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Offsets list (linux)

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vintage
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Joined: Thu Nov 19, 2015 7:47 am
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Offsets list (linux)

Post by vintage » Tue Jan 26, 2016 8:58 am

Here's the offsets list from server_srv.so to suit your needs into your plugins.

Thanks to this post that make me able to find (To my need, it was offset for CreateViewModel).
https://wiki.alliedmods.net/Finding_virtual_offsets

Done ! So,.... better share ! ;)
2016-01-26

Code: Select all

// Auto reconstructed from vtable block @ 0x007A4600
// from "server_srv.so", by ida_vtables.idc
0	CDODPlayer::~CDODPlayer()
1	CDODPlayer::~CDODPlayer()
2	CBaseEntity::SetRefEHandle(CBaseHandle  const&)
3	CBaseEntity::GetRefEHandle(void)const
4	CBaseEntity::GetCollideable(void)
5	CBaseEntity::GetNetworkable(void)
6	CBaseEntity::GetBaseEntity(void)
7	CBaseEntity::GetModelIndex(void)const
8	CBaseEntity::GetModelName(void)const
9	CBaseEntity::SetModelIndex(int)
10	CDODPlayer::GetServerClass(void)
11	CDODPlayer::YouForgotToImplementOrDeclareServerClass(void)
12	CDODPlayer::GetDataDescMap(void)
13	CBaseEntity::SetModelIndexOverride(int,int)
14	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
15	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
16	CDODPlayer::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
17	CDODPlayer::ShouldCollide(int,int)const
18	CBaseEntity::SetOwnerEntity(CBaseEntity*)
19	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
20	CBasePlayer::UpdateTransmitState(void)
21	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
22	CBasePlayer::GetTracerType(void)
23	CDODPlayer::Spawn(void)
24	CDODPlayer::Precache(void)
25	CBasePlayer::SetModel(char  const*)
26	CBaseAnimating::OnNewModel(void)
27	CBaseMultiplayerPlayer::PostConstructor(char  const*)
28	CBaseEntity::PostClientActive(void)
29	CBaseEntity::ParseMapData(CEntityMapData *)
30	CBaseEntity::KeyValue(char  const*,char  const*)
31	CBaseEntity::KeyValue(char  const*,float)
32	CBaseEntity::KeyValue(char  const*,Vector  const&)
33	CBaseEntity::GetKeyValue(char  const*,char *,int)
34	CBasePlayer::Activate(void)
35	CBaseEntity::SetParent(CBaseEntity*,int)
36	CBasePlayer::ObjectCaps(void)
37	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
38	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
39	CBasePlayer::DrawDebugGeometryOverlays(void)
40	CBaseAnimating::DrawDebugTextOverlays(void)
41	CBasePlayer::Save(ISave &)
42	CBasePlayer::Restore(IRestore &)
43	CBasePlayer::ShouldSavePhysics(void)
44	CBaseEntity::OnSave(IEntitySaveUtils *)
45	CBasePlayer::OnRestore(void)
46	CBasePlayer::RequiredEdictIndex(void)
47	CBaseEntity::MoveDone(void)
48	CBaseEntity::Think(void)
49	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
50	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
51	CBaseAnimating::GetBaseAnimating(void)
52	CBaseMultiplayerPlayer::GetResponseSystem(void)
53	CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char  const*)
54	CBasePlayer::Classify(void)
55	CBaseEntity::DeathNotice(CBaseEntity*)
56	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
57	CBaseEntity::GetAutoAimRadius(void)
58	CBaseEntity::GetAutoAimCenter(void)
59	CBaseEntity::GetBeamTraceFilter(void)
60	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
61	CDODPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *,CDmgAccumulator *)
62	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
63	CDODPlayer::OnTakeDamage(CTakeDamageInfo  const&)
64	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
65	CBasePlayer::TakeHealth(float,int)
66	CBaseEntity::IsAlive(void)
67	CDODPlayer::Event_Killed(CTakeDamageInfo  const&)
68	CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
69	CBaseCombatCharacter::BloodColor(void)
70	CBaseEntity::IsTriggered(CBaseEntity*)
71	CBaseEntity::IsNPC(void)const
72	CBaseCombatCharacter::MyCombatCharacterPointer(void)
73	CBaseEntity::MyNextBotPointer(void)
74	CBaseEntity::GetDelay(void)
75	CBaseEntity::IsMoving(void)
76	CBaseEntity::DamageDecal(int,int)
77	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
78	CBaseEntity::ImpactTrace(CGameTrace *,int,char  const*)
79	CBaseEntity::OnControls(CBaseEntity*)
80	CBaseEntity::HasTarget(string_t)
81	CBasePlayer::IsPlayer(void)const
82	CBasePlayer::IsNetClient(void)const
83	CBaseEntity::IsTemplate(void)
84	CBaseEntity::IsBaseObject(void)const
85	CBaseEntity::IsBaseTrain(void)const
86	CBaseEntity::IsCombatItem(void)const
87	CBaseEntity::IsBaseCombatWeapon(void)const
88	CBaseEntity::IsWearable(void)const
89	CBaseEntity::MyCombatWeaponPointer(void)
