Difference between revisions of "CTerrorPlayer Offset List (Left 4 Dead 2)"

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(Added offsets from demo)
 
(The List)
 
(One intermediate revision by one other user not shown)
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 27 October 2009</b>
+
<b>Last Updated 10 December 2012</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00FC69A0
+
// Auto reconstructed from vtable block @ 0x00DA8920
// from "server_linux.so", by ida_vtables.idc
+
// from "server 2.1.1.7.so", by ida_vtables.idc
0 CTerrorPlayer::~CTerrorPlayer()
+
0 SurvivorBot::~SurvivorBot()
 
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
 
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
 
2 CBaseEntity::GetRefEHandle(void)const
 
2 CBaseEntity::GetRefEHandle(void)const
Line 20: Line 20:
 
7 CBaseEntity::GetModelName(void)const
 
7 CBaseEntity::GetModelName(void)const
 
8 CCSPlayer::SetModelIndex(int)
 
8 CCSPlayer::SetModelIndex(int)
9 CTerrorPlayer::GetServerClass(void)
+
9 SurvivorBot::GetServerClass(void)
10 CTerrorPlayer::YouForgotToImplementOrDeclareServerClass(void)
+
10 SurvivorBot::YouForgotToImplementOrDeclareServerClass(void)
11 CTerrorPlayer::GetDataDescMap(void)
+
11 SurvivorBot::GetDataDescMap(void)
 
12 CBaseAnimating::GetScriptDesc(void)
 
12 CBaseAnimating::GetScriptDesc(void)
 
13 CBaseEntity::GetAIAddOn(void)const
 
13 CBaseEntity::GetAIAddOn(void)const
Line 34: Line 34:
 
21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
 
21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
 
22 CBasePlayer::GetTracerType(void)
 
22 CBasePlayer::GetTracerType(void)
23 CTerrorPlayer::Spawn(void)
+
23 SurvivorBot::Spawn(void)
 
24 CBaseEntity::ShouldPrecache(void)
 
24 CBaseEntity::ShouldPrecache(void)
 
25 CTerrorPlayer::Precache(void)
 
25 CTerrorPlayer::Precache(void)
Line 85: Line 85:
 
72 CTerrorPlayer::TakeHealth(float,int)
 
72 CTerrorPlayer::TakeHealth(float,int)
 
73 CBaseEntity::IsAlive(void)const
 
73 CBaseEntity::IsAlive(void)const
74 CTerrorPlayer::Event_Killed(CTakeDamageInfo  const&)
+
74 SurvivorBot::Event_Killed(CTakeDamageInfo  const&)
 
75 CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
 
75 CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
 
76 CBaseCombatCharacter::BloodColor(void)
 
76 CBaseCombatCharacter::BloodColor(void)
Line 91: Line 91:
 
78 CBaseEntity::IsNPC(void)const
 
78 CBaseEntity::IsNPC(void)const
 
79 CBaseCombatCharacter::MyCombatCharacterPointer(void)
 
79 CBaseCombatCharacter::MyCombatCharacterPointer(void)
80 CBaseEntity::MyNextBotPointer(void)
+
80 NextBotPlayer<CTerrorPlayer>::MyNextBotPointer(void)
 
81 CBaseEntity::MyInfectedPointer(void)
 
81 CBaseEntity::MyInfectedPointer(void)
 
82 CBaseEntity::GetDelay(void)
 
82 CBaseEntity::GetDelay(void)
Line 101: Line 101:
 
88 CBaseEntity::HasTarget(string_t)
 
88 CBaseEntity::HasTarget(string_t)
 
89 CBasePlayer::IsPlayer(void)const
 
89 CBasePlayer::IsPlayer(void)const
90 CBasePlayer::IsNetClient(void)const
+
90 NextBotPlayer<CTerrorPlayer>::IsNetClient(void)const
 
91 CBaseEntity::IsTemplate(void)
 
91 CBaseEntity::IsTemplate(void)
 
92 CBaseEntity::IsBaseObject(void)const
 
92 CBaseEntity::IsBaseObject(void)const
Line 118: Line 118:
 
105 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
 
105 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
 
106 CBaseEntity::StartTouch(CBaseEntity*)
 
106 CBaseEntity::StartTouch(CBaseEntity*)
107 CTerrorPlayer::Touch(CBaseEntity *)
+
107 NextBotPlayer<CTerrorPlayer>::Touch(CBaseEntity *)
 
108 CBaseEntity::EndTouch(CBaseEntity*)
 
108 CBaseEntity::EndTouch(CBaseEntity*)
 
109 CBaseEntity::StartBlocked(CBaseEntity*)
 
109 CBaseEntity::StartBlocked(CBaseEntity*)
 
110 CBaseEntity::Blocked(CBaseEntity*)
 
110 CBaseEntity::Blocked(CBaseEntity*)
 
111 CBaseEntity::EndBlocked(void)
 
111 CBaseEntity::EndBlocked(void)
112 CBasePlayer::PhysicsSimulate(void)
+
112 SurvivorBot::PhysicsSimulate(void)
 
113 CBaseEntity::PhysicsLandedOnGround(float)
 
113 CBaseEntity::PhysicsLandedOnGround(float)
 
114 CBasePlayer::UpdateOnRemove(void)
 
114 CBasePlayer::UpdateOnRemove(void)
Line 137: Line 137:
 
124 CBaseEntity::IsLockedByMaster(void)
 
124 CBaseEntity::IsLockedByMaster(void)
 
125 CBaseEntity::GetMaxHealth(void)const
 
125 CBaseEntity::GetMaxHealth(void)const
126 CTerrorPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
126 SurvivorBot::ModifyOrAppendCriteria(AI_CriteriaSet &)
 
