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	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CDEagle_Offset_List_(Counter-Strike:_Source)&amp;diff=7792</id>
		<title>CDEagle Offset List (Counter-Strike: Source)</title>
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		<updated>2010-07-30T21:23:09Z</updated>

		<summary type="html">&lt;p&gt;Chrisber: Updated 30. July (offset change)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For use when using [[Virtual Offsets (Source Mods)|virtual offsets]].&lt;br /&gt;
&lt;br /&gt;
This is a list of CDEagle Offsets. These are the &amp;lt;b&amp;gt;Windows&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Linux offsets are 1 greater.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Added 30 July 2010&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x00BD1F60&lt;br /&gt;
// from &amp;quot;server.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CDEagle::~CDEagle()&lt;br /&gt;
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
2	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
3	CBaseEntity::GetCollideable(void)&lt;br /&gt;
4	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
5	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
6	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
7	CBaseEntity::GetModelName(void)const&lt;br /&gt;
8	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
9	CDEagle::GetServerClass(void)&lt;br /&gt;
10	CDEagle::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
11	CWeaponCSBase::GetDataDescMap(void)&lt;br /&gt;
12	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
13	CBaseAnimating::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
15	CBaseEntity::ShouldCollide(int,int)const&lt;br /&gt;
16	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
17	CBaseEntity::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
18	CBaseCombatWeapon::UpdateTransmitState(void)&lt;br /&gt;
19	CBaseAnimating::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
20	CBaseEntity::GetTracerType(void)&lt;br /&gt;
21	CDEagle::Spawn(void)&lt;br /&gt;
22	CWeaponCSBase::Precache(void)&lt;br /&gt;
23	CBaseAnimating::SetModel(char  const*)&lt;br /&gt;
24	CBaseEntity::PostConstructor(char  const*)&lt;br /&gt;
25	CBaseEntity::PostClientActive(void)&lt;br /&gt;
26	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
27	CWeaponCSBase::KeyValue(char  const*,char  const*)&lt;br /&gt;
28	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
29	CBaseEntity::KeyValue(char  const*,Vector  const&amp;amp;)&lt;br /&gt;
30	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
31	CBaseCombatWeapon::Activate(void)&lt;br /&gt;
32	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
33	CBaseCombatWeapon::ObjectCaps(void)&lt;br /&gt;
34	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
35	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
36	CBaseEntity::DrawDebugGeometryOverlays(void)&lt;br /&gt;
37	CBaseAttributableItem::DrawDebugTextOverlays(void)&lt;br /&gt;
38	CBaseAttributableItem::Save(ISave &amp;amp;)&lt;br /&gt;
39	CBaseAttributableItem::Restore(IRestore &amp;amp;)&lt;br /&gt;
40	CBaseEntity::ShouldSavePhysics(void)&lt;br /&gt;
41	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
42	CBaseAnimating::OnRestore(void)&lt;br /&gt;
43	CBaseEntity::RequiredEdictIndex(void)&lt;br /&gt;
44	CBaseEntity::MoveDone(void)&lt;br /&gt;
45	CBaseEntity::Think(void)&lt;br /&gt;
46	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
47	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
48	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
49	CBaseEntity::GetResponseSystem(void)&lt;br /&gt;
50	CBaseEntity::DispatchResponse(char  const*)&lt;br /&gt;
51	CBaseEntity::Classify(void)&lt;br /&gt;
52	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
53	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
54	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
55	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
56	CBaseEntity::GetBeamTraceFilter(void)&lt;br /&gt;
57	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
58	CBaseEntity::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
60	CBaseEntity::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
61	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&amp;amp;,Vector &amp;amp;,CBaseEntity*)&lt;br /&gt;
62	CBaseEntity::TakeHealth(float,int)&lt;br /&gt;
63	CBaseEntity::IsAlive(void)&lt;br /&gt;
64	CBaseEntity::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
66	CBaseEntity::BloodColor(void)&lt;br /&gt;
67	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
68	CBaseEntity::IsNPC(void)const&lt;br /&gt;
69	CBaseEntity::MyCombatCharacterPointer(void)&lt;br /&gt;
70	CBaseEntity::MyNextBotPointer(void)&lt;br /&gt;
71	CBaseEntity::GetDelay(void)&lt;br /&gt;
72	CBaseEntity::IsMoving(void)&lt;br /&gt;
73	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
74	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
75	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
76	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
77	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
78	CBaseEntity::IsPlayer(void)const&lt;br /&gt;
79	CBaseEntity::IsNetClient(void)const&lt;br /&gt;
80	CBaseEntity::IsTemplate(void)&lt;br /&gt;
81	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
82	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
83	CBaseCombatWeapon::IsBaseCombatWeapon(void)const&lt;br /&gt;
84	CBaseEntity::IsWearable(void)const&lt;br /&gt;
85	CBaseCombatWeapon::MyCombatWeaponPointer(void)&lt;br /&gt;
86	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
87	CBaseEntity::IsViewable(void)&lt;br /&gt;
88	CBaseEntity::ChangeTeam(int)&lt;br /&gt;
89	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
90	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
91	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
92	CBaseEntity::GetEnemy(void)&lt;br /&gt;
93	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
94	CWeaponCSBase::Use(CBaseEntity *,CBaseEntity *,USE_TYPE,float)&lt;br /&gt;
95	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
96	CBaseEntity::Touch(CBaseEntity*)&lt;br /&gt;
97	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
98	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
99	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
100	CBaseEntity::EndBlocked(void)&lt;br /&gt;
101	CBaseEntity::PhysicsSimulate(void)&lt;br /&gt;
102	CBaseAttributableItem::UpdateOnRemove(void)&lt;br /&gt;
103	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
104	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
105	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
106	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
107	CBaseCombatWeapon::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
108	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
109	CBaseEntity::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
110	CBaseEntity::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
111	CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)&lt;br /&gt;
112	CWeaponCSBase::Respawn(void)&lt;br /&gt;
113	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
114	CBaseEntity::GetMaxHealth(void)const&lt;br /&gt;
115	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
116	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
117	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
118	CBaseEntity::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
119	CBaseEntity::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
120	CBaseEntity::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
121	CBaseEntity::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
122	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
123	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
124	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
125	CBaseEntity::GetDamage(void)&lt;br /&gt;
126	CBaseEntity::SetDamage(float)&lt;br /&gt;
127	CBaseEntity::EyePosition(void)&lt;br /&gt;
128	CBaseEntity::EyeAngles(void)&lt;br /&gt;
129	CBaseEntity::LocalEyeAngles(void)&lt;br /&gt;
130	CBaseEntity::EarPosition(void)&lt;br /&gt;
131	CBaseEntity::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
132	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
133	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
134	CBaseEntity::GetViewOffset(void)const&lt;br /&gt;
135	CBaseEntity::SetViewOffset(Vector  const&amp;amp;)&lt;br /&gt;
136	CBaseEntity::GetSmoothedVelocity(void)&lt;br /&gt;
137	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
138	CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)&lt;br /&gt;
139	CBaseEntity::FVisible(Vector  const&amp;amp;,int,CBaseEntity**)&lt;br /&gt;
140	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
141	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
142	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
143	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
144	CWeaponCSBase::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
145	CBaseEntity::Splash(void)&lt;br /&gt;
146	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
147	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
148	CBaseEntity::IsDeflectable(void)&lt;br /&gt;
149	CBaseEntity::Deflected(CBaseEntity*,Vector &amp;amp;)&lt;br /&gt;
150	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
151	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
152	CBaseEntity::VPhysicsDestroyObject(void)&lt;br /&gt;
153	CBaseEntity::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
154	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
155	CBaseEntity::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
156	CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
