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

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(Changed to a 0-based output, changed message at the top about platforms.)
(The List)
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 29 April 2010</b>
+
<b>Last Updated 9 July 2010</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00BDB380
+
// Auto reconstructed from vtable block @ 0x00D85580
 
// from "server.so", by ida_vtables.idc
 
// from "server.so", by ida_vtables.idc
 
0 CTFPlayer::~CTFPlayer()
 
0 CTFPlayer::~CTFPlayer()
Line 29: Line 29:
 
16 CTFPlayer::ShouldCollide(int,int)const
 
16 CTFPlayer::ShouldCollide(int,int)const
 
17 CBaseEntity::SetOwnerEntity(CBaseEntity*)
 
17 CBaseEntity::SetOwnerEntity(CBaseEntity*)
18 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
+
18 CTFPlayer::ShouldTransmit(CCheckTransmitInfo  const*)
 
19 CBasePlayer::UpdateTransmitState(void)
 
19 CBasePlayer::UpdateTransmitState(void)
 
20 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
 
20 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
Line 267: Line 267:
 
254 CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
 
254 CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
 
255 CBasePlayer::Weapon_ShootPosition(void)
 
255 CBasePlayer::Weapon_ShootPosition(void)
256 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
256 CTFPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
 
257 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
 
257 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
 
258 CBaseCombatCharacter::Weapon_GetSlot(int)const
 
258 CBaseCombatCharacter::Weapon_GetSlot(int)const
Line 439: Line 439:
 
426 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
 
426 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
 
427 CBasePlayer::IsBot(void)const
 
427 CBasePlayer::IsBot(void)const
428 CBaseMultiplayerPlayer::GetExpresser(void)
+
428 CBasePlayer::IsBotOfType(int)const
429 CBasePlayer::SpawnArmorValue(void)const
+
429 CBasePlayer::GetBotType(void)const
430 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
+
430 CBaseMultiplayerPlayer::GetExpresser(void)
431 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
+
431 CBasePlayer::SpawnArmorValue(void)const
432 CBasePlayer::HasHaptics(void)
+
432 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
433 CBasePlayer::SetHaptics(bool)
+
433 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
434 CBasePlayer::PlayerSolidMask(bool)const
+
434 CBasePlayer::HasHaptics(void)
435 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
+
435 CBasePlayer::SetHaptics(bool)
436 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
+
436 CBasePlayer::PlayerSolidMask(bool)const
437 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
+
437 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
438 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
+
438 CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
439 CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
+
439 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
440 CTFPlayer::CanSpeakVoiceCommand(void)
+
440 CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
441 CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
+
441 CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
442 CTFPlayer::NoteSpokeVoiceCommand(char  const*)
+
442 CTFPlayer::CanSpeakVoiceCommand(void)
443 CTFPlayer::OnAchievementEarned(int)
+
443 CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
444 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
+
444 CTFPlayer::NoteSpokeVoiceCommand(char  const*)
445 CTFPlayer::CalculateTeamBalanceScore(void)
+
445 CTFPlayer::OnAchievementEarned(int)
446 CBaseMultiplayerPlayer::CreateExpresser(void)
+
446 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
447 CTFPlayer::DetermineAssistForKill(CTakeDamageInfo  const&)
+
447 CTFPlayer::CalculateTeamBalanceScore(void)
448 CTFPlayer::SetNumberofDominations(int)
+
448 CBaseMultiplayerPlayer::CreateExpresser(void)
449 CTFPlayer::GetNumberofDominations(void)
+
449 CTFPlayer::DetermineAssistForKill(CTakeDamageInfo  const&)
450 CTFPlayer::ShouldGib(CTakeDamageInfo  const&,bool)
+
450 CTFPlayer::SetNumberofDominations(int)
451 CTFPlayer::GetAttributeManager(void)
+
451 CTFPlayer::GetNumberofDominations(void)
452 CTFPlayer::GetAttributeContainer(void)
+
452 CTFPlayer::ShouldGib(CTakeDamageInfo  const&,bool)
453 CTFPlayer::GetAttributeOwner(void)
+
453 CTFPlayer::GetAttributeManager(void)
454 CTFPlayer::ReapplyProvision(void)
+
454 CTFPlayer::GetAttributeContainer(void)
455 CTFPlayer::InventoryUpdated(CPlayerInventory *,EItemRequestResult)
+
455 CTFPlayer::GetAttributeOwner(void)
456 CTFPlayer::SOCacheUnsubscribed(CSteamID  const&)
+
456 CTFPlayer::ReapplyProvision(void)
457 CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *,bool)
+
457 CTFPlayer::InventoryUpdated(CPlayerInventory *,EItemRequestResult)
458 CTFPlayer::InitClass(void)
+
458 CTFPlayer::SOCacheUnsubscribed(CSteamID  const&)
 +
459 CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *,bool)
 +
460 CTFPlayer::InitClass(void)
 