127 CTerrorPlayer::ModifyOrAppendDerivedCriteria(AI_CriteriaSet &)
 
127 CTerrorPlayer::ModifyOrAppendDerivedCriteria(AI_CriteriaSet &)
 
128 CTerrorPlayer::NetworkStateChanged_m_iMaxHealth(void)
 
128 CTerrorPlayer::NetworkStateChanged_m_iMaxHealth(void)
Line 217: Line 217:
 
204 CBaseAnimating::IsActivityFinished(void)
 
204 CBaseAnimating::IsActivityFinished(void)
 
205 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
 
205 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
206 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
206 CTerrorPlayer::SelectWeightedSequence(Activity)
207 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
+
207 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
208 CBaseAnimating::IsRagdoll(void)
+
208 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
209 CBaseAnimating::CanBecomeRagdoll(void)
+
209 CBaseAnimating::IsRagdoll(void)
210 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,matrix3x4_t  const&,Vector *,QuaternionAligned *,int)
+
210 CBaseAnimating::CanBecomeRagdoll(void)
211 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
211 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,matrix3x4_t  const&,Vector *,QuaternionAligned *,int)
212 CBaseAnimating::SetupBones(matrix3x4_t *,int)
+
212 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
213 CBaseAnimating::CalculateIKLocks(float)
+
213 CBaseAnimating::SetupBones(matrix3x4_t *,int)
214 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
214 CBaseAnimating::CalculateIKLocks(float)
215 CTerrorPlayer::HandleAnimEvent(animevent_t *)
+
215 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
216 CBaseAnimating::PopulatePoseParameters(void)
+
216 NextBotPlayer<CTerrorPlayer>::HandleAnimEvent(animevent_t *)
217 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
217 CBaseAnimating::PopulatePoseParameters(void)
218 CBaseAnimating::InitBoneControllers(void)
+
218 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
219 CBaseAnimating::GetGroundSpeedVelocity(void)
+
219 CBaseAnimating::InitBoneControllers(void)
220 CBaseAnimating::IsViewModel(void)const
+
220 CBaseAnimating::GetGroundSpeedVelocity(void)
221 CTerrorPlayer::Ignite(float,bool,float,bool)
+
221 CBaseAnimating::IsViewModel(void)const
222 CBaseAnimating::IgniteLifetime(float)
+
222 CTerrorPlayer::Ignite(float,bool,float,bool)
223 CBaseAnimating::IgniteUseCheapEffect(bool)
+
223 CBaseAnimating::IgniteLifetime(float)
224 CTerrorPlayer::Extinguish(void)
+
224 CBaseAnimating::IgniteUseCheapEffect(bool)
225 CBaseAnimating::IsFrozen(void)
+
225 CTerrorPlayer::Extinguish(void)
226 CBaseAnimating::Freeze(float,CBaseEntity *,Ray_t *)
+
226 CBaseAnimating::IsFrozen(void)
227 CBaseAnimating::Unfreeze(void)
+
227 CBaseAnimating::Freeze(float,CBaseEntity *,Ray_t *)
228 CBaseAnimating::Dissolve(char  const*,float,bool,int,Vector,int)
+
228 CBaseAnimating::Unfreeze(void)
229 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
229 CBaseAnimating::Dissolve(char  const*,float,bool,int,Vector,int)
230 CBaseFlex::SetViewtarget(Vector  const&)
+
230 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
231 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
231 CBaseFlex::SetViewtarget(Vector  const&)
232 CBaseFlex::ProcessSceneEvents(void)
+
232 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
233 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
233 CBaseFlex::ProcessSceneEvents(void)
234 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
234 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
235 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
235 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
236 CTerrorPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
+
236 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
237 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
+
237 CTerrorPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
238 CBasePlayer::GetPhysicsImpactDamageTable(void)
+
238 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
239 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
239 CBasePlayer::GetPhysicsImpactDamageTable(void)
240 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
240 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
241 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
241 CBaseCombatCharacter::FInViewCone(Vector  const&)
242 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
242 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
243 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
243 CBaseCombatCharacter::FInAimCone(Vector  const&)
244 CBaseCombatCharacter::FindMissTarget(void)
+
244 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
245 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
+
245 CBaseCombatCharacter::FindMissTarget(void)
246 CBasePlayer::BodyAngles(void)
+
246 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
247 CBaseCombatCharacter::BodyDirection2D(void)
+
247 CBasePlayer::BodyAngles(void)
248 CBaseCombatCharacter::BodyDirection3D(void)
+
248 CBaseCombatCharacter::BodyDirection2D(void)
249 CBaseCombatCharacter::HeadDirection2D(void)
+
249 CBaseCombatCharacter::BodyDirection3D(void)
250 CBaseCombatCharacter::HeadDirection3D(void)
+
250 CBaseCombatCharacter::HeadDirection2D(void)
251 CBaseCombatCharacter::EyeDirection2D(void)
+
251 CBaseCombatCharacter::HeadDirection3D(void)
252 CBaseCombatCharacter::EyeDirection3D(void)
+
252 CBaseCombatCharacter::EyeDirection2D(void)
253 CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
+
253 CBaseCombatCharacter::EyeDirection3D(void)
254 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
+
254 CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
255 CBaseCombatCharacter::IsHiddenByFog(float)const
+
255 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
256 CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
+
256 CBaseCombatCharacter::IsHiddenByFog(float)const
257 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
+
257 CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
258 CBaseCombatCharacter::GetFogObscuredRatio(float)const
+
258 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
259 CBaseCombatCharacter::GetFogParams(fogparams_t *)const
+
259 CBaseCombatCharacter::GetFogObscuredRatio(float)const
260 CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
+
260 CBaseCombatCharacter::GetFogParams(fogparams_t *)const
261 CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
+
261 CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
262 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
+
262 CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
263 CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
+
263 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
264 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
+
264 CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
265 CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
+
265 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
266 CTerrorPlayer::OnFootstep(Vector  const&,bool,bool)
+
266 CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
267 CCSPlayer::GetGroundSurface(void)const
+
267 CTerrorPlayer::OnFootstep(Vector  const&,bool,bool)
268 CTerrorPlayer::GetFootstepSound(char  const*,bool,float,bool)const
+
268 CCSPlayer::GetGroundSurface(void)const
269 CTerrorPlayer::AreFootstepsAudible(void)const
+
269 CTerrorPlayer::GetFootstepSound(char  const*,bool,float,bool)const
270 CTerrorPlayer::IsFootstepAudible(float,bool)const
+
270 CTerrorPlayer::AreFootstepsAudible(void)const
271 CBaseCombatCharacter::GetFootstepRunThreshold(void)const
+
271 CTerrorPlayer::IsFootstepAudible(float,bool)const
272 CBaseCombatCharacter::GiveAmmo(int,int,bool)
+
272 CBaseCombatCharacter::GetFootstepRunThreshold(void)const
273 CTerrorPlayer::RemoveAmmo(int,int)
+
273 CBaseCombatCharacter::GiveAmmo(int,int,bool)
274 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
274 CTerrorPlayer::RemoveAmmo(int,int)
275 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
275 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
276 CBaseCombatCharacter::Weapon_FrameUpdate(void)
+
276 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
277 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
+
277 CBaseCombatCharacter::Weapon_FrameUpdate(void)
278 CTerrorPlayer::Weapon_CanUse(CBaseCombatWeapon *)
+
278 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
279 CTerrorPlayer::Weapon_Equip(CBaseCombatWeapon *)
+
279 CTerrorPlayer::Weapon_CanUse(CBaseCombatWeapon *)
280 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
+
280 NextBotPlayer<CTerrorPlayer>::Weapon_Equip(CBaseCombatWeapon *)
281 CTerrorPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
+
281 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
282 CCSPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
+
282 NextBotPlayer<CTerrorPlayer>::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
283 CTerrorPlayer::Weapon_ShootPosition(void)
+
283 SurvivorBot::Weapon_Switch(CBaseCombatWeapon *,int)
284 CTerrorPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
+
284 CTerrorPlayer::Weapon_ShootPosition(void)
285 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
+
285 CTerrorPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
286 CBaseCombatCharacter::Weapon_GetSlot(int)const
+
286 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
287 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
+
287 CBaseCombatCharacter::Weapon_GetSlot(int)const
288 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
+
288 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
289 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
+
289 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
290 CTerrorPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
+
290 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
291 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
+
291 NextBotPlayer<CTerrorPlayer>::OnTakeDamage_Alive(CTakeDamageInfo  const&)
292 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
+
292 NextBotPlayer<CTerrorPlayer>::OnTakeDamage_Dying(CTakeDamageInfo  const&)
293 CBaseCombatCharacter::GetAliveDuration(void)const
+
293 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
294 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
+
294 CBaseCombatCharacter::GetAliveDuration(void)const
295 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