157	CBaseEntity::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
158	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
159	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
160	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
161	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
162	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
163	CBaseEntity::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
164	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
165	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
166	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
167	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
168	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
169	CBaseEntity::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
170	CBaseEntity::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
171	CBaseEntity::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
172	CBaseEntity::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
173	CBaseEntity::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
174	CBaseEntity::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
175	CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
176	CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
177	CBaseEntity::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
178	CBaseEntity::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
179	CBaseEntity::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
180	CBaseEntity::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
181	CBaseEntity::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
182	CBaseEntity::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
183	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
184	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
185	CBaseAnimating::StudioFrameAdvance(void)&lt;br /&gt;
186	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
187	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
188	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
189	CBaseAnimating::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
190	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
191	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
192	CBaseAnimating::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
193	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
194	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
195	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
196	CBaseAnimating::DispatchAnimEvents(CBaseAnimating*)&lt;br /&gt;
197	CBaseCombatWeapon::HandleAnimEvent(animevent_t *)&lt;br /&gt;
198	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
199	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
200	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
201	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
202	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
203	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
204	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
205	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
206	CBaseAnimating::Extinguish(void)&lt;br /&gt;
207	CBaseAnimating::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
208	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
209	CBaseCombatWeapon::GiveTo(CBaseEntity *)&lt;br /&gt;
210	CBaseAttributableItem::CalculateVisibleClassFor(CBasePlayer *)&lt;br /&gt;
211	CBaseAttributableItem::GetAttributeManager(void)&lt;br /&gt;
212	CBaseAttributableItem::GetAttributeContainer(void)&lt;br /&gt;
213	CBaseAttributableItem::GetAttributeOwner(void)&lt;br /&gt;
214	CBaseAttributableItem::ReapplyProvision(void)&lt;br /&gt;
215	CBaseAttributableItem::TranslateViewmodelHandActivityInternal(Activity)&lt;br /&gt;
216	CWeaponCSBase::IsPredicted(void)const&lt;br /&gt;
217	CBaseCombatWeapon::GetSubType(void)&lt;br /&gt;
218	CBaseCombatWeapon::SetSubType(int)&lt;br /&gt;
219	CBaseCombatWeapon::Equip(CBaseCombatCharacter *)&lt;br /&gt;
220	CWeaponCSBase::Drop(Vector  const&amp;amp;)&lt;br /&gt;
221	CBaseCombatWeapon::UpdateClientData(CBasePlayer *)&lt;br /&gt;
222	CBaseCombatWeapon::IsAllowedToSwitch(void)&lt;br /&gt;
223	CWeaponCSBase::CanBeSelected(void)&lt;br /&gt;
224	CBaseCombatWeapon::VisibleInWeaponSelection(void)&lt;br /&gt;
225	CBaseCombatWeapon::HasAmmo(void)&lt;br /&gt;
226	CBaseCombatWeapon::SetPickupTouch(void)&lt;br /&gt;
227	CWeaponCSBase::DefaultTouch(CBaseEntity *)&lt;br /&gt;
228	CBaseCombatWeapon::ShouldDisplayAltFireHUDHint(void)&lt;br /&gt;
229	CBaseCombatWeapon::DisplayAltFireHudHint(void)&lt;br /&gt;
230	CBaseCombatWeapon::RescindAltFireHudHint(void)&lt;br /&gt;
231	CBaseCombatWeapon::ShouldDisplayReloadHUDHint(void)&lt;br /&gt;
232	CBaseCombatWeapon::DisplayReloadHudHint(void)&lt;br /&gt;
233	CBaseCombatWeapon::RescindReloadHudHint(void)&lt;br /&gt;
234	CBaseCombatWeapon::SetViewModelIndex(int)&lt;br /&gt;
235	CWeaponCSBase::SendWeaponAnim(int)&lt;br /&gt;
236	CBaseCombatWeapon::SendViewModelAnim(int)&lt;br /&gt;
237	CBaseCombatWeapon::SetViewModel(void)&lt;br /&gt;
238	CBaseCombatWeapon::HasWeaponIdleTimeElapsed(void)&lt;br /&gt;
239	CBaseCombatWeapon::SetWeaponIdleTime(float)&lt;br /&gt;
240	CBaseCombatWeapon::GetWeaponIdleTime(void)&lt;br /&gt;
241	CBaseCombatWeapon::HasAnyAmmo(void)&lt;br /&gt;
242	CBaseCombatWeapon::HasPrimaryAmmo(void)&lt;br /&gt;
243	CBaseCombatWeapon::HasSecondaryAmmo(void)&lt;br /&gt;
244	CBaseCombatWeapon::CanHolster(void)&lt;br /&gt;
245	CWeaponCSBase::DefaultDeploy(char *,char *,int,char *)&lt;br /&gt;
246	CWeaponCSBase::CanDeploy(void)&lt;br /&gt;
247	CDEagle::Deploy(void)&lt;br /&gt;
248	CWeaponCSBase::Holster(CBaseCombatWeapon *)&lt;br /&gt;
249	CBaseCombatWeapon::GetLastWeapon(void)&lt;br /&gt;
250	CBaseCombatWeapon::SetWeaponVisible(bool)&lt;br /&gt;
251	CBaseCombatWeapon::IsWeaponVisible(void)&lt;br /&gt;
252	CBaseCombatWeapon::ReloadOrSwitchWeapons(void)&lt;br /&gt;
253	CBaseCombatWeapon::OnActiveStateChanged(int)&lt;br /&gt;
254	CBaseCombatWeapon::HolsterOnDetach(void)&lt;br /&gt;
255	CBaseCombatWeapon::IsHolstered(void)&lt;br /&gt;
256	CBaseCombatWeapon::Detach(void)&lt;br /&gt;
257	CBaseCombatWeapon::ItemPreFrame(void)&lt;br /&gt;
258	CWeaponCSBase::ItemPostFrame(void)&lt;br /&gt;
259	CBaseCombatWeapon::ItemBusyFrame(void)&lt;br /&gt;
260	CBaseCombatWeapon::ItemHolsterFrame(void)&lt;br /&gt;
261	CDEagle::WeaponIdle(void)&lt;br /&gt;
262	CBaseCombatWeapon::HandleFireOnEmpty(void)&lt;br /&gt;
263	CBaseCombatWeapon::ShouldBlockPrimaryFire(void)&lt;br /&gt;
264	CBaseCombatWeapon::IsWeaponZoomed(void)&lt;br /&gt;
265	CBaseCombatWeapon::CheckReload(void)&lt;br /&gt;
266	CBaseCombatWeapon::FinishReload(void)&lt;br /&gt;
267	CBaseCombatWeapon::AbortReload(void)&lt;br /&gt;
268	CDEagle::Reload(void)&lt;br /&gt;
269	CDEagle::PrimaryAttack(void)&lt;br /&gt;
270	CWeaponCSBase::SecondaryAttack(void)&lt;br /&gt;
271	CBaseCombatWeapon::GetPrimaryAttackActivity(void)&lt;br /&gt;
272	CBaseCombatWeapon::GetSecondaryAttackActivity(void)&lt;br /&gt;
273	CBaseCombatWeapon::GetDrawActivity(void)&lt;br /&gt;
274	CWeaponCSBase::GetDefaultAnimSpeed(void)&lt;br /&gt;
275	CBaseCombatWeapon::GetBulletType(void)&lt;br /&gt;
276	CWeaponCSBase::GetBulletSpread(void)&lt;br /&gt;
277	CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t)&lt;br /&gt;
278	CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t)&lt;br /&gt;
279	CBaseCombatWeapon::GetFireRate(void)&lt;br /&gt;
280	CBaseCombatWeapon::GetMinBurst(void)&lt;br /&gt;
281	CBaseCombatWeapon::GetMaxBurst(void)&lt;br /&gt;
282	CBaseCombatWeapon::GetMinRestTime(void)&lt;br /&gt;
283	CBaseCombatWeapon::GetMaxRestTime(void)&lt;br /&gt;
284	CBaseCombatWeapon::GetRandomBurst(void)&lt;br /&gt;
285	CBaseCombatWeapon::WeaponSound(WeaponSound_t,float)&lt;br /&gt;
286	CBaseCombatWeapon::StopWeaponSound(WeaponSound_t)&lt;br /&gt;
287	CBaseCombatWeapon::GetProficiencyValues(void)&lt;br /&gt;
288	CBaseCombatWeapon::GetMaxAutoAimDeflection(void)&lt;br /&gt;
289	CBaseCombatWeapon::WeaponAutoAimScale(void)&lt;br /&gt;
290	CBaseCombatWeapon::StartSprinting(void)&lt;br /&gt;
291	CBaseCombatWeapon::StopSprinting(void)&lt;br /&gt;
292	CBaseCombatWeapon::GetDamage(float,int)&lt;br /&gt;
293	CBaseCombatWeapon::SetActivity(Activity,float)&lt;br /&gt;
294	CBaseCombatWeapon::AddViewKick(void)&lt;br /&gt;
295	CBaseCombatWeapon::GetDeathNoticeName(void)&lt;br /&gt;
296	CWeaponCSBase::OnPickedUp(CBaseCombatCharacter *)&lt;br /&gt;
297	CWeaponCSBase::AddViewmodelBob(CBaseViewModel *,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
298	CWeaponCSBase::CalcViewmodelBob(void)&lt;br /&gt;
299	CBaseCombatWeapon::GetControlPanelInfo(int,char  const*&amp;amp;)&lt;br /&gt;
300	CBaseCombatWeapon::GetControlPanelClassName(int,char  const*&amp;amp;)&lt;br /&gt;
301	CBaseCombatWeapon::ShouldShowControlPanels(void)&lt;br /&gt;
302	CBaseCombatWeapon::CanBePickedUpByNPCs(void)&lt;br /&gt;
303	CWeaponCSBase::GetViewModel(int)const&lt;br /&gt;
304	CBaseCombatWeapon::GetWorldModel(void)const&lt;br /&gt;
305	CBaseCombatWeapon::GetAnimPrefix(void)const&lt;br /&gt;
306	CBaseCombatWeapon::GetMaxClip1(void)const&lt;br /&gt;
307	CBaseCombatWeapon::GetMaxClip2(void)const&lt;br /&gt;
308	CBaseCombatWeapon::GetDefaultClip1(void)const&lt;br /&gt;
309	CBaseCombatWeapon::GetDefaultClip2(void)const&lt;br /&gt;
310	CBaseCombatWeapon::GetWeight(void)const&lt;br /&gt;
311	CBaseCombatWeapon::AllowsAutoSwitchTo(void)const&lt;br /&gt;
312	CBaseCombatWeapon::AllowsAutoSwitchFrom(void)const&lt;br /&gt;
313	CBaseCombatWeapon::GetWeaponFlags(void)const&lt;br /&gt;
314	CBaseCombatWeapon::GetSlot(void)const&lt;br /&gt;
315	CBaseCombatWeapon::GetPosition(void)const&lt;br /&gt;
316	CBaseCombatWeapon::GetName(void)const&lt;br /&gt;
317	CBaseCombatWeapon::GetPrintName(void)const&lt;br /&gt;