</pre>
 
</pre>

Revision as of 09:45, 9 July 2010

Also for use when using virtual offsets.

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

The List

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

Last Updated 9 July 2010

// Auto reconstructed from vtable block @ 0x00D85580
// from "server.so", by ida_vtables.idc
0	CTFPlayer::~CTFPlayer()
1	CTFPlayer::~CTFPlayer()
2	CBaseEntity::SetRefEHandle(CBaseHandle  const&)
3	CBaseEntity::GetRefEHandle(void)const
4	CBaseEntity::GetCollideable(void)
5	CBaseEntity::GetNetworkable(void)
6	CBaseEntity::GetBaseEntity(void)
7	CBaseEntity::GetModelIndex(void)const
8	CBaseEntity::GetModelName(void)const
9	CBaseEntity::SetModelIndex(int)
10	CTFPlayer::GetServerClass(void)
11	CTFPlayer::YouForgotToImplementOrDeclareServerClass(void)
12	CTFPlayer::GetDataDescMap(void)
13	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
14	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
15	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
16	CTFPlayer::ShouldCollide(int,int)const
17	CBaseEntity::SetOwnerEntity(CBaseEntity*)
18	CTFPlayer::ShouldTransmit(CCheckTransmitInfo  const*)
19	CBasePlayer::UpdateTransmitState(void)
20	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
21	CBasePlayer::GetTracerType(void)
22	CTFPlayer::Spawn(void)
23	CTFPlayer::Precache(void)
24	CBasePlayer::SetModel(char  const*)
25	CBaseMultiplayerPlayer::PostConstructor(char  const*)
26	CBaseEntity::PostClientActive(void)
27	CBaseEntity::ParseMapData(CEntityMapData *)
28	CBaseEntity::KeyValue(char  const*,char  const*)
29	CBaseEntity::KeyValue(char  const*,float)
30	CBaseEntity::KeyValue(char  const*,Vector  const&)
31	CBaseEntity::GetKeyValue(char  const*,char *,int)
32	CBasePlayer::Activate(void)
33	CBaseEntity::SetParent(CBaseEntity*,int)
34	CBasePlayer::ObjectCaps(void)
35	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
36	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
37	CBasePlayer::DrawDebugGeometryOverlays(void)
38	CTFPlayer::DrawDebugTextOverlays(void)
39	CBasePlayer::Save(ISave &)
40	CBasePlayer::Restore(IRestore &)
41	CBasePlayer::ShouldSavePhysics(void)
42	CBaseEntity::OnSave(IEntitySaveUtils *)
43	CBasePlayer::OnRestore(void)
44	CBasePlayer::RequiredEdictIndex(void)
45	CBaseEntity::MoveDone(void)
46	CBaseEntity::Think(void)
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
49	CBaseAnimating::GetBaseAnimating(void)
50	CTFPlayer::GetResponseSystem(void)
51	CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char  const*)
52	CBasePlayer::Classify(void)
53	CBaseEntity::DeathNotice(CBaseEntity*)
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55	CBaseEntity::GetAutoAimRadius(void)
56	CBaseEntity::GetAutoAimCenter(void)
57	CBaseEntity::GetBeamTraceFilter(void)
58	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
59	CTFPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
60	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
61	CTFPlayer::OnTakeDamage(CTakeDamageInfo  const&)
62	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
63	CTFPlayer::TakeHealth(float,int)
64	CBaseEntity::IsAlive(void)
65	CTFPlayer::Event_Killed(CTakeDamageInfo  const&)
66	CTFPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
67	CBaseCombatCharacter::BloodColor(void)
68	CBaseEntity::IsTriggered(CBaseEntity*)
69	CBaseEntity::IsNPC(void)const
70	CBaseCombatCharacter::MyCombatCharacterPointer(void)
71	CBaseEntity::MyNextBotPointer(void)
72	CBaseEntity::GetDelay(void)
73	CBaseEntity::IsMoving(void)
74	CBaseEntity::DamageDecal(int,int)
75	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
76	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
77	CBaseEntity::OnControls(CBaseEntity*)
78	CBaseEntity::HasTarget(string_t)
79	CBasePlayer::IsPlayer(void)const
80	CBasePlayer::IsNetClient(void)const
81	CBaseEntity::IsTemplate(void)
82	CBaseEntity::IsBaseObject(void)const
83	CBaseEntity::IsBaseTrain(void)const
84	CBaseEntity::IsBaseCombatWeapon(void)const
85	CBaseEntity::IsWearable(void)const
86	CBaseEntity::MyCombatWeaponPointer(void)
87	CBaseEntity::GetServerVehicle(void)
88	CBaseEntity::IsViewable(void)
89	CTFPlayer::ChangeTeam(int)
90	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
91	CBaseEntity::CanStandOn(CBaseEntity*)const
92	CBaseEntity::CanStandOn(edict_t *)const
93	CBaseEntity::GetEnemy(void)
94	CBaseEntity::GetEnemy(void)const
95	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
96	CBaseEntity::StartTouch(CBaseEntity*)
97	CTFPlayer::Touch(CBaseEntity *)