90	CBaseEntity::GetServerVehicle(void)
91	CBaseEntity::IsViewable(void)
92	CDODPlayer::ChangeTeam(int)
93	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
94	CBaseEntity::CanStandOn(CBaseEntity*)const
95	CBaseEntity::CanStandOn(edict_t *)const
96	CBaseEntity::GetEnemy(void)
97	CBaseEntity::GetEnemy(void)const
98	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
99	CBaseEntity::StartTouch(CBaseEntity*)
100	CBasePlayer::Touch(CBaseEntity *)
101	CBaseEntity::EndTouch(CBaseEntity*)
102	CBaseEntity::StartBlocked(CBaseEntity*)
103	CBaseEntity::Blocked(CBaseEntity*)
104	CBaseEntity::EndBlocked(void)
105	CBasePlayer::PhysicsSimulate(void)
106	CBasePlayer::UpdateOnRemove(void)
107	CBaseEntity::StopLoopingSounds(void)
108	CBaseEntity::SUB_AllowedToFade(void)
109	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
110	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
111	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
112	CBaseEntity::GetTracerAttachment(void)
113	CDODPlayer::FireBullets(FireBulletsInfo_t  const&)
114	CBasePlayer::DoImpactEffect(CGameTrace &,int)
115	CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
116	CBaseEntity::Respawn(void)
117	CBaseEntity::IsLockedByMaster(void)
118	CBaseEntity::GetMaxHealth(void)const
119	CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
120	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
121	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
122	CBasePlayer::NetworkStateChanged_m_iHealth(void)
123	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
124	CBasePlayer::NetworkStateChanged_m_lifeState(void)
125	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
126	CBaseEntity::NetworkStateChanged_m_takedamage(void)
127	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
128	CBaseEntity::GetDamageType(void)const
129	CBaseEntity::GetDamage(void)
130	CBaseEntity::SetDamage(float)
131	CBasePlayer::EyePosition(void)
132	CBasePlayer::EyeAngles(void)
133	CBasePlayer::LocalEyeAngles(void)
134	CBaseEntity::EarPosition(void)
135	CBasePlayer::BodyTarget(Vector  const&,bool)
136	CBaseEntity::HeadTarget(Vector  const&)
137	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
138	CBaseEntity::GetViewOffset(void)const
139	CBaseEntity::SetViewOffset(Vector  const&)
140	CBasePlayer::GetSmoothedVelocity(void)
141	CBaseAnimating::GetVelocity(Vector *,Vector *)
142	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
143	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
144	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
145	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
146	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
147	CBaseEntity::GetGroundVelocityToApply(Vector &)
148	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
149	CBaseEntity::Splash(void)
150	CBaseEntity::WorldSpaceCenter(void)const
151	CBaseEntity::GetSoundEmissionOrigin(void)const
152	CBaseEntity::ModifyEmitSoundParams(EmitSound_t &)
153	CBaseEntity::IsDeflectable(void)
154	CBaseEntity::Deflected(CBaseEntity*,Vector &)
155	CBaseEntity::CreateVPhysics(void)
156	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
157	CBasePlayer::VPhysicsDestroyObject(void)
158	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
159	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
160	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
161	CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
162	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
163	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
164	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
165	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
166	CBaseEntity::VPhysicsIsFlesh(void)
167	CBaseEntity::HasPhysicsAttacker(float)
168	CBasePlayer::PhysicsSolidMaskForEntity(void)const
169	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
170	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
171	CBaseAnimating::GetStepOrigin(void)const
172	CBaseAnimating::GetStepAngles(void)const
173	CBaseEntity::ShouldDrawWaterImpacts(void)
174	CBasePlayer::NetworkStateChanged_m_fFlags(void)
175	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
176	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
177	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
178	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
179	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
180	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
181	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
182	CBasePlayer::NetworkStateChanged_m_flFriction(void)
183	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
184	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
185	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