+
295 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
296 CBaseCombatCharacter::HasEverBeenInjured(int)const
+
296 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
297 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
+
297 CBaseCombatCharacter::HasEverBeenInjured(int)const
298 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
+
298 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
299 CBaseCombatCharacter::GetDeathActivity(void)
+
299 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
300 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
+
300 CBaseCombatCharacter::GetDeathActivity(void)
301 CBaseCombatCharacter::CorpseFade(void)
+
301 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
302 CBaseCombatCharacter::HasHumanGibs(void)
+
302 CBaseCombatCharacter::CorpseFade(void)
303 CBaseCombatCharacter::HasAlienGibs(void)
+
303 CBaseCombatCharacter::HasHumanGibs(void)
304 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
+
304 CBaseCombatCharacter::HasAlienGibs(void)
305 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
+
305 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
306 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
+
306 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
307 CBasePlayer::Event_Dying(void)
+
307 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
308 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
+
308 CBasePlayer::Event_Dying(void)
309 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
+
309 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
310 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
+
310 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
311 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
+
311 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
312 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
+
312 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
313 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
+
313 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
314 CBaseCombatCharacter::IRelationType(CBaseEntity *)
+
314 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
315 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
+
315 CBaseCombatCharacter::IRelationType(CBaseEntity *)
316 CBasePlayer::IsInAVehicle(void)const
+
316 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
317 CBasePlayer::GetVehicle(void)
+
317 CBasePlayer::IsInAVehicle(void)const
318 CBasePlayer::GetVehicleEntity(void)
+
318 CBasePlayer::GetVehicle(void)
319 CBaseCombatCharacter::ExitVehicle(void)
+
319 CBasePlayer::GetVehicleEntity(void)
320 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
+
320 CBaseCombatCharacter::ExitVehicle(void)
321 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
+
321 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
322 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
+
322 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
323 CBasePlayer::DoMuzzleFlash(void)
+
323 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
324 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
+
324 CBasePlayer::DoMuzzleFlash(void)
325 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
+
325 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
326 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
+
326 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
327 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
327 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
328 CTerrorPlayer::GetLastKnownArea(void)const
+
328 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
329 CTerrorPlayer::IsAreaTraversable(CNavArea  const*)const
+
329 CTerrorPlayer::GetLastKnownArea(void)const
330 CBaseCombatCharacter::ClearLastKnownArea(void)
+
330 CTerrorPlayer::IsAreaTraversable(CNavArea  const*)const
331 CBaseCombatCharacter::UpdateLastKnownArea(void)
+
331 CBaseCombatCharacter::ClearLastKnownArea(void)
332 CTerrorPlayer::OnNavAreaChanged(CNavArea *,CNavArea *)
+
332 CBaseCombatCharacter::UpdateLastKnownArea(void)
333 CTerrorPlayer::OnNavAreaRemoved(CNavArea *)
+
333 SurvivorBot::OnNavAreaChanged(CNavArea *,CNavArea *)
334 CTerrorPlayer::GetClass(void)const
+
334 CTerrorPlayer::OnNavAreaRemoved(CNavArea *)
335 CTerrorPlayer::CanBeA(ZombieClassType)const
+
335 CTerrorPlayer::GetClass(void)const
336 CTerrorPlayer::OnHitByVomitJar(CBaseCombatCharacter *)
+
336 CTerrorPlayer::CanBeA(ZombieClassType)const
337 CTerrorPlayer::IsIT(void)const
+
337 CTerrorPlayer::OnHitByVomitJar(CBaseCombatCharacter *)
338 CTerrorPlayer::OnPursuedBy(INextBot *)
+
338 CTerrorPlayer::IsIT(void)const
339 CTerrorPlayer::IsGhost(void)const
+
339 CTerrorPlayer::OnPursuedBy(INextBot *)
340 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
+
340 CTerrorPlayer::IsGhost(void)const
341 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
+
341 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
342 CCSPlayer::CreateViewModel(int)
+
342 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
343 CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
+
343 CCSPlayer::CreateViewModel(int)
344 CTerrorPlayer::WantsLagCompensationOnEntity(CBaseEntity  const*,CUserCmd  const*,CBitVec<2048>  const*)const
+
344 CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
345 CBasePlayer::SharedSpawn(void)
+
345 CTerrorPlayer::WantsLagCompensationOnEntity(CBaseEntity  const*,CUserCmd  const*,CBitVec<2048>  const*)const
346 CBasePlayer::ForceRespawn(void)
+
346 CBasePlayer::SharedSpawn(void)
347 CTerrorPlayer::InitialSpawn(void)
+
347 CBasePlayer::ForceRespawn(void)
348 CBasePlayer::InitHUD(void)
+
348 SurvivorBot::InitialSpawn(void)
349 CCSPlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
+
349 CBasePlayer::InitHUD(void)
350 CCSPlayer::PlayerDeathThink(void)
+
350 CCSPlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
351 CBasePlayer::Jump(void)
+
351 CCSPlayer::PlayerDeathThink(void)
352 CBasePlayer::Duck(void)
+
352 CBasePlayer::Jump(void)
353 CTerrorPlayer::Cough(CBasePlayer *)
+
353 CBasePlayer::Duck(void)
354 CTerrorPlayer::PreThink(void)
+
354 CTerrorPlayer::Cough(CBasePlayer *)
355 CTerrorPlayer::PostThink(void)
+
355 CTerrorPlayer::PreThink(void)
356 CBasePlayer::DamageEffect(float,int)
+
356 CTerrorPlayer::PostThink(void)
357 CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
+
357 CBasePlayer::DamageEffect(float,int)
358 CBasePlayer::ShouldFadeOnDeath(void)
+
358 CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
359 CBasePlayer::IsFakeClient(void)const
+
359 CBasePlayer::ShouldFadeOnDeath(void)
360 CTerrorPlayer::GetCharacterDisplayName(void)
+
360 NextBotPlayer<CTerrorPlayer>::IsFakeClient(void)const
361 CBasePlayer::GetPlayerMins(void)const
+
361 CTerrorPlayer::GetCharacterDisplayName(void)
362 CBasePlayer::GetPlayerMaxs(void)const
+
362 CBasePlayer::GetPlayerMins(void)const
363 CTerrorPlayer::UpdateCollisionBounds(void)
+
363 CBasePlayer::GetPlayerMaxs(void)const
364 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
+
364 CTerrorPlayer::UpdateCollisionBounds(void)
365 CBasePlayer::PackDeadPlayerItems(void)
+
365 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
366 CCSPlayer::RemoveAllItems(bool)
+
366 CBasePlayer::PackDeadPlayerItems(void)
367 CTerrorPlayer::IsRunning(void)const
+
367 CCSPlayer::RemoveAllItems(bool)
368 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
+
368 CTerrorPlayer::IsRunning(void)const
369 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
+
369 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
370 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
+
370 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
371 CBasePlayer::HasUnlockableWeapons(int)
+
371 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
372 CBasePlayer::UpdateClientData(void)
+
372 CBasePlayer::HasUnlockableWeapons(int)
373 CBasePlayer::UpdateBattery(void)
+
373 CBasePlayer::UpdateClientData(void)
374 CBasePlayer::ExitLadder(void)
+
374 CBasePlayer::UpdateBattery(void)
375 CBasePlayer::GetLadderSurface(Vector  const&)
+
375 CBasePlayer::ExitLadder(void)
376 CTerrorPlayer::IsAbleToAutoCenterOnLadders(void)const
+
376 CBasePlayer::GetLadderSurface(Vector  const&)
377 CBasePlayer::SetFlashlightEnabled(bool)
+
377 NextBotPlayer<CTerrorPlayer>::IsAbleToAutoCenterOnLadders(void)const
378 CCSPlayer::FlashlightIsOn(void)
+
378 CBasePlayer::SetFlashlightEnabled(bool)
379 CTerrorPlayer::FlashlightTurnOn(bool)
+
379 CCSPlayer::FlashlightIsOn(void)
380 CTerrorPlayer::FlashlightTurnOff(bool)
+
380 CTerrorPlayer::FlashlightTurnOn(bool)
381 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
+
381 CTerrorPlayer::FlashlightTurnOff(bool)
382 CCSPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
+
382 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
383 CCSPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
+
383 CCSPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
384 CBasePlayer::GetStepSoundVelocities(float *,float *)
+
384 CCSPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
385 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
+
385 CBasePlayer::GetStepSoundVelocities(float *,float *)
386 CTerrorPlayer::DeathSound(CTakeDamageInfo  const&)
+
386 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
387 CBasePlayer::GetSoundscapeListener(void)
+
387 CTerrorPlayer::DeathSound(CTakeDamageInfo  const&)
388 CCSPlayer::SetAnimation(PLAYER_ANIM)
+
388 CBasePlayer::GetSoundscapeListener(void)
389 CBasePlayer::OnMainActivityComplete(Activity,Activity)
+
389 CTerrorPlayer::WeaponHasInfiniteAmmo(CBaseCombatWeapon *)
390 CBasePlayer::OnMainActivityInterrupted(Activity,Activity)
+
390 CCSPlayer::SetAnimation(PLAYER_ANIM)
391 CTerrorPlayer::ImpulseCommands(void)
+
391 NextBotPlayer<CTerrorPlayer>::OnMainActivityComplete(Activity,Activity)
392 CTerrorPlayer::CheatImpulseCommands(int)
+
392 NextBotPlayer<CTerrorPlayer>::OnMainActivityInterrupted(Activity,Activity)
393 CTerrorPlayer::ClientCommand(CCommand  const&)
+
393 CTerrorPlayer::ImpulseCommands(void)
394 CBasePlayer::StartObserverMode(int)
+
394 CTerrorPlayer::CheatImpulseCommands(int)
395 CBasePlayer::StopObserverMode(void)
+
395 CTerrorPlayer::ClientCommand(CCommand  const&)
396 CBasePlayer::ModeWantsSpectatorGUI(int)
+
396 CBasePlayer::StartObserverMode(int)
397 CTerrorPlayer::SetObserverMode(int)
+
397 CBasePlayer::StopObserverMode(void)
398 CBasePlayer::GetObserverMode(void)
