CTFPlayer Offset List (Team Fortress 2)

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Revision as of 18:29, 23 December 2007 by BAILOPAN (talk | contribs)
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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 30 October 2007

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