Difference between revisions of "CTerrorPlayer Offset List (Left 4 Dead)"

From AlliedModders Wiki
Jump to: navigation, search
(Probably going to change by release day)
 
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 09 November 2008</b>
+
<b>Last Updated 14 January 2009</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00F14020
+
// Auto reconstructed from vtable block @ 0x00F1C440
 
// from "server_i486.so", by ida_vtables.idc
 
// from "server_i486.so", by ida_vtables.idc
 
0 CTerrorPlayer::~CTerrorPlayer()
 
0 CTerrorPlayer::~CTerrorPlayer()
Line 548: Line 548:
 
535 CTerrorPlayer::OnEndChangeLevel(void)
 
535 CTerrorPlayer::OnEndChangeLevel(void)
 
536 CTerrorPlayer::SetDoingRestore(bool)
 
536 CTerrorPlayer::SetDoingRestore(bool)
537 CTerrorPlayer::CommitSuicide(bool)
+
537 CTerrorPlayer::GetTeamSwitchRule(void)const
538 CTerrorPlayer::OnSpokeConcept(CAI_Concept,AI_Response *)
+
538 CTerrorPlayer::IsReadyToShove(void)
539 CTerrorPlayer::RestoreWeapons(void)
+
539 CTerrorPlayer::SetNextShoveTime(float)
540 CTerrorPlayer::OnReloadEnd(void)
+
540 CTerrorPlayer::CommitSuicide(bool)
541 CTerrorPlayer::OnReloadAbort(void)
+
541 CTerrorPlayer::OnSpokeConcept(CAI_Concept,AI_Response *)
542 CTerrorPlayer::OnAttackSuccess(CBaseCombatCharacter *,bool)
+
542 CTerrorPlayer::RestoreWeapons(void)
543 CTerrorPlayer::IsWielding(CSWeaponID)const
+
543 CTerrorPlayer::OnReloadEnd(void)
544 CTerrorPlayer::IsZoomed(void)
+
544 CTerrorPlayer::OnReloadAbort(void)
545 CTerrorPlayer::CanPlayerJump(void)const
+
545 CTerrorPlayer::OnAttackSuccess(CBaseCombatCharacter *,bool)
546 CTerrorPlayer::CanHearChatFrom(CBasePlayer *)
+
546 CTerrorPlayer::IsWielding(CSWeaponID)const
547 CTerrorPlayer::PlayerZombieAbortControl(void)
+
547 CTerrorPlayer::IsZoomed(void)
548 CTerrorPlayer::CanBeShoved(void)
+
548 CTerrorPlayer::CanPlayerJump(void)const
549 CTerrorPlayer::SetClass(ZombieClassType)
+
549 CTerrorPlayer::CanHearChatFrom(CBasePlayer *)
550 CTerrorPlayer::SetCharacter(void)
+
550 CTerrorPlayer::PlayerZombieAbortControl(void)
551 CTerrorPlayer::OnRevived(void)
+
551 CTerrorPlayer::CanBeShoved(void)
552 CTerrorPlayer::OnAwardEarned(AwardType,CBaseEntity *)
+
552 CTerrorPlayer::SetClass(ZombieClassType)
553 CTerrorPlayer::OnAwardLost(AwardType)
+
553 CTerrorPlayer::SetCharacter(void)
554 CTerrorPlayer::ScoreKilledZombie(ZombieClassType)
+
554 CTerrorPlayer::OnRevived(void)
 +
555 CTerrorPlayer::OnAwardEarned(AwardType,CBaseEntity *)
 +
556 CTerrorPlayer::OnAwardLost(AwardType)
 +
557 CTerrorPlayer::ScoreKilledZombie(ZombieClassType)
 
</pre>
 
</pre>

Revision as of 23:56, 14 January 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 January 2009