318	CBaseCombatWeapon::GetShootSound(int)const&lt;br /&gt;
319	CBaseCombatWeapon::GetRumbleEffect(void)const&lt;br /&gt;
320	CBaseCombatWeapon::UsesClipsForAmmo1(void)const&lt;br /&gt;
321	CBaseCombatWeapon::UsesClipsForAmmo2(void)const&lt;br /&gt;
322	CBaseCombatWeapon::GetEncryptionKey(void)&lt;br /&gt;
323	CBaseCombatWeapon::GetPrimaryAmmoType(void)const&lt;br /&gt;
324	CBaseCombatWeapon::GetSecondaryAmmoType(void)const&lt;br /&gt;
325	CBaseCombatWeapon::GetSpriteActive(void)const&lt;br /&gt;
326	CBaseCombatWeapon::GetSpriteInactive(void)const&lt;br /&gt;
327	CBaseCombatWeapon::GetSpriteAmmo(void)const&lt;br /&gt;
328	CBaseCombatWeapon::GetSpriteAmmo2(void)const&lt;br /&gt;
329	CBaseCombatWeapon::GetSpriteCrosshair(void)const&lt;br /&gt;
330	CBaseCombatWeapon::GetSpriteAutoaim(void)const&lt;br /&gt;
331	CBaseCombatWeapon::GetSpriteZoomedCrosshair(void)const&lt;br /&gt;
332	CBaseCombatWeapon::GetSpriteZoomedAutoaim(void)const&lt;br /&gt;
333	CBaseCombatWeapon::ActivityOverride(Activity,bool *)&lt;br /&gt;
334	CBaseCombatWeapon::ActivityList(void)&lt;br /&gt;
335	CBaseCombatWeapon::ActivityListCount(void)&lt;br /&gt;
336	CBaseCombatWeapon::FallInit(void)&lt;br /&gt;
337	CBaseCombatWeapon::FallThink(void)&lt;br /&gt;
338	CWeaponCSBase::Materialize(void)&lt;br /&gt;
339	CWeaponCSBase::CheckRespawn(void)&lt;br /&gt;
340	CBaseCombatWeapon::Delete(void)&lt;br /&gt;
341	CBaseCombatWeapon::Kill(void)&lt;br /&gt;
342	CBaseCombatWeapon::CapabilitiesGet(void)&lt;br /&gt;
343	CBaseCombatWeapon::WeaponLOSCondition(Vector  const&amp;amp;,Vector  const&amp;amp;,bool)&lt;br /&gt;
344	CBaseCombatWeapon::WeaponRangeAttack1Condition(float,float)&lt;br /&gt;
345	CBaseCombatWeapon::WeaponRangeAttack2Condition(float,float)&lt;br /&gt;
346	CBaseCombatWeapon::WeaponMeleeAttack1Condition(float,float)&lt;br /&gt;
347	CBaseCombatWeapon::WeaponMeleeAttack2Condition(float,float)&lt;br /&gt;
348	CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter *)&lt;br /&gt;
349	CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t *,CBaseCombatCharacter *)&lt;br /&gt;
350	CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter *,bool)&lt;br /&gt;
351	CBaseCombatWeapon::CanLower(void)&lt;br /&gt;
352	CBaseCombatWeapon::Ready(void)&lt;br /&gt;
353	CBaseCombatWeapon::Lower(void)&lt;br /&gt;
354	CBaseCombatWeapon::HideThink(void)&lt;br /&gt;
355	CBaseCombatWeapon::CanReload(void)&lt;br /&gt;
356	CWeaponCSBase::BulletWasFired(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
357	CWeaponCSBase::ShouldRemoveOnRoundRestart(void)&lt;br /&gt;
358	CWeaponCSBase::OnRoundRestart(void)&lt;br /&gt;
359	CWeaponCSBase::DefaultReload(int,int,int)&lt;br /&gt;
360	CWeaponCSBase::IsRemoveable(void)&lt;br /&gt;
361	CWeaponCSBase::IsAwp(void)const&lt;br /&gt;
362	CWeaponCSBase::GetMaxSpeed(void)const&lt;br /&gt;
363	CDEagle::GetWeaponID(void)const&lt;br /&gt;
364	CWeaponCSBase::IsSilenced(void)const&lt;br /&gt;
365	CWeaponCSBase::SetWeaponModelIndex(char  const*)&lt;br /&gt;
366	CWeaponCSBase::UpdateShieldState(void)&lt;br /&gt;
367	CWeaponCSBase::GetDeployActivity(void)&lt;br /&gt;
368	CWeaponCSBase::DefaultPistolReload(void)&lt;br /&gt;
369	CDEagle::UseDecrement(void)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chrisber</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CBaseGrenade_Offset_List_(Counter-Strike:_Source)&amp;diff=7791</id>
		<title>CBaseGrenade Offset List (Counter-Strike: Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CBaseGrenade_Offset_List_(Counter-Strike:_Source)&amp;diff=7791"/>
		<updated>2010-07-30T21:22:22Z</updated>

		<summary type="html">&lt;p&gt;Chrisber: Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For use when using [[Virtual Offsets (Source Mods)|virtual offsets]].&lt;br /&gt;
&lt;br /&gt;
This is a list of CBaseGrenade Offsets. These are the &amp;lt;b&amp;gt;Windows&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Linux offsets are 1 greater.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated July 30 2010&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x00BCB140&lt;br /&gt;
// from &amp;quot;server.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CBaseGrenade::~CBaseGrenade()&lt;br /&gt;
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
2	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
3	CBaseEntity::GetCollideable(void)&lt;br /&gt;
4	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
5	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
6	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
7	CBaseEntity::GetModelName(void)const&lt;br /&gt;
8	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
9	CBaseGrenade::GetServerClass(void)&lt;br /&gt;
10	CBaseGrenade::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
11	CBaseGrenade::GetDataDescMap(void)&lt;br /&gt;
12	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
13	CBaseAnimating::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
15	CBaseEntity::ShouldCollide(int,int)const&lt;br /&gt;
16	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
17	CBaseEntity::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
18	CBaseEntity::UpdateTransmitState(void)&lt;br /&gt;
19	CBaseAnimating::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
20	CBaseEntity::GetTracerType(void)&lt;br /&gt;
21	CBaseAnimating::Spawn(void)&lt;br /&gt;
22	CBaseGrenade::Precache(void)&lt;br /&gt;
23	CBaseAnimating::SetModel(char  const*)&lt;br /&gt;
24	CBaseEntity::PostConstructor(char  const*)&lt;br /&gt;
25	CBaseEntity::PostClientActive(void)&lt;br /&gt;
26	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
27	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
28	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
29	CBaseEntity::KeyValue(char  const*,Vector  const&amp;amp;)&lt;br /&gt;
30	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
31	CBaseAnimating::Activate(void)&lt;br /&gt;
32	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
33	CBaseGrenade::ObjectCaps(void)&lt;br /&gt;
34	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
35	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
36	CBaseEntity::DrawDebugGeometryOverlays(void)&lt;br /&gt;
37	CBaseAnimating::DrawDebugTextOverlays(void)&lt;br /&gt;
38	CBaseEntity::Save(ISave &amp;amp;)&lt;br /&gt;
39	CBaseAnimating::Restore(IRestore &amp;amp;)&lt;br /&gt;
40	CBaseEntity::ShouldSavePhysics(void)&lt;br /&gt;
41	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
42	CBaseAnimating::OnRestore(void)&lt;br /&gt;
43	CBaseEntity::RequiredEdictIndex(void)&lt;br /&gt;
44	CBaseEntity::MoveDone(void)&lt;br /&gt;
45	CBaseEntity::Think(void)&lt;br /&gt;
46	CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
47	CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
48	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
49	CBaseEntity::GetResponseSystem(void)&lt;br /&gt;
50	CBaseEntity::DispatchResponse(char  const*)&lt;br /&gt;
51	CBaseEntity::Classify(void)&lt;br /&gt;
52	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
53	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
54	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
55	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
56	CBaseEntity::GetBeamTraceFilter(void)&lt;br /&gt;
57	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
58	CBaseEntity::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
60	CBaseEntity::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
61	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&amp;amp;,Vector &amp;amp;,CBaseEntity*)&lt;br /&gt;
62	CBaseEntity::TakeHealth(float,int)&lt;br /&gt;
63	CBaseEntity::IsAlive(void)&lt;br /&gt;
64	CBaseGrenade::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
66	CBaseGrenade::BloodColor(void)&lt;br /&gt;
67	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
68	CBaseEntity::IsNPC(void)const&lt;br /&gt;
69	CBaseEntity::MyCombatCharacterPointer(void)&lt;br /&gt;
70	CBaseEntity::MyNextBotPointer(void)&lt;br /&gt;
71	CBaseEntity::GetDelay(void)&lt;br /&gt;
72	CBaseEntity::IsMoving(void)&lt;br /&gt;
73	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
74	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
75	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
76	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
77	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
78	CBaseEntity::IsPlayer(void)const&lt;br /&gt;
79	CBaseEntity::IsNetClient(void)const&lt;br /&gt;
80	CBaseEntity::IsTemplate(void)&lt;br /&gt;
81	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
82	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
83	CBaseEntity::IsBaseCombatWeapon(void)const&lt;br /&gt;
84	CBaseEntity::IsWearable(void)const&lt;br /&gt;
85	CBaseEntity::MyCombatWeaponPointer(void)&lt;br /&gt;
86	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
87	CBaseEntity::IsViewable(void)&lt;br /&gt;
88	CBaseEntity::ChangeTeam(int)&lt;br /&gt;
89	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
90	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
91	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
92	CBaseEntity::GetEnemy(void)&lt;br /&gt;
93	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
94	CBaseGrenade::Use(CBaseEntity *,CBaseEntity *,USE_TYPE,float)&lt;br /&gt;
95	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
96	CBaseEntity::Touch(CBaseEntity*)&lt;br /&gt;
97	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
98	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
99	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
100	CBaseEntity::EndBlocked(void)&lt;br /&gt;
101	CBaseEntity::PhysicsSimulate(void)&lt;br /&gt;
102	CBaseEntity::UpdateOnRemove(void)&lt;br /&gt;
103	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
