BAFFLED
11-10-2014
, 20:50
Re: Dumping Virtual Offsets?
#2
SM needs more than just those updated for it, but since I still have it sitting here open from a few days ago,
CBasePlayer offsets
Code:
The initial autoanalysis has been finished. Inheritance Tree:
CBaseMultiplayerPlayer
CAI_ExpresserHost<CBasePlayer>
CBasePlayer
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
IServerEntity
IServerUnknown
IHandleEntity
CAI_ExpresserSink
VTable for CBaseMultiplayerPlayer: (0, 0)
Lin Win Function
0 0 CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer()
1 0 CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer()
2 1 CBaseEntity::SetRefEHandle(CBaseHandle const&)
3 2 CBaseEntity::GetRefEHandle(void)const
4 3 CBaseEntity::GetCollideable(void)
5 4 CBaseEntity::GetNetworkable(void)
6 5 CBaseEntity::GetBaseEntity(void)
7 6 CBaseEntity::GetModelIndex(void)const
8 7 CBaseEntity::GetModelName(void)const
9 8 CBaseEntity::SetModelIndex(int)
10 9 CBasePlayer::GetServerClass(void)
11 10 CBasePlayer::YouForgotToImplementOrDeclareServerClass(void)
12 11 CBasePlayer::GetDataDescMap(void)
13 12 CBaseEntity::SetModelIndexOverride(int, int)
14 13 CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace &)
15 14 CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace &)
16 15 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *, Vector *)
17 16 CBaseEntity::ShouldCollide(int, int)const
18 17 CBaseEntity::ShouldTraceToOwner(void)const
19 18 CBaseEntity::SetOwnerEntity(CBaseEntity*)
20 19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
21 20 CBasePlayer::UpdateTransmitState(void)
22 21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *, bool)
23 22 CBasePlayer::GetTracerType(void)
24 23 CBaseMultiplayerPlayer::Spawn(void)
25 24 CBaseMultiplayerPlayer::Precache(void)
26 25 CBasePlayer::SetModel(char const*)
27 26 CBaseAnimating::OnNewModel(void)
28 27 CBaseMultiplayerPlayer::PostConstructor(char const*)
29 28 CBaseEntity::PostClientActive(void)
30 29 CBaseEntity::ParseMapData(CEntityMapData *)
31 32 CBaseEntity::KeyValue(char const*, char const*)
32 31 CBaseEntity::KeyValue(char const*, float)
33 30 CBaseEntity::KeyValue(char const*, Vector const&)
34 33 CBaseEntity::GetKeyValue(char const*, char *, int)
35 34 CBasePlayer::Activate(void)
36 35 CBaseEntity::SetParent(CBaseEntity*, int)
37 36 CBasePlayer::ObjectCaps(void)
38 37 CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
39 38 CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector &, QAngle &)
40 39 CBasePlayer::DrawDebugGeometryOverlays(void)
41 40 CBaseAnimating::DrawDebugTextOverlays(void)
42 41 CBasePlayer::Save(ISave &)
43 42 CBasePlayer::Restore(IRestore &)
44 43 CBasePlayer::ShouldSavePhysics(void)
45 44 CBaseEntity::OnSave(IEntitySaveUtils *)
46 45 CBasePlayer::OnRestore(void)
47 46 CBasePlayer::RequiredEdictIndex(void)
48 47 CBaseEntity::MoveDone(void)
49 48 CBaseEntity::Think(void)
50 50 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
51 49 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
52 51 CBaseAnimating::GetBaseAnimating(void)
53 52 CBaseMultiplayerPlayer::GetResponseSystem(void)
54 53 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char const*)
55 54 CBasePlayer::Classify(void)
56 55 CBaseEntity::DeathNotice(CBaseEntity*)
57 56 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
58 57 CBaseEntity::GetAutoAimRadius(void)
59 58 CBaseEntity::GetAutoAimCenter(void)
60 59 CBaseEntity::GetBeamTraceFilter(void)
61 60 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
62 61 CBasePlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace *, CDmgAccumulator *)
63 62 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
64 63 CBasePlayer::OnTakeDamage(CTakeDamageInfo const&)
65 64 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector &, CBaseEntity*)
66 65 CBasePlayer::TakeHealth(float, int)
67 66 CBaseEntity::IsAlive(void)
68 67 CBasePlayer::Event_Killed(CTakeDamageInfo const&)
69 68 CBasePlayer::Event_KilledOther(CBaseEntity *, CTakeDamageInfo const&)
70 69 CBaseCombatCharacter::BloodColor(void)
71 70 CBaseEntity::IsTriggered(CBaseEntity*)
72 71 CBaseEntity::IsNPC(void)const
73 72 CBaseCombatCharacter::MyCombatCharacterPointer(void)
74 73 CBaseEntity::MyNextBotPointer(void)
75 74 CBaseEntity::GetDelay(void)
76 75 CBaseEntity::IsMoving(void)
77 76 CBaseEntity::DamageDecal(int, int)
78 77 CBaseEntity::DecalTrace(CGameTrace *, char const*)
