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

From AlliedModders Wiki
Jump to: navigation, search
m
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 12 December 2008</b>
+
<b>Last Updated 14 August 2009</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00D3D380
+
// Auto reconstructed from vtable block @ 0x00DE0A60
 
// from "server_i486.so", by ida_vtables.idc
 
// from "server_i486.so", by ida_vtables.idc
 
0 CTFPlayer::~CTFPlayer()
 
0 CTFPlayer::~CTFPlayer()
Line 72: Line 72:
 
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
 
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
 
60 CTFPlayer::OnTakeDamage(CTakeDamageInfo  const&)
 
60 CTFPlayer::OnTakeDamage(CTakeDamageInfo  const&)
61 CTFPlayer::TakeHealth(float,int)
+
61 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
62 CBaseEntity::IsAlive(void)
+
62 CTFPlayer::TakeHealth(float,int)
63 CTFPlayer::Event_Killed(CTakeDamageInfo  const&)
+
63 CBaseEntity::IsAlive(void)
64 CTFPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
64 CTFPlayer::Event_Killed(CTakeDamageInfo  const&)
65 CBaseCombatCharacter::BloodColor(void)
+
65 CTFPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
66 CBaseEntity::IsTriggered(CBaseEntity*)
+
66 CBaseCombatCharacter::BloodColor(void)
67 CBaseEntity::IsNPC(void)const
+
67 CBaseEntity::IsTriggered(CBaseEntity*)
68 CBaseCombatCharacter::MyCombatCharacterPointer(void)
+
68 CBaseEntity::IsNPC(void)const
69 CBaseEntity::GetDelay(void)
+
69 CBaseCombatCharacter::MyCombatCharacterPointer(void)
70 CBaseEntity::IsMoving(void)
+
70 CBaseEntity::MyNextBotPointer(void)
71 CBaseEntity::DamageDecal(int,int)
+
71 CBaseEntity::GetDelay(void)
72 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
+
72 CBaseEntity::IsMoving(void)
73 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
+
73 CBaseEntity::DamageDecal(int,int)
74 CBaseEntity::OnControls(CBaseEntity*)
+
74 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
75 CBaseEntity::HasTarget(string_t)
+
75 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
76 CBasePlayer::IsPlayer(void)const
+
76 CBaseEntity::OnControls(CBaseEntity*)
77 CBasePlayer::IsNetClient(void)const
+
77 CBaseEntity::HasTarget(string_t)
78 CBaseEntity::IsTemplate(void)
+
78 CBasePlayer::IsPlayer(void)const
79 CBaseEntity::IsBaseObject(void)const
+
79 CBasePlayer::IsNetClient(void)const
80 CBaseEntity::IsBaseTrain(void)const
+
80 CBaseEntity::IsTemplate(void)
81 CBaseEntity::GetServerVehicle(void)
+
81 CBaseEntity::IsBaseObject(void)const
82 CBaseEntity::IsViewable(void)
+
82 CBaseEntity::IsBaseTrain(void)const
83 CTFPlayer::ChangeTeam(int)
+
83 CBaseEntity::IsBaseCombatWeapon(void)const
84 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
+
84 CBaseEntity::IsWearable(void)const
85 CBaseEntity::CanStandOn(CBaseEntity*)const
+
85 CBaseEntity::MyCombatWeaponPointer(void)
86 CBaseEntity::CanStandOn(edict_t *)const
+
86 CBaseEntity::GetServerVehicle(void)
87 CBaseEntity::GetEnemy(void)
+
87 CBaseEntity::IsViewable(void)
88 CBaseEntity::GetEnemy(void)const
+
88 CTFPlayer::ChangeTeam(int)
89 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
+
89 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
90 CBaseEntity::StartTouch(CBaseEntity*)
+
90 CBaseEntity::CanStandOn(CBaseEntity*)const
91 CTFPlayer::Touch(CBaseEntity *)
+
91 CBaseEntity::CanStandOn(edict_t *)const
92 CBaseEntity::EndTouch(CBaseEntity*)
+
92 CBaseEntity::GetEnemy(void)
93 CBaseEntity::StartBlocked(CBaseEntity*)
+
93 CBaseEntity::GetEnemy(void)const
94 CBaseEntity::Blocked(CBaseEntity*)
+
94 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
95 CBaseEntity::EndBlocked(void)
+
95 CBaseEntity::StartTouch(CBaseEntity*)
96 CBasePlayer::PhysicsSimulate(void)
+
96 CTFPlayer::Touch(CBaseEntity *)
97 CBasePlayer::UpdateOnRemove(void)
+
97 CBaseEntity::EndTouch(CBaseEntity*)
98 CBaseEntity::StopLoopingSounds(void)
+
98 CBaseEntity::StartBlocked(CBaseEntity*)
99 CBaseEntity::SUB_AllowedToFade(void)
+
99 CBaseEntity::Blocked(CBaseEntity*)
100 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
+
100 CBaseEntity::EndBlocked(void)
101 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
+
101 CBasePlayer::PhysicsSimulate(void)
102 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
+
102 CBasePlayer::UpdateOnRemove(void)
103 CBaseEntity::GetTracerAttachment(void)
+
103 CBaseEntity::StopLoopingSounds(void)
104 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
+
104 CBaseEntity::SUB_AllowedToFade(void)
105 CBasePlayer::DoImpactEffect(CGameTrace &,int)