104	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
105	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
106	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
107	CBaseEntity::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
108	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
109	CBaseEntity::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
110	CBaseEntity::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
111	CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)&lt;br /&gt;
112	CBaseEntity::Respawn(void)&lt;br /&gt;
113	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
114	CBaseEntity::GetMaxHealth(void)const&lt;br /&gt;
115	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
116	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
117	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
118	CBaseEntity::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
119	CBaseEntity::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
120	CBaseEntity::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
121	CBaseEntity::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
122	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
123	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
124	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
125	CBaseGrenade::GetDamage(void)&lt;br /&gt;
126	CBaseGrenade::SetDamage(float)&lt;br /&gt;
127	CBaseEntity::EyePosition(void)&lt;br /&gt;
128	CBaseEntity::EyeAngles(void)&lt;br /&gt;
129	CBaseEntity::LocalEyeAngles(void)&lt;br /&gt;
130	CBaseEntity::EarPosition(void)&lt;br /&gt;
131	CBaseEntity::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
132	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
133	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
134	CBaseEntity::GetViewOffset(void)const&lt;br /&gt;
135	CBaseEntity::SetViewOffset(Vector  const&amp;amp;)&lt;br /&gt;
136	CBaseEntity::GetSmoothedVelocity(void)&lt;br /&gt;
137	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
138	CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)&lt;br /&gt;
139	CBaseEntity::FVisible(Vector  const&amp;amp;,int,CBaseEntity**)&lt;br /&gt;
140	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
141	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
142	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
143	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
144	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
145	CBaseEntity::Splash(void)&lt;br /&gt;
146	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
147	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
148	CBaseEntity::IsDeflectable(void)&lt;br /&gt;
149	CBaseEntity::Deflected(CBaseEntity*,Vector &amp;amp;)&lt;br /&gt;
150	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
151	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
152	CBaseEntity::VPhysicsDestroyObject(void)&lt;br /&gt;
153	CBaseEntity::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
154	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
155	CBaseEntity::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
156	CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
157	CBaseEntity::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
158	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
159	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
160	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
161	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
162	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
163	CBaseEntity::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
164	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
165	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
166	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
167	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
168	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
169	CBaseGrenade::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
170	CBaseGrenade::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
171	CBaseEntity::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
172	CBaseEntity::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
173	CBaseEntity::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
174	CBaseEntity::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
175	CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
176	CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
177	CBaseEntity::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
178	CBaseEntity::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
179	CBaseGrenade::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
180	CBaseGrenade::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
181	CBaseEntity::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
182	CBaseEntity::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
183	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
184	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
185	CBaseAnimating::StudioFrameAdvance(void)&lt;br /&gt;
186	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
187	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
188	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
189	CBaseAnimating::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
190	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
191	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
192	CBaseAnimating::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
193	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
194	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
195	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
196	CBaseAnimating::DispatchAnimEvents(CBaseAnimating*)&lt;br /&gt;
197	CBaseAnimating::HandleAnimEvent(animevent_t *)&lt;br /&gt;
198	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
199	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
200	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
201	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
202	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
203	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
204	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
205	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
206	CBaseAnimating::Extinguish(void)&lt;br /&gt;
207	CBaseAnimating::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
208	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
209	CBaseGrenade::Explode(CGameTrace *,int)&lt;br /&gt;
210	CBaseGrenade::Detonate(void)&lt;br /&gt;
211	CBaseGrenade::GetBlastForce(void)&lt;br /&gt;
212	CBaseGrenade::BounceSound(void)&lt;br /&gt;
213	CBaseGrenade::GetShakeAmplitude(void)&lt;br /&gt;
214	CBaseGrenade::GetShakeRadius(void)&lt;br /&gt;
215	CBaseGrenade::GetDamageRadius(void)&lt;br /&gt;
216	CBaseGrenade::SetDamageRadius(float)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chrisber</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CBaseGrenade_Offset_List_(Counter-Strike:_Source)&amp;diff=7790</id>
		<title>CBaseGrenade Offset List (Counter-Strike: Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CBaseGrenade_Offset_List_(Counter-Strike:_Source)&amp;diff=7790"/>
		<updated>2010-07-30T21:22:03Z</updated>

		<summary type="html">&lt;p&gt;Chrisber: Updated 30. July (offset change)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For use when using [[Virtual Offsets (Source Mods)|virtual offsets]].&lt;br /&gt;
&lt;br /&gt;
This is a list of CBaseGrenade Offsets. These are the &amp;lt;b&amp;gt;Windows&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Linux offsets are 1 greater.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated June 24 2010&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x00BCB140&lt;br /&gt;
// from &amp;quot;server.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CBaseGrenade::~CBaseGrenade()&lt;br /&gt;
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
2	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
3	CBaseEntity::GetCollideable(void)&lt;br /&gt;
4	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
5	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
6	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
7	CBaseEntity::GetModelName(void)const&lt;br /&gt;
8	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
9	CBaseGrenade::GetServerClass(void)&lt;br /&gt;
10	CBaseGrenade::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
11	CBaseGrenade::GetDataDescMap(void)&lt;br /&gt;
12	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
13	CBaseAnimating::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
15	CBaseEntity::ShouldCollide(int,int)const&lt;br /&gt;
16	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
17	CBaseEntity::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
18	CBaseEntity::UpdateTransmitState(void)&lt;br /&gt;
19	CBaseAnimating::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
20	CBaseEntity::GetTracerType(void)&lt;br /&gt;
21	CBaseAnimating::Spawn(void)&lt;br /&gt;
22	CBaseGrenade::Precache(void)&lt;br /&gt;
23	CBaseAnimating::SetModel(char  const*)&lt;br /&gt;
24	CBaseEntity::PostConstructor(char  const*)&lt;br /&gt;
25	CBaseEntity::PostClientActive(void)&lt;br /&gt;
26	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
27	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
28	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
29	CBaseEntity::KeyValue(char  const*,Vector  const&amp;amp;)&lt;br /&gt;
30	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
31	CBaseAnimating::Activate(void)&lt;br /&gt;
32	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
33	CBaseGrenade::ObjectCaps(void)&lt;br /&gt;
34	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
