetStepAngles(void)const
158 CBasePlayer::NetworkStateChanged_m_fFlags(void)
+
158 CBaseEntity::ShouldDrawWaterImpacts(void)
159 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
+
159 CBasePlayer::NetworkStateChanged_m_fFlags(void)
160 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
+
160 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
161 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
161 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
162 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
+
162 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
163 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
163 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
164 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
+
164 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
165 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
165 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
166 CBasePlayer::NetworkStateChanged_m_flFriction(void)
+
166 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
167 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
167 CBasePlayer::NetworkStateChanged_m_flFriction(void)
168 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
+
168 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
169 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
169 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
170 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
+
170 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
171 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
171 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
172 CBaseAnimating::GetIdealSpeed(void)const
+
172 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
173 CBaseAnimating::GetIdealAccel(void)const
+
173 CBaseAnimating::GetIdealSpeed(void)const
174 CBaseAnimatingOverlay::StudioFrameAdvance(void)
+
174 CBaseAnimating::GetIdealAccel(void)const
175 CBaseAnimating::IsActivityFinished(void)
+
175 CBaseAnimatingOverlay::StudioFrameAdvance(void)
176 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
+
176 CBaseAnimating::IsActivityFinished(void)
177 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
177 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
178 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
+
178 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
179 CBaseAnimating::IsRagdoll(void)
+
179 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
180 CBaseAnimating::CanBecomeRagdoll(void)
+
180 CBaseAnimating::IsRagdoll(void)
181 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
181 CBaseAnimating::CanBecomeRagdoll(void)
182 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
182 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
183 CBaseAnimating::SetupBones(matrix3x4_t *,int)
+
183 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
184 CBaseAnimating::CalculateIKLocks(float)
+
184 CBaseAnimating::SetupBones(matrix3x4_t *,int)
185 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
185 CBaseAnimating::CalculateIKLocks(float)
186 CBasePlayer::HandleAnimEvent(animevent_t *)
+
186 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
187 CBaseAnimating::PopulatePoseParameters(void)
+
187 CBasePlayer::HandleAnimEvent(animevent_t *)
188 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
188 CBaseAnimating::PopulatePoseParameters(void)
189 CBaseAnimating::InitBoneControllers(void)
+
189 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
190 CBaseAnimating::GetGroundSpeedVelocity(void)
+
190 CBaseAnimating::InitBoneControllers(void)
191 CBaseAnimating::Ignite(float,bool,float,bool)
+
191 CBaseAnimating::GetGroundSpeedVelocity(void)
192 CBaseAnimating::IgniteLifetime(float)
+
192 CBaseAnimating::Ignite(float,bool,float,bool)
193 CBaseAnimating::IgniteNumHitboxFires(int)
+
193 CBaseAnimating::IgniteLifetime(float)
194 CBaseAnimating::IgniteHitboxFireScale(float)
+
194 CBaseAnimating::IgniteNumHitboxFires(int)
195 CBaseAnimating::Extinguish(void)
+
195 CBaseAnimating::IgniteHitboxFireScale(float)
196 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
196 CBaseAnimating::Extinguish(void)
197 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
197 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
198 CBaseFlex::SetViewtarget(Vector  const&)
+
198 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
199 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
199 CBaseFlex::SetViewtarget(Vector  const&)
200 CBaseFlex::ProcessSceneEvents(void)
+
200 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
201 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
201 CBaseFlex::ProcessSceneEvents(void)
202 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
202 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
203 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
203 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
204 CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
+
204 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
205 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
+
205 CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
206 CBasePlayer::GetPhysicsImpactDamageTable(void)
+
206 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
207 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
207 CBasePlayer::GetPhysicsImpactDamageTable(void)
208 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
208 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
209 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