// Auto reconstructed from vtable block @ 0x00F1C440
// from "server_i486.so", by ida_vtables.idc
0	CTerrorPlayer::~CTerrorPlayer()
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	CCSPlayer::SetModelIndex(int)
9	CTerrorPlayer::GetServerClass(void)
10	CTerrorPlayer::YouForgotToImplementOrDeclareServerClass(void)
11	CTerrorPlayer::GetDataDescMap(void)
12	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
13	CTerrorPlayer::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15	CTerrorPlayer::ShouldCollide(int,int)const
16	CBaseEntity::SetOwnerEntity(CBaseEntity*)
17	CTerrorPlayer::ShouldTransmit(CCheckTransmitInfo  const*)
18	CBasePlayer::UpdateTransmitState(void)
19	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
20	CBasePlayer::GetTracerType(void)
21	CTerrorPlayer::Spawn(void)
22	CTerrorPlayer::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	CTerrorPlayer::ObjectCaps(void)
34	CTerrorPlayer::GetUsePriority(CBaseEntity *)
35	CBaseEntity::GetGlowEntity(void)
36	CBaseEntity::GetUseType(CBaseEntity*)
37	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
38	CBasePlayer::DrawDebugGeometryOverlays(void)
39	CBaseAnimating::DrawDebugTextOverlays(void)
40	CBasePlayer::Save(ISave &)
41	CBasePlayer::Restore(IRestore &)
42	CBasePlayer::ShouldSavePhysics(void)
43	CBaseEntity::OnSave(IEntitySaveUtils *)
44	CBasePlayer::OnRestore(void)
45	CBasePlayer::RequiredEdictIndex(void)
46	CBaseEntity::MoveDone(void)
47	CBaseEntity::Think(void)
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
49	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
50	CBaseAnimating::GetBaseAnimating(void)
51	CTerrorPlayer::GetResponseSystem(void)
52	CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char  const*)
53	CBasePlayer::Classify(void)
54	CBaseEntity::DeathNotice(CBaseEntity*)
55	CTerrorPlayer::ShouldAttractAutoAim(CBaseEntity *)
56	CBaseEntity::GetAutoAimRadius(void)
57	CBaseEntity::GetAutoAimCenter(void)
58	CBaseEntity::GetBeamTraceFilter(void)
59	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
60	CCSPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
61	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
62	CTerrorPlayer::OnTakeDamage(CTakeDamageInfo  const&)
63	CTerrorPlayer::TakeHealth(float,int)
64	CBaseEntity::IsAlive(void)const
65	CTerrorPlayer::Event_Killed(CTakeDamageInfo  const&)
66	CBasePlayer::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::MyInfectedPointer(void)
73	CBaseEntity::GetDelay(void)
74	CBaseEntity::IsMoving(void)
75	CBaseEntity::DamageDecal(int,int)
76	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
77	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
78	CBaseEntity::OnControls(CBaseEntity*)
79	CBaseEntity::HasTarget(string_t)
80	CBasePlayer::IsPlayer(void)const
81	CBasePlayer::IsNetClient(void)const
82	CBaseEntity::IsTemplate(void)
83	CBaseEntity::IsBaseObject(void)const
84	CBaseEntity::IsBaseCombatWeapon(void)const
85	CBaseEntity::MyCombatWeaponPointer(void)
86	CBaseEntity::GetServerVehicle(void)
87	CBaseEntity::IsViewable(void)
88	CTerrorPlayer::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	CTerrorPlayer::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	CTerrorPlayer::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	CTerrorPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
114	CTerrorPlayer::ModifyOrAppendDerivedCriteria(AI_CriteriaSet &)
115	CTerrorPlayer::NetworkStateChanged_m_iMaxHealth(void)
116	CTerrorPlayer::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	CTerrorPlayer::GetFriction(void)const
138	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
139	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
140	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
141	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
142	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
143	CTerrorPlayer::OnGroundChanged(CBaseEntity *,CBaseEntity *)
144	CBaseEntity::GetGroundVelocityToApply(Vector &)
145	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
146	CBaseEntity::Splash(void)
147	CBaseEntity::WorldSpaceCenter(void)const
148	CCSPlayer::GetSoundEmissionOrigin(void)const