98	CBaseEntity::EndTouch(CBaseEntity*)
99	CBaseEntity::StartBlocked(CBaseEntity*)
100	CBaseEntity::Blocked(CBaseEntity*)
101	CBaseEntity::EndBlocked(void)
102	CBasePlayer::PhysicsSimulate(void)
103	CTFPlayer::UpdateOnRemove(void)
104	CBaseEntity::StopLoopingSounds(void)
105	CBaseEntity::SUB_AllowedToFade(void)
106	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
107	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
108	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
109	CBaseEntity::GetTracerAttachment(void)
110	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
111	CBasePlayer::DoImpactEffect(CGameTrace &,int)
112	CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
113	CBaseEntity::Respawn(void)
114	CBaseEntity::IsLockedByMaster(void)
115	CTFPlayer::GetMaxHealth(void)const
116	CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
117	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
118	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
119	CBasePlayer::NetworkStateChanged_m_iHealth(void)
120	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
121	CBasePlayer::NetworkStateChanged_m_lifeState(void)
122	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
123	CBaseEntity::NetworkStateChanged_m_takedamage(void)
124	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
125	CBaseEntity::GetDamageType(void)const
126	CBaseEntity::GetDamage(void)
127	CBaseEntity::SetDamage(float)
128	CBasePlayer::EyePosition(void)
129	CBasePlayer::EyeAngles(void)
130	CBasePlayer::LocalEyeAngles(void)
131	CBaseEntity::EarPosition(void)
132	CBasePlayer::BodyTarget(Vector  const&,bool)
133	CBaseEntity::HeadTarget(Vector  const&)
134	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
135	CBaseEntity::GetViewOffset(void)const
136	CBaseEntity::SetViewOffset(Vector  const&)
137	CBasePlayer::GetSmoothedVelocity(void)
138	CBaseAnimating::GetVelocity(Vector *,Vector *)
139	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
140	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
141	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
142	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
143	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
144	CBaseEntity::GetGroundVelocityToApply(Vector &)
145	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
146	CBaseEntity::Splash(void)
147	CBaseEntity::WorldSpaceCenter(void)const
148	CBaseEntity::GetSoundEmissionOrigin(void)const
149	CTFPlayer::IsDeflectable(void)
150	CBaseEntity::Deflected(CBaseEntity*,Vector &)
151	CBaseEntity::CreateVPhysics(void)
152	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
153	CBasePlayer::VPhysicsDestroyObject(void)
154	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
155	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
156	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
157	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
158	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
159	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
160	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
161	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
162	CBaseEntity::VPhysicsIsFlesh(void)
163	CBaseEntity::HasPhysicsAttacker(float)
164	CBasePlayer::PhysicsSolidMaskForEntity(void)const
165	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
166	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
167	CBaseAnimating::GetStepOrigin(void)const
168	CBaseAnimating::GetStepAngles(void)const
169	CBaseEntity::ShouldDrawWaterImpacts(void)
170	CBasePlayer::NetworkStateChanged_m_fFlags(void)
171	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
172	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
173	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
174	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
175	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
176	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
177	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
178	CBasePlayer::NetworkStateChanged_m_flFriction(void)
179	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
180	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
181	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
182	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
183	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
184	CBaseAnimating::GetIdealSpeed(void)const
185	CBaseAnimating::GetIdealAccel(void)const
186	CBaseAnimatingOverlay::StudioFrameAdvance(void)