186	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
187	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
188	CBaseEntity::ShouldBlockNav(void)const
189	CBaseAnimating::GetIdealSpeed(void)const
190	CBaseAnimating::GetIdealAccel(void)const
191	CBaseAnimatingOverlay::StudioFrameAdvance(void)
192	CBaseAnimating::SetSequence(int)
193	CBaseAnimating::IsActivityFinished(void)
194	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
195	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
196	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
197	CBaseAnimating::IsRagdoll(void)
198	CBaseAnimating::CanBecomeRagdoll(void)
199	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
200	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
201	CDODPlayer::SetupBones(matrix3x4_t *,int)
202	CBaseAnimating::CalculateIKLocks(float)
203	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
204	CBasePlayer::HandleAnimEvent(animevent_t *)
205	CBaseAnimating::PopulatePoseParameters(void)
206	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
207	CBaseAnimating::InitBoneControllers(void)
208	CBaseAnimating::GetGroundSpeedVelocity(void)
209	CBasePlayer::RefreshCollisionBounds(void)
210	CBaseAnimating::Ignite(float,bool,float,bool)
211	CBaseAnimating::IgniteLifetime(float)
212	CBaseAnimating::IgniteNumHitboxFires(int)
213	CBaseAnimating::IgniteHitboxFireScale(float)
214	CBaseAnimating::Extinguish(void)
215	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
216	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
217	CBaseFlex::SetViewtarget(Vector  const&)
218	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
219	CBaseFlex::ProcessSceneEvents(void)
220	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
221	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
222	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
223	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
224	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
225	CBaseFlex::GetSpecialDSP(void)
226	CBasePlayer::GetPhysicsImpactDamageTable(void)
227	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
228	CBaseCombatCharacter::FInViewCone(Vector  const&)
229	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
230	CBaseCombatCharacter::FInAimCone(Vector  const&)
231	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
232	CBaseCombatCharacter::FindMissTarget(void)
233	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
234	CBasePlayer::BodyAngles(void)
235	CBaseCombatCharacter::BodyDirection2D(void)
236	CBaseCombatCharacter::BodyDirection3D(void)
237	CBaseCombatCharacter::HeadDirection2D(void)
238	CBaseCombatCharacter::HeadDirection3D(void)
239	CBaseCombatCharacter::EyeDirection2D(void)
240	CBaseCombatCharacter::EyeDirection3D(void)
241	CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
242	CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
243	CBaseCombatCharacter::IsHiddenByFog(float)const
244	CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
245	CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
246	CBaseCombatCharacter::GetFogObscuredRatio(float)const
247	CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
248	CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
249	CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
250	CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
251	CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
252	CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
253	CBaseCombatCharacter::GiveAmmo(int,int,bool)
254	CBaseCombatCharacter::RemoveAmmo(int,int)
255	CBaseCombatCharacter::RemoveAmmo(int,char  const*)
256	CBaseCombatCharacter::GetAmmoCount(int)const
257	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
258	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
259	CBaseCombatCharacter::Weapon_FrameUpdate(void)
260	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
261	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
262	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
263	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
264	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
265	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
266	CBasePlayer::Weapon_ShootPosition(void)
267	CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
268	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
269	CBaseCombatCharacter::Weapon_GetSlot(int)const
270	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
271	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
272	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
273	CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
274	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