+
398 CBasePlayer::ModeWantsSpectatorGUI(int)
399 CTerrorPlayer::SetObserverTarget(CBaseEntity *)
+
399 CTerrorPlayer::SetObserverMode(int)
400 CBasePlayer::ObserverUse(bool)
+
400 CBasePlayer::GetObserverMode(void)
401 CBasePlayer::GetObserverTarget(void)
+
401 CTerrorPlayer::SetObserverTarget(CBaseEntity *)
402 CTerrorPlayer::FindNextObserverTarget(bool)
+
402 CBasePlayer::ObserverUse(bool)
403 CCSPlayer::GetNextObserverSearchStartPoint(bool)
+
403 CBasePlayer::GetObserverTarget(void)
404 CTerrorPlayer::PassesObserverFilter(CBaseEntity  const*)
+
404 CTerrorPlayer::FindNextObserverTarget(bool)
405 CTerrorPlayer::IsValidObserverTarget(CBaseEntity *)
+
405 CCSPlayer::GetNextObserverSearchStartPoint(bool)
406 CBasePlayer::CheckObserverSettings(void)
+
406 CTerrorPlayer::PassesObserverFilter(CBaseEntity  const*)
407 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
+
407 CTerrorPlayer::IsValidObserverTarget(CBaseEntity *)
408 CBasePlayer::ForceObserverMode(int)
+
408 CBasePlayer::CheckObserverSettings(void)
409 CCSPlayer::ResetObserverMode(void)
+
409 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
410 CBasePlayer::ValidateCurrentObserverTarget(void)
+
410 CBasePlayer::ForceObserverMode(int)
411 CBasePlayer::AttemptToExitFreezeCam(void)
+
411 CCSPlayer::ResetObserverMode(void)
412 CTerrorPlayer::WantsRoamingObserverMode(void)const
+
412 CBasePlayer::ValidateCurrentObserverTarget(void)
413 CCSPlayer::StartReplayMode(float,float,int)
+
413 CBasePlayer::AttemptToExitFreezeCam(void)
414 CCSPlayer::StopReplayMode(void)
+
414 CTerrorPlayer::WantsRoamingObserverMode(void)const
415 CBasePlayer::GetDelayTicks(void)
+
415 CCSPlayer::StartReplayMode(float,float,int)
416 CBasePlayer::GetReplayEntity(void)
+
416 CCSPlayer::StopReplayMode(void)
417 CBasePlayer::CreateCorpse(void)
+
417 CBasePlayer::GetDelayTicks(void)
418 CTerrorPlayer::EntSelectSpawnPoint(void)
+
418 CBasePlayer::GetReplayEntity(void)
419 CBasePlayer::GetInVehicle(IServerVehicle *,int)
+
419 CBasePlayer::CreateCorpse(void)
420 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
+
420 CTerrorPlayer::EntSelectSpawnPoint(void)
421 CBasePlayer::OnVehicleStart(void)
+
421 CBasePlayer::GetInVehicle(IServerVehicle *,int)
422 CBasePlayer::OnVehicleEnd(Vector &)
+
422 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
423 CTerrorPlayer::BumpWeapon(CBaseCombatWeapon *)
+
423 CBasePlayer::OnVehicleStart(void)
424 CBasePlayer::SelectLastItem(void)
+
424 CBasePlayer::OnVehicleEnd(Vector &)
425 CBasePlayer::SelectItem(char  const*,int)
+
425 CTerrorPlayer::BumpWeapon(CBaseCombatWeapon *)
426 CBasePlayer::SelectItem(CBaseCombatWeapon *)
+
426 CBasePlayer::SelectLastItem(void)
427 CTerrorPlayer::ItemPostFrame(void)
+
427 CBasePlayer::SelectItem(char  const*,int)
428 CTerrorPlayer::GiveNamedItem(char  const*,int,bool)
+
428 CBasePlayer::SelectItem(CBaseCombatWeapon *)
429 CBasePlayer::CheckTrainUpdate(void)
+
429 CTerrorPlayer::ItemPostFrame(void)
430 CBasePlayer::SetPlayerUnderwater(bool)
+
430 CTerrorPlayer::GiveNamedItem(char  const*,int,bool)
431 CTerrorPlayer::PlayWadeSound(void)
+
431 CBasePlayer::CheckTrainUpdate(void)
432 CTerrorPlayer::CanBreatheUnderwater(void)const
+
432 CBasePlayer::SetPlayerUnderwater(bool)
433 CTerrorPlayer::CanRecoverCurrentDrowningDamage(void)const
+
433 CTerrorPlayer::PlayWadeSound(void)
434 CTerrorPlayer::PlayerUse(CBaseEntity *)
+
434 CTerrorPlayer::CanBreatheUnderwater(void)const
435 CCSPlayer::PlayUseDenySound(void)
+
435 CTerrorPlayer::CanRecoverCurrentDrowningDamage(void)const
436 CTerrorPlayer::FindUseEntity(float,float,float,bool *,bool)
+
436 CTerrorPlayer::PlayerUse(CBaseEntity *)
437 CTerrorPlayer::IsUseableEntity(CBaseEntity *,unsigned int)
+
437 CCSPlayer::PlayUseDenySound(void)
438 CTerrorPlayer::OnUseEntity(CBaseEntity *,USE_TYPE)
+
438 CTerrorPlayer::FindUseEntity(float,float,float,bool *,bool)
439 CTerrorPlayer::PickupObject(CBaseEntity *,bool)
+
439 CTerrorPlayer::IsUseableEntity(CBaseEntity *,unsigned int)
440 CTerrorPlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
+
440 CTerrorPlayer::OnUseEntity(CBaseEntity *,USE_TYPE)
441 CTerrorPlayer::GetHeldObjectMass(IPhysicsObject *)
+
441 CTerrorPlayer::PickupObject(CBaseEntity *,bool)
442 CTerrorPlayer::IsHoldingEntity(CBaseEntity *)
+
442 CTerrorPlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
443 CBasePlayer::UpdateGeigerCounter(void)
+
443 CTerrorPlayer::GetHeldObjectMass(IPhysicsObject *)
444 CBasePlayer::GetAutoaimVector(float)
+
444 CTerrorPlayer::IsHoldingEntity(CBaseEntity *)
445 CBasePlayer::GetAutoaimVector(float,float)
+
445 CBasePlayer::UpdateGeigerCounter(void)
446 CBasePlayer::GetAutoaimVector(float,float,float,AimResults *)
+
446 CBasePlayer::GetAutoaimVector(float)
447 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
+
447 CBasePlayer::GetAutoaimVector(float,float)
448 CBasePlayer::ShouldAutoaim(void)
+
448 CBasePlayer::GetAutoaimVector(float,float,float,AimResults *)
449 CBasePlayer::ForceClientDllUpdate(void)
+
449 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
450 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
+
450 CBasePlayer::ShouldAutoaim(void)
451 CTerrorPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
+
451 CBasePlayer::ForceClientDllUpdate(void)
452 CBasePlayer::ChangeTeam(int,bool,bool)
+
452 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
453 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
+
453 CTerrorPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
454 CBaseMultiplayerPlayer::CanSpeak(void)
+
454 CBasePlayer::ChangeTeam(int,bool,bool)
455 CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
+
455 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
456 CTerrorPlayer::CheckChatText(char *,int)
+
456 CBaseMultiplayerPlayer::CanSpeak(void)
457 CBasePlayer::CreateRagdollEntity(void)
+
457 CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
458 CBasePlayer::ShouldAnnounceAchievement(void)
+
458 CTerrorPlayer::CheckChatText(char *,int)
459 CTerrorPlayer::ForceChangeTeam(int)
+
459 CBasePlayer::CreateRagdollEntity(void)
460 CBasePlayer::IsFollowingPhysics(void)
+
460 CBasePlayer::ShouldAnnounceAchievement(void)
461 CTerrorPlayer::InitVCollision(Vector  const&,Vector  const&)
+
461 CTerrorPlayer::ForceChangeTeam(int)
462 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
+
462 CBasePlayer::IsFollowingPhysics(void)
463 CBasePlayer::Hints(void)
+
463 CTerrorPlayer::InitVCollision(Vector  const&,Vector  const&)
464 CBasePlayer::IsReadyToPlay(void)
+
464 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
465 CBasePlayer::IsReadyToSpawn(void)
+
465 CBasePlayer::Hints(void)
466 CBasePlayer::ShouldGainInstantSpawn(void)
+
466 CBasePlayer::IsReadyToPlay(void)
467 CBasePlayer::ResetPerRoundStats(void)
+
467 CBasePlayer::IsReadyToSpawn(void)
468 CBasePlayer::ResetScores(void)
+
468 CBasePlayer::ShouldGainInstantSpawn(void)
469 CBasePlayer::EquipSuit(bool)
+
469 CBasePlayer::ResetPerRoundStats(void)
470 CBasePlayer::RemoveSuit(void)
+
470 CBasePlayer::ResetScores(void)
471 CTerrorPlayer::OnUseEntityChanged(void)
+
471 CBasePlayer::EquipSuit(bool)
472 CBasePlayer::CommitSuicide(bool,bool)
+
472 CBasePlayer::RemoveSuit(void)
473 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
+
473 CTerrorPlayer::OnUseEntityChanged(void)
474 CBasePlayer::IsBot(void)const
+
474 CBasePlayer::CommitSuicide(bool,bool)
475 CBaseMultiplayerPlayer::GetExpresser(void)
+
475 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
476 CCSPlayer::SpawnArmorValue(void)const
+
476 NextBotPlayer<CTerrorPlayer>::IsBot(void)const
477 CTerrorPlayer::UpdateTonemapController(void)
+
477 CBaseMultiplayerPlayer::GetExpresser(void)
478 CCSPlayer::NetworkStateChanged_m_ArmorValue(void)
+
478 CCSPlayer::SpawnArmorValue(void)const
479 CCSPlayer::NetworkStateChanged_m_ArmorValue(void *)
+
479 CTerrorPlayer::UpdateTonemapController(void)
480 CTerrorPlayer::IsAutoCrouched(void)const
+
480 CCSPlayer::NetworkStateChanged_m_ArmorValue(void)
481 CTerrorPlayer::GetAvailableSteadyStateSlots(void)
+
481 CCSPlayer::NetworkStateChanged_m_ArmorValue(void *)
482 CTerrorPlayer::OnSpeak(CBasePlayer *,char  const*,float)
+
482 CTerrorPlayer::IsAutoCrouched(void)const
483 CTerrorPlayer::OnVoiceTransmit(void)
+
483 CTerrorPlayer::GetAvailableSteadyStateSlots(void)
484 CTerrorPlayer::PlayerSolidMask(bool)const
+
484 CTerrorPlayer::OnSpeak(CBasePlayer *,char  const*,float)
485 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
+
485 CTerrorPlayer::OnVoiceTransmit(void)
486 CAI_ExpresserHost<CBasePlayer>::Speak(CAI_Concept,char  const*,char *,unsigned int,IRecipientFilter *)
+
486 CTerrorPlayer::PlayerSolidMask(bool)const
487 CAI_ExpresserHost<CBasePlayer>::Speak(CAI_Concept,AI_CriteriaSet *,char *,unsigned int,IRecipientFilter *)
+
487 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
488 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(CAI_Concept,AI_Response *)
+
488 CAI_ExpresserHost<CBasePlayer>::Speak(CAI_Concept,char  const*,char *,unsigned int,IRecipientFilter *)
489 CTerrorPlayer::SpeakIfAllowed(CAI_Concept,SpeechPriorityType,char  const*,char *,unsigned int,IRecipientFilter *)
+
489 CAI_ExpresserHost<CBasePlayer>::Speak(CAI_Concept,AI_CriteriaSet *,char *,unsigned int,IRecipientFilter *)
490 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
+
490 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(CAI_Concept,AI_Response *)
491 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
+
491 CTerrorPlayer::SpeakIfAllowed(CAI_Concept,SpeechPriorityType,char  const*,char *,unsigned int,IRecipientFilter *)
492 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
+
492 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
493 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
+
493 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
494 CBaseMultiplayerPlayer::OnAchievementEarned(int)
+
494 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
495 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
+
495 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
496 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
+
496 CBaseMultiplayerPlayer::OnAchievementEarned(int)
497 CBaseMultiplayerPlayer::CreateExpresser(void)
+
497 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
498 CCSPlayer::FirePlayerHurtEvent(CTakeDamageInfo  const&)
+
498 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
499 CTerrorPlayer::OnTakeDamageInternal(CTakeDamageInfo &)
+
499 CBaseMultiplayerPlayer::CreateExpresser(void)
500 CTerrorPlayer::AllowDamage(CTakeDamageInfo  const&)
+
500 CCSPlayer::FirePlayerHurtEvent(CTakeDamageInfo  const&)
501 CTerrorPlayer::GetHealthBuffer(void)const
+
501 CTerrorPlayer::OnTakeDamageInternal(CTakeDamageInfo &)
502 CTerrorPlayer::IsIncapacitated(void)const
+
502 CTerrorPlayer::AllowDamage(CTakeDamageInfo  const&)
503 CTerrorPlayer::GetAdjustedDamage(CTakeDamageInfo  const&,float,float,bool)
+
503 CTerrorPlayer::GetHealthBuffer(void)const
504 CTerrorPlayer::DoBloodEffect(float,CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
+
504 CTerrorPlayer::IsIncapacitated(void)const
505 CCSPlayer::GiveNamedItem(char  const*,int)
+
505 CTerrorPlayer::GetAdjustedDamage(CTakeDamageInfo  const&,float,float,bool)
506 CCSPlayer::IsBeingGivenItem(void)const
+
506 CTerrorPlayer::DoBloodEffect(float,CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
507 CTerrorPlayer::DoAnimationEvent(PlayerAnimEvent_t,int)
+
507 CCSPlayer::GiveNamedItem(char  const*,int)
508 CTerrorPlayer::KickBack(float,float,float,float,float,float,int)
+
508 CCSPlayer::IsBeingGivenItem(void)const
509 CTerrorPlayer::IsImmobilized(void)const
+
509 CTerrorPlayer::DoAnimationEvent(PlayerAnimEvent_t,int)
510 CTerrorPlayer::GiveDefaultItems(void)
+
510 CTerrorPlayer::KickBack(float,float,float,float,float,float,int)
511 CTerrorPlayer::RoundRespawn(void)
+
511 CTerrorPlayer::IsImmobilized(void)const
512 CTerrorPlayer::ObserverRoundRespawn(void)
+
512 CTerrorPlayer::GiveDefaultItems(void)
513 CCSPlayer::Blind(float,float,float)
+
513 CTerrorPlayer::RoundRespawn(void)
514 CTerrorPlayer::Deafen(float,float,float)
+
514 CTerrorPlayer::ObserverRoundRespawn(void)
515 CTerrorPlayer::ResetMaxSpeed(void)
+
515 CCSPlayer::Blind(float,float,float)
516 CCSPlayer::HandleCommand_JoinClass(int)
+
516 CTerrorPlayer::Deafen(float,float,float)
517 CTerrorPlayer::HandleCommand_JoinTeam(int,char  const*,bool)
+
517 CTerrorPlayer::ResetMaxSpeed(void)
518 CTerrorPlayer::GetIntoGame(void)
+
518 CCSPlayer::HandleCommand_JoinClass(int)
519 CTerrorPlayer::WantsMOTD(void)const
+
519 CCSPlayer::HandleCommand_JoinTeam(int,char  const*,bool)
520 CTerrorPlayer::AutoSelectTeam(void)
+
520 CTerrorPlayer::GetIntoGame(void)
521 CTerrorPlayer::OnLeaveActiveState(void)
+
521 CTerrorPlayer::WantsMOTD(void)const
522 CTerrorPlayer::Pain(bool)
+
522 CTerrorPlayer::AutoSelectTeam(void)
523 CTerrorPlayer::OnTeamChanged(int)
+
523 CTerrorPlayer::OnLeaveActiveState(void)
524 CTerrorPlayer::CanAttack(void)const
+
524 CTerrorPlayer::Pain(bool)
525 CTerrorPlayer::OnWeaponFired(void)
+
525 SurvivorBot::OnTeamChanged(int)
526 CCSPlayer::QueueScreenBloodSplatter(int,float)
+
526 CTerrorPlayer::CanAttack(void)const
527 CTerrorPlayer::OnReloadStart(bool,int,bool)
+
527 CTerrorPlayer::OnWeaponFired(void)
528 CTerrorPlayer::CreateNoise(float)
+
528 CCSPlayer::QueueScreenBloodSplatter(int,float)
529 CTerrorPlayer::OnPreThinkObserverMode(void)
+
529 CTerrorPlayer::OnReloadStart(bool,int,bool)
530 CTerrorPlayer::OnEnterRescueState(void)
+
530 CTerrorPlayer::CreateNoise(float)
531 CTerrorPlayer::OnPreThinkRescueState(void)
+
531 CTerrorPlayer::OnPreThinkObserverMode(void)
532 CTerrorPlayer::OnLeaveRescueState(void)
+
532 CTerrorPlayer::OnEnterRescueState(void)
533 CTerrorPlayer::OnEnterGhostState(void)
+
533 CTerrorPlayer::OnPreThinkRescueState(void)
534 CTerrorPlayer::OnPreThinkGhostState(void)
+
534 CTerrorPlayer::OnLeaveRescueState(void)
535 CTerrorPlayer::OnLeaveGhostState(void)
+
535 CTerrorPlayer::OnEnterGhostState(void)
536 CTerrorPlayer::OnEnterIntroCameraState(void)
+
536 CTerrorPlayer::OnPreThinkGhostState(void)
537 CTerrorPlayer::OnPreThinkIntroCameraState(void)
+
537 CTerrorPlayer::OnLeaveGhostState(void)
538 CTerrorPlayer::OnLeaveIntroCameraState(void)
+
538 CTerrorPlayer::OnEnterIntroCameraState(void)
539 CTerrorPlayer::OnLeaveDeathAnimState(void)
+
539 CTerrorPlayer::OnPreThinkIntroCameraState(void)
540 CTerrorPlayer::OnLeaveDeathWaitForKeyState(void)
+
540 CTerrorPlayer::OnLeaveIntroCameraState(void)
541 CTerrorPlayer::CanUseFlashlight(void)const
+
541 CTerrorPlayer::OnLeaveDeathAnimState(void)
542 CTerrorPlayer::UpdateAddonBits(void)
+
542 CTerrorPlayer::OnLeaveDeathWaitForKeyState(void)
543 CTerrorPlayer::UpdateRadar(void)
+
543 CTerrorPlayer::CanUseFlashlight(void)const
544 CTerrorPlayer::SelectDeathPose(CTakeDamageInfo  const&)
+
544 CTerrorPlayer::UpdateAddonBits(void)
545 CTerrorPlayer::CanChangeName(void)const
+
545 CTerrorPlayer::UpdateRadar(void)
546 CTerrorPlayer::ChangeName(char  const*)
+
546 CTerrorPlayer::SelectDeathPose(CTakeDamageInfo  const&)
547 CTerrorPlayer::IsProgressBarActive(void)const
+
547 CTerrorPlayer::CanChangeName(void)const
548 CTerrorPlayer::CreateRagdollEntity(CTakeDamageInfo  const&)
+
548 CTerrorPlayer::ChangeName(char  const*)
549 CTerrorPlayer::GetRagdollType(void)const
+
549 CTerrorPlayer::IsProgressBarActive(void)const
550 CTerrorPlayer::SetModelFromClass(void)
+
550 CTerrorPlayer::CreateRagdollEntity(CTakeDamageInfo  const&)
551 CTerrorPlayer::SetModelFromClassAtSpawn(void)
+
551 CTerrorPlayer::GetRagdollType(void)const
552 CTerrorPlayer::DropWeapons(bool)
+
552 CTerrorPlayer::SetModelFromClass(void)
553 CTerrorPlayer::RecordDamageTaken(char  const*,int)
+
553 CTerrorPlayer::SetModelFromClassAtSpawn(void)
554 CTerrorPlayer::OnPlayerDisconnected(CTerrorPlayer*)
+
554 CTerrorPlayer::DropWeapons(bool)
555 CTerrorPlayer::OnSpawn(void)
+
555 CTerrorPlayer::RecordDamageTaken(char  const*,int)
556 CTerrorPlayer::RestoreSpawn(void)
+
556 SurvivorBot::OnPlayerDisconnected(CTerrorPlayer *)
557 CTerrorPlayer::OnBeginChangeLevel(char  const*)
+
557 CTerrorPlayer::OnSpawn(void)
558 CTerrorPlayer::OnEndChangeLevel(void)
+
558 CTerrorPlayer::RestoreSpawn(void)
559 CTerrorPlayer::SetDoingRestore(bool)
+
559 SurvivorBot::OnBeginChangeLevel(char  const*)
560 CTerrorPlayer::GetTeamSwitchRule(void)const
+
560 CTerrorPlayer::OnEndChangeLevel(void)
561 CTerrorPlayer::IsReadyToShove(void)
+
561 CTerrorPlayer::HandleCommand_JoinTeam(int,SurvivorCharacterType,bool)
562 CTerrorPlayer::SetNextShoveTime(float)
+
562 CTerrorPlayer::SetDoingRestore(bool)
563 CTerrorPlayer::CommitSuicide(bool)
+
563 CTerrorPlayer::GetTeamSwitchRule(void)const
564 CTerrorPlayer::OnSpokeConcept(CAI_Concept,AI_Response *)
+
564 CTerrorPlayer::IsReadyToShove(void)
565 CTerrorPlayer::RestoreWeapons(void)
+
565 CTerrorPlayer::SetNextShoveTime(float)
566 CTerrorPlayer::DropWeaponInSlot(int)
+
566 CTerrorPlayer::CommitSuicide(bool)
567 CTerrorPlayer::QueueScreenBloodSplatter(int,float,CTerrorPlayer::SplatterType_t)
+
567 CTerrorPlayer::OnSpokeConcept(CAI_Concept,AI_Response *)
568 CTerrorPlayer::OnReloadEnd(void)
+
568 CTerrorPlayer::RestoreWeapons(void)
569 CTerrorPlayer::OnReloadAbort(void)
+
569 CTerrorPlayer::DropWeaponInSlot(int)
570 CTerrorPlayer::OnAttackSuccess(CBaseCombatCharacter *,bool)
+
570 CTerrorPlayer::QueueScreenBloodSplatter(int,float,CTerrorPlayer::SplatterType_t)
571 CTerrorPlayer::CanBeShoved(CBaseEntity *)const
+
571 CTerrorPlayer::OnReloadEnd(void)
572 CTerrorPlayer::IsWielding(CSWeaponID)const
+
572 CTerrorPlayer::OnReloadAbort(void)
573 CTerrorPlayer::IsWieldingWeaponOfType(CSWeaponType)const
+
573 CTerrorPlayer::OnAttackSuccess(CBaseCombatCharacter *,bool)
574 CTerrorPlayer::IsZoomed(void)
+
574 CTerrorPlayer::CanBeShoved(CBaseEntity *)const
575 CTerrorPlayer::CanPlayerJump(void)const
+
575 CTerrorPlayer::IsWielding(CSWeaponID)const
576 CTerrorPlayer::PlayerZombieAbortControl(void)
+
576 CTerrorPlayer::IsWieldingWeaponOfType(CSWeaponType)const
577 CTerrorPlayer::CanBeShoved(void)
+
577 CTerrorPlayer::IsZoomed(void)
578 CTerrorPlayer::SetClass(ZombieClassType)
+
578 CTerrorPlayer::CanPlayerJump(void)const
579 CTerrorPlayer::SetCharacter(void)
+
579 CTerrorPlayer::PlayerZombieAbortControl(void)
580 CTerrorPlayer::OnRevived(void)
+
580 CTerrorPlayer::CanBeShoved(void)
581 CTerrorPlayer::OnAwardEarned(AwardType,CBaseEntity *)
+
581 CTerrorPlayer::SetClass(ZombieClassType)
582 CTerrorPlayer::OnAwardLost(AwardType)
+
582 CTerrorPlayer::SetCharacter(SurvivorCharacterType)
583 CTerrorPlayer::ScoreKilledZombie(ZombieClassType)
+
583 CTerrorPlayer::OnRevived(void)
 +
584 SurvivorBot::OnAwardEarned(AwardType,CBaseEntity *)
 +
585 CTerrorPlayer::OnAwardLost(AwardType)
 +
586 CTerrorPlayer::ScoreKilledZombie(ZombieClassType)
 +
587 NextBotPlayer<CTerrorPlayer>::IsRemovedOnReset(void)const
 +
588 NextBotPlayer<CTerrorPlayer>::PressFireButton(float)
 +
589 NextBotPlayer<CTerrorPlayer>::ReleaseFireButton(void)
 +
590 NextBotPlayer<CTerrorPlayer>::PressMeleeButton(float)
 +
591 NextBotPlayer<CTerrorPlayer>::ReleaseMeleeButton(void)
 +
592 NextBotPlayer<CTerrorPlayer>::PressUseButton(float)
 +
593 NextBotPlayer<CTerrorPlayer>::ReleaseUseButton(void)
 +
594 NextBotPlayer<CTerrorPlayer>::PressReloadButton(float)
 +
595 NextBotPlayer<CTerrorPlayer>::ReleaseReloadButton(void)
 +
596 NextBotPlayer<CTerrorPlayer>::PressForwardButton(float)
 +
597 NextBotPlayer<CTerrorPlayer>::ReleaseForwardButton(void)
 +
598 NextBotPlayer<CTerrorPlayer>::PressBackwardButton(float)
 +
599 NextBotPlayer<CTerrorPlayer>::ReleaseBackwardButton(void)
 +
600 NextBotPlayer<CTerrorPlayer>::PressLeftButton(float)
 +
601 NextBotPlayer<CTerrorPlayer>::ReleaseLeftButton(void)
 +
602 NextBotPlayer<CTerrorPlayer>::PressRightButton(float)
 +
603 NextBotPlayer<CTerrorPlayer>::ReleaseRightButton(void)
 +
604 NextBotPlayer<CTerrorPlayer>::PressJumpButton(float)
 +
605 NextBotPlayer<CTerrorPlayer>::ReleaseJumpButton(void)
 +
606 NextBotPlayer<CTerrorPlayer>::PressCrouchButton(float)
 +
607 NextBotPlayer<CTerrorPlayer>::ReleaseCrouchButton(void)
 +
608 NextBotPlayer<CTerrorPlayer>::PressWalkButton(float)
 +
609 NextBotPlayer<CTerrorPlayer>::ReleaseWalkButton(void)
 +
610 NextBotPlayer<CTerrorPlayer>::SetButtonScale(float,float)
 +
611 SurvivorBot::Update(void)
 +
612 SurvivorBot::MySurvivorBotPointer(void)const
 +
613 SurvivorBot::GetEntity(void)const
 +
614 SurvivorBot::GetLocomotionInterface(void)const
 +
615 SurvivorBot::GetBodyInterface(void)const
 +
616 SurvivorBot::GetIntentionInterface(void)const
 +
617 SurvivorBot::GetVisionInterface(void)const
 +
618 SurvivorBot::IsEnemy(CBaseCombatCharacter  const*)const
 +
619 SurvivorBot::IsAbleToBreak(CBaseEntity  const*)const
 +
620 SurvivorBot::GetDebugIdentifier(void)const
 
</pre>
 
</pre>

Latest revision as of 04:05, 10 December 2012

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 10 December 2012

// Auto reconstructed from vtable block @ 0x00DA8920
// from "server 2.1.1.7.so", by ida_vtables.idc
0	SurvivorBot::~SurvivorBot()
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	SurvivorBot::GetServerClass(void)
10	SurvivorBot::YouForgotToImplementOrDeclareServerClass(void)
11	SurvivorBot::GetDataDescMap(void)
12	CBaseAnimating::GetScriptDesc(void)
13	CBaseEntity::GetAIAddOn(void)const
14	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
15	CTerrorPlayer::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
16	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
17	CTerrorPlayer::ShouldCollide(int,int)const
18	CBaseEntity::SetOwnerEntity(CBaseEntity*)
19	CTerrorPlayer::ShouldTransmit(CCheckTransmitInfo  const*)
20	CBasePlayer::UpdateTransmitState(void)
21	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
22	CBasePlayer::GetTracerType(void)
23	SurvivorBot::Spawn(void)
24	CBaseEntity::ShouldPrecache(void)
25	CTerrorPlayer::Precache(void)
26	CBasePlayer::SetModel(char  const*)
27	CBaseEntity::InitSharedVars(void)
28	CBaseMultiplayerPlayer::PostConstructor(char  const*)
29	CBaseEntity::PostClientActive(void)
30	CBaseEntity::OnParseMapDataFinished(void)
31	CBaseEntity::KeyValue(char  const*,char  const*)
32	CBaseEntity::KeyValue(char  const*,float)
33	CBaseEntity::KeyValue(char  const*,Vector  const&)
34	CBaseEntity::GetKeyValue(char  const*,char *,int)
35	CBasePlayer::Activate(void)
36	CBaseEntity::SetParent(CBaseEntity*,int)
37	CBaseEntity::SetStasis(bool)
38	CBaseEntity::IsInStasis(void)const
39	CTerrorPlayer::ObjectCaps(void)
40	CTerrorPlayer::GetUsePriority(CBaseEntity *)
41	CBaseEntity::GetGlowEntity(void)
42	CBaseEntity::GetUseType(CBaseEntity*)
43	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
44	CBasePlayer::GetPlayerName(void)const
45	CBasePlayer::DrawDebugGeometryOverlays(void)
46	CTerrorPlayer::DrawDebugTextOverlays(void)
47	CBasePlayer::Save(ISave &)
48	CBasePlayer::Restore(IRestore &)
49	CBasePlayer::ShouldSavePhysics(void)
50	CBaseEntity::OnSave(IEntitySaveUtils *)
51	CBasePlayer::OnRestore(void)
52	CBasePlayer::GetDemoRecordingState(KeyValues *)
53	CBasePlayer::RequiredEdictIndex(void)
54	CBaseEntity::MoveDone(void)
55	CBaseEntity::Think(void)
56	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
57	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
58	CBaseAnimating::GetBaseAnimating(void)
59	CBaseAnimatingOverlay::GetBaseAnimatingOverlay(void)
60	CTerrorPlayer::GetResponseSystem(void)
61	CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char  const*)
62	CBasePlayer::Classify(void)
63	CBaseEntity::DeathNotice(CBaseEntity*)
64	CTerrorPlayer::ShouldAttractAutoAim(CBaseEntity *)
65	CTerrorPlayer::GetAutoAimRadius(void)
66	CBaseEntity::GetAutoAimCenter(void)
67	CBaseEntity::GetBeamTraceFilter(void)
68	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
69	CCSPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
70	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
71	CTerrorPlayer::OnTakeDamage(CTakeDamageInfo  const&)
72	CTerrorPlayer::TakeHealth(float,int)
73	CBaseEntity::IsAlive(void)const
74	SurvivorBot::Event_Killed(CTakeDamageInfo  const&)
75	CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
76	CBaseCombatCharacter::BloodColor(void)
77	CBaseEntity::IsTriggered(CBaseEntity*)
78	CBaseEntity::IsNPC(void)const
79	CBaseCombatCharacter::MyCombatCharacterPointer(void)
80	NextBotPlayer<CTerrorPlayer>::MyNextBotPointer(void)
81	CBaseEntity::MyInfectedPointer(void)
82	CBaseEntity::GetDelay(void)
83	CBaseEntity::IsMoving(void)
84	CBaseEntity::DamageDecal(int,int)
85	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
86	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
87	CBaseEntity::OnControls(CBaseEntity*)
88	CBaseEntity::HasTarget(string_t)
89	CBasePlayer::IsPlayer(void)const
90	NextBotPlayer<CTerrorPlayer>::IsNetClient(void)const
91	CBaseEntity::IsTemplate(void)
92	CBaseEntity::IsBaseObject(void)const
93	CBaseEntity::IsBaseTrain(void)const
94	CBaseEntity::IsElevator(void)const
95	CBaseEntity::IsBaseCombatWeapon(void)const
96	CBaseEntity::MyCombatWeaponPointer(void)
97	CBaseEntity::GetServerVehicle(void)
98	CBaseEntity::IsViewable(void)
99	CTerrorPlayer::ChangeTeam(int)
100	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
101	CBaseEntity::CanStandOn(CBaseEntity*)const
102	CBaseEntity::CanStandOn(edict_t *)const
103	CBaseEntity::GetEnemy(void)
104	CBaseEntity::GetEnemy(void)const
105	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
106	CBaseEntity::StartTouch(CBaseEntity*)
107	NextBotPlayer<CTerrorPlayer>::Touch(CBaseEntity *)
108	CBaseEntity::EndTouch(CBaseEntity*)
109	CBaseEntity::StartBlocked(CBaseEntity*)
110	CBaseEntity::Blocked(CBaseEntity*)
111	CBaseEntity::EndBlocked(void)
112	SurvivorBot::PhysicsSimulate(void)
113	CBaseEntity::PhysicsLandedOnGround(float)
114	CBasePlayer::UpdateOnRemove(void)
115	CBaseEntity::StopLoopingSounds(void)
116	CBaseEntity::SUB_AllowedToFade(void)
117	CTerrorPlayer::Teleport(Vector  const*,QAngle  const*,Vector  const*)
118	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
119	CTerrorPlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
120	CBaseEntity::GetTracerAttachment(void)
121	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
122	CBasePlayer::DoImpactEffect(CGameTrace &,int)
123	CBaseEntity::Respawn(void)
124	CBaseEntity::IsLockedByMaster(void)
125	CBaseEntity::GetMaxHealth(void)const
126	SurvivorBot::ModifyOrAppendCriteria(AI_CriteriaSet &)
127	CTerrorPlayer::ModifyOrAppendDerivedCriteria(AI_CriteriaSet &)
128	CTerrorPlayer::NetworkStateChanged_m_iMaxHealth(void)
129	CTerrorPlayer::NetworkStateChanged_m_iMaxHealth(void *)
130	CBasePlayer::NetworkStateChanged_m_iHealth(void)
131	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
132	CBasePlayer::NetworkStateChanged_m_lifeState(void)
133	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
134	CBaseEntity::NetworkStateChanged_m_takedamage(void)
135	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
136	CBaseEntity::GetDamageType(void)const
137	CBaseEntity::GetDamage(void)
138	CBaseEntity::SetDamage(float)
139	CBasePlayer::EyePosition(void)
140	CBasePlayer::EyeAngles(void)
141	CBasePlayer::LocalEyeAngles(void)
142	CBaseEntity::EarPosition(void)
143	CBasePlayer::BodyTarget(Vector  const&,bool)
144	CBaseEntity::HeadTarget(Vector  const&)
145	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
146	CBaseEntity::GetViewOffset(void)const
147	CBaseEntity::SetViewOffset(Vector  const&)
148	CBasePlayer::GetSmoothedVelocity(void)
149	CBaseAnimating::GetVelocity(Vector *,Vector *)
150	CTerrorPlayer::GetFriction(void)const
151	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
152	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
153	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
154	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
155	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
156	CTerrorPlayer::OnGroundChanged(CBaseEntity *,CBaseEntity *)
157	CBaseEntity::GetGroundVelocityToApply(Vector &)
158	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
159	CBaseEntity::Splash(void)
160	CBaseEntity::WorldSpaceCenter(void)const
161	CCSPlayer::GetSoundEmissionOrigin(void)const
162	CBaseEntity::CreateVPhysics(void)
163	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
164	CBasePlayer::VPhysicsDestroyObject(void)
165	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
166	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
167	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
168	CTerrorPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
169	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
170	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
171	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
172	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
173	CBaseEntity::VPhysicsIsFlesh(void)
174	CBaseEntity::CanPushEntity(CBaseEntity*)const
175	CBaseEntity::HasPhysicsAttacker(float)
176	CBasePlayer::PhysicsSolidMaskForEntity(void)const
177	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
178	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
179	CBaseAnimating::GetStepOrigin(void)const
180	CBaseAnimating::GetStepAngles(void)const
181	CBaseEntity::ShouldDrawWaterImpacts(void)
182	CBasePlayer::NetworkStateChanged_m_fFlags(void)
183	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
184	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
185	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
186	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
187	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
188	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
189	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
190	CBasePlayer::NetworkStateChanged_m_flFriction(void)
191	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
192	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
193	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
194	CBaseEntity::NetworkStateChanged_m_bClientSideRagdoll(void)
195	CBaseEntity::NetworkStateChanged_m_bClientSideRagdoll(void *)
196	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
197	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
198	CBaseEntity::RunVScripts(void)
199	CBaseAnimating::GetIdealSpeed(void)const
200	CBaseAnimating::GetIdealAccel(void)const
201	CBaseAnimatingOverlay::StudioFrameAdvance(void)
202	CBaseAnimating::ReachedEndOfSequence(void)
203	CBaseAnimating::OnSequenceSet(int)
204	CBaseAnimating::IsActivityFinished(void)
205	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
206	CTerrorPlayer::SelectWeightedSequence(Activity)
207	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
208	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
209	CBaseAnimating::IsRagdoll(void)
210	CBaseAnimating::CanBecomeRagdoll(void)
211	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,matrix3x4_t  const&,Vector *,QuaternionAligned *,int)
212	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
213	CBaseAnimating::SetupBones(matrix3x4_t *,int)
214	CBaseAnimating::CalculateIKLocks(float)
215	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
216	NextBotPlayer<CTerrorPlayer>::HandleAnimEvent(animevent_t *)
217	CBaseAnimating::PopulatePoseParameters(void)
218	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
219	CBaseAnimating::InitBoneControllers(void)
220	CBaseAnimating::GetGroundSpeedVelocity(void)
221	CBaseAnimating::IsViewModel(void)const
222	CTerrorPlayer::Ignite(float,bool,float,bool)
223	CBaseAnimating::IgniteLifetime(float)
224	CBaseAnimating::IgniteUseCheapEffect(bool)
225	CTerrorPlayer::Extinguish(void)
226	CBaseAnimating::IsFrozen(void)
227	CBaseAnimating::Freeze(float,CBaseEntity *,Ray_t *)
228	CBaseAnimating::Unfreeze(void)
229	CBaseAnimating::Dissolve(char  const*,float,bool,int,Vector,int)
230	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
231	CBaseFlex::SetViewtarget(Vector  const&)
232	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
233	CBaseFlex::ProcessSceneEvents(void)
234	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
235	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
236	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
237	CTerrorPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
238	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
239	CBasePlayer::GetPhysicsImpactDamageTable(void)
240	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
241	CBaseCombatCharacter::FInViewCone(Vector  const&)
242	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
243	CBaseCombatCharacter::FInAimCone(Vector  const&)
244	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
245	CBaseCombatCharacter::FindMissTarget(void)
246	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
247	CBasePlayer::BodyAngles(void)
248	CBaseCombatCharacter::BodyDirection2D(void)
249	CBaseCombatCharacter::BodyDirection3D(void)
250	CBaseCombatCharacter::HeadDirection2D(void)
251	CBaseCombatCharacter::HeadDirection3D(void)
252	CBaseCombatCharacter::EyeDirection2D(void)
253	CBaseCombatCharacter::EyeDirection3D(void)
254	CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
255	CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
256	CBaseCombatCharacter::IsHiddenByFog(float)const
257	CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
258	CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
259	CBaseCombatCharacter::GetFogObscuredRatio(float)const
260	CBaseCombatCharacter::GetFogParams(fogparams_t *)const
261	CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
262	CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
263	CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
264	CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
265	CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
266	CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
267	CTerrorPlayer::OnFootstep(Vector  const&,bool,bool)
268	CCSPlayer::GetGroundSurface(void)const
269	CTerrorPlayer::GetFootstepSound(char  const*,bool,float,bool)const
270	CTerrorPlayer::AreFootstepsAudible(void)const
271	CTerrorPlayer::IsFootstepAudible(float,bool)const
272	CBaseCombatCharacter::GetFootstepRunThreshold(void)const
273	CBaseCombatCharacter::GiveAmmo(int,int,bool)
274	CTerrorPlayer::RemoveAmmo(int,int)
275	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
276	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
277	CBaseCombatCharacter::Weapon_FrameUpdate(void)
278	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
279	CTerrorPlayer::Weapon_CanUse(CBaseCombatWeapon *)
280	NextBotPlayer<CTerrorPlayer>::Weapon_Equip(CBaseCombatWeapon *)
281	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
282	NextBotPlayer<CTerrorPlayer>::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
283	SurvivorBot::Weapon_Switch(CBaseCombatWeapon *,int)
284	CTerrorPlayer::Weapon_ShootPosition(void)
285	CTerrorPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
286	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
287	CBaseCombatCharacter::Weapon_GetSlot(int)const
288	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
289	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
290	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
291	NextBotPlayer<CTerrorPlayer>::OnTakeDamage_Alive(CTakeDamageInfo  const&)
292	NextBotPlayer<CTerrorPlayer>::OnTakeDamage_Dying(CTakeDamageInfo  const&)
293	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
294	CBaseCombatCharacter::GetAliveDuration(void)const
295	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
296	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
297	CBaseCombatCharacter::HasEverBeenInjured(int)const
298	CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
299	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
300	CBaseCombatCharacter::GetDeathActivity(void)
301	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
302	CBaseCombatCharacter::CorpseFade(void)
303	CBaseCombatCharacter::HasHumanGibs(void)
304	CBaseCombatCharacter::HasAlienGibs(void)
305	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
306	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
307	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
308	CBasePlayer::Event_Dying(void)
309	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
310	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
311	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
312	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
313	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
314	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
315	CBaseCombatCharacter::IRelationType(CBaseEntity *)
316	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
317	CBasePlayer::IsInAVehicle(void)const
318	CBasePlayer::GetVehicle(void)
319	CBasePlayer::GetVehicleEntity(void)
320	CBaseCombatCharacter::ExitVehicle(void)
321	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
322	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
323	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
324	CBasePlayer::DoMuzzleFlash(void)
325	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
326	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
327	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
328	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
329	CTerrorPlayer::GetLastKnownArea(void)const
330	CTerrorPlayer::IsAreaTraversable(CNavArea  const*)const
331	CBaseCombatCharacter::ClearLastKnownArea(void)
332	CBaseCombatCharacter::UpdateLastKnownArea(void)
333	SurvivorBot::OnNavAreaChanged(CNavArea *,CNavArea *)
334	CTerrorPlayer::OnNavAreaRemoved(CNavArea *)
335	CTerrorPlayer::GetClass(void)const
336	CTerrorPlayer::CanBeA(ZombieClassType)const
337	CTerrorPlayer::OnHitByVomitJar(CBaseCombatCharacter *)
338	CTerrorPlayer::IsIT(void)const
339	CTerrorPlayer::OnPursuedBy(INextBot *)
340	CTerrorPlayer::IsGhost(void)const
341	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
342	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
343	CCSPlayer::CreateViewModel(int)
344	CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
345	CTerrorPlayer::WantsLagCompensationOnEntity(CBaseEntity  const*,CUserCmd  const*,CBitVec<2048>  const*)const
346	CBasePlayer::SharedSpawn(void)
347	CBasePlayer::ForceRespawn(void)
348	SurvivorBot::InitialSpawn(void)
349	CBasePlayer::InitHUD(void)
350	CCSPlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
351	CCSPlayer::PlayerDeathThink(void)
352	CBasePlayer::Jump(void)
353	CBasePlayer::Duck(void)
354	CTerrorPlayer::Cough(CBasePlayer *)
355	CTerrorPlayer::PreThink(void)
356	CTerrorPlayer::PostThink(void)
357	CBasePlayer::DamageEffect(float,int)
358	CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
359	CBasePlayer::ShouldFadeOnDeath(void)
360	NextBotPlayer<CTerrorPlayer>::IsFakeClient(void)const
361	CTerrorPlayer::GetCharacterDisplayName(void)
362	CBasePlayer::GetPlayerMins(void)const
363	CBasePlayer::GetPlayerMaxs(void)const
364	CTerrorPlayer::UpdateCollisionBounds(void)
365	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
366	CBasePlayer::PackDeadPlayerItems(void)
367	CCSPlayer::RemoveAllItems(bool)
368	CTerrorPlayer::IsRunning(void)const
369	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
370	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
371	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
372	CBasePlayer::HasUnlockableWeapons(int)
373	CBasePlayer::UpdateClientData(void)
374	CBasePlayer::UpdateBattery(void)
375	CBasePlayer::ExitLadder(void)
376	CBasePlayer::GetLadderSurface(Vector  const&)
377	NextBotPlayer<CTerrorPlayer>::IsAbleToAutoCenterOnLadders(void)const
378	CBasePlayer::SetFlashlightEnabled(bool)
379	CCSPlayer::FlashlightIsOn(void)
380	CTerrorPlayer::FlashlightTurnOn(bool)
381	CTerrorPlayer::FlashlightTurnOff(bool)
382	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
383	CCSPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
384	CCSPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
385	CBasePlayer::GetStepSoundVelocities(float *,float *)
386	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
387	CTerrorPlayer::DeathSound(CTakeDamageInfo  const&)
388	CBasePlayer::GetSoundscapeListener(void)
389	CTerrorPlayer::WeaponHasInfiniteAmmo(CBaseCombatWeapon *)
390	CCSPlayer::SetAnimation(PLAYER_ANIM)
391	NextBotPlayer<CTerrorPlayer>::OnMainActivityComplete(Activity,Activity)
392	NextBotPlayer<CTerrorPlayer>::OnMainActivityInterrupted(Activity,Activity)
393	CTerrorPlayer::ImpulseCommands(void)
394	CTerrorPlayer::CheatImpulseCommands(int)
395	CTerrorPlayer::ClientCommand(CCommand  const&)
396	CBasePlayer::StartObserverMode(int)
397	CBasePlayer::StopObserverMode(void)
398	CBasePlayer::ModeWantsSpectatorGUI(int)
399	CTerrorPlayer::SetObserverMode(int)
400	CBasePlayer::GetObserverMode(void)
401	CTerrorPlayer::SetObserverTarget(CBaseEntity *)
402	CBasePlayer::ObserverUse(bool)
403	CBasePlayer::GetObserverTarget(void)
404	CTerrorPlayer::FindNextObserverTarget(bool)
405	CCSPlayer::GetNextObserverSearchStartPoint(bool)
406	CTerrorPlayer::PassesObserverFilter(CBaseEntity  const*)
407	CTerrorPlayer::IsValidObserverTarget(CBaseEntity *)
408	CBasePlayer::CheckObserverSettings(void)
409	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
410	CBasePlayer::ForceObserverMode(int)
411	CCSPlayer::ResetObserverMode(void)
412	CBasePlayer::ValidateCurrentObserverTarget(void)
413	CBasePlayer::AttemptToExitFreezeCam(void)
414	CTerrorPlayer::WantsRoamingObserverMode(void)const
415	CCSPlayer::StartReplayMode(float,float,int)
416	CCSPlayer::StopReplayMode(void)