187	CBaseAnimating::IsActivityFinished(void)
188	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
189	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
190	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
191	CBaseAnimating::IsRagdoll(void)
192	CBaseAnimating::CanBecomeRagdoll(void)
193	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
194	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
195	CBaseAnimating::SetupBones(matrix3x4_t *,int)
196	CBaseAnimating::CalculateIKLocks(float)
197	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
198	CBasePlayer::HandleAnimEvent(animevent_t *)
199	CBaseAnimating::PopulatePoseParameters(void)
200	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
201	CBaseAnimating::InitBoneControllers(void)
202	CBaseAnimating::GetGroundSpeedVelocity(void)
203	CBaseAnimating::Ignite(float,bool,float,bool)
204	CBaseAnimating::IgniteLifetime(float)
205	CBaseAnimating::IgniteNumHitboxFires(int)
206	CBaseAnimating::IgniteHitboxFireScale(float)
207	CBaseAnimating::Extinguish(void)
208	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
209	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
210	CBaseFlex::SetViewtarget(Vector  const&)
211	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
212	CBaseFlex::ProcessSceneEvents(void)
213	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
214	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
215	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
216	CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
217	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
218	CBasePlayer::GetPhysicsImpactDamageTable(void)
219	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
220	CBaseCombatCharacter::FInViewCone(Vector  const&)
221	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
222	CBaseCombatCharacter::FInAimCone(Vector  const&)
223	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
224	CBaseCombatCharacter::FindMissTarget(void)
225	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
226	CBasePlayer::BodyAngles(void)
227	CBaseCombatCharacter::BodyDirection2D(void)
228	CBaseCombatCharacter::BodyDirection3D(void)
229	CBaseCombatCharacter::HeadDirection2D(void)
230	CBaseCombatCharacter::HeadDirection3D(void)
231	CBaseCombatCharacter::EyeDirection2D(void)
232	CBaseCombatCharacter::EyeDirection3D(void)
233	CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
234	CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
235	CBaseCombatCharacter::IsHiddenByFog(float)const
236	CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
237	CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
238	CBaseCombatCharacter::GetFogObscuredRatio(float)const
239	CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
240	CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
241	CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
242	CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
243	CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
244	CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
245	CTFPlayer::GiveAmmo(int,int,bool)
246	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
247	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
248	CTFPlayer::Weapon_FrameUpdate(void)
249	CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)
250	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
251	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
252	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
253	CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
254	CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
255	CBasePlayer::Weapon_ShootPosition(void)
256	CTFPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
257	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
258	CBaseCombatCharacter::Weapon_GetSlot(int)const
259	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
260	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
261	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
262	CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
263	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
264	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
265	CBaseCombatCharacter::GetAliveDuration(void)const
266	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
267	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
268	CBaseCombatCharacter::HasEverBeenInjured(int)const
269	CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
270	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