149	CBaseEntity::CreateVPhysics(void)
150	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
151	CBasePlayer::VPhysicsDestroyObject(void)
152	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
153	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
154	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
155	CTerrorPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
156	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
157	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
158	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
159	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
160	CBaseEntity::VPhysicsIsFlesh(void)
161	CBaseEntity::CanPushEntity(CBaseEntity*)const
162	CBaseEntity::HasPhysicsAttacker(float)
163	CBasePlayer::PhysicsSolidMaskForEntity(void)const
164	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
165	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
166	CBaseAnimating::GetStepOrigin(void)const
167	CBaseAnimating::GetStepAngles(void)const
168	CBaseEntity::ShouldDrawWaterImpacts(void)
169	CBasePlayer::NetworkStateChanged_m_fFlags(void)
170	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
171	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
172	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
173	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
174	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
175	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
176	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
177	CBasePlayer::NetworkStateChanged_m_flFriction(void)
178	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
179	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
180	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
181	CBaseEntity::NetworkStateChanged_m_bClientSideRagdoll(void)
182	CBaseEntity::NetworkStateChanged_m_bClientSideRagdoll(void *)
183	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
184	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
185	CBaseAnimating::GetIdealSpeed(void)const
186	CBaseAnimating::GetIdealAccel(void)const
187	CBaseAnimatingOverlay::StudioFrameAdvance(void)
188	CBaseAnimating::OnSequenceSet(int)
189	CBaseAnimating::IsActivityFinished(void)
190	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
191	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
192	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
193	CBaseAnimating::IsRagdoll(void)
194	CBaseAnimating::CanBecomeRagdoll(void)
195	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,QuaternionAligned *,int)
196	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
197	CBaseAnimating::SetupBones(matrix3x4_t *,int)
198	CBaseAnimating::CalculateIKLocks(float)
199	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
200	CTerrorPlayer::HandleAnimEvent(animevent_t *)
201	CBaseAnimating::PopulatePoseParameters(void)
202	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
203	CBaseAnimating::InitBoneControllers(void)
204	CBaseAnimating::GetGroundSpeedVelocity(void)
205	CBaseAnimating::IsViewModel(void)const
206	CTerrorPlayer::Ignite(float,bool,float,bool)
207	CBaseAnimating::IgniteLifetime(float)
208	CBaseAnimating::IgniteNumHitboxFires(int)
209	CBaseAnimating::IgniteHitboxFireScale(float)
210	CTerrorPlayer::Extinguish(void)
211	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
212	CBaseFlex::SetViewtarget(Vector  const&)
213	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
214	CBaseFlex::ProcessSceneEvents(void)
215	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
216	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
217	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
218	CTerrorPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
219	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
220	CBasePlayer::GetPhysicsImpactDamageTable(void)
221	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
222	CBaseCombatCharacter::FInViewCone(Vector  const&)
223	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
224	CBaseCombatCharacter::FInAimCone(Vector  const&)
225	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
226	CBaseCombatCharacter::FindMissTarget(void)