79 78 CBaseEntity::ImpactTrace(CGameTrace *, int, char const*)
80 79 CBaseEntity::OnControls(CBaseEntity*)
81 80 CBaseEntity::HasTarget(string_t)
82 81 CBasePlayer::IsPlayer(void)const
83 82 CBasePlayer::IsNetClient(void)const
84 83 CBaseEntity::IsTemplate(void)
85 84 CBaseEntity::IsBaseObject(void)const
86 85 CBaseEntity::IsBaseTrain(void)const
87 86 CBaseEntity::IsCombatItem(void)const
88 87 CBaseEntity::IsBaseCombatWeapon(void)const
89 88 CBaseEntity::IsWearable(void)const
90 89 CBaseEntity::MyCombatWeaponPointer(void)
91 90 CBaseEntity::GetServerVehicle(void)
92 91 CBaseEntity::IsViewable(void)
93 92 CBasePlayer::ChangeTeam(int)
94 93 CBaseEntity::OnEntityEvent(EntityEvent_t, void *)
95 95 CBaseEntity::CanStandOn(CBaseEntity*)const
96 94 CBaseEntity::CanStandOn(edict_t *)const
97 97 CBaseEntity::GetEnemy(void)
98 96 CBaseEntity::GetEnemy(void)const
99 98 CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
100 99 CBaseEntity::StartTouch(CBaseEntity*)
101 100 CBasePlayer::Touch(CBaseEntity *)
102 101 CBaseEntity::EndTouch(CBaseEntity*)
103 102 CBaseEntity::StartBlocked(CBaseEntity*)
104 103 CBaseEntity::Blocked(CBaseEntity*)
105 104 CBaseEntity::EndBlocked(void)
106 105 CBasePlayer::PhysicsSimulate(void)
107 106 CBasePlayer::UpdateOnRemove(void)
108 107 CBaseEntity::StopLoopingSounds(void)
109 108 CBaseEntity::SUB_AllowedToFade(void)
110 109 CBaseFlex::Teleport(Vector const*, QAngle const*, Vector const*)
111 110 CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
112 111 CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
113 112 CBaseEntity::GetTracerAttachment(void)
114 113 CBaseEntity::FireBullets(FireBulletsInfo_t const&, char const*)
115 114 CBasePlayer::DoImpactEffect(CGameTrace &, int)
116 115 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
117 116 CBaseEntity::Respawn(void)
118 117 CBaseEntity::IsLockedByMaster(void)
119 118 CBaseEntity::GetMaxHealth(void)const
120 119 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
121 121 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
122 120 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
123 123 CBasePlayer::NetworkStateChanged_m_iHealth(void)
124 122 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
125 125 CBasePlayer::NetworkStateChanged_m_lifeState(void)
126 124 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
127 127 CBaseEntity::NetworkStateChanged_m_takedamage(void)
128 126 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
129 128 CBaseEntity::GetDamageType(void)const
130 129 CBaseEntity::GetDamage(void)
131 130 CBaseEntity::SetDamage(float)
132 131 CBasePlayer::EyePosition(void)
133 132 CBasePlayer::EyeAngles(void)
134 133 CBasePlayer::LocalEyeAngles(void)
135 134 CBaseEntity::EarPosition(void)
136 135 CBasePlayer::BodyTarget(Vector const&, bool)
137 136 CBaseEntity::HeadTarget(Vector const&)
138 137 CBaseEntity::GetVectors(Vector *, Vector *, Vector *)const
139 138 CBaseEntity::GetViewOffset(void)const
140 139 CBaseEntity::SetViewOffset(Vector const&)
141 140 CBasePlayer::GetSmoothedVelocity(void)
142 141 CBaseAnimating::GetVelocity(Vector *, Vector *)
143 143 CBaseCombatCharacter::FVisible(CBaseEntity *, int, CBaseEntity **)
144 142 CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity **)
145 144 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
146 145 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
147 146 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
148 147 CBaseEntity::GetGroundVelocityToApply(Vector &)
149 148 CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
150 149 CBaseEntity::Splash(void)
151 150 CBaseEntity::WorldSpaceCenter(void)const
152 151 CBaseEntity::GetSoundEmissionOrigin(void)const
153 152 CBaseEntity::ModifyEmitSoundParams(EmitSound_t &)
154 153 CBaseEntity::IsDeflectable(void)
155 154 CBaseEntity::Deflected(CBaseEntity*, Vector &)
156 155 CBaseEntity::CreateVPhysics(void)
157 156 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
158 157 CBasePlayer::VPhysicsDestroyObject(void)
159 158 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
160 159 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
161 160 CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t *)
162 161 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
163 162 CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t *)
164 163 CBaseEntity::VPhysicsFriction(IPhysicsObject *, float, int, int)