35	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
36	CBaseEntity::DrawDebugGeometryOverlays(void)&lt;br /&gt;
37	CBaseAnimating::DrawDebugTextOverlays(void)&lt;br /&gt;
38	CBaseEntity::Save(ISave &amp;amp;)&lt;br /&gt;
39	CBaseAnimating::Restore(IRestore &amp;amp;)&lt;br /&gt;
40	CBaseEntity::ShouldSavePhysics(void)&lt;br /&gt;
41	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
42	CBaseAnimating::OnRestore(void)&lt;br /&gt;
43	CBaseEntity::RequiredEdictIndex(void)&lt;br /&gt;
44	CBaseEntity::MoveDone(void)&lt;br /&gt;
45	CBaseEntity::Think(void)&lt;br /&gt;
46	CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
47	CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
48	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
49	CBaseEntity::GetResponseSystem(void)&lt;br /&gt;
50	CBaseEntity::DispatchResponse(char  const*)&lt;br /&gt;
51	CBaseEntity::Classify(void)&lt;br /&gt;
52	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
53	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
54	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
55	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
56	CBaseEntity::GetBeamTraceFilter(void)&lt;br /&gt;
57	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
58	CBaseEntity::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
60	CBaseEntity::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
61	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&amp;amp;,Vector &amp;amp;,CBaseEntity*)&lt;br /&gt;
62	CBaseEntity::TakeHealth(float,int)&lt;br /&gt;
63	CBaseEntity::IsAlive(void)&lt;br /&gt;
64	CBaseGrenade::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
66	CBaseGrenade::BloodColor(void)&lt;br /&gt;
67	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
68	CBaseEntity::IsNPC(void)const&lt;br /&gt;
69	CBaseEntity::MyCombatCharacterPointer(void)&lt;br /&gt;
70	CBaseEntity::MyNextBotPointer(void)&lt;br /&gt;
71	CBaseEntity::GetDelay(void)&lt;br /&gt;
72	CBaseEntity::IsMoving(void)&lt;br /&gt;
73	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
74	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
75	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
76	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
77	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
78	CBaseEntity::IsPlayer(void)const&lt;br /&gt;
79	CBaseEntity::IsNetClient(void)const&lt;br /&gt;
80	CBaseEntity::IsTemplate(void)&lt;br /&gt;
81	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
82	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
83	CBaseEntity::IsBaseCombatWeapon(void)const&lt;br /&gt;
84	CBaseEntity::IsWearable(void)const&lt;br /&gt;
85	CBaseEntity::MyCombatWeaponPointer(void)&lt;br /&gt;
86	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
87	CBaseEntity::IsViewable(void)&lt;br /&gt;
88	CBaseEntity::ChangeTeam(int)&lt;br /&gt;
89	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
90	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
91	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
92	CBaseEntity::GetEnemy(void)&lt;br /&gt;
93	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
94	CBaseGrenade::Use(CBaseEntity *,CBaseEntity *,USE_TYPE,float)&lt;br /&gt;
95	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
96	CBaseEntity::Touch(CBaseEntity*)&lt;br /&gt;
97	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
98	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
99	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
100	CBaseEntity::EndBlocked(void)&lt;br /&gt;
101	CBaseEntity::PhysicsSimulate(void)&lt;br /&gt;
102	CBaseEntity::UpdateOnRemove(void)&lt;br /&gt;
103	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
104	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
105	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
106	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
107	CBaseEntity::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
108	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
109	CBaseEntity::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
110	CBaseEntity::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
111	CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)&lt;br /&gt;
112	CBaseEntity::Respawn(void)&lt;br /&gt;
113	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
114	CBaseEntity::GetMaxHealth(void)const&lt;br /&gt;
115	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
116	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
117	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
118	CBaseEntity::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
119	CBaseEntity::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
120	CBaseEntity::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
121	CBaseEntity::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
122	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
123	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
124	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
125	CBaseGrenade::GetDamage(void)&lt;br /&gt;
126	CBaseGrenade::SetDamage(float)&lt;br /&gt;
127	CBaseEntity::EyePosition(void)&lt;br /&gt;
128	CBaseEntity::EyeAngles(void)&lt;br /&gt;
129	CBaseEntity::LocalEyeAngles(void)&lt;br /&gt;
130	CBaseEntity::EarPosition(void)&lt;br /&gt;
131	CBaseEntity::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
132	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
133	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
134	CBaseEntity::GetViewOffset(void)const&lt;br /&gt;
135	CBaseEntity::SetViewOffset(Vector  const&amp;amp;)&lt;br /&gt;
136	CBaseEntity::GetSmoothedVelocity(void)&lt;br /&gt;
137	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
138	CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)&lt;br /&gt;
139	CBaseEntity::FVisible(Vector  const&amp;amp;,int,CBaseEntity**)&lt;br /&gt;
140	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
141	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
142	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
143	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
144	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
145	CBaseEntity::Splash(void)&lt;br /&gt;
146	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
147	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
148	CBaseEntity::IsDeflectable(void)&lt;br /&gt;
149	CBaseEntity::Deflected(CBaseEntity*,Vector &amp;amp;)&lt;br /&gt;
150	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
151	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
152	CBaseEntity::VPhysicsDestroyObject(void)&lt;br /&gt;
153	CBaseEntity::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
154	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
155	CBaseEntity::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
156	CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
157	CBaseEntity::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
158	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
159	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
160	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
161	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
162	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
163	CBaseEntity::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
164	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
165	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
166	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
167	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
168	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
169	CBaseGrenade::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
170	CBaseGrenade::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
171	CBaseEntity::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
172	CBaseEntity::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
173	CBaseEntity::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
174	CBaseEntity::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
175	CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
176	CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
177	CBaseEntity::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
178	CBaseEntity::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
179	CBaseGrenade::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
180	CBaseGrenade::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
181	CBaseEntity::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
182	CBaseEntity::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
183	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
184	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
185	CBaseAnimating::StudioFrameAdvance(void)&lt;br /&gt;
186	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
187	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
188	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
189	CBaseAnimating::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
190	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
191	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
192	CBaseAnimating::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
193	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
194	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
195	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
196	CBaseAnimating::DispatchAnimEvents(CBaseAnimating*)&lt;br /&gt;
197	CBaseAnimating::HandleAnimEvent(animevent_t *)&lt;br /&gt;
198	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
199	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
200	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
201	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
202	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