227	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
228	CBasePlayer::BodyAngles(void)
229	CBaseCombatCharacter::BodyDirection2D(void)
230	CBaseCombatCharacter::BodyDirection3D(void)
231	CBaseCombatCharacter::HeadDirection2D(void)
232	CBaseCombatCharacter::HeadDirection3D(void)
233	CBaseCombatCharacter::EyeDirection2D(void)
234	CBaseCombatCharacter::EyeDirection3D(void)
235	CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
236	CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
237	CBaseCombatCharacter::IsHiddenByFog(float)const
238	CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
239	CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
240	CBaseCombatCharacter::GetFogObscuredRatio(float)const
241	CBaseCombatCharacter::GetFogParams(fogparams_t *)const
242	CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
243	CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
244	CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
245	CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
246	CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
247	CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
248	CTerrorPlayer::OnFootstep(Vector  const&,bool,bool,bool,bool)
249	CCSPlayer::GetGroundSurface(void)const
250	CTerrorPlayer::GetFootstepSound(char  const*,bool,float,bool)const
251	CTerrorPlayer::AreFootstepsAudible(void)const
252	CTerrorPlayer::IsFootstepAudible(float,bool)const
253	CBaseCombatCharacter::GetFootstepRunThreshold(void)const
254	CBaseCombatCharacter::GiveAmmo(int,int,bool)
255	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
256	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
257	CBaseCombatCharacter::Weapon_FrameUpdate(void)
258	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
259	CTerrorPlayer::Weapon_CanUse(CBaseCombatWeapon *)
260	CTerrorPlayer::Weapon_Equip(CBaseCombatWeapon *)
261	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
262	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
263	CCSPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
264	CTerrorPlayer::Weapon_ShootPosition(void)
265	CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
266	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
267	CBaseCombatCharacter::Weapon_GetSlot(int)const
268	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
269	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
270	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
271	CTerrorPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
272	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
273	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
274	CBaseCombatCharacter::GetAliveDuration(void)const
275	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
276	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
277	CBaseCombatCharacter::HasEverBeenInjured(int)const
278	CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
279	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
280	CBaseCombatCharacter::GetDeathActivity(void)
281	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
282	CBaseCombatCharacter::CorpseFade(void)
283	CBaseCombatCharacter::HasHumanGibs(void)
284	CBaseCombatCharacter::HasAlienGibs(void)
285	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
286	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
287	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
288	CBasePlayer::Event_Dying(void)
289	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
290	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
291	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
292	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
293	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
294	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
295	CBaseCombatCharacter::IRelationType(CBaseEntity *)
296	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
297	CBasePlayer::IsInAVehicle(void)const
298	CBasePlayer::GetVehicle(void)
299	CBasePlayer::GetVehicleEntity(void)
300	CBaseCombatCharacter::ExitVehicle(void)
301	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
302	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