165 164 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
166 165 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **, int)
167 166 CBaseEntity::VPhysicsIsFlesh(void)
168 167 CBaseEntity::HasPhysicsAttacker(float)
169 168 CBasePlayer::PhysicsSolidMaskForEntity(void)const
170 169 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &, Vector &)
171 170 CBaseEntity::PerformCustomPhysics(Vector *, Vector *, QAngle *, QAngle *)
172 171 CBaseAnimating::GetStepOrigin(void)const
173 172 CBaseAnimating::GetStepAngles(void)const
174 173 CBaseEntity::ShouldDrawWaterImpacts(void)
175 175 CBasePlayer::NetworkStateChanged_m_fFlags(void)
176 174 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
177 177 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
178 176 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
179 179 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
180 178 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
181 181 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
182 180 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
183 183 CBasePlayer::NetworkStateChanged_m_flFriction(void)
184 182 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
185 185 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
186 184 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
187 187 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
188 186 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
189 188 CBaseAnimating::GetTintColor(void)
190 189 CBaseAnimating::SetTintColor(Vector const&)
191 190 CBaseAnimating::GetIdealSpeed(void)const
192 191 CBaseAnimating::GetIdealAccel(void)const
193 192 CBaseAnimatingOverlay::StudioFrameAdvance(void)
194 193 CBaseAnimating::SetSequence(int)
195 194 CBaseAnimating::IsActivityFinished(void)
196 195 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *, int)
197 196 CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
198 197 CBaseAnimating::BecomeRagdollOnClient(Vector const&)
199 198 CBaseAnimating::IsRagdoll(void)
200 199 CBaseAnimating::CanBecomeRagdoll(void)
201 200 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *, Vector *, Quaternion *, int)
202 201 CBaseAnimating::GetBoneTransform(int, matrix3x4_t &)
203 202 CBaseAnimating::SetupBones(matrix3x4_t *, int)
204 203 CBaseAnimating::CalculateIKLocks(float)
205 204 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
206 205 CBasePlayer::HandleAnimEvent(animevent_t *)
207 206 CBaseAnimating::PopulatePoseParameters(void)
208 207 CBaseAnimating::GetAttachment(int, matrix3x4_t &)
209 208 CBaseAnimating::InitBoneControllers(void)
210 209 CBaseAnimating::GetGroundSpeedVelocity(void)
211 210 CBasePlayer::RefreshCollisionBounds(void)
212 211 CBaseAnimating::Ignite(float, bool, float, bool)
213 212 CBaseAnimating::IgniteLifetime(float)
214 213 CBaseAnimating::IgniteNumHitboxFires(int)
215 214 CBaseAnimating::IgniteHitboxFireScale(float)
216 215 CBaseAnimating::Extinguish(void)
217 216 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
218 217 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
219 218 CBaseFlex::SetViewtarget(Vector const&)
220 219 CBaseFlex::StartSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *, CChoreoActor *, CBaseEntity *)
221 220 CBaseFlex::ProcessSceneEvents(void)
222 221 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *)
223 222 CBaseFlex::ClearSceneEvent(CSceneEventInfo *, bool, bool)
224 223 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *, float, CChoreoScene *, CChoreoEvent *)
225 224 CBaseFlex::PlayScene(char const*, float, AI_Response *, IRecipientFilter *)
226 225 CBaseFlex::PlayAutoGeneratedSoundScene(char const*)
227 226 CBaseFlex::GetSpecialDSP(void)
228 227 CBasePlayer::GetPhysicsImpactDamageTable(void)
229 229 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
230 228 CBaseCombatCharacter::FInViewCone(Vector const&)
231 231 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
232 230 CBaseCombatCharacter::FInAimCone(Vector const&)
233 232 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
234 233 CBaseCombatCharacter::FindMissTarget(void)
235 234 CBaseCombatCharacter::HandleInteraction(int, void *, CBaseCombatCharacter*)
236 235 CBasePlayer::BodyAngles(void)
237 236 CBaseCombatCharacter::BodyDirection2D(void)
238 237 CBaseCombatCharacter::BodyDirection3D(void)
239 238 CBaseCombatCharacter::HeadDirection2D(void)