+
105 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
106 CBaseEntity::Respawn(void)
+
106 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
107 CBaseEntity::IsLockedByMaster(void)
+
107 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
108 CTFPlayer::GetMaxHealth(void)const
+
108 CBaseEntity::GetTracerAttachment(void)
109 CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
109 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
110 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
+
110 CBasePlayer::DoImpactEffect(CGameTrace &,int)
111 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
111 CBaseEntity::Respawn(void)
112 CBasePlayer::NetworkStateChanged_m_iHealth(void)
+
112 CBaseEntity::IsLockedByMaster(void)
113 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
+
113 CTFPlayer::GetMaxHealth(void)const
114 CBasePlayer::NetworkStateChanged_m_lifeState(void)
+
114 CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
115 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
+
115 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
116 CBaseEntity::NetworkStateChanged_m_takedamage(void)
+
116 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
117 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
117 CBasePlayer::NetworkStateChanged_m_iHealth(void)
118 CBaseEntity::GetDamageType(void)const
+
118 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
119 CBaseEntity::GetDamage(void)
+
119 CBasePlayer::NetworkStateChanged_m_lifeState(void)
120 CBaseEntity::SetDamage(float)
+
120 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
121 CBasePlayer::EyePosition(void)
+
121 CBaseEntity::NetworkStateChanged_m_takedamage(void)
122 CBasePlayer::EyeAngles(void)
+
122 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
123 CBasePlayer::LocalEyeAngles(void)
+
123 CBaseEntity::GetDamageType(void)const
124 CBaseEntity::EarPosition(void)
+
124 CBaseEntity::GetDamage(void)
125 CBasePlayer::BodyTarget(Vector  const&,bool)
+
125 CBaseEntity::SetDamage(float)
126 CBaseEntity::HeadTarget(Vector  const&)
+
126 CBasePlayer::EyePosition(void)
127 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
+
127 CBasePlayer::EyeAngles(void)
128 CBaseEntity::GetViewOffset(void)
+
128 CBasePlayer::LocalEyeAngles(void)
129 CBasePlayer::GetSmoothedVelocity(void)
+
129 CBaseEntity::EarPosition(void)
130 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
130 CBasePlayer::BodyTarget(Vector  const&,bool)
131 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
+
131 CBaseEntity::HeadTarget(Vector  const&)
132 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
+
132 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
133 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
+
133 CBaseEntity::GetViewOffset(void)const
134 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
134 CBaseEntity::SetViewOffset(Vector  const&)
135 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
135 CBasePlayer::GetSmoothedVelocity(void)
136 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
136 CBaseAnimating::GetVelocity(Vector *,Vector *)
137 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
+
137 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
138 CBaseEntity::Splash(void)
+
138 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
139 CBaseEntity::WorldSpaceCenter(void)const
+
139 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
140 CBaseEntity::GetSoundEmissionOrigin(void)const
+
140 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
141 CBaseEntity::CreateVPhysics(void)
+
141 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
142 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
142 CBaseEntity::GetGroundVelocityToApply(Vector &)
143 CBasePlayer::VPhysicsDestroyObject(void)
+
143 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
144 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
+
144 CBaseEntity::Splash(void)
145 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
145 CBaseEntity::WorldSpaceCenter(void)const
146 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
146 CBaseEntity::GetSoundEmissionOrigin(void)const
147 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
+
147 CBaseEntity::CreateVPhysics(void)
148 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
+
148 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
149 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
149 CBasePlayer::VPhysicsDestroyObject(void)
150 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