303	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
304	CBasePlayer::DoMuzzleFlash(void)
305	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
306	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
307	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
308	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
309	CTerrorPlayer::GetLastKnownArea(void)const
310	CTerrorPlayer::IsAreaTraversable(CNavArea  const*)const
311	CBaseCombatCharacter::ClearLastKnownArea(void)
312	CBaseCombatCharacter::UpdateLastKnownArea(void)
313	CTerrorPlayer::OnNavAreaChanged(CNavArea *,CNavArea *)
314	CTerrorPlayer::OnNavAreaRemoved(CNavArea *)
315	CTerrorPlayer::GetClass(void)const
316	CTerrorPlayer::CanBeA(ZombieClassType)const
317	CTerrorPlayer::OnPursuedBy(INextBot *)
318	CTerrorPlayer::IsGhost(void)const
319	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
320	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
321	CCSPlayer::CreateViewModel(int)
322	CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
323	CTerrorPlayer::WantsLagCompensationOnEntity(CBaseAnimatingOverlay  const*,CUserCmd  const*,CBitVec<2048>  const*)const
324	CBasePlayer::SharedSpawn(void)
325	CBasePlayer::ForceRespawn(void)
326	CTerrorPlayer::InitialSpawn(void)
327	CBasePlayer::InitHUD(void)
328	CCSPlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
329	CCSPlayer::PlayerDeathThink(void)
330	CBasePlayer::Jump(void)
331	CBasePlayer::Duck(void)
332	CTerrorPlayer::Cough(CBasePlayer *)
333	CTerrorPlayer::PreThink(void)
334	CTerrorPlayer::PostThink(void)
335	CBasePlayer::DamageEffect(float,int)
336	CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
337	CBasePlayer::ShouldFadeOnDeath(void)
338	CBasePlayer::IsFakeClient(void)const
339	CTerrorPlayer::GetCharacterDisplayName(void)
340	CBasePlayer::GetPlayerMins(void)const
341	CBasePlayer::GetPlayerMaxs(void)const
342	CTerrorPlayer::UpdateCollisionBounds(void)
343	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
344	CBasePlayer::PackDeadPlayerItems(void)
345	CCSPlayer::RemoveAllItems(bool)
346	CTerrorPlayer::IsRunning(void)const
347	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
348	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
349	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
350	CBasePlayer::UpdateClientData(void)
351	CBasePlayer::ExitLadder(void)
352	CBasePlayer::GetLadderSurface(Vector  const&)
353	CTerrorPlayer::IsAbleToAutoCenterOnLadders(void)const
354	CBasePlayer::SetFlashlightEnabled(bool)
355	CCSPlayer::FlashlightIsOn(void)
356	CTerrorPlayer::FlashlightTurnOn(bool)
357	CTerrorPlayer::FlashlightTurnOff(bool)
358	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
359	CCSPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
360	CCSPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
361	CBasePlayer::GetStepSoundVelocities(float *,float *)
362	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
363	CTerrorPlayer::DeathSound(CTakeDamageInfo  const&)
364	CCSPlayer::SetAnimation(PLAYER_ANIM)
365	CTerrorPlayer::OnMainActivityComplete(Activity,Activity)
366	CTerrorPlayer::OnMainActivityInterrupted(Activity,Activity)
367	CTerrorPlayer::ImpulseCommands(void)
368	CTerrorPlayer::CheatImpulseCommands(int)
369	CTerrorPlayer::ClientCommand(CCommand  const&)
370	CBasePlayer::StartObserverMode(int)
371	CBasePlayer::StopObserverMode(void)
372	CBasePlayer::ModeWantsSpectatorGUI(int)
373	CTerrorPlayer::SetObserverMode(int)
374	CBasePlayer::GetObserverMode(void)
375	CTerrorPlayer::SetObserverTarget(CBaseEntity *)
376	CBasePlayer::ObserverUse(bool)
377	CBasePlayer::GetObserverTarget(void)
378	CTerrorPlayer::FindNextObserverTarget(bool)
379	CCSPlayer::GetNextObserverSearchStartPoint(bool)
380	CTerrorPlayer::PassesObserverFilter(CBaseEntity  const*)
381	CTerrorPlayer::IsValidObserverTarget(CBaseEntity *)
382	CBasePlayer::CheckObserverSettings(void)
383	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
384	CBasePlayer::ForceObserverMode(int)
385	CCSPlayer::ResetObserverMode(void)
386	CBasePlayer::ValidateCurrentObserverTarget(void)
387	CBasePlayer::AttemptToExitFreezeCam(void)
388	CTerrorPlayer::WantsRoamingObserverMode(void)const