209 CBaseCombatCharacter::FInViewCone(Vector  const&)
210 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
210 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
211 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
211 CBaseCombatCharacter::FInAimCone(Vector  const&)
212 CBaseCombatCharacter::FindMissTarget(void)
+
212 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
213 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
+
213 CBaseCombatCharacter::FindMissTarget(void)
214 CBasePlayer::BodyAngles(void)
+
214 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
215 CBaseCombatCharacter::BodyDirection2D(void)
+
215 CBasePlayer::BodyAngles(void)
216 CBaseCombatCharacter::BodyDirection3D(void)
+
216 CBaseCombatCharacter::BodyDirection2D(void)
217 CBaseCombatCharacter::HeadDirection2D(void)
+
217 CBaseCombatCharacter::BodyDirection3D(void)
218 CBaseCombatCharacter::HeadDirection3D(void)
+
218 CBaseCombatCharacter::HeadDirection2D(void)
219 CBaseCombatCharacter::EyeDirection2D(void)
+
219 CBaseCombatCharacter::HeadDirection3D(void)
220 CBaseCombatCharacter::EyeDirection3D(void)
+
220 CBaseCombatCharacter::EyeDirection2D(void)
221 CTFPlayer::GiveAmmo(int,int,bool)
+
221 CBaseCombatCharacter::EyeDirection3D(void)
222 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
222 CTFPlayer::GiveAmmo(int,int,bool)
223 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
223 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
224 CTFPlayer::Weapon_FrameUpdate(void)
+
224 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
225 CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
+
225 CTFPlayer::Weapon_FrameUpdate(void)
226 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
+
226 CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
227 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
+
227 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
228 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
228 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
229 CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
229 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
230 CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
+
230 CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
231 CBasePlayer::Weapon_ShootPosition(void)
+
231 CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
232 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
232 CBasePlayer::Weapon_ShootPosition(void)
233 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
233 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
234 CBaseCombatCharacter::Weapon_GetSlot(int)const
+
234 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
235 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
235 CBaseCombatCharacter::Weapon_GetSlot(int)const
236 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
236 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
237 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
+
237 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
238 CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
238 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
239 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
239 CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
240 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
240 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
241 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
241 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
242 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
+
242 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
243 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
243 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
244 CBaseCombatCharacter::GetDeathActivity(void)
+
244 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
245 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
+
245 CBaseCombatCharacter::GetDeathActivity(void)
246 CBaseCombatCharacter::CorpseFade(void)
+
246 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
247 CBaseCombatCharacter::HasHumanGibs(void)
+
247 CBaseCombatCharacter::CorpseFade(void)
248 CBaseCombatCharacter::HasAlienGibs(void)
+
248 CBaseCombatCharacter::HasHumanGibs(void)
249 CTFPlayer::ShouldGib(CTakeDamageInfo  const&)
+
249 CBaseCombatCharacter::HasAlienGibs(void)
250 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
250 CTFPlayer::ShouldGib(CTakeDamageInfo  const&)
251 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
+
251 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
252 CBasePlayer::Event_Dying(void)
+
252 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
253 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
+
253 CBasePlayer::Event_Dying(void)
254 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
254 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
255 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
+
255 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
256 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
+
256 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
257 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
+
257 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
258 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
258 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
259 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
259 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
260 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