150 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
151 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
151 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
152 CBaseEntity::VPhysicsIsFlesh(void)
+
152 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
153 CBaseEntity::HasPhysicsAttacker(float)
+
153 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
154 CBasePlayer::PhysicsSolidMaskForEntity(void)const
+
154 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
155 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
155 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
156 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
156 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
157 CBaseAnimating::GetStepOrigin(void)const
+
157 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
158 CBaseAnimating::GetStepAngles(void)const
+
158 CBaseEntity::VPhysicsIsFlesh(void)
159 CBaseEntity::ShouldDrawWaterImpacts(void)
+
159 CBaseEntity::HasPhysicsAttacker(float)
160 CBasePlayer::NetworkStateChanged_m_fFlags(void)
+
160 CBasePlayer::PhysicsSolidMaskForEntity(void)const
161 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
+
161 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
162 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
+
162 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
163 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
+
163 CBaseAnimating::GetStepOrigin(void)const
164 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
+
164 CBaseAnimating::GetStepAngles(void)const
165 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
+
165 CBaseEntity::ShouldDrawWaterImpacts(void)
166 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
+
166 CBasePlayer::NetworkStateChanged_m_fFlags(void)
167 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
+
167 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
168 CBasePlayer::NetworkStateChanged_m_flFriction(void)
+
168 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
169 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
+
169 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
170 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
+
170 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
171 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
+
171 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
172 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
+
172 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
173 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
+
173 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
174 CBaseAnimating::GetIdealSpeed(void)const
+
174 CBasePlayer::NetworkStateChanged_m_flFriction(void)
175 CBaseAnimating::GetIdealAccel(void)const
+
175 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
176 CBaseAnimatingOverlay::StudioFrameAdvance(void)
+
176 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
177 CBaseAnimating::IsActivityFinished(void)
+
177 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
178 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
+
178 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
179 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
179 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
180 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
+
180 CBaseAnimating::GetIdealSpeed(void)const
181 CBaseAnimating::IsRagdoll(void)
+
181 CBaseAnimating::GetIdealAccel(void)const
182 CBaseAnimating::CanBecomeRagdoll(void)
+
182 CBaseAnimatingOverlay::StudioFrameAdvance(void)
183 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
183 CBaseAnimating::IsActivityFinished(void)
184 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
184 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
185 CBaseAnimating::SetupBones(matrix3x4_t *,int)
+
185 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
186 CBaseAnimating::CalculateIKLocks(float)
+
186 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
187 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
187 CBaseAnimating::IsRagdoll(void)
188 CBasePlayer::HandleAnimEvent(animevent_t *)
+
188 CBaseAnimating::CanBecomeRagdoll(void)
189 CBaseAnimating::PopulatePoseParameters(void)
+
189 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
190 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
190 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
191 CBaseAnimating::InitBoneControllers(void)
+
191 CBaseAnimating::SetupBones(matrix3x4_t *,int)