240 239 CBaseCombatCharacter::HeadDirection3D(void)
241 240 CBaseCombatCharacter::EyeDirection2D(void)
242 241 CBaseCombatCharacter::EyeDirection3D(void)
243 244 CBaseCombatCharacter::IsHiddenByFog(Vector const&)const
244 243 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
245 242 CBaseCombatCharacter::IsHiddenByFog(float)const
246 247 CBaseCombatCharacter::GetFogObscuredRatio(Vector const&)const
247 246 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
248 245 CBaseCombatCharacter::GetFogObscuredRatio(float)const
249 249 CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float)const
250 248 CBaseCombatCharacter::IsLookingTowards(Vector const&, float)const
251 251 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
252 250 CBaseCombatCharacter::IsInFieldOfView(Vector const&)const
253 253 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *, CBaseCombatCharacter::LineOfSightCheckType)const
254 252 CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity *)const
255 254 CBaseCombatCharacter::GiveAmmo(int, int, bool)
256 256 CBaseCombatCharacter::RemoveAmmo(int, int)
257 255 CBaseCombatCharacter::RemoveAmmo(int, char const*)
258 257 CBaseCombatCharacter::GetAmmoCount(int)const
259 258 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
260 259 CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool *)
261 260 CBaseCombatCharacter::Weapon_FrameUpdate(void)
262 261 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
263 262 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
264 263 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
265 264 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
266 265 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *, Vector const*, Vector const*)
267 266 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *, int)
268 267 CBasePlayer::Weapon_ShootPosition(void)
269 268 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
270 269 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
271 270 CBaseCombatCharacter::Weapon_GetSlot(int)const
272 271 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
273 272 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
274 273 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
275 274 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
276 275 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
277 276 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
278 277 CBaseCombatCharacter::GetAliveDuration(void)const
279 278 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity *)
280 279 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
281 280 CBaseCombatCharacter::HasEverBeenInjured(int)const
282 281 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
283 282 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *, CTakeDamageInfo const&)
284 283 CBaseCombatCharacter::GetDeathActivity(void)
285 284 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
286 285 CBaseCombatCharacter::CorpseFade(void)
287 286 CBaseCombatCharacter::HasHumanGibs(void)
288 287 CBaseCombatCharacter::HasAlienGibs(void)
289 288 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
290 289 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
291 290 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
292 291 CBasePlayer::Event_Dying(CTakeDamageInfo const&)
293 292 CBaseCombatCharacter::Event_Dying(void)
294 293 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
295 294 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
296 295 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *, Vector const&, float, int)
297 297 CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
298 296 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
299 298 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
300 299 CBaseCombatCharacter::IRelationType(CBaseEntity *)
301 300 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
302 301 CBasePlayer::IsInAVehicle(void)const
303 302 CBasePlayer::GetVehicle(void)
304 303 CBasePlayer::GetVehicleEntity(void)
305 304 CBaseCombatCharacter::ExitVehicle(void)
306 305 CBaseCombatCharacter::RemoveAllWeapons(void)
307 306 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
308 307 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *, CBaseEntity *)
309 308 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *, CBaseEntity *)
310 309 CBasePlayer::DoMuzzleFlash(void)
311 310 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *, Disposition_t, int)