271	CBaseCombatCharacter::GetDeathActivity(void)
272	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
273	CBaseCombatCharacter::CorpseFade(void)
274	CBaseCombatCharacter::HasHumanGibs(void)
275	CBaseCombatCharacter::HasAlienGibs(void)
276	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
277	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
278	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
279	CBasePlayer::Event_Dying(void)
280	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
281	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
282	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
283	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
284	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
285	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
286	CBaseCombatCharacter::IRelationType(CBaseEntity *)
287	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
288	CBasePlayer::IsInAVehicle(void)const
289	CBasePlayer::GetVehicle(void)
290	CBasePlayer::GetVehicleEntity(void)
291	CBaseCombatCharacter::ExitVehicle(void)
292	CTFPlayer::RemoveAllWeapons(void)
293	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
294	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
295	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
296	CBasePlayer::DoMuzzleFlash(void)
297	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
298	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
299	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
300	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
301	CBaseCombatCharacter::GetLastKnownArea(void)const
302	CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
303	CBaseCombatCharacter::ClearLastKnownArea(void)
304	CBaseCombatCharacter::UpdateLastKnownArea(void)
305	CTFPlayer::OnNavAreaChanged(CNavArea *,CNavArea *)
306	CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
307	CBaseCombatCharacter::OnPursuedBy(INextBot *)
308	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
309	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
310	CTFPlayer::CreateViewModel(int)
311	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
312	CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
313	CBasePlayer::SharedSpawn(void)
314	CTFPlayer::ForceRespawn(void)
315	CTFPlayer::InitialSpawn(void)
316	CBasePlayer::InitHUD(void)
317	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
318	CTFPlayer::PlayerDeathThink(void)
319	CBasePlayer::Jump(void)
320	CBasePlayer::Duck(void)
321	CTFPlayer::PreThink(void)
322	CTFPlayer::PostThink(void)
323	CTFPlayer::DamageEffect(float,int)
324	CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
325	CBasePlayer::ShouldFadeOnDeath(void)
326	CBasePlayer::IsFakeClient(void)const
327	CBasePlayer::GetPlayerMins(void)const
328	CBasePlayer::GetPlayerMaxs(void)const
329	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
330	CBasePlayer::PackDeadPlayerItems(void)
331	CTFPlayer::RemoveAllItems(bool)
332	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
333	CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
334	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
335	CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
336	CBasePlayer::GetTimeSinceWeaponFired(void)const
337	CBasePlayer::IsFiringWeapon(void)const
338	CBasePlayer::UpdateClientData(void)
339	CBasePlayer::ExitLadder(void)
340	CBasePlayer::GetLadderSurface(Vector  const&)
341	CBasePlayer::SetFlashlightEnabled(bool)
342	CTFPlayer::FlashlightIsOn(void)
343	CTFPlayer::FlashlightTurnOn(void)
344	CTFPlayer::FlashlightTurnOff(void)
345	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
346	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
347	CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
348	CTFPlayer::GetStepSoundVelocities(float *,float *)
349	CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)
350	CTFPlayer::DeathSound(CTakeDamageInfo  const&)
351	CTFPlayer::SetAnimation(PLAYER_ANIM)
352	CBasePlayer::ImpulseCommands(void)
353	CTFPlayer::CheatImpulseCommands(int)
354	CTFPlayer::ClientCommand(CCommand  const&)
355	CBasePlayer::StartObserverMode(int)
356	CBasePlayer::StopObserverMode(void)
357	CTFPlayer::ModeWantsSpectatorGUI(int)
358	CTFPlayer::SetObserverMode(int)
359	CBasePlayer::GetObserverMode(void)
360	CTFPlayer::SetObserverTarget(CBaseEntity *)
361	CBasePlayer::ObserverUse(bool)
362	CBasePlayer::GetObserverTarget(void)
363	CTFPlayer::FindNextObserverTarget(bool)
364	CTFPlayer::GetNextObserverSearchStartPoint(bool)