260 CBaseCombatCharacter::IRelationType(CBaseEntity *)
261 CBasePlayer::IsInAVehicle(void)const
+
261 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
262 CBasePlayer::GetVehicle(void)
+
262 CBasePlayer::IsInAVehicle(void)const
263 CBasePlayer::GetVehicleEntity(void)
+
263 CBasePlayer::GetVehicle(void)
264 CBaseCombatCharacter::ExitVehicle(void)
+
264 CBasePlayer::GetVehicleEntity(void)
265 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
+
265 CBaseCombatCharacter::ExitVehicle(void)
266 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
266 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
267 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
267 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
268 CBasePlayer::DoMuzzleFlash(void)
+
268 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
269 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
269 CBasePlayer::DoMuzzleFlash(void)
270 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
270 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
271 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
271 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
272 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
272 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
273 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
+
273 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
274 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
274 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
275 CTFPlayer::CreateViewModel(int)
+
275 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
276 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
276 CTFPlayer::CreateViewModel(int)
277 CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
+
277 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
278 CBasePlayer::SharedSpawn(void)
+
278 CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
279 CTFPlayer::ForceRespawn(void)
+
279 CBasePlayer::SharedSpawn(void)
280 CTFPlayer::InitialSpawn(void)
+
280 CTFPlayer::ForceRespawn(void)
281 CBasePlayer::InitHUD(void)
+
281 CTFPlayer::InitialSpawn(void)
282 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
282 CBasePlayer::InitHUD(void)
283 CTFPlayer::PlayerDeathThink(void)
+
283 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
284 CBasePlayer::Jump(void)
+
284 CTFPlayer::PlayerDeathThink(void)
285 CBasePlayer::Duck(void)
+
285 CBasePlayer::Jump(void)
286 CTFPlayer::PreThink(void)
+
286 CBasePlayer::Duck(void)
287 CTFPlayer::PostThink(void)
+
287 CTFPlayer::PreThink(void)
288 CTFPlayer::DamageEffect(float,int)
+
288 CTFPlayer::PostThink(void)
289 CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
+
289 CTFPlayer::DamageEffect(float,int)
290 CBasePlayer::ShouldFadeOnDeath(void)
+
290 CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
291 CBasePlayer::IsFakeClient(void)const
+
291 CBasePlayer::ShouldFadeOnDeath(void)
292 CBasePlayer::GetPlayerMins(void)const
+
292 CBasePlayer::IsFakeClient(void)const
293 CBasePlayer::GetPlayerMaxs(void)const
+
293 CBasePlayer::GetPlayerMins(void)const
294 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
+
294 CBasePlayer::GetPlayerMaxs(void)const
295 CBasePlayer::PackDeadPlayerItems(void)
+
295 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
296 CTFPlayer::RemoveAllItems(bool)
+
296 CBasePlayer::PackDeadPlayerItems(void)
297 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
297 CTFPlayer::RemoveAllItems(bool)
298 CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
298 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
299 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
299 CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
300 CBasePlayer::UpdateClientData(void)
+
300 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
301 CBasePlayer::ExitLadder(void)
+
301 CBasePlayer::UpdateClientData(void)
302 CBasePlayer::GetLadderSurface(Vector  const&)
+
302 CBasePlayer::ExitLadder(void)
303 CBasePlayer::SetFlashlightEnabled(bool)
+
303 CBasePlayer::GetLadderSurface(Vector  const&)
304 CTFPlayer::FlashlightIsOn(void)
+
304 CBasePlayer::SetFlashlightEnabled(bool)
305 CTFPlayer::FlashlightTurnOn(void)
+
305 CTFPlayer::FlashlightIsOn(void)
306 CTFPlayer::FlashlightTurnOff(void)
+
306 CTFPlayer::FlashlightTurnOn(void)
307 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
307 CTFPlayer::FlashlightTurnOff(void)
308 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
+
308 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
309 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
309 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
310 CTFPlayer::GetStepSoundVelocities(float *,float *)
+
310 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
311 CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
+
311 CTFPlayer::GetStepSoundVelocities(float *,float *)
312 CTFPlayer::DeathSound(CTakeDamageInfo  const&)
+
312 CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
313 CTFPlayer::SetAnimation(PLAYER_ANIM)
+
313 CTFPlayer::DeathSound(CTakeDamageInfo  const&)
314 CBasePlayer::ImpulseCommands(void)
+
314 CTFPlayer::SetAnimation(PLAYER_ANIM)
315 CTFPlayer::CheatImpulseCommands(int)
+
315 CBasePlayer::ImpulseCommands(void)
316 CTFPlayer::ClientCommand(CCommand  const&)
+
316 CTFPlayer::CheatImpulseCommands(int)
317 CBasePlayer::StartObserverMode(int)
+
317 CTFPlayer::ClientCommand(CCommand  const&)
318 CBasePlayer::StopObserverMode(void)
+
318 CBasePlayer::StartObserverMode(int)
319 CTFPlayer::ModeWantsSpectatorGUI(int)
+