203	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
204	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
205	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
206	CBaseAnimating::Extinguish(void)&lt;br /&gt;
207	CBaseAnimating::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
208	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
209	CBaseGrenade::Explode(CGameTrace *,int)&lt;br /&gt;
210	CBaseGrenade::Detonate(void)&lt;br /&gt;
211	CBaseGrenade::GetBlastForce(void)&lt;br /&gt;
212	CBaseGrenade::BounceSound(void)&lt;br /&gt;
213	CBaseGrenade::GetShakeAmplitude(void)&lt;br /&gt;
214	CBaseGrenade::GetShakeRadius(void)&lt;br /&gt;
215	CBaseGrenade::GetDamageRadius(void)&lt;br /&gt;
216	CBaseGrenade::SetDamageRadius(float)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chrisber</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CCSGameRules_Offset_List_(Counter-Strike:_Source)&amp;diff=7789</id>
		<title>CCSGameRules Offset List (Counter-Strike: Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CCSGameRules_Offset_List_(Counter-Strike:_Source)&amp;diff=7789"/>
		<updated>2010-07-30T21:21:20Z</updated>

		<summary type="html">&lt;p&gt;Chrisber: Updated 30. July (offset change)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For use when using [[Virtual Offsets (Source Mods)|virtual offsets]].&lt;br /&gt;
&lt;br /&gt;
This is the list of offsets I've been using. These are the &amp;lt;b&amp;gt;Linux&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Windows offsets are 1 less.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions near the end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated 30 July 2010&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x00BCD260&lt;br /&gt;
// from &amp;quot;server.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CMultiplayRules::Init(void)&lt;br /&gt;
1	CBaseGameSystemPerFrame::PostInit(void)&lt;br /&gt;
2	CBaseGameSystemPerFrame::Shutdown(void)&lt;br /&gt;
3	CCSGameRules::LevelInitPreEntity(void)&lt;br /&gt;
4	CCSGameRules::LevelInitPostEntity(void)&lt;br /&gt;
5	CBaseGameSystemPerFrame::LevelShutdownPreClearSteamAPIContext(void)&lt;br /&gt;
6	CBaseGameSystemPerFrame::LevelShutdownPreEntity(void)&lt;br /&gt;
7	CBaseGameSystemPerFrame::LevelShutdownPostEntity(void)&lt;br /&gt;
8	CBaseGameSystemPerFrame::OnSave(void)&lt;br /&gt;
9	CBaseGameSystemPerFrame::OnRestore(void)&lt;br /&gt;
10	CBaseGameSystemPerFrame::SafeRemoveIfDesired(void)&lt;br /&gt;
11	CBaseGameSystemPerFrame::IsPerFrame(void)&lt;br /&gt;
12	CCSGameRules::~CCSGameRules()&lt;br /&gt;
13	CCSGameRules::~CCSGameRules()&lt;br /&gt;
14	CBaseGameSystemPerFrame::FrameUpdatePreEntityThink(void)&lt;br /&gt;
15	CGameRules::FrameUpdatePostEntityThink(void)&lt;br /&gt;
16	CBaseGameSystemPerFrame::PreClientUpdate(void)&lt;br /&gt;
17	CMultiplayRules::Damage_IsTimeBased(int)&lt;br /&gt;
18	CMultiplayRules::Damage_ShouldGibCorpse(int)&lt;br /&gt;
19	CMultiplayRules::Damage_ShowOnHUD(int)&lt;br /&gt;
20	CMultiplayRules::Damage_NoPhysicsForce(int)&lt;br /&gt;
21	CMultiplayRules::Damage_ShouldNotBleed(int)&lt;br /&gt;
22	CMultiplayRules::Damage_GetTimeBased(void)&lt;br /&gt;
23	CMultiplayRules::Damage_GetShouldGibCorpse(void)&lt;br /&gt;
24	CMultiplayRules::Damage_GetShowOnHud(void)&lt;br /&gt;
25	CMultiplayRules::Damage_GetNoPhysicsForce(void)&lt;br /&gt;
26	CMultiplayRules::Damage_GetShouldNotBleed(void)&lt;br /&gt;
27	CMultiplayRules::SwitchToNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)&lt;br /&gt;
28	CCSGameRules::GetNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)&lt;br /&gt;
29	CCSGameRules::ShouldCollide(int,int)&lt;br /&gt;
30	CCSGameRules::DefaultFOV(void)&lt;br /&gt;
31	CCSGameRules::GetViewVectors(void)const&lt;br /&gt;
32	CGameRules::GetAmmoDamage(CBaseEntity *,CBaseEntity *,int)&lt;br /&gt;
33	CGameRules::GetDamageMultiplier(void)&lt;br /&gt;
34	CMultiplayRules::IsMultiplayer(void)&lt;br /&gt;
35	CCSGameRules::GetEncryptionKey(void)&lt;br /&gt;
36	CGameRules::InRoundRestart(void)&lt;br /&gt;
37	CGameRules::AllowThirdPersonCamera(void)&lt;br /&gt;
38	CCSGameRules::ClientCommandKeyValues(edict_t *,KeyValues *)&lt;br /&gt;
39	CCSGameRules::GetTaggedConVarList(KeyValues *)&lt;br /&gt;
40	CGameRules::CheckHaptics(CBasePlayer *)&lt;br /&gt;
41	CCSGameRules::LevelShutdown(void)&lt;br /&gt;
42	CTeamplayRules::Precache(void)&lt;br /&gt;
43	CMultiplayRules::RefreshSkillData(bool)&lt;br /&gt;
44	CCSGameRules::Think(void)&lt;br /&gt;
45	CMultiplayRules::IsAllowedToSpawn(CBaseEntity *)&lt;br /&gt;
46	CCSGameRules::EndGameFrame(void)&lt;br /&gt;
47	CGameRules::IsSkillLevel(int)&lt;br /&gt;
48	CGameRules::GetSkillLevel(void)&lt;br /&gt;
49	CGameRules::OnSkillLevelChanged(int)&lt;br /&gt;
50	CGameRules::SetSkillLevel(int)&lt;br /&gt;
51	CMultiplayRules::FAllowFlashlight(void)&lt;br /&gt;
52	CCSGameRules::FShouldSwitchWeapon(CBasePlayer *,CBaseCombatWeapon *)&lt;br /&gt;
53	CMultiplayRules::IsDeathmatch(void)&lt;br /&gt;
54	CTeamplayRules::IsTeamplay(void)&lt;br /&gt;
55	CMultiplayRules::IsCoOp(void)&lt;br /&gt;
56	CCSGameRules::GetGameDescription(void)&lt;br /&gt;
57	CMultiplayRules::ClientConnected(edict_t *,char  const*,char  const*,char *,int)&lt;br /&gt;
58	CTeamplayRules::InitHUD(CBasePlayer *)&lt;br /&gt;
59	CCSGameRules::ClientDisconnected(edict_t *)&lt;br /&gt;
60	CCSGameRules::FlPlayerFallDamage(CBasePlayer *)&lt;br /&gt;
61	CTeamplayRules::FPlayerCanTakeDamage(CBasePlayer *,CBaseEntity *)&lt;br /&gt;
62	CTeamplayRules::ShouldAutoAim(CBasePlayer *,edict_t *)&lt;br /&gt;
63	CGameRules::GetAutoAimScale(CBasePlayer *)&lt;br /&gt;
64	CGameRules::GetAutoAimMode(void)&lt;br /&gt;
65	CGameRules::ShouldUseRobustRadiusDamage(CBaseEntity *)&lt;br /&gt;
66	CCSGameRules::RadiusDamage(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,float,int,CBaseEntity *)&lt;br /&gt;
67	CCSGameRules::FlPlayerFallDeathDoesScreenFade(CBasePlayer *)&lt;br /&gt;
68	CMultiplayRules::AllowDamage(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
69	CCSGameRules::PlayerSpawn(CBasePlayer *)&lt;br /&gt;
70	CMultiplayRules::PlayerThink(CBasePlayer *)&lt;br /&gt;
71	CCSGameRules::FPlayerCanRespawn(CBasePlayer *)&lt;br /&gt;
72	CMultiplayRules::FlPlayerSpawnTime(CBasePlayer *)&lt;br /&gt;
73	CCSGameRules::GetPlayerSpawnSpot(CBasePlayer *)&lt;br /&gt;
74	CCSGameRules::IsSpawnPointValid(CBaseEntity *,CBasePlayer *)&lt;br /&gt;
75	CMultiplayRules::AllowAutoTargetCrosshair(void)&lt;br /&gt;
76	CCSGameRules::ClientCommand(CBaseEntity *,CCommand  const&amp;amp;)&lt;br /&gt;
77	CCSGameRules::ClientSettingsChanged(CBasePlayer *)&lt;br /&gt;
78	CTeamplayRules::IPointsForKill(CBasePlayer *,CBasePlayer *)&lt;br /&gt;
79	CCSGameRules::PlayerKilled(CBasePlayer *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
80	CCSGameRules::DeathNotice(CBasePlayer *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
81	CGameRules::GetDamageCustomString(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
82	CGameRules::AdjustPlayerDamageInflicted(float)&lt;br /&gt;
83	CGameRules::AdjustPlayerDamageTaken(CTakeDamageInfo *)&lt;br /&gt;
84	CMultiplayRules::CanHavePlayerItem(CBasePlayer *,CBaseCombatWeapon *)&lt;br /&gt;
85	CMultiplayRules::WeaponShouldRespawn(CBaseCombatWeapon *)&lt;br /&gt;
86	CMultiplayRules::FlWeaponRespawnTime(CBaseCombatWeapon *)&lt;br /&gt;
87	CMultiplayRules::FlWeaponTryRespawn(CBaseCombatWeapon *)&lt;br /&gt;
88	CMultiplayRules::VecWeaponRespawnSpot(CBaseCombatWeapon *)&lt;br /&gt;
89	CMultiplayRules::CanHaveItem(CBasePlayer *,CItem *)&lt;br /&gt;
90	CMultiplayRules::PlayerGotItem(CBasePlayer *,CItem *)&lt;br /&gt;
91	CMultiplayRules::ItemShouldRespawn(CItem *)&lt;br /&gt;
92	CMultiplayRules::FlItemRespawnTime(CItem *)&lt;br /&gt;
93	CMultiplayRules::VecItemRespawnSpot(CItem *)&lt;br /&gt;
94	CMultiplayRules::VecItemRespawnAngles(CItem *)&lt;br /&gt;
95	CGameRules::CanHaveAmmo(CBaseCombatCharacter *,int)&lt;br /&gt;
96	CGameRules::CanHaveAmmo(CBaseCombatCharacter *,char  const*)&lt;br /&gt;
97	CMultiplayRules::PlayerGotAmmo(CBaseCombatCharacter *,char *,int)&lt;br /&gt;
98	CGameRules::GetAmmoQuantityScale(int)&lt;br /&gt;
99	CCSGameRules::InitDefaultAIRelationships(void)&lt;br /&gt;
100	CCSGameRules::AIClassText(int)&lt;br /&gt;
101	CMultiplayRules::FlHealthChargerRechargeTime(void)&lt;br /&gt;
102	CMultiplayRules::FlHEVChargerRechargeTime(void)&lt;br /&gt;
103	CMultiplayRules::DeadPlayerWeapons(CBasePlayer *)&lt;br /&gt;
104	CMultiplayRules::DeadPlayerAmmo(CBasePlayer *)&lt;br /&gt;
105	CTeamplayRules::GetTeamID(CBaseEntity *)&lt;br /&gt;
106	CTeamplayRules::PlayerRelationship(CBaseEntity *,CBaseEntity *)&lt;br /&gt;
107	CTeamplayRules::PlayerCanHearChat(CBasePlayer *,CBasePlayer *)&lt;br /&gt;
108	CGameRules::CheckChatText(CBasePlayer *,char *)&lt;br /&gt;
109	CTeamplayRules::GetTeamIndex(char  const*)&lt;br /&gt;
110	CTeamplayRules::GetIndexedTeamName(int)&lt;br /&gt;
111	CTeamplayRules::IsValidTeam(char  const*)&lt;br /&gt;
112	CTeamplayRules::ChangePlayerTeam(CBasePlayer *,char  const*,bool,bool)&lt;br /&gt;
113	CCSGameRules::SetDefaultPlayerTeam(CBasePlayer *)&lt;br /&gt;
114	CCSGameRules::UpdateClientData(CBasePlayer *)&lt;br /&gt;
115	CCSGameRules::PlayTextureSounds(void)&lt;br /&gt;
116	CMultiplayRules::PlayFootstepSounds(CBasePlayer *)&lt;br /&gt;
117	CCSGameRules::FAllowNPCs(void)&lt;br /&gt;
118	CMultiplayRules::EndMultiplayerGame(void)&lt;br /&gt;
119	CGameRules::WeaponTraceEntity(CBaseEntity *,Vector  const&amp;amp;,Vector  const&amp;amp;,unsigned int,CGameTrace *)&lt;br /&gt;
120	CCSGameRules::CreateStandardEntities(void)&lt;br /&gt;
121	CCSGameRules::GetChatPrefix(bool,CBasePlayer *)&lt;br /&gt;
122	CCSGameRules::GetChatLocation(bool,CBasePlayer *)&lt;br /&gt;
123	CCSGameRules::GetChatFormat(bool,CBasePlayer *)&lt;br /&gt;