312 311 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
313 312 CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
314 313 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *, CBaseCombatWeapon *)
315 314 CBaseCombatCharacter::GetLastKnownArea(void)const
316 315 CBaseCombatCharacter::IsAreaTraversable(CNavArea const*)const
317 316 CBaseCombatCharacter::ClearLastKnownArea(void)
318 317 CBaseCombatCharacter::UpdateLastKnownArea(void)
319 318 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *, CNavArea *)
320 319 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
321 320 CBaseCombatCharacter::OnPursuedBy(INextBot *)
322 322 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
323 321 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
324 323 CBasePlayer::CreateViewModel(int)
325 324 CBasePlayer::SetupVisibility(CBaseEntity *, unsigned char *, int)
326 325 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*)const
327 326 CBasePlayer::WantsLagCompensationOnNPC(CBaseEntity const*, CUserCmd const*, CBitVec<2048> const*)const
328 327 CBasePlayer::SharedSpawn(void)
329 328 CBasePlayer::ForceRespawn(void)
330 329 CBasePlayer::InitialSpawn(void)
331 330 CBasePlayer::InitHUD(void)
332 331 CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues *)
333 332 CBasePlayer::PlayerDeathThink(void)
334 333 CBasePlayer::Jump(void)
335 334 CBasePlayer::Duck(void)
336 335 CBasePlayer::PreThink(void)
337 336 CBasePlayer::PostThink(void)
338 337 CBasePlayer::DamageEffect(float, int)
339 338 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
340 339 CBasePlayer::ShouldFadeOnDeath(void)
341 340 CBasePlayer::IsFakeClient(void)const
342 341 CBasePlayer::GetPlayerMins(void)const
343 342 CBasePlayer::GetPlayerMaxs(void)const
344 343 CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
345 344 CBasePlayer::PackDeadPlayerItems(void)
346 345 CBasePlayer::RemoveAllItems(bool)
347 346 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
348 347 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *, CBaseCombatWeapon *)
349 348 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
350 349 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
351 350 CBasePlayer::GetTimeSinceWeaponFired(void)const
352 351 CBasePlayer::IsFiringWeapon(void)const
353 352 CBasePlayer::UpdateClientData(void)
354 353 CBasePlayer::ExitLadder(void)
355 354 CBasePlayer::GetLadderSurface(Vector const&)
356 355 CBasePlayer::SetFlashlightEnabled(bool)
357 356 CBasePlayer::FlashlightIsOn(void)
358 357 CBasePlayer::FlashlightTurnOn(void)
359 358 CBasePlayer::FlashlightTurnOff(void)
360 359 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *, float *)
361 360 CBasePlayer::UpdateStepSound(surfacedata_t *, Vector const&, Vector const&)
362 361 CBasePlayer::PlayStepSound(Vector &, surfacedata_t *, float, bool)
363 362 CBasePlayer::GetOverrideStepSound(char const*)
364 363 CBasePlayer::GetStepSoundVelocities(float *, float *)
365 364 CBasePlayer::SetStepSoundTime(stepsoundtimes_t, bool)
366 365 CBasePlayer::DeathSound(CTakeDamageInfo const&)
367 366 CBasePlayer::GetSceneSoundToken(void)
368 367 CBasePlayer::OnEmitFootstepSound(CSoundParameters const&, Vector const&, float)
369 368 CBasePlayer::SetAnimation(PLAYER_ANIM)
370 369 CBasePlayer::ImpulseCommands(void)
371 370 CBasePlayer::CheatImpulseCommands(int)
372 371 CBaseMultiplayerPlayer::ClientCommand(CCommand const&)
373 372 CBasePlayer::StartObserverMode(int)
374 373 CBasePlayer::StopObserverMode(void)
375 374 CBasePlayer::ModeWantsSpectatorGUI(int)
376 375 CBasePlayer::SetObserverMode(int)
377 376 CBasePlayer::GetObserverMode(void)
378 377 CBasePlayer::SetObserverTarget(CBaseEntity *)
379 378 CBasePlayer::ObserverUse(bool)
380 379 CBasePlayer::GetObserverTarget(void)
381 380 CBasePlayer::FindNextObserverTarget(bool)
382 381 CBasePlayer::GetNextObserverSearchStartPoint(bool)
383 382 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
384 383 CBasePlayer::CheckObserverSettings(void)
385 384 CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
386 385 CBasePlayer::ForceObserverMode(int)
387 386 CBasePlayer::ResetObserverMode(void)
388 387 CBasePlayer::ValidateCurrentObserverTarget(void)
389 388 CBasePlayer::AttemptToExitFreezeCam(void)
390 389 CBasePlayer::StartReplayMode(float, float, int)
391 390 CBasePlayer::StopReplayMode(void)
392 391 CBasePlayer::GetDelayTicks(void)