319 CBasePlayer::StopObserverMode(void)
320 CTFPlayer::SetObserverMode(int)
+
320 CTFPlayer::ModeWantsSpectatorGUI(int)
321 CBasePlayer::GetObserverMode(void)
+
321 CTFPlayer::SetObserverMode(int)
322 CTFPlayer::SetObserverTarget(CBaseEntity *)
+
322 CBasePlayer::GetObserverMode(void)
323 CBasePlayer::ObserverUse(bool)
+
323 CTFPlayer::SetObserverTarget(CBaseEntity *)
324 CBasePlayer::GetObserverTarget(void)
+
324 CBasePlayer::ObserverUse(bool)
325 CTFPlayer::FindNextObserverTarget(bool)
+
325 CBasePlayer::GetObserverTarget(void)
326 CTFPlayer::GetNextObserverSearchStartPoint(bool)
+
326 CTFPlayer::FindNextObserverTarget(bool)
327 CTFPlayer::IsValidObserverTarget(CBaseEntity *)
+
327 CTFPlayer::GetNextObserverSearchStartPoint(bool)
328 CBasePlayer::CheckObserverSettings(void)
+
328 CTFPlayer::IsValidObserverTarget(CBaseEntity *)
329 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
+
329 CTFPlayer::CheckObserverSettings(void)
330 CBasePlayer::ForceObserverMode(int)
+
330 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
331 CBasePlayer::ResetObserverMode(void)
+
331 CBasePlayer::ForceObserverMode(int)
332 CTFPlayer::ValidateCurrentObserverTarget(void)
+
332 CBasePlayer::ResetObserverMode(void)
333 CTFPlayer::AttemptToExitFreezeCam(void)
+
333 CTFPlayer::ValidateCurrentObserverTarget(void)
334 CBasePlayer::StartReplayMode(float,float,int)
+
334 CTFPlayer::AttemptToExitFreezeCam(void)
335 CBasePlayer::StopReplayMode(void)
+
335 CBasePlayer::StartReplayMode(float,float,int)
336 CBasePlayer::GetDelayTicks(void)
+
336 CBasePlayer::StopReplayMode(void)
337 CBasePlayer::GetReplayEntity(void)
+
337 CBasePlayer::GetDelayTicks(void)
338 CBasePlayer::CreateCorpse(void)
+
338 CBasePlayer::GetReplayEntity(void)
339 CTFPlayer::EntSelectSpawnPoint(void)
+
339 CBasePlayer::CreateCorpse(void)
340 CBasePlayer::GetInVehicle(IServerVehicle *,int)
+
340 CTFPlayer::EntSelectSpawnPoint(void)
341 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
+
341 CBasePlayer::GetInVehicle(IServerVehicle *,int)
342 CBasePlayer::OnVehicleStart(void)
+
342 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
343 CBasePlayer::OnVehicleEnd(Vector &)
+
343 CBasePlayer::OnVehicleStart(void)
344 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
+
344 CBasePlayer::OnVehicleEnd(Vector &)
345 CBasePlayer::SelectLastItem(void)
+
345 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
346 CBasePlayer::SelectItem(char  const*,int)
+
346 CBasePlayer::SelectLastItem(void)
347 CTFPlayer::ItemPostFrame(void)
+
347 CBasePlayer::SelectItem(char  const*,int)
348 CBasePlayer::GiveNamedItem(char  const*,int)
+
348 CTFPlayer::ItemPostFrame(void)
349 CBasePlayer::CheckTrainUpdate(void)
+
349 CBasePlayer::GiveNamedItem(char  const*,int)
350 CBasePlayer::SetPlayerUnderwater(bool)
+
350 CBasePlayer::CheckTrainUpdate(void)
351 CBasePlayer::CanBreatheUnderwater(void)const
+
351 CBasePlayer::SetPlayerUnderwater(bool)
352 CBasePlayer::PlayerUse(void)
+
352 CBasePlayer::CanBreatheUnderwater(void)const
353 CBasePlayer::PlayUseDenySound(void)
+
353 CBasePlayer::PlayerUse(void)
354 CBasePlayer::FindUseEntity(void)
+
354 CBasePlayer::PlayUseDenySound(void)
355 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
355 CBasePlayer::FindUseEntity(void)
356 CBasePlayer::PickupObject(CBaseEntity *,bool)
+
356 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
357 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
357 CBasePlayer::PickupObject(CBaseEntity *,bool)
358 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
+
358 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
359 CBasePlayer::UpdateGeigerCounter(void)
+
359 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
360 CBasePlayer::GetAutoaimVector(float)
+
360 CBasePlayer::UpdateGeigerCounter(void)
361 CBasePlayer::GetAutoaimVector(float,float)
+
361 CBasePlayer::GetAutoaimVector(float)
362 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
+
362 CBasePlayer::GetAutoaimVector(float,float)
363 CBasePlayer::ShouldAutoaim(void)
+
363 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
364 CBasePlayer::ForceClientDllUpdate(void)
+
364 CBasePlayer::ShouldAutoaim(void)
365 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
365 CBasePlayer::ForceClientDllUpdate(void)
366 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
366 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
367 CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
+
367 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
368 CBaseMultiplayerPlayer::CanSpeak(void)
+
368 CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
369 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
369 CBaseMultiplayerPlayer::CanSpeak(void)
370 CBasePlayer::CheckChatText(char *,int)
+
370 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
371 CTFPlayer::CreateRagdollEntity(void)
+
371 CBasePlayer::CheckChatText(char *,int)
372 CTFPlayer::ShouldAnnouceAchievement(void)
+
372 CTFPlayer::CreateRagdollEntity(void)
373 CBasePlayer::IsFollowingPhysics(void)
+
373 CTFPlayer::ShouldAnnounceAchievement(void)
374 CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
+
374 CBasePlayer::IsFollowingPhysics(void)
375 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
+
375 CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
376 CBasePlayer::Hints(void)
+
376 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
377 CTFPlayer::IsReadyToPlay(void)
+
377 CBasePlayer::Hints(void)
378 CTFPlayer::IsReadyToSpawn(void)
+
378 CTFPlayer::IsReadyToPlay(void)