124	CGameRules::ShouldBurningPropsEmitLight(void)&lt;br /&gt;
125	CGameRules::CanEntityBeUsePushed(CBaseEntity *)&lt;br /&gt;
126	CCSGameRules::CreateCustomNetworkStringTables(void)&lt;br /&gt;
127	CGameRules::MarkAchievement(IRecipientFilter &amp;amp;,char  const*)&lt;br /&gt;
128	CMultiplayRules::ResetMapCycleTimeStamp(void)&lt;br /&gt;
129	CGameRules::OnNavMeshLoad(void)&lt;br /&gt;
130	CGameRules::TacticalMissionManagerFactory(void)&lt;br /&gt;
131	CGameRules::ProcessVerboseLogOutput(void)&lt;br /&gt;
132	CGameRules::GetGameTypeName(void)&lt;br /&gt;
133	CGameRules::GetGameType(void)&lt;br /&gt;
134	CGameRules::ShouldDrawHeadLabels(void)&lt;br /&gt;
135	CMultiplayRules::GetDeathScorer(CBaseEntity *,CBaseEntity *,CBaseEntity *)&lt;br /&gt;
136	CMultiplayRules::VoiceCommand(CBaseMultiplayerPlayer *,int,int)&lt;br /&gt;
137	CMultiplayRules::HandleTimeLimitChange(void)&lt;br /&gt;
138	CMultiplayRules::InitCustomResponseRulesDicts(void)&lt;br /&gt;
139	CMultiplayRules::ShutdownCustomResponseRulesDicts(void)&lt;br /&gt;
140	CMultiplayRules::UseSuicidePenalty(void)&lt;br /&gt;
141	CMultiplayRules::GetNextLevelName(char *,int,bool)&lt;br /&gt;
142	CMultiplayRules::ChangeLevel(void)&lt;br /&gt;
143	CCSGameRules::GoToIntermission(void)&lt;br /&gt;
144	CTeamplayRules::GetCaptureValueForPlayer(CBasePlayer *)&lt;br /&gt;
145	CTeamplayRules::TeamMayCapturePoint(int,int)&lt;br /&gt;
146	CTeamplayRules::PlayerMayCapturePoint(CBasePlayer *,int,char *,int)&lt;br /&gt;
147	CTeamplayRules::PlayerMayBlockPoint(CBasePlayer *,int,char *,int)&lt;br /&gt;
148	CTeamplayRules::PointsMayBeCaptured(void)&lt;br /&gt;
149	CTeamplayRules::SetLastCapPointChanged(int)&lt;br /&gt;
150	CTeamplayRules::TimerMayExpire(void)&lt;br /&gt;
151	CTeamplayRules::SetWinningTeam(int,int,bool,bool,bool)&lt;br /&gt;
152	CTeamplayRules::SetStalemate(int,bool,bool)&lt;br /&gt;
153	CTeamplayRules::SetSwitchTeams(bool)&lt;br /&gt;
154	CTeamplayRules::ShouldSwitchTeams(void)&lt;br /&gt;
155	CTeamplayRules::HandleSwitchTeams(void)&lt;br /&gt;
156	CTeamplayRules::SetScrambleTeams(bool)&lt;br /&gt;
157	CTeamplayRules::ShouldScrambleTeams(void)&lt;br /&gt;
158	CTeamplayRules::HandleScrambleTeams(void)&lt;br /&gt;
159	CTeamplayRules::PointsMayAlwaysBeBlocked(void)&lt;br /&gt;
160	CCSGameRules::SpawningLatePlayer(CCSPlayer *)&lt;br /&gt;
161	CCSGameRules::SetAllowWeaponSwitch(bool)&lt;br /&gt;
162	CCSGameRules::GetAllowWeaponSwitch(void)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chrisber</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CCSPlayer_Offset_List_(Counter-Strike:_Source)&amp;diff=7788</id>
		<title>CCSPlayer Offset List (Counter-Strike: Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CCSPlayer_Offset_List_(Counter-Strike:_Source)&amp;diff=7788"/>
		<updated>2010-07-30T21:20:12Z</updated>

		<summary type="html">&lt;p&gt;Chrisber: Updated 30. July (offset change)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For use when using [[Virtual Offsets (Source Mods)|virtual offsets]].&lt;br /&gt;
&lt;br /&gt;
This is the list of offsets I've been using. These are the &amp;lt;b&amp;gt;Windows&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Linux offsets are 1 greater.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions near the end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated 30 July 2010&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x00BF8520&lt;br /&gt;
// from &amp;quot;server.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CCSPlayer::~CCSPlayer()&lt;br /&gt;
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
2	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
3	CBaseEntity::GetCollideable(void)&lt;br /&gt;
4	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
5	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
6	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
7	CBaseEntity::GetModelName(void)const&lt;br /&gt;
8	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
9	CCSPlayer::GetServerClass(void)&lt;br /&gt;
10	CCSPlayer::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
11	CCSPlayer::GetDataDescMap(void)&lt;br /&gt;
12	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
13	CBaseAnimating::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
15	CBaseEntity::ShouldCollide(int,int)const&lt;br /&gt;
16	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
17	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
18	CBasePlayer::UpdateTransmitState(void)&lt;br /&gt;
19	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
20	CBasePlayer::GetTracerType(void)&lt;br /&gt;
21	CCSPlayer::Spawn(void)&lt;br /&gt;
22	CCSPlayer::Precache(void)&lt;br /&gt;
23	CBasePlayer::SetModel(char  const*)&lt;br /&gt;
24	CBaseMultiplayerPlayer::PostConstructor(char  const*)&lt;br /&gt;
25	CBaseEntity::PostClientActive(void)&lt;br /&gt;
26	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
27	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
28	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
29	CBaseEntity::KeyValue(char  const*,Vector  const&amp;amp;)&lt;br /&gt;
30	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
31	CBasePlayer::Activate(void)&lt;br /&gt;
32	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
33	CBasePlayer::ObjectCaps(void)&lt;br /&gt;
34	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
35	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
36	CBasePlayer::DrawDebugGeometryOverlays(void)&lt;br /&gt;
37	CBaseAnimating::DrawDebugTextOverlays(void)&lt;br /&gt;
38	CBasePlayer::Save(ISave &amp;amp;)&lt;br /&gt;
39	CBasePlayer::Restore(IRestore &amp;amp;)&lt;br /&gt;
40	CBasePlayer::ShouldSavePhysics(void)&lt;br /&gt;
41	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
42	CBasePlayer::OnRestore(void)&lt;br /&gt;
43	CBasePlayer::RequiredEdictIndex(void)&lt;br /&gt;
44	CBaseEntity::MoveDone(void)&lt;br /&gt;
45	CBaseEntity::Think(void)&lt;br /&gt;
46	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
48	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
49	CBaseMultiplayerPlayer::GetResponseSystem(void)&lt;br /&gt;
50	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::DispatchResponse(char  const*)&lt;br /&gt;
51	CBasePlayer::Classify(void)&lt;br /&gt;
52	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
53	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
54	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
55	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
56	CBaseEntity::GetBeamTraceFilter(void)&lt;br /&gt;
57	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
58	CCSPlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
60	CCSPlayer::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
61	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&amp;amp;,Vector &amp;amp;,CBaseEntity*)&lt;br /&gt;
62	CBasePlayer::TakeHealth(float,int)&lt;br /&gt;
63	CBaseEntity::IsAlive(void)&lt;br /&gt;
64	CCSPlayer::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CCSPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
66	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
67	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
68	CBaseEntity::IsNPC(void)const&lt;br /&gt;
69	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
70	CBaseEntity::MyNextBotPointer(void)&lt;br /&gt;
71	CBaseEntity::GetDelay(void)&lt;br /&gt;
72	CBaseEntity::IsMoving(void)&lt;br /&gt;
73	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
74	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
75	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
76	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
77	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
78	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
79	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
80	CBaseEntity::IsTemplate(void)&lt;br /&gt;
81	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
82	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
83	CBaseEntity::IsBaseCombatWeapon(void)const&lt;br /&gt;
84	CBaseEntity::IsWearable(void)const&lt;br /&gt;
85	CBaseEntity::MyCombatWeaponPointer(void)&lt;br /&gt;
86	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
87	CBaseEntity::IsViewable(void)&lt;br /&gt;
88	CCSPlayer::ChangeTeam(int)&lt;br /&gt;
89	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
90	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
91	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
92	CBaseEntity::GetEnemy(void)&lt;br /&gt;
93	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
94	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
95	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
96	CBasePlayer::Touch(CBaseEntity *)&lt;br /&gt;
97	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
98	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
99	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
100	CBaseEntity::EndBlocked(void)&lt;br /&gt;
101	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
102	CBasePlayer::UpdateOnRemove(void)&lt;br /&gt;
103	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
104	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
105	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
106	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
107	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
108	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
109	CBaseEntity::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
110	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
111	CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)&lt;br /&gt;
112	CBaseEntity::Respawn(void)&lt;br /&gt;
113	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
114	CBaseEntity::GetMaxHealth(void)const&lt;br /&gt;