389	CCSPlayer::StartReplayMode(float,float,int)
390	CCSPlayer::StopReplayMode(void)
391	CBasePlayer::GetDelayTicks(void)
392	CBasePlayer::GetReplayEntity(void)
393	CBasePlayer::CreateCorpse(void)
394	CTerrorPlayer::EntSelectSpawnPoint(void)
395	CBasePlayer::GetInVehicle(IServerVehicle *,int)
396	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
397	CBasePlayer::OnVehicleStart(void)
398	CBasePlayer::OnVehicleEnd(Vector &)
399	CTerrorPlayer::BumpWeapon(CBaseCombatWeapon *)
400	CBasePlayer::SelectLastItem(void)
401	CBasePlayer::SelectItem(char  const*,int)
402	CBasePlayer::SelectItem(CBaseCombatWeapon *)
403	CTerrorPlayer::ItemPostFrame(void)
404	CTerrorPlayer::GiveNamedItem(char  const*,int,bool)
405	CBasePlayer::CheckTrainUpdate(void)
406	CBasePlayer::SetPlayerUnderwater(bool)
407	CTerrorPlayer::PlayWadeSound(void)
408	CTerrorPlayer::CanBreatheUnderwater(void)const
409	CTerrorPlayer::CanRecoverCurrentDrowningDamage(void)const
410	CTerrorPlayer::PlayerUse(CBaseEntity *)
411	CCSPlayer::PlayUseDenySound(void)
412	CTerrorPlayer::FindUseEntity(float,float,bool *)
413	CTerrorPlayer::IsUseableEntity(CBaseEntity *,unsigned int)
414	CTerrorPlayer::OnUseEntity(CBaseEntity *,USE_TYPE)
415	CTerrorPlayer::PickupObject(CBaseEntity *,bool)
416	CTerrorPlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
417	CTerrorPlayer::GetHeldObjectMass(IPhysicsObject *)
418	CTerrorPlayer::IsHoldingEntity(CBaseEntity *)
419	CBasePlayer::UpdateGeigerCounter(void)
420	CBasePlayer::GetAutoaimVector(float)
421	CBasePlayer::GetAutoaimVector(float,float)
422	CBasePlayer::GetAutoaimVector(float,float,float,AimResults *)
423	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
424	CBasePlayer::ShouldAutoaim(void)
425	CBasePlayer::ForceClientDllUpdate(void)
426	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
427	CTerrorPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
428	CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
429	CBaseMultiplayerPlayer::CanSpeak(void)
430	CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
431	CTerrorPlayer::CheckChatText(char *,int)
432	CBasePlayer::CreateRagdollEntity(void)
433	CBasePlayer::ShouldAnnounceAchievement(void)
434	CBasePlayer::EnsureSplitScreenTeam(void)
435	CBasePlayer::ForceChangeTeam(int)
436	CBasePlayer::IsFollowingPhysics(void)
437	CTerrorPlayer::InitVCollision(Vector  const&,Vector  const&)
438	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
439	CBasePlayer::Hints(void)
440	CBasePlayer::IsReadyToPlay(void)
441	CBasePlayer::IsReadyToSpawn(void)
442	CBasePlayer::ShouldGainInstantSpawn(void)
443	CBasePlayer::ResetPerRoundStats(void)
444	CBasePlayer::ResetScores(void)
445	CBasePlayer::EquipSuit(bool)
446	CBasePlayer::RemoveSuit(void)
447	CTerrorPlayer::OnUseEntityChanged(void)
448	CBasePlayer::CommitSuicide(bool,bool)
449	CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
450	CBasePlayer::IsBot(void)const
451	CBaseMultiplayerPlayer::GetExpresser(void)
452	CCSPlayer::SpawnArmorValue(void)const
453	CTerrorPlayer::UpdateTonemapController(void)
454	CCSPlayer::NetworkStateChanged_m_ArmorValue(void)
455	CCSPlayer::NetworkStateChanged_m_ArmorValue(void *)
456	CTerrorPlayer::IsAutoCrouched(void)const
457	CTerrorPlayer::GetAvailableSteadyStateSlots(void)
458	CTerrorPlayer::OnSpeak(CBasePlayer *,char  const*,float)
459	CTerrorPlayer::OnVoiceTransmit(void)
460	CTerrorPlayer::PlayerSolidMask(bool)const
461	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
462	CAI_ExpresserHost<CBasePlayer>::Speak(CAI_Concept,char  const*,char *,unsigned int,IRecipientFilter *)
463	CAI_ExpresserHost<CBasePlayer>::Speak(CAI_Concept,AI_CriteriaSet *,char *,unsigned int,IRecipientFilter *)
464	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(CAI_Concept,AI_Response *)
465	CTerrorPlayer::SpeakIfAllowed(CAI_Concept,SpeechPriorityType,char  const*,char *,unsigned int,IRecipientFilter *)
466	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
467	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
468	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
469	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