379 CTFPlayer::ShouldGainInstantSpawn(void)
+
379 CTFPlayer::IsReadyToSpawn(void)
380 CBasePlayer::ResetPerRoundStats(void)
+
380 CTFPlayer::ShouldGainInstantSpawn(void)
381 CTFPlayer::ResetScores(void)
+
381 CBasePlayer::ResetPerRoundStats(void)
382 CBasePlayer::EquipSuit(bool)
+
382 CTFPlayer::ResetScores(void)
383 CBasePlayer::RemoveSuit(void)
+
383 CBasePlayer::EquipSuit(bool)
384 CTFPlayer::CommitSuicide(bool,bool)
+
384 CBasePlayer::RemoveSuit(void)
385 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
+
385 CTFPlayer::CommitSuicide(bool,bool)
386 CBasePlayer::IsBot(void)const
+
386 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
387 CBaseMultiplayerPlayer::GetExpresser(void)
+
387 CBasePlayer::IsBot(void)const
388 CBasePlayer::SpawnArmorValue(void)const
+
388 CBaseMultiplayerPlayer::GetExpresser(void)
389 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
389 CBasePlayer::SpawnArmorValue(void)const
390 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
390 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
391 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
+
391 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
392 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
+
392 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
393 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
+
393 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
394 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
+
394 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
395 CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
+
395 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
396 CTFPlayer::CanSpeakVoiceCommand(void)
+
396 CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
397 CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
+
397 CTFPlayer::CanSpeakVoiceCommand(void)
398 CTFPlayer::NoteSpokeVoiceCommand(char  const*)
+
398 CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
399 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
+
399 CTFPlayer::NoteSpokeVoiceCommand(char  const*)
400 CTFPlayer::CalculateTeamBalanceScore(void)
+
400 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
401 CBaseMultiplayerPlayer::CreateExpresser(void)
+
401 CTFPlayer::CalculateTeamBalanceScore(void)
 +
402 CBaseMultiplayerPlayer::CreateExpresser(void)
 +
403 CTFPlayer::GetAttributeManager(void)
 +
404 CTFPlayer::GetAttributeContainer(void)
 +
405 CTFPlayer::GetAttributeOwner(void)
 +
406 CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *)
 
</pre>
 
</pre>

Revision as of 22:28, 29 April 2008

Also for use when using virtual offsets.

These are the Windows offsets. Linux offsets are 1 greater.

The List

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

Last Updated 29 April 2008

// Auto reconstructed from vtable block @ 0x00D14E80
// from "server_i486.so", by ida_vtables.idc
0	CTFPlayer::~CTFPlayer()
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&)
2	CBaseEntity::GetRefEHandle(void)const
3	CBaseEntity::GetCollideable(void)
4	CBaseEntity::GetNetworkable(void)
5	CBaseEntity::GetBaseEntity(void)
6	CBaseEntity::GetModelIndex(void)const
7	CBaseEntity::GetModelName(void)const
8	CBaseEntity::SetModelIndex(int)
9	CTFPlayer::GetServerClass(void)
10	CTFPlayer::YouForgotToImplementOrDeclareServerClass(void)
11	CTFPlayer::GetDataDescMap(void)
12	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
13	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15	CTFPlayer::ShouldCollide(int,int)const
16	CBaseEntity::SetOwnerEntity(CBaseEntity*)
17	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
18	CBasePlayer::UpdateTransmitState(void)
19	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
20	CBasePlayer::GetTracerType(void)
21	CTFPlayer::Spawn(void)
22	CTFPlayer::Precache(void)
23	CBasePlayer::SetModel(char  const*)
24	CBaseMultiplayerPlayer::PostConstructor(char  const*)
25	CBaseEntity::PostClientActive(void)
26	CBaseEntity::ParseMapData(CEntityMapData *)
27	CBaseEntity::KeyValue(char  const*,char  const*)
28	CBaseEntity::KeyValue(char  const*,float)
29	CBaseEntity::KeyValue(char  const*,Vector  const&)
30	CBaseEntity::GetKeyValue(char  const*,char *,int)
31	CBasePlayer::Activate(void)
32	CBaseEntity::SetParent(CBaseEntity*,int)
33	CBasePlayer::ObjectCaps(void)
34	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
35	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
36	CBasePlayer::DrawDebugGeometryOverlays(void)
37	CTFPlayer::DrawDebugTextOverlays(void)
38	CBasePlayer::Save(ISave &)
39	CBasePlayer::Restore(IRestore &)
40	CBasePlayer::ShouldSavePhysics(void)
41	CBaseEntity::OnSave(IEntitySaveUtils *)
42	CBasePlayer::OnRestore(void)
43	CBasePlayer::RequiredEdictIndex(void)
44	CBaseEntity::MoveDone(void)
45	CBaseEntity::Think(void)
46	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
48	CBaseAnimating::GetBaseAnimating(void)
49	CTFPlayer::GetResponseSystem(void)
50	CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char  const*)
51	CBasePlayer::Classify(void)
52	CBaseEntity::DeathNotice(CBaseEntity*)
53	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
54	CBaseEntity::GetAutoAimRadius(void)
55	CBaseEntity::GetAutoAimCenter(void)
56	CBaseEntity::GetBeamTraceFilter(void)
57	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
58	CTFPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60	CTFPlayer::OnTakeDamage(CTakeDamageInfo  const&)
61	CTFPlayer::TakeHealth(float,int)
62	CBaseEntity::IsAlive(void)
63	CTFPlayer::Event_Killed(CTakeDamageInfo  const&)
