CTerrorPlayer Offset List (Left 4 Dead)

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Revision as of 05:27, 9 November 2008 by DS (talk | contribs) (Probably going to change by release day)
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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 09 November 2008

// Auto reconstructed from vtable block @ 0x00F14020
// 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::CommitSuicide(bool)
538	CTerrorPlayer::OnSpokeConcept(CAI_Concept,AI_Response *)
539	CTerrorPlayer::RestoreWeapons(void)
540	CTerrorPlayer::OnReloadEnd(void)
541	CTerrorPlayer::OnReloadAbort(void)
542	CTerrorPlayer::OnAttackSuccess(CBaseCombatCharacter *,bool)
543	CTerrorPlayer::IsWielding(CSWeaponID)const
544	CTerrorPlayer::IsZoomed(void)
545	CTerrorPlayer::CanPlayerJump(void)const
546	CTerrorPlayer::CanHearChatFrom(CBasePlayer *)
547	CTerrorPlayer::PlayerZombieAbortControl(void)
548	CTerrorPlayer::CanBeShoved(void)
549	CTerrorPlayer::SetClass(ZombieClassType)
550	CTerrorPlayer::SetCharacter(void)
551	CTerrorPlayer::OnRevived(void)
552	CTerrorPlayer::OnAwardEarned(AwardType,CBaseEntity *)
553	CTerrorPlayer::OnAwardLost(AwardType)
554	CTerrorPlayer::ScoreKilledZombie(ZombieClassType)