275	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
276	CBaseCombatCharacter::GetAliveDuration(void)const
277	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
278	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
279	CBaseCombatCharacter::HasEverBeenInjured(int)const
280	CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
281	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
282	CBaseCombatCharacter::GetDeathActivity(void)
283	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
284	CBaseCombatCharacter::CorpseFade(void)
285	CBaseCombatCharacter::HasHumanGibs(void)
286	CBaseCombatCharacter::HasAlienGibs(void)
287	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
288	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
289	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
290	CBasePlayer::Event_Dying(CTakeDamageInfo  const&)
291	CBaseCombatCharacter::Event_Dying(void)
292	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
293	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
294	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
295	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
296	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
297	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
298	CBaseCombatCharacter::IRelationType(CBaseEntity *)
299	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
300	CBasePlayer::IsInAVehicle(void)const
301	CBasePlayer::GetVehicle(void)
302	CBasePlayer::GetVehicleEntity(void)
303	CBaseCombatCharacter::ExitVehicle(void)
304	CBaseCombatCharacter::RemoveAllWeapons(void)
305	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
306	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
307	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
308	CBasePlayer::DoMuzzleFlash(void)
309	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
310	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
311	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
312	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
313	CBaseCombatCharacter::GetLastKnownArea(void)const
314	CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
315	CBaseCombatCharacter::ClearLastKnownArea(void)
316	CBaseCombatCharacter::UpdateLastKnownArea(void)
317	CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
318	CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
319	CBaseCombatCharacter::OnPursuedBy(INextBot *)
320	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
321	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
322	CDODPlayer::CreateViewModel(int)
323	CDODPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
324	CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
325	CDODPlayer::SharedSpawn(void)
326	CBasePlayer::ForceRespawn(void)
327	CDODPlayer::InitialSpawn(void)
328	CBasePlayer::InitHUD(void)
329	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
330	CDODPlayer::PlayerDeathThink(void)
331	CBasePlayer::Jump(void)
332	CBasePlayer::Duck(void)
333	CDODPlayer::PreThink(void)
334	CDODPlayer::PostThink(void)
335	CBasePlayer::DamageEffect(float,int)
336	CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
337	CBasePlayer::ShouldFadeOnDeath(void)
338	CBasePlayer::IsFakeClient(void)const
339	CDODPlayer::GetPlayerMins(void)const
340	CDODPlayer::GetPlayerMaxs(void)const
341	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
342	CBasePlayer::PackDeadPlayerItems(void)
343	CBasePlayer::RemoveAllItems(bool)
344	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
345	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
346	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
347	CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
348	CBasePlayer::GetTimeSinceWeaponFired(void)const
349	CBasePlayer::IsFiringWeapon(void)const
350	CBasePlayer::UpdateClientData(void)
351	CBasePlayer::ExitLadder(void)
352	CBasePlayer::GetLadderSurface(Vector  const&)
353	CBasePlayer::SetFlashlightEnabled(bool)
354	CDODPlayer::FlashlightIsOn(void)
355	CDODPlayer::FlashlightTurnOn(void)
356	CDODPlayer::FlashlightTurnOff(void)
357	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
358	CDODPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
359	CDODPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
360	CBasePlayer::GetOverrideStepSound(char  const*)
361	CBasePlayer::GetStepSoundVelocities(float *,float *)
362	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
363	CDODPlayer::DeathSound(CTakeDamageInfo  const&)
364	CBasePlayer::GetSceneSoundToken(void)
365	CBasePlayer::OnEmitFootstepSound(CSoundParameters  const&,Vector  const&,float)
366	CDODPlayer::SetAnimation(PLAYER_ANIM)
367	CBasePlayer::ImpulseCommands(void)