64	CTFPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
65	CBaseCombatCharacter::BloodColor(void)
66	CBaseEntity::IsTriggered(CBaseEntity*)
67	CBaseEntity::IsNPC(void)const
68	CBaseCombatCharacter::MyCombatCharacterPointer(void)
69	CBaseEntity::GetDelay(void)
70	CBaseEntity::IsMoving(void)
71	CBaseEntity::DamageDecal(int,int)
72	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
73	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
74	CBaseEntity::OnControls(CBaseEntity*)
75	CBaseEntity::HasTarget(string_t)
76	CBasePlayer::IsPlayer(void)const
77	CBasePlayer::IsNetClient(void)const
78	CBaseEntity::IsTemplate(void)
79	CBaseEntity::IsBaseObject(void)const
80	CBaseEntity::IsBaseTrain(void)const
81	CBaseEntity::GetServerVehicle(void)
82	CBaseEntity::IsViewable(void)
83	CTFPlayer::ChangeTeam(int)
84	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
85	CBaseEntity::CanStandOn(CBaseEntity*)const
86	CBaseEntity::CanStandOn(edict_t *)const
87	CBaseEntity::GetEnemy(void)
88	CBaseEntity::GetEnemy(void)const
89	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
90	CBaseEntity::StartTouch(CBaseEntity*)
91	CTFPlayer::Touch(CBaseEntity *)
92	CBaseEntity::EndTouch(CBaseEntity*)
93	CBaseEntity::StartBlocked(CBaseEntity*)
94	CBaseEntity::Blocked(CBaseEntity*)
95	CBaseEntity::EndBlocked(void)
96	CBasePlayer::PhysicsSimulate(void)
97	CBasePlayer::UpdateOnRemove(void)
98	CBaseEntity::StopLoopingSounds(void)
99	CBaseEntity::SUB_AllowedToFade(void)
100	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
101	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
102	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
103	CBaseEntity::GetTracerAttachment(void)
104	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
105	CBasePlayer::DoImpactEffect(CGameTrace &,int)
106	CBaseEntity::Respawn(void)
107	CBaseEntity::IsLockedByMaster(void)
108	CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
109	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
110	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
111	CBasePlayer::NetworkStateChanged_m_iHealth(void)
112	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
113	CBasePlayer::NetworkStateChanged_m_lifeState(void)
114	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
115	CBaseEntity::NetworkStateChanged_m_takedamage(void)
116	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
117	CBaseEntity::GetDamageType(void)const
118	CBaseEntity::GetDamage(void)
119	CBaseEntity::SetDamage(float)
120	CBasePlayer::EyePosition(void)
121	CBasePlayer::EyeAngles(void)
122	CBasePlayer::LocalEyeAngles(void)
123	CBaseEntity::EarPosition(void)
124	CBasePlayer::BodyTarget(Vector  const&,bool)
125	CBaseEntity::HeadTarget(Vector  const&)
126	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
127	CBaseEntity::GetViewOffset(void)
128	CBasePlayer::GetSmoothedVelocity(void)
129	CBaseAnimating::GetVelocity(Vector *,Vector *)
130	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
131	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
132	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
133	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
134	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
135	CBaseEntity::GetGroundVelocityToApply(Vector &)
136	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
137	CBaseEntity::Splash(void)
138	CBaseEntity::WorldSpaceCenter(void)const
139	CBaseEntity::GetSoundEmissionOrigin(void)const
140	CBaseEntity::CreateVPhysics(void)
141	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
142	CBasePlayer::VPhysicsDestroyObject(void)
143	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
144	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
145	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
146	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
147	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
148	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
149	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
150	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
151	CBaseEntity::VPhysicsIsFlesh(void)
152	CBaseEntity::HasPhysicsAttacker(float)
153	CBasePlayer::PhysicsSolidMaskForEntity(void)const
154	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
155	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
156	CBaseAnimating::GetStepOrigin(void)const
157	CBaseAnimating::GetStepAngles(void)const
158	CBaseEntity::ShouldDrawWaterImpacts(void)
159	CBasePlayer::NetworkStateChanged_m_fFlags(void)
160	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
161	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
162	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
163	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
164	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
165	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
166	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
167	CBasePlayer::NetworkStateChanged_m_flFriction(void)
168	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
169	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
170	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
171	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
172	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
173	CBaseAnimating::GetIdealSpeed(void)const
174	CBaseAnimating::GetIdealAccel(void)const
175	CBaseAnimatingOverlay::StudioFrameAdvance(void)
176	CBaseAnimating::IsActivityFinished(void)
177	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
178	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