470	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
471	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
472	CBaseMultiplayerPlayer::CreateExpresser(void)
473	CCSPlayer::FirePlayerHurtEvent(CTakeDamageInfo  const&)
474	CTerrorPlayer::OnTakeDamageInternal(CTakeDamageInfo &)
475	CTerrorPlayer::AllowDamage(CTakeDamageInfo  const&)
476	CTerrorPlayer::GetHealthBuffer(void)const
477	CTerrorPlayer::IsIncapacitated(void)const
478	CTerrorPlayer::GetAdjustedDamage(CTakeDamageInfo  const&,float,float,bool)
479	CTerrorPlayer::DoBloodEffect(float,CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
480	CCSPlayer::GiveNamedItem(char  const*,int)
481	CCSPlayer::IsBeingGivenItem(void)const
482	CTerrorPlayer::DoAnimationEvent(PlayerAnimEvent_t,int)
483	CCSPlayer::CSAnim_GetActiveWeapon(void)
484	CCSPlayer::CSAnim_CanMove(void)
485	CTerrorPlayer::KickBack(float,float,float,float,float,float,int)
486	CTerrorPlayer::IsImmobilized(void)const
487	CTerrorPlayer::GiveDefaultItems(void)
488	CTerrorPlayer::RoundRespawn(void)
489	CTerrorPlayer::ObserverRoundRespawn(void)
490	CCSPlayer::Blind(float,float,float)
491	CTerrorPlayer::Deafen(float,float,float)
492	CTerrorPlayer::ResetMaxSpeed(void)
493	CCSPlayer::HandleCommand_JoinClass(int)
494	CTerrorPlayer::HandleCommand_JoinTeam(int,char  const*,bool)
495	CTerrorPlayer::GetIntoGame(void)
496	CTerrorPlayer::WantsMOTD(void)const
497	CTerrorPlayer::AutoSelectTeam(void)
498	CTerrorPlayer::OnLeaveActiveState(void)
499	CTerrorPlayer::Pain(bool)
500	CTerrorPlayer::OnTeamChanged(int)
501	CTerrorPlayer::CanAttack(void)const
502	CTerrorPlayer::OnWeaponFired(void)
503	CTerrorPlayer::OnHitPlayer(int,float,float,int)
504	CTerrorPlayer::OnReloadStart(bool,int,bool)
505	CTerrorPlayer::CreateNoise(float)
506	CTerrorPlayer::OnPreThinkObserverMode(void)
507	CTerrorPlayer::OnEnterRescueState(void)
508	CTerrorPlayer::OnPreThinkRescueState(void)
509	CTerrorPlayer::OnLeaveRescueState(void)
510	CTerrorPlayer::OnEnterGhostState(void)
511	CTerrorPlayer::OnPreThinkGhostState(void)
512	CTerrorPlayer::OnLeaveGhostState(void)
513	CTerrorPlayer::OnEnterIntroCameraState(void)
514	CTerrorPlayer::OnPreThinkIntroCameraState(void)
515	CTerrorPlayer::OnLeaveIntroCameraState(void)
516	CTerrorPlayer::OnLeaveDeathAnimState(void)
517	CTerrorPlayer::OnLeaveDeathWaitForKeyState(void)
518	CTerrorPlayer::CanUseFlashlight(void)const
519	CTerrorPlayer::UpdateAddonBits(void)
520	CTerrorPlayer::UpdateRadar(void)
521	CTerrorPlayer::SelectDeathPose(CTakeDamageInfo  const&)
522	CTerrorPlayer::CanChangeName(void)const
523	CTerrorPlayer::ChangeName(char  const*)
524	CTerrorPlayer::IsProgressBarActive(void)const
525	CTerrorPlayer::CreateRagdollEntity(CTakeDamageInfo  const&)
526	CTerrorPlayer::GetRagdollType(void)const
527	CTerrorPlayer::SetModelFromClass(void)
528	CTerrorPlayer::SetModelFromClassAtSpawn(void)
529	CTerrorPlayer::DropWeapons(bool)
530	CTerrorPlayer::RecordDamageTaken(char  const*,int)
531	CTerrorPlayer::OnPlayerDisconnected(CTerrorPlayer*)
532	CTerrorPlayer::OnSpawn(void)
533	CTerrorPlayer::RestoreSpawn(void)
534	CTerrorPlayer::OnBeginChangeLevel(char  const*,KeyValues *)
535	CTerrorPlayer::OnEndChangeLevel(void)
536	CTerrorPlayer::SetDoingRestore(bool)
537	CTerrorPlayer::GetTeamSwitchRule(void)const
538	CTerrorPlayer::IsReadyToShove(void)
539	CTerrorPlayer::SetNextShoveTime(float)
540	CTerrorPlayer::CommitSuicide(bool)
541	CTerrorPlayer::OnSpokeConcept(CAI_Concept,AI_Response *)
542	CTerrorPlayer::RestoreWeapons(void)
543	CTerrorPlayer::OnReloadEnd(void)
544	CTerrorPlayer::OnReloadAbort(void)
545	CTerrorPlayer::OnAttackSuccess(CBaseCombatCharacter *,bool)
546	CTerrorPlayer::IsWielding(CSWeaponID)const
547	CTerrorPlayer::IsZoomed(void)
548	CTerrorPlayer::CanPlayerJump(void)const
549	CTerrorPlayer::CanHearChatFrom(CBasePlayer *)
550	CTerrorPlayer::PlayerZombieAbortControl(void)
551	CTerrorPlayer::CanBeShoved(void)
552	CTerrorPlayer::SetClass(ZombieClassType)
553	CTerrorPlayer::SetCharacter(void)
554	CTerrorPlayer::OnRevived(void)
555	CTerrorPlayer::OnAwardEarned(AwardType,CBaseEntity *)
556	CTerrorPlayer::OnAwardLost(AwardType)
557	CTerrorPlayer::ScoreKilledZombie(ZombieClassType)