192 CBaseAnimating::GetGroundSpeedVelocity(void)
+
192 CBaseAnimating::CalculateIKLocks(float)
193 CBaseAnimating::Ignite(float,bool,float,bool)
+
193 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
194 CBaseAnimating::IgniteLifetime(float)
+
194 CBasePlayer::HandleAnimEvent(animevent_t *)
195 CBaseAnimating::IgniteNumHitboxFires(int)
+
195 CBaseAnimating::PopulatePoseParameters(void)
196 CBaseAnimating::IgniteHitboxFireScale(float)
+
196 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
197 CBaseAnimating::Extinguish(void)
+
197 CBaseAnimating::InitBoneControllers(void)
198 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
198 CBaseAnimating::GetGroundSpeedVelocity(void)
199 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
199 CBaseAnimating::Ignite(float,bool,float,bool)
200 CBaseFlex::SetViewtarget(Vector  const&)
+
200 CBaseAnimating::IgniteLifetime(float)
201 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
201 CBaseAnimating::IgniteNumHitboxFires(int)
202 CBaseFlex::ProcessSceneEvents(void)
+
202 CBaseAnimating::IgniteHitboxFireScale(float)
203 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
203 CBaseAnimating::Extinguish(void)
204 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
204 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
205 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
205 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
206 CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
+
206 CBaseFlex::SetViewtarget(Vector  const&)
207 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
+
207 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
208 CBasePlayer::GetPhysicsImpactDamageTable(void)
+
208 CBaseFlex::ProcessSceneEvents(void)
209 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
209 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
210 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
210 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
211 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
211 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
212 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
212 CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
213 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
213 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
214 CBaseCombatCharacter::FindMissTarget(void)
+
214 CBasePlayer::GetPhysicsImpactDamageTable(void)
215 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
+
215 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
216 CBasePlayer::BodyAngles(void)
+
216 CBaseCombatCharacter::FInViewCone(Vector  const&)
217 CBaseCombatCharacter::BodyDirection2D(void)
+
217 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
218 CBaseCombatCharacter::BodyDirection3D(void)
+
218 CBaseCombatCharacter::FInAimCone(Vector  const&)
219 CBaseCombatCharacter::HeadDirection2D(void)
+
219 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
220 CBaseCombatCharacter::HeadDirection3D(void)
+
220 CBaseCombatCharacter::FindMissTarget(void)
221 CBaseCombatCharacter::EyeDirection2D(void)
+
221 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
222 CBaseCombatCharacter::EyeDirection3D(void)
+
222 CBasePlayer::BodyAngles(void)
223 CTFPlayer::GiveAmmo(int,int,bool)
+
223 CBaseCombatCharacter::BodyDirection2D(void)
224 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
224 CBaseCombatCharacter::BodyDirection3D(void)
225 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
225 CBaseCombatCharacter::HeadDirection2D(void)
226 CTFPlayer::Weapon_FrameUpdate(void)
+
226 CBaseCombatCharacter::HeadDirection3D(void)
227 CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
+
227 CBaseCombatCharacter::EyeDirection2D(void)
228 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
+
228 CBaseCombatCharacter::EyeDirection3D(void)
229 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
+
229 CTFPlayer::GiveAmmo(int,int,bool)
230 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
230 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
231 CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
231 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
232 CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
+
232 CTFPlayer::Weapon_FrameUpdate(void)
233 CBasePlayer::Weapon_ShootPosition(void)
+
233 CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
234 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
234 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
235 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