365	CTFPlayer::IsValidObserverTarget(CBaseEntity *)
366	CTFPlayer::CheckObserverSettings(void)
367	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
368	CBasePlayer::ForceObserverMode(int)
369	CBasePlayer::ResetObserverMode(void)
370	CTFPlayer::ValidateCurrentObserverTarget(void)
371	CTFPlayer::AttemptToExitFreezeCam(void)
372	CBasePlayer::StartReplayMode(float,float,int)
373	CBasePlayer::StopReplayMode(void)
374	CBasePlayer::GetDelayTicks(void)
375	CBasePlayer::GetReplayEntity(void)
376	CBasePlayer::CreateCorpse(void)
377	CTFPlayer::EntSelectSpawnPoint(void)
378	CBasePlayer::GetInVehicle(IServerVehicle *,int)
379	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
380	CBasePlayer::OnVehicleStart(void)
381	CBasePlayer::OnVehicleEnd(Vector &)
382	CTFPlayer::BumpWeapon(CBaseCombatWeapon *)
383	CBasePlayer::SelectLastItem(void)
384	CBasePlayer::SelectItem(char  const*,int)
385	CTFPlayer::ItemPostFrame(void)
386	CBasePlayer::GiveNamedItem(char  const*,int)
387	CBasePlayer::CheckTrainUpdate(void)
388	CBasePlayer::SetPlayerUnderwater(bool)
389	CBasePlayer::CanBreatheUnderwater(void)const
390	CTFPlayer::PlayerUse(void)
391	CBasePlayer::PlayUseDenySound(void)
392	CBasePlayer::FindUseEntity(void)
393	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
394	CBasePlayer::PickupObject(CBaseEntity *,bool)
395	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
396	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
397	CBasePlayer::UpdateGeigerCounter(void)
398	CBasePlayer::GetAutoaimVector(float)
399	CBasePlayer::GetAutoaimVector(float,float)
400	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
401	CBasePlayer::ShouldAutoaim(void)
402	CBasePlayer::ForceClientDllUpdate(void)
403	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
404	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
405	CTFPlayer::ChangeTeam(int,bool,bool)
406	CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)
407	CBaseMultiplayerPlayer::CanSpeak(void)
408	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
409	CBasePlayer::CheckChatText(char *,int)
410	CTFPlayer::CreateRagdollEntity(void)
411	CTFPlayer::ShouldAnnounceAchievement(void)
412	CBasePlayer::EquipWearable(CWearableItem *)
413	CBasePlayer::RemoveWearable(CWearableItem *)
414	CBasePlayer::IsFollowingPhysics(void)
415	CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
416	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
417	CBasePlayer::Hints(void)
418	CTFPlayer::IsReadyToPlay(void)
419	CTFPlayer::IsReadyToSpawn(void)
420	CTFPlayer::ShouldGainInstantSpawn(void)
421	CTFPlayer::ResetPerRoundStats(void)
422	CTFPlayer::ResetScores(void)
423	CBasePlayer::EquipSuit(bool)
424	CBasePlayer::RemoveSuit(void)
425	CTFPlayer::CommitSuicide(bool,bool)
426	CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
427	CBasePlayer::IsBot(void)const
428	CBasePlayer::IsBotOfType(int)const
429	CBasePlayer::GetBotType(void)const
430	CBaseMultiplayerPlayer::GetExpresser(void)
431	CBasePlayer::SpawnArmorValue(void)const
432	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
433	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
434	CBasePlayer::HasHaptics(void)
435	CBasePlayer::SetHaptics(bool)
436	CBasePlayer::PlayerSolidMask(bool)const
437	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
438	CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
439	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
440	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
441	CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
442	CTFPlayer::CanSpeakVoiceCommand(void)
443	CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)
444	CTFPlayer::NoteSpokeVoiceCommand(char  const*)
445	CTFPlayer::OnAchievementEarned(int)
446	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
447	CTFPlayer::CalculateTeamBalanceScore(void)
448	CBaseMultiplayerPlayer::CreateExpresser(void)
449	CTFPlayer::DetermineAssistForKill(CTakeDamageInfo  const&)
450	CTFPlayer::SetNumberofDominations(int)
451	CTFPlayer::GetNumberofDominations(void)
452	CTFPlayer::ShouldGib(CTakeDamageInfo  const&,bool)
453	CTFPlayer::GetAttributeManager(void)
454	CTFPlayer::GetAttributeContainer(void)
455	CTFPlayer::GetAttributeOwner(void)
456	CTFPlayer::ReapplyProvision(void)
457	CTFPlayer::InventoryUpdated(CPlayerInventory *,EItemRequestResult)
458	CTFPlayer::SOCacheUnsubscribed(CSteamID  const&)
459	CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *,bool)
460	CTFPlayer::InitClass(void)