179	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
180	CBaseAnimating::IsRagdoll(void)
181	CBaseAnimating::CanBecomeRagdoll(void)
182	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
183	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
184	CBaseAnimating::SetupBones(matrix3x4_t *,int)
185	CBaseAnimating::CalculateIKLocks(float)
186	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
187	CBasePlayer::HandleAnimEvent(animevent_t *)
188	CBaseAnimating::PopulatePoseParameters(void)
189	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
190	CBaseAnimating::InitBoneControllers(void)
191	CBaseAnimating::GetGroundSpeedVelocity(void)
192	CBaseAnimating::Ignite(float,bool,float,bool)
193	CBaseAnimating::IgniteLifetime(float)
194	CBaseAnimating::IgniteNumHitboxFires(int)
195	CBaseAnimating::IgniteHitboxFireScale(float)
196	CBaseAnimating::Extinguish(void)
197	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
198	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
199	CBaseFlex::SetViewtarget(Vector  const&)
200	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
201	CBaseFlex::ProcessSceneEvents(void)
202	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
203	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
204	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
205	CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
206	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
207	CBasePlayer::GetPhysicsImpactDamageTable(void)
208	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
209	CBaseCombatCharacter::FInViewCone(Vector  const&)
210	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
211	CBaseCombatCharacter::FInAimCone(Vector  const&)
212	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
213	CBaseCombatCharacter::FindMissTarget(void)
214	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
215	CBasePlayer::BodyAngles(void)
216	CBaseCombatCharacter::BodyDirection2D(void)
217	CBaseCombatCharacter::BodyDirection3D(void)
218	CBaseCombatCharacter::HeadDirection2D(void)
219	CBaseCombatCharacter::HeadDirection3D(void)
220	CBaseCombatCharacter::EyeDirection2D(void)
221	CBaseCombatCharacter::EyeDirection3D(void)
222	CTFPlayer::GiveAmmo(int,int,bool)
223	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
224	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
225	CTFPlayer::Weapon_FrameUpdate(void)
226	CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
227	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
228	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
229	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
230	CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
231	CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
232	CBasePlayer::Weapon_ShootPosition(void)
233	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
234	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
235	CBaseCombatCharacter::Weapon_GetSlot(int)const
236	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
237	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
238	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
239	CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
240	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
241	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
242	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
243	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
244	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
245	CBaseCombatCharacter::GetDeathActivity(void)
246	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
247	CBaseCombatCharacter::CorpseFade(void)
248	CBaseCombatCharacter::HasHumanGibs(void)
249	CBaseCombatCharacter::HasAlienGibs(void)
250	CTFPlayer::ShouldGib(CTakeDamageInfo  const&)
251	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
252	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
253	CBasePlayer::Event_Dying(void)
254	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
255	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
256	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
257	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
258	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
259	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
260	CBaseCombatCharacter::IRelationType(CBaseEntity *)
261	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
262	CBasePlayer::IsInAVehicle(void)const
263	CBasePlayer::GetVehicle(void)
264	CBasePlayer::GetVehicleEntity(void)
265	CBaseCombatCharacter::ExitVehicle(void)
266	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
267	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
268	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
269	CBasePlayer::DoMuzzleFlash(void)
270	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
271	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
272	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
273	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
274	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
275	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
276	CTFPlayer::CreateViewModel(int)
277	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
278	CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
279	CBasePlayer::SharedSpawn(void)
280	CTFPlayer::ForceRespawn(void)
281	CTFPlayer::InitialSpawn(void)
282	CBasePlayer::InitHUD(void)
283	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
284	CTFPlayer::PlayerDeathThink(void)
285	CBasePlayer::Jump(void)
286	CBasePlayer::Duck(void)