235 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
236 CBaseCombatCharacter::Weapon_GetSlot(int)const
+
236 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
237 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
237 CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
238 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
238 CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
239 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
+
239 CBasePlayer::Weapon_ShootPosition(void)
240 CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
240 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
241 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
241 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
242 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
242 CBaseCombatCharacter::Weapon_GetSlot(int)const
243 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
243 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
244 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
+
244 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
245 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
245 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
246 CBaseCombatCharacter::GetDeathActivity(void)
+
246 CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
247 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
+
247 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
248 CBaseCombatCharacter::CorpseFade(void)
+
248 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
249 CBaseCombatCharacter::HasHumanGibs(void)
+
249 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
250 CBaseCombatCharacter::HasAlienGibs(void)
+
250 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
251 CTFPlayer::ShouldGib(CTakeDamageInfo  const&)
+
251 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
252 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
252 CBaseCombatCharacter::GetDeathActivity(void)
253 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
+
253 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
254 CBasePlayer::Event_Dying(void)
+
254 CBaseCombatCharacter::CorpseFade(void)
255 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
+
255 CBaseCombatCharacter::HasHumanGibs(void)
256 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
256 CBaseCombatCharacter::HasAlienGibs(void)
257 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
+
257 CTFPlayer::ShouldGib(CTakeDamageInfo  const&)
258 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
+
258 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
259 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
+
259 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
260 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
260 CBasePlayer::Event_Dying(void)
261 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
261 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
262 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
262 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
263 CBasePlayer::IsInAVehicle(void)const
+
263 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
264 CBasePlayer::GetVehicle(void)
+
264 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
265 CBasePlayer::GetVehicleEntity(void)
+
265 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
266 CBaseCombatCharacter::ExitVehicle(void)
+
266 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
267 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
+
267 CBaseCombatCharacter::IRelationType(CBaseEntity *)
268 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
268 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
269 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
269 CBasePlayer::IsInAVehicle(void)const
270 CBasePlayer::DoMuzzleFlash(void)
+
270 CBasePlayer::GetVehicle(void)
271 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
271 CBasePlayer::GetVehicleEntity(void)
272 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
272 CBaseCombatCharacter::ExitVehicle(void)
273 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
273 CTFPlayer::RemoveAllWeapons(void)
274 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
274 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
275 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
+
275 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
276 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
276 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