368	CDODPlayer::CheatImpulseCommands(int)
369	CDODPlayer::ClientCommand(CCommand  const&)
370	CBasePlayer::StartObserverMode(int)
371	CBasePlayer::StopObserverMode(void)
372	CDODPlayer::ModeWantsSpectatorGUI(int)
373	CDODPlayer::SetObserverMode(int)
374	CBasePlayer::GetObserverMode(void)
375	CBasePlayer::SetObserverTarget(CBaseEntity *)
376	CBasePlayer::ObserverUse(bool)
377	CBasePlayer::GetObserverTarget(void)
378	CBasePlayer::FindNextObserverTarget(bool)
379	CBasePlayer::GetNextObserverSearchStartPoint(bool)
380	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
381	CBasePlayer::CheckObserverSettings(void)
382	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
383	CBasePlayer::ForceObserverMode(int)
384	CBasePlayer::ResetObserverMode(void)
385	CBasePlayer::ValidateCurrentObserverTarget(void)
386	CDODPlayer::AttemptToExitFreezeCam(void)
387	CDODPlayer::StartReplayMode(float,float,int)
388	CDODPlayer::StopReplayMode(void)
389	CBasePlayer::GetDelayTicks(void)
390	CBasePlayer::GetReplayEntity(void)
391	CBasePlayer::CreateCorpse(void)
392	CDODPlayer::EntSelectSpawnPoint(void)
393	CBasePlayer::GetInVehicle(IServerVehicle *,int)
394	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
395	CBasePlayer::OnVehicleStart(void)
396	CBasePlayer::OnVehicleEnd(Vector &)
397	CDODPlayer::BumpWeapon(CBaseCombatWeapon *)
398	CBasePlayer::SelectLastItem(void)
399	CBasePlayer::SelectItem(char  const*,int)
400	CBasePlayer::ItemPostFrame(void)
401	CDODPlayer::GiveNamedItem(char  const*,int)
402	CDODPlayer::CheckTrainUpdate(void)
403	CBasePlayer::SetPlayerUnderwater(bool)
404	CBasePlayer::CanBreatheUnderwater(void)const
405	CBasePlayer::PlayerUse(void)
406	CDODPlayer::PlayUseDenySound(void)
407	CDODPlayer::FindUseEntity(void)
408	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
409	CBasePlayer::PickupObject(CBaseEntity *,bool)
410	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
411	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
412	CDODPlayer::UpdateGeigerCounter(void)
413	CBasePlayer::GetAutoaimVector(float)
414	CBasePlayer::GetAutoaimVector(float,float)
415	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
416	CBasePlayer::ShouldAutoaim(void)
417	CBasePlayer::ForceClientDllUpdate(void)
418	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
419	CDODPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
420	CBasePlayer::ChangeTeam(int,bool,bool)
421	CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
422	CBaseMultiplayerPlayer::CanSpeak(void)
423	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
424	CDODPlayer::CheckChatText(char *,int)
425	CDODPlayer::CreateRagdollEntity(void)
426	CBasePlayer::ShouldAnnounceAchievement(void)
427	CBasePlayer::IsFollowingPhysics(void)
428	CDODPlayer::InitVCollision(Vector  const&,Vector  const&)
429	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
430	CDODPlayer::Hints(void)
431	CDODPlayer::IsReadyToPlay(void)
432	CBasePlayer::IsReadyToSpawn(void)
433	CBasePlayer::ShouldGainInstantSpawn(void)
434	CDODPlayer::ResetPerRoundStats(void)
435	CDODPlayer::ResetScores(void)
436	CBasePlayer::EquipSuit(bool)
437	CBasePlayer::RemoveSuit(void)
438	CBasePlayer::GetPlayerMaxSpeed(void)
439	CDODPlayer::CommitSuicide(bool,bool)
440	CDODPlayer::CommitSuicide(Vector  const&,bool,bool)
441	CBasePlayer::IsBot(void)const
442	CBasePlayer::IsBotOfType(int)const
443	CBasePlayer::GetBotType(void)const
444	CBaseMultiplayerPlayer::GetExpresser(void)
445	CBasePlayer::Internal_HandleMapEvent(inputdata_t &)
446	CBasePlayer::SpawnArmorValue(void)const
447	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
448	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
449	CBasePlayer::HasHaptics(void)
450	CBasePlayer::SetHaptics(bool)
451	CBasePlayer::PlayerSolidMask(bool)const
452	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
453	CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
454	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response &)
455	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
456	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
457	CBaseMultiplayerPlayer::CanBeAutobalanced(void)
458	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
459	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
460	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
461	CDODPlayer::OnAchievementEarned(int)
462	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
463	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
464	CBaseMultiplayerPlayer::CreateExpresser(void)
465	CDODPlayer::CanHearChatFrom(CBasePlayer *)
Note: These are for Linux. For windows, usually it's the same -1
Right behind you ! ^^
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