393 392 CBasePlayer::GetReplayEntity(void)
394 393 CBasePlayer::CreateCorpse(void)
395 394 CBasePlayer::EntSelectSpawnPoint(void)
396 395 CBasePlayer::GetInVehicle(IServerVehicle *, int)
397 396 CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
398 397 CBasePlayer::OnVehicleStart(void)
399 398 CBasePlayer::OnVehicleEnd(Vector &)
400 399 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
401 400 CBasePlayer::SelectLastItem(void)
402 401 CBasePlayer::SelectItem(char const*, int)
403 402 CBasePlayer::ItemPostFrame(void)
404 403 CBasePlayer::GiveNamedItem(char const*, int)
405 404 CBasePlayer::CheckTrainUpdate(void)
406 405 CBasePlayer::SetPlayerUnderwater(bool)
407 406 CBasePlayer::CanBreatheUnderwater(void)const
408 407 CBasePlayer::PlayerUse(void)
409 408 CBasePlayer::PlayUseDenySound(void)
410 409 CBasePlayer::FindUseEntity(void)
411 410 CBasePlayer::IsUseableEntity(CBaseEntity *, unsigned int)
412 411 CBasePlayer::PickupObject(CBaseEntity *, bool)
413 412 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
414 413 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
415 414 CBasePlayer::UpdateGeigerCounter(void)
416 417 CBasePlayer::GetAutoaimVector(float)
417 416 CBasePlayer::GetAutoaimVector(float, float)
418 415 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
419 418 CBasePlayer::ShouldAutoaim(void)
420 419 CBasePlayer::ForceClientDllUpdate(void)
421 420 CBasePlayer::ProcessUsercmds(CUserCmd *, int, int, int, bool)
422 421 CBasePlayer::PlayerRunCommand(CUserCmd *, IMoveHelper *)
423 422 CBasePlayer::ChangeTeam(int, bool, bool)
424 423 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
425 424 CBaseMultiplayerPlayer::CanSpeak(void)
426 425 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
427 426 CBasePlayer::CheckChatText(char *, int)
428 427 CBasePlayer::CreateRagdollEntity(void)
429 428 CBasePlayer::ShouldAnnounceAchievement(void)
430 429 CBasePlayer::IsFollowingPhysics(void)
431 430 CBasePlayer::InitVCollision(Vector const&, Vector const&)
432 431 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
433 432 CBasePlayer::Hints(void)
434 433 CBasePlayer::IsReadyToPlay(void)
435 434 CBasePlayer::IsReadyToSpawn(void)
436 435 CBasePlayer::ShouldGainInstantSpawn(void)
437 436 CBasePlayer::ResetPerRoundStats(void)
438 437 CBasePlayer::ResetScores(void)
439 438 CBasePlayer::EquipSuit(bool)
440 439 CBasePlayer::RemoveSuit(void)
441 440 CBasePlayer::GetPlayerMaxSpeed(void)
442 442 CBasePlayer::CommitSuicide(bool, bool)
443 441 CBasePlayer::CommitSuicide(Vector const&, bool, bool)
444 443 CBasePlayer::CommitSuicide_Kill(Vector const&, bool, bool)
445 444 CBasePlayer::IsBot(void)const
446 445 CBasePlayer::IsBotOfType(int)const
447 446 CBasePlayer::GetBotType(void)const
448 447 CBaseMultiplayerPlayer::GetExpresser(void)
449 448 CBasePlayer::Internal_HandleMapEvent(inputdata_t &)
450 449 CBasePlayer::SpawnArmorValue(void)const
451 451 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
452 450 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
453 452 CBasePlayer::HasHaptics(void)
454 453 CBasePlayer::SetHaptics(bool)
455 454 CBasePlayer::PlayerSolidMask(bool)const
456 455 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float, float)
457 456 CAI_ExpresserHost<CBasePlayer>::Speak(char const*, char const*, char *, unsigned long, IRecipientFilter *)
458 457 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char const*, AI_Response &)
459 458 CBaseMultiplayerPlayer::SpeakIfAllowed(char const*, char const*, bool, bool, char *, unsigned long, IRecipientFilter *)
460 459 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int, char const*, bool, bool, char *, unsigned long, IRecipientFilter *)
461 460 CBaseMultiplayerPlayer::CanBeAutobalanced(void)
462 461 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
463 462 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
464 463 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char const*)
465 464 CBaseMultiplayerPlayer::OnAchievementEarned(int)
466 465 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
467 466 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
468 467 CBaseMultiplayerPlayer::CreateExpresser(void)
VTable for CAI_ExpresserSink: (1, 4336)
Lin Win Function
0 0 CAI_ExpresserSink::OnSpokeConcept(char const*, AI_Response *)
1 1 CAI_ExpresserSink::OnStartSpeaking(void)
2 2 CAI_ExpresserSink::UseSemaphore(void)