277 CTFPlayer::CreateViewModel(int)
+
277 CBasePlayer::DoMuzzleFlash(void)
278 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
278 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
279 CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
+
279 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
280 CBasePlayer::SharedSpawn(void)
+
280 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
281 CTFPlayer::ForceRespawn(void)
+
281 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
282 CTFPlayer::InitialSpawn(void)
+
282 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
283 CBasePlayer::InitHUD(void)
+
283 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
284 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
284 CTFPlayer::CreateViewModel(int)
285 CTFPlayer::PlayerDeathThink(void)
+
285 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
286 CBasePlayer::Jump(void)
+
286 CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
287 CBasePlayer::Duck(void)
+
287 CBasePlayer::SharedSpawn(void)
288 CTFPlayer::PreThink(void)
+
288 CTFPlayer::ForceRespawn(void)
289 CTFPlayer::PostThink(void)
+
289 CTFPlayer::InitialSpawn(void)
290 CTFPlayer::DamageEffect(float,int)
+
290 CBasePlayer::InitHUD(void)
291 CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
+
291 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
292 CBasePlayer::ShouldFadeOnDeath(void)
+
292 CTFPlayer::PlayerDeathThink(void)
293 CBasePlayer::IsFakeClient(void)const
+
293 CBasePlayer::Jump(void)
294 CBasePlayer::GetPlayerMins(void)const
+
294 CBasePlayer::Duck(void)
295 CBasePlayer::GetPlayerMaxs(void)const
+
295 CTFPlayer::PreThink(void)
296 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
+
296 CTFPlayer::PostThink(void)
297 CBasePlayer::PackDeadPlayerItems(void)
+
297 CTFPlayer::DamageEffect(float,int)
298 CTFPlayer::RemoveAllItems(bool)
+
298 CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
299 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
299 CBasePlayer::ShouldFadeOnDeath(void)
300 CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
300 CBasePlayer::IsFakeClient(void)const
301 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
301 CBasePlayer::GetPlayerMins(void)const
302 CBasePlayer::UpdateClientData(void)
+
302 CBasePlayer::GetPlayerMaxs(void)const
303 CBasePlayer::ExitLadder(void)
+
303 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
304 CBasePlayer::GetLadderSurface(Vector  const&)
+
304 CBasePlayer::PackDeadPlayerItems(void)
305 CBasePlayer::SetFlashlightEnabled(bool)
+
305 CTFPlayer::RemoveAllItems(bool)
306 CTFPlayer::FlashlightIsOn(void)
+
306 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
307 CTFPlayer::FlashlightTurnOn(void)
+
307 CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
308 CTFPlayer::FlashlightTurnOff(void)
+
308 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
309 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
309 CBasePlayer::UpdateClientData(void)
310 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
+
310 CBasePlayer::ExitLadder(void)
311 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
311 CBasePlayer::GetLadderSurface(Vector  const&)
312 CTFPlayer::GetStepSoundVelocities(float *,float *)
+
312 CBasePlayer::SetFlashlightEnabled(bool)
313 CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
+
313 CTFPlayer::FlashlightIsOn(void)
314 CTFPlayer::DeathSound(CTakeDamageInfo  const&)
+
314 CTFPlayer::FlashlightTurnOn(void)
315 CTFPlayer::SetAnimation(PLAYER_ANIM)
+
315 CTFPlayer::FlashlightTurnOff(void)
316 CBasePlayer::ImpulseCommands(void)
+
316 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
317 CTFPlayer::CheatImpulseCommands(int)
+
317 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
318 CTFPlayer::ClientCommand(CCommand  const&)
+
318 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
319 CBasePlayer::StartObserverMode(int)
+
319 CTFPlayer::GetStepSoundVelocities(float *,float *)
320 CBasePlayer::StopObserverMode(void)
+
320 CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
321 CTFPlayer::ModeWantsSpectatorGUI(int)
+
321 CTFPlayer::DeathSound(CTakeDamageInfo  const&)
322 CTFPlayer::SetObserverMode(int)
+
322 CTFPlayer::SetAnimation(PLAYER_ANIM)
323 CBasePlayer::GetObserverMode(void)
+
323 CBasePlayer::ImpulseCommands(void)
324 CTFPlayer::SetObserverTarget(CBaseEntity *)
+
324 CTFPlayer::CheatImpulseCommands(int)
325 CBasePlayer::ObserverUse(bool)
+
325 CTFPlayer::ClientCommand(CCommand  const&)
326 CBasePlayer::GetObserverTarget(void)