287	CTFPlayer::PreThink(void)
288	CTFPlayer::PostThink(void)
289	CTFPlayer::DamageEffect(float,int)
290	CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
291	CBasePlayer::ShouldFadeOnDeath(void)
292	CBasePlayer::IsFakeClient(void)const
293	CBasePlayer::GetPlayerMins(void)const
294	CBasePlayer::GetPlayerMaxs(void)const
295	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
296	CBasePlayer::PackDeadPlayerItems(void)
297	CTFPlayer::RemoveAllItems(bool)
298	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
299	CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
300	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
301	CBasePlayer::UpdateClientData(void)
302	CBasePlayer::ExitLadder(void)
303	CBasePlayer::GetLadderSurface(Vector  const&)
304	CBasePlayer::SetFlashlightEnabled(bool)
305	CTFPlayer::FlashlightIsOn(void)
306	CTFPlayer::FlashlightTurnOn(void)
307	CTFPlayer::FlashlightTurnOff(void)
308	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
309	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
310	CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
311	CTFPlayer::GetStepSoundVelocities(float *,float *)
312	CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
313	CTFPlayer::DeathSound(CTakeDamageInfo  const&)
314	CTFPlayer::SetAnimation(PLAYER_ANIM)
315	CBasePlayer::ImpulseCommands(void)
316	CTFPlayer::CheatImpulseCommands(int)
317	CTFPlayer::ClientCommand(CCommand  const&)
318	CBasePlayer::StartObserverMode(int)
319	CBasePlayer::StopObserverMode(void)
320	CTFPlayer::ModeWantsSpectatorGUI(int)
321	CTFPlayer::SetObserverMode(int)
322	CBasePlayer::GetObserverMode(void)
323	CTFPlayer::SetObserverTarget(CBaseEntity *)
324	CBasePlayer::ObserverUse(bool)
325	CBasePlayer::GetObserverTarget(void)
326	CTFPlayer::FindNextObserverTarget(bool)
327	CTFPlayer::GetNextObserverSearchStartPoint(bool)
328	CTFPlayer::IsValidObserverTarget(CBaseEntity *)
329	CTFPlayer::CheckObserverSettings(void)
330	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
331	CBasePlayer::ForceObserverMode(int)
332	CBasePlayer::ResetObserverMode(void)
333	CTFPlayer::ValidateCurrentObserverTarget(void)
334	CTFPlayer::AttemptToExitFreezeCam(void)
335	CBasePlayer::StartReplayMode(float,float,int)
336	CBasePlayer::StopReplayMode(void)
337	CBasePlayer::GetDelayTicks(void)
338	CBasePlayer::GetReplayEntity(void)
339	CBasePlayer::CreateCorpse(void)
340	CTFPlayer::EntSelectSpawnPoint(void)
341	CBasePlayer::GetInVehicle(IServerVehicle *,int)
342	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
343	CBasePlayer::OnVehicleStart(void)
344	CBasePlayer::OnVehicleEnd(Vector &)
345	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
346	CBasePlayer::SelectLastItem(void)
347	CBasePlayer::SelectItem(char  const*,int)
348	CTFPlayer::ItemPostFrame(void)
349	CBasePlayer::GiveNamedItem(char  const*,int)
350	CBasePlayer::CheckTrainUpdate(void)
351	CBasePlayer::SetPlayerUnderwater(bool)
352	CBasePlayer::CanBreatheUnderwater(void)const
353	CBasePlayer::PlayerUse(void)
354	CBasePlayer::PlayUseDenySound(void)
355	CBasePlayer::FindUseEntity(void)
356	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
357	CBasePlayer::PickupObject(CBaseEntity *,bool)
358	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
359	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
360	CBasePlayer::UpdateGeigerCounter(void)
361	CBasePlayer::GetAutoaimVector(float)
362	CBasePlayer::GetAutoaimVector(float,float)
363	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
364	CBasePlayer::ShouldAutoaim(void)
365	CBasePlayer::ForceClientDllUpdate(void)
366	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
367	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
368	CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
369	CBaseMultiplayerPlayer::CanSpeak(void)
370	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
371	CBasePlayer::CheckChatText(char *,int)
372	CTFPlayer::CreateRagdollEntity(void)
373	CTFPlayer::ShouldAnnounceAchievement(void)
374	CBasePlayer::IsFollowingPhysics(void)
375	CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
376	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
377	CBasePlayer::Hints(void)
378	CTFPlayer::IsReadyToPlay(void)
379	CTFPlayer::IsReadyToSpawn(void)
380	CTFPlayer::ShouldGainInstantSpawn(void)
381	CBasePlayer::ResetPerRoundStats(void)
382	CTFPlayer::ResetScores(void)
383	CBasePlayer::EquipSuit(bool)
384	CBasePlayer::RemoveSuit(void)
385	CTFPlayer::CommitSuicide(bool,bool)
386	CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
387	CBasePlayer::IsBot(void)const
388	CBaseMultiplayerPlayer::GetExpresser(void)
389	CBasePlayer::SpawnArmorValue(void)const
390	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
391	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
392	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
393	CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
394	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
395	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
396	CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
397	CTFPlayer::CanSpeakVoiceCommand(void)
398	CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
399	CTFPlayer::NoteSpokeVoiceCommand(char  const*)
400	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
401	CTFPlayer::CalculateTeamBalanceScore(void)
402	CBaseMultiplayerPlayer::CreateExpresser(void)
403	CTFPlayer::GetAttributeManager(void)
404	CTFPlayer::GetAttributeContainer(void)
405	CTFPlayer::GetAttributeOwner(void)
406	CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *)