CTerrorPlayer Offset List (Left 4 Dead 2)

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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 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