+
326 CBasePlayer::StartObserverMode(int)
327 CTFPlayer::FindNextObserverTarget(bool)
+
327 CBasePlayer::StopObserverMode(void)
328 CTFPlayer::GetNextObserverSearchStartPoint(bool)
+
328 CTFPlayer::ModeWantsSpectatorGUI(int)
329 CTFPlayer::IsValidObserverTarget(CBaseEntity *)
+
329 CTFPlayer::SetObserverMode(int)
330 CTFPlayer::CheckObserverSettings(void)
+
330 CBasePlayer::GetObserverMode(void)
331 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
+
331 CTFPlayer::SetObserverTarget(CBaseEntity *)
332 CBasePlayer::ForceObserverMode(int)
+
332 CBasePlayer::ObserverUse(bool)
333 CBasePlayer::ResetObserverMode(void)
+
333 CBasePlayer::GetObserverTarget(void)
334 CTFPlayer::ValidateCurrentObserverTarget(void)
+
334 CTFPlayer::FindNextObserverTarget(bool)
335 CTFPlayer::AttemptToExitFreezeCam(void)
+
335 CTFPlayer::GetNextObserverSearchStartPoint(bool)
336 CBasePlayer::StartReplayMode(float,float,int)
+
336 CTFPlayer::IsValidObserverTarget(CBaseEntity *)
337 CBasePlayer::StopReplayMode(void)
+
337 CTFPlayer::CheckObserverSettings(void)
338 CBasePlayer::GetDelayTicks(void)
+
338 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
339 CBasePlayer::GetReplayEntity(void)
+
339 CBasePlayer::ForceObserverMode(int)
340 CBasePlayer::CreateCorpse(void)
+
340 CBasePlayer::ResetObserverMode(void)
341 CTFPlayer::EntSelectSpawnPoint(void)
+
341 CTFPlayer::ValidateCurrentObserverTarget(void)
342 CBasePlayer::GetInVehicle(IServerVehicle *,int)
+
342 CTFPlayer::AttemptToExitFreezeCam(void)
343 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
+
343 CBasePlayer::StartReplayMode(float,float,int)
344 CBasePlayer::OnVehicleStart(void)
+
344 CBasePlayer::StopReplayMode(void)
345 CBasePlayer::OnVehicleEnd(Vector &)
+
345 CBasePlayer::GetDelayTicks(void)
346 CTFPlayer::BumpWeapon(CBaseCombatWeapon *)
+
346 CBasePlayer::GetReplayEntity(void)
347 CBasePlayer::SelectLastItem(void)
+
347 CBasePlayer::CreateCorpse(void)
348 CBasePlayer::SelectItem(char  const*,int)
+
348 CTFPlayer::EntSelectSpawnPoint(void)
349 CTFPlayer::ItemPostFrame(void)
+
349 CBasePlayer::GetInVehicle(IServerVehicle *,int)
350 CBasePlayer::GiveNamedItem(char  const*,int)
+
350 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
351 CBasePlayer::CheckTrainUpdate(void)
+
351 CBasePlayer::OnVehicleStart(void)
352 CBasePlayer::SetPlayerUnderwater(bool)
+
352 CBasePlayer::OnVehicleEnd(Vector &)
353 CBasePlayer::CanBreatheUnderwater(void)const
+
353 CTFPlayer::BumpWeapon(CBaseCombatWeapon *)
354 CBasePlayer::PlayerUse(void)
+
354 CBasePlayer::SelectLastItem(void)
355 CBasePlayer::PlayUseDenySound(void)
+
355 CBasePlayer::SelectItem(char  const*,int)
356 CBasePlayer::FindUseEntity(void)
+
356 CTFPlayer::ItemPostFrame(void)
357 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
357 CBasePlayer::GiveNamedItem(char  const*,int)
358 CBasePlayer::PickupObject(CBaseEntity *,bool)
+
358 CBasePlayer::CheckTrainUpdate(void)
359 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
359 CBasePlayer::SetPlayerUnderwater(bool)
360 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
+
360 CBasePlayer::CanBreatheUnderwater(void)const
361 CBasePlayer::UpdateGeigerCounter(void)
+
361 CBasePlayer::PlayerUse(void)
362 CBasePlayer::GetAutoaimVector(float)
+
362 CBasePlayer::PlayUseDenySound(void)
363 CBasePlayer::GetAutoaimVector(float,float)
+
363 CBasePlayer::FindUseEntity(void)
364 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
+
364 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
365 CBasePlayer::ShouldAutoaim(void)
+
365 CBasePlayer::PickupObject(CBaseEntity *,bool)
366 CBasePlayer::ForceClientDllUpdate(void)
+
366 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
367 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
367 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
368 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
368 CBasePlayer::UpdateGeigerCounter(void)
369 CTFPlayer::ChangeTeam(int,bool,bool)
+
369 CBasePlayer::GetAutoaimVector(float)
370 CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
+
370 CBasePlayer::GetAutoaimVector(float,float)
371 CBaseMultiplayerPlayer::CanSpeak(void)
+
371 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
372 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
372 CBasePlayer::ShouldAutoaim(void)
373 CBasePlayer::CheckChatText(char *,int)
+
373 CBasePlayer::ForceClientDllUpdate(void)
374 CTFPlayer::CreateRagdollEntity(void)
+
374 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
375 CTFPlayer::ShouldAnnounceAchievement(void)