417	CBasePlayer::GetDelayTicks(void)
418	CBasePlayer::GetReplayEntity(void)
419	CBasePlayer::CreateCorpse(void)
420	CTerrorPlayer::EntSelectSpawnPoint(void)
421	CBasePlayer::GetInVehicle(IServerVehicle *,int)
422	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
423	CBasePlayer::OnVehicleStart(void)
424	CBasePlayer::OnVehicleEnd(Vector &)
425	CTerrorPlayer::BumpWeapon(CBaseCombatWeapon *)
426	CBasePlayer::SelectLastItem(void)
427	CBasePlayer::SelectItem(char  const*,int)
428	CBasePlayer::SelectItem(CBaseCombatWeapon *)
429	CTerrorPlayer::ItemPostFrame(void)
430	CTerrorPlayer::GiveNamedItem(char  const*,int,bool)
431	CBasePlayer::CheckTrainUpdate(void)
432	CBasePlayer::SetPlayerUnderwater(bool)
433	CTerrorPlayer::PlayWadeSound(void)
434	CTerrorPlayer::CanBreatheUnderwater(void)const
435	CTerrorPlayer::CanRecoverCurrentDrowningDamage(void)const
436	CTerrorPlayer::PlayerUse(CBaseEntity *)
437	CCSPlayer::PlayUseDenySound(void)
438	CTerrorPlayer::FindUseEntity(float,float,float,bool *,bool)
439	CTerrorPlayer::IsUseableEntity(CBaseEntity *,unsigned int)
440	CTerrorPlayer::OnUseEntity(CBaseEntity *,USE_TYPE)
441	CTerrorPlayer::PickupObject(CBaseEntity *,bool)
442	CTerrorPlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
443	CTerrorPlayer::GetHeldObjectMass(IPhysicsObject *)
444	CTerrorPlayer::IsHoldingEntity(CBaseEntity *)
445	CBasePlayer::UpdateGeigerCounter(void)
446	CBasePlayer::GetAutoaimVector(float)
447	CBasePlayer::GetAutoaimVector(float,float)
448	CBasePlayer::GetAutoaimVector(float,float,float,AimResults *)
449	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
450	CBasePlayer::ShouldAutoaim(void)
451	CBasePlayer::ForceClientDllUpdate(void)
452	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
453	CTerrorPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
454	CBasePlayer::ChangeTeam(int,bool,bool)
455	CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
456	CBaseMultiplayerPlayer::CanSpeak(void)
457	CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
458	CTerrorPlayer::CheckChatText(char *,int)
459	CBasePlayer::CreateRagdollEntity(void)
460	CBasePlayer::ShouldAnnounceAchievement(void)
461	CTerrorPlayer::ForceChangeTeam(int)
462	CBasePlayer::IsFollowingPhysics(void)
463	CTerrorPlayer::InitVCollision(Vector  const&,Vector  const&)
464	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
465	CBasePlayer::Hints(void)
466	CBasePlayer::IsReadyToPlay(void)
467	CBasePlayer::IsReadyToSpawn(void)
468	CBasePlayer::ShouldGainInstantSpawn(void)
469	CBasePlayer::ResetPerRoundStats(void)
470	CBasePlayer::ResetScores(void)
471	CBasePlayer::EquipSuit(bool)
472	CBasePlayer::RemoveSuit(void)
473	CTerrorPlayer::OnUseEntityChanged(void)
474	CBasePlayer::CommitSuicide(bool,bool)
475	CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
476	NextBotPlayer<CTerrorPlayer>::IsBot(void)const
477	CBaseMultiplayerPlayer::GetExpresser(void)
478	CCSPlayer::SpawnArmorValue(void)const
479	CTerrorPlayer::UpdateTonemapController(void)
480	CCSPlayer::NetworkStateChanged_m_ArmorValue(void)
481	CCSPlayer::NetworkStateChanged_m_ArmorValue(void *)
482	CTerrorPlayer::IsAutoCrouched(void)const
483	CTerrorPlayer::GetAvailableSteadyStateSlots(void)
484	CTerrorPlayer::OnSpeak(CBasePlayer *,char  const*,float)
485	CTerrorPlayer::OnVoiceTransmit(void)
486	CTerrorPlayer::PlayerSolidMask(bool)const
487	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
488	CAI_ExpresserHost<CBasePlayer>::Speak(CAI_Concept,char  const*,char *,unsigned int,IRecipientFilter *)
489	CAI_ExpresserHost<CBasePlayer>::Speak(CAI_Concept,AI_CriteriaSet *,char *,unsigned int,IRecipientFilter *)
490	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(CAI_Concept,AI_Response *)
491	CTerrorPlayer::SpeakIfAllowed(CAI_Concept,SpeechPriorityType,char  const*,char *,unsigned int,IRecipientFilter *)
492	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
493	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
494	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
495	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
496	CBaseMultiplayerPlayer::OnAchievementEarned(int)
497	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
498	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
499	CBaseMultiplayerPlayer::CreateExpresser(void)
500	CCSPlayer::FirePlayerHurtEvent(CTakeDamageInfo  const&)
501	CTerrorPlayer::OnTakeDamageInternal(CTakeDamageInfo &)
502	CTerrorPlayer::AllowDamage(CTakeDamageInfo  const&)
503	CTerrorPlayer::GetHealthBuffer(void)const
504	CTerrorPlayer::IsIncapacitated(void)const
505	CTerrorPlayer::GetAdjustedDamage(CTakeDamageInfo  const&,float,float,bool)
506	CTerrorPlayer::DoBloodEffect(float,CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
507	CCSPlayer::GiveNamedItem(char  const*,int)
508	CCSPlayer::IsBeingGivenItem(void)const
509	CTerrorPlayer::DoAnimationEvent(PlayerAnimEvent_t,int)
510	CTerrorPlayer::KickBack(float,float,float,float,float,float,int)
511	CTerrorPlayer::IsImmobilized(void)const
512	CTerrorPlayer::GiveDefaultItems(void)
513	CTerrorPlayer::RoundRespawn(void)
514	CTerrorPlayer::ObserverRoundRespawn(void)
515	CCSPlayer::Blind(float,float,float)
516	CTerrorPlayer::Deafen(float,float,float)
517	CTerrorPlayer::ResetMaxSpeed(void)
518	CCSPlayer::HandleCommand_JoinClass(int)
519	CCSPlayer::HandleCommand_JoinTeam(int,char  const*,bool)
520	CTerrorPlayer::GetIntoGame(void)
521	CTerrorPlayer::WantsMOTD(void)const
522	CTerrorPlayer::AutoSelectTeam(void)
523	CTerrorPlayer::OnLeaveActiveState(void)
524	CTerrorPlayer::Pain(bool)
525	SurvivorBot::OnTeamChanged(int)
526	CTerrorPlayer::CanAttack(void)const
527	CTerrorPlayer::OnWeaponFired(void)
528	CCSPlayer::QueueScreenBloodSplatter(int,float)
529	CTerrorPlayer::OnReloadStart(bool,int,bool)
530	CTerrorPlayer::CreateNoise(float)
531	CTerrorPlayer::OnPreThinkObserverMode(void)
532	CTerrorPlayer::OnEnterRescueState(void)
533	CTerrorPlayer::OnPreThinkRescueState(void)
534	CTerrorPlayer::OnLeaveRescueState(void)
535	CTerrorPlayer::OnEnterGhostState(void)
536	CTerrorPlayer::OnPreThinkGhostState(void)
537	CTerrorPlayer::OnLeaveGhostState(void)
538	CTerrorPlayer::OnEnterIntroCameraState(void)
539	CTerrorPlayer::OnPreThinkIntroCameraState(void)
540	CTerrorPlayer::OnLeaveIntroCameraState(void)
541	CTerrorPlayer::OnLeaveDeathAnimState(void)
542	CTerrorPlayer::OnLeaveDeathWaitForKeyState(void)
543	CTerrorPlayer::CanUseFlashlight(void)const
544	CTerrorPlayer::UpdateAddonBits(void)
545	CTerrorPlayer::UpdateRadar(void)
546	CTerrorPlayer::SelectDeathPose(CTakeDamageInfo  const&)
547	CTerrorPlayer::CanChangeName(void)const
548	CTerrorPlayer::ChangeName(char  const*)
549	CTerrorPlayer::IsProgressBarActive(void)const
550	CTerrorPlayer::CreateRagdollEntity(CTakeDamageInfo  const&)
551	CTerrorPlayer::GetRagdollType(void)const
552	CTerrorPlayer::SetModelFromClass(void)
553	CTerrorPlayer::SetModelFromClassAtSpawn(void)
554	CTerrorPlayer::DropWeapons(bool)
555	CTerrorPlayer::RecordDamageTaken(char  const*,int)
556	SurvivorBot::OnPlayerDisconnected(CTerrorPlayer *)
557	CTerrorPlayer::OnSpawn(void)
558	CTerrorPlayer::RestoreSpawn(void)
559	SurvivorBot::OnBeginChangeLevel(char  const*)
560	CTerrorPlayer::OnEndChangeLevel(void)
561	CTerrorPlayer::HandleCommand_JoinTeam(int,SurvivorCharacterType,bool)
562	CTerrorPlayer::SetDoingRestore(bool)
563	CTerrorPlayer::GetTeamSwitchRule(void)const
564	CTerrorPlayer::IsReadyToShove(void)
565	CTerrorPlayer::SetNextShoveTime(float)
566	CTerrorPlayer::CommitSuicide(bool)
567	CTerrorPlayer::OnSpokeConcept(CAI_Concept,AI_Response *)
568	CTerrorPlayer::RestoreWeapons(void)
569	CTerrorPlayer::DropWeaponInSlot(int)
570	CTerrorPlayer::QueueScreenBloodSplatter(int,float,CTerrorPlayer::SplatterType_t)
571	CTerrorPlayer::OnReloadEnd(void)
572	CTerrorPlayer::OnReloadAbort(void)
573	CTerrorPlayer::OnAttackSuccess(CBaseCombatCharacter *,bool)
574	CTerrorPlayer::CanBeShoved(CBaseEntity *)const
575	CTerrorPlayer::IsWielding(CSWeaponID)const
576	CTerrorPlayer::IsWieldingWeaponOfType(CSWeaponType)const
577	CTerrorPlayer::IsZoomed(void)
578	CTerrorPlayer::CanPlayerJump(void)const
579	CTerrorPlayer::PlayerZombieAbortControl(void)
580	CTerrorPlayer::CanBeShoved(void)
581	CTerrorPlayer::SetClass(ZombieClassType)
582	CTerrorPlayer::SetCharacter(SurvivorCharacterType)
583	CTerrorPlayer::OnRevived(void)
584	SurvivorBot::OnAwardEarned(AwardType,CBaseEntity *)
585	CTerrorPlayer::OnAwardLost(AwardType)
586	CTerrorPlayer::ScoreKilledZombie(ZombieClassType)
587	NextBotPlayer<CTerrorPlayer>::IsRemovedOnReset(void)const
588	NextBotPlayer<CTerrorPlayer>::PressFireButton(float)
589	NextBotPlayer<CTerrorPlayer>::ReleaseFireButton(void)
590	NextBotPlayer<CTerrorPlayer>::PressMeleeButton(float)
591	NextBotPlayer<CTerrorPlayer>::ReleaseMeleeButton(void)
592	NextBotPlayer<CTerrorPlayer>::PressUseButton(float)
593	NextBotPlayer<CTerrorPlayer>::ReleaseUseButton(void)
594	NextBotPlayer<CTerrorPlayer>::PressReloadButton(float)
595	NextBotPlayer<CTerrorPlayer>::ReleaseReloadButton(void)
596	NextBotPlayer<CTerrorPlayer>::PressForwardButton(float)
597	NextBotPlayer<CTerrorPlayer>::ReleaseForwardButton(void)
598	NextBotPlayer<CTerrorPlayer>::PressBackwardButton(float)
599	NextBotPlayer<CTerrorPlayer>::ReleaseBackwardButton(void)
600	NextBotPlayer<CTerrorPlayer>::PressLeftButton(float)
601	NextBotPlayer<CTerrorPlayer>::ReleaseLeftButton(void)
602	NextBotPlayer<CTerrorPlayer>::PressRightButton(float)
603	NextBotPlayer<CTerrorPlayer>::ReleaseRightButton(void)
604	NextBotPlayer<CTerrorPlayer>::PressJumpButton(float)
605	NextBotPlayer<CTerrorPlayer>::ReleaseJumpButton(void)
606	NextBotPlayer<CTerrorPlayer>::PressCrouchButton(float)
607	NextBotPlayer<CTerrorPlayer>::ReleaseCrouchButton(void)
608	NextBotPlayer<CTerrorPlayer>::PressWalkButton(float)
609	NextBotPlayer<CTerrorPlayer>::ReleaseWalkButton(void)
610	NextBotPlayer<CTerrorPlayer>::SetButtonScale(float,float)
611	SurvivorBot::Update(void)
612	SurvivorBot::MySurvivorBotPointer(void)const
613	SurvivorBot::GetEntity(void)const
614	SurvivorBot::GetLocomotionInterface(void)const
615	SurvivorBot::GetBodyInterface(void)const
616	SurvivorBot::GetIntentionInterface(void)const
617	SurvivorBot::GetVisionInterface(void)const
618	SurvivorBot::IsEnemy(CBaseCombatCharacter  const*)const
619	SurvivorBot::IsAbleToBreak(CBaseEntity  const*)const
620	SurvivorBot::GetDebugIdentifier(void)const