+
375 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
376 CBasePlayer::IsFollowingPhysics(void)
+
376 CTFPlayer::ChangeTeam(int,bool,bool)
377 CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
+
377 CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
378 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
+
378 CBaseMultiplayerPlayer::CanSpeak(void)
379 CBasePlayer::Hints(void)
+
379 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
380 CTFPlayer::IsReadyToPlay(void)
+
380 CBasePlayer::CheckChatText(char *,int)
381 CTFPlayer::IsReadyToSpawn(void)
+
381 CTFPlayer::CreateRagdollEntity(void)
382 CTFPlayer::ShouldGainInstantSpawn(void)
+
382 CTFPlayer::ShouldAnnounceAchievement(void)
383 CTFPlayer::ResetPerRoundStats(void)
+
383 CBasePlayer::EquipWearable(CWearableItem *)
384 CTFPlayer::ResetScores(void)
+
384 CBasePlayer::RemoveWearable(CWearableItem *)
385 CBasePlayer::EquipSuit(bool)
+
385 CBasePlayer::IsFollowingPhysics(void)
386 CBasePlayer::RemoveSuit(void)
+
386 CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
387 CTFPlayer::CommitSuicide(bool,bool)
+
387 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
388 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
+
388 CBasePlayer::Hints(void)
389 CBasePlayer::IsBot(void)const
+
389 CTFPlayer::IsReadyToPlay(void)
390 CBaseMultiplayerPlayer::GetExpresser(void)
+
390 CTFPlayer::IsReadyToSpawn(void)
391 CBasePlayer::SpawnArmorValue(void)const
+
391 CTFPlayer::ShouldGainInstantSpawn(void)
392 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
392 CTFPlayer::ResetPerRoundStats(void)
393 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
393 CTFPlayer::ResetScores(void)
394 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
+
394 CBasePlayer::EquipSuit(bool)
395 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
+
395 CBasePlayer::RemoveSuit(void)
396 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
+
396 CTFPlayer::CommitSuicide(bool,bool)
397 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
+
397 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
398 CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
+
398 CBasePlayer::IsBot(void)const
399 CTFPlayer::CanSpeakVoiceCommand(void)
+
399 CBaseMultiplayerPlayer::GetExpresser(void)
400 CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
+
400 CBasePlayer::SpawnArmorValue(void)const
401 CTFPlayer::NoteSpokeVoiceCommand(char  const*)
+
401 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
402 CBaseMultiplayerPlayer::OnAchievementEarned(int)
+
402 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
403 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
+
403 CBasePlayer::HasHaptics(void)
404 CTFPlayer::CalculateTeamBalanceScore(void)
+
404 CBasePlayer::SetHaptics(bool)
405 CBaseMultiplayerPlayer::CreateExpresser(void)
+
405 CBasePlayer::PlayerSolidMask(bool)const
406 CTFPlayer::GetAttributeManager(void)
+
406 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
407 CTFPlayer::GetAttributeContainer(void)
+
407 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
408 CTFPlayer::GetAttributeOwner(void)
+
408 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
409 CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *)
+
409 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
 +
410 CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
 +
411 CTFPlayer::CanSpeakVoiceCommand(void)
 +
412 CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
 +
413 CTFPlayer::NoteSpokeVoiceCommand(char  const*)
 +
414 CTFPlayer::OnAchievementEarned(int)
 +
415 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
 +
416 CTFPlayer::CalculateTeamBalanceScore(void)
 +
417 CBaseMultiplayerPlayer::CreateExpresser(void)
 +
418 CTFPlayer::DetermineAssistForKill(CTFPlayer*)
 +
419 CTFPlayer::SetNumberofDominations(int)
 +
420 CTFPlayer::GetNumberofDominations(void)
 +
421 CTFPlayer::GetAttributeManager(void)
 +
422 CTFPlayer::GetAttributeContainer(void)
 +
423 CTFPlayer::GetAttributeOwner(void)
 +
424 CTFPlayer::ReapplyProvision(void)
 +
425 CTFPlayer::InventoryUpdated(CPlayerInventory *,EItemRequestResult)
 +
426 CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *,bool)
 
</pre>
 
</pre>

Revision as of 09:45, 14 August 2009

Also for use when using virtual offsets.

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

The List

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

Last Updated 14 August 2009

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