115	CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
116	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
117	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
118	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
119	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
120	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
121	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
122	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
123	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
124	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
125	CBaseEntity::GetDamage(void)&lt;br /&gt;
126	CBaseEntity::SetDamage(float)&lt;br /&gt;
127	CBasePlayer::EyePosition(void)&lt;br /&gt;
128	CBasePlayer::EyeAngles(void)&lt;br /&gt;
129	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
130	CBaseEntity::EarPosition(void)&lt;br /&gt;
131	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
132	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
133	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
134	CBaseEntity::GetViewOffset(void)const&lt;br /&gt;
135	CBaseEntity::SetViewOffset(Vector  const&amp;amp;)&lt;br /&gt;
136	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
137	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
138	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
139	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
140	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
141	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
142	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
143	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
144	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
145	CBaseEntity::Splash(void)&lt;br /&gt;
146	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
147	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
148	CBaseEntity::IsDeflectable(void)&lt;br /&gt;
149	CBaseEntity::Deflected(CBaseEntity*,Vector &amp;amp;)&lt;br /&gt;
150	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
151	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
152	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
153	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
154	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
155	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
156	CCSPlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
157	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
158	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
159	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
160	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
161	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
162	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
163	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
164	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
165	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
166	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
167	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
168	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
173	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
174	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
175	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
176	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
177	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
178	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
179	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
180	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
181	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
182	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
183	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
184	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
185	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
186	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
187	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
188	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
189	CBaseAnimating::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
190	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
191	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
192	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
193	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
194	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
195	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
196	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
197	CCSPlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
198	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
199	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
200	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
201	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
202	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
203	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
204	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
205	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
206	CBaseAnimating::Extinguish(void)&lt;br /&gt;
207	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
208	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
209	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
210	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
211	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
212	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
213	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
214	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
215	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
216	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
217	CBasePlayer::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
218	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
219	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
220	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
221	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
222	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
223	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
224	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)&lt;br /&gt;
225	CBasePlayer::BodyAngles(void)&lt;br /&gt;
226	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
227	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
228	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
229	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
230	CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
231	CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
232	CBaseCombatCharacter::IsHiddenByFog(Vector  const&amp;amp;)const&lt;br /&gt;
233	CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const&lt;br /&gt;
234	CBaseCombatCharacter::IsHiddenByFog(float)const&lt;br /&gt;
235	CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&amp;amp;)const&lt;br /&gt;
236	CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const&lt;br /&gt;
237	CBaseCombatCharacter::GetFogObscuredRatio(float)const&lt;br /&gt;
238	CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const&lt;br /&gt;
239	CBaseCombatCharacter::IsLookingTowards(Vector  const&amp;amp;,float)const&lt;br /&gt;
240	CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const&lt;br /&gt;
241	CBaseCombatCharacter::IsInFieldOfView(Vector  const&amp;amp;)const&lt;br /&gt;
242	CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const&lt;br /&gt;
243	CBaseCombatCharacter::IsLineOfSightClear(Vector  const&amp;amp;,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const&lt;br /&gt;
244	CBaseCombatCharacter::GiveAmmo(int,int,bool)&lt;br /&gt;
245	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
246	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
247	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
248	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
249	CCSPlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
250	CCSPlayer::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
251	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
252	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
253	CCSPlayer::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
254	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
255	CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
256	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
257	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
258	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
259	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
260	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
261	CCSPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
262	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
263	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
264	CBaseCombatCharacter::GetAliveDuration(void)const&lt;br /&gt;
265	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
266	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
267	CBaseCombatCharacter::HasEverBeenInjured(int)const&lt;br /&gt;
268	CBaseCombatCharacter::GetTimeSinceLastInjury(int)const&lt;br /&gt;
269	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
270	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
271	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
272	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
273	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
274	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
275	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
276	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
277	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
278	CBasePlayer::Event_Dying(void)&lt;br /&gt;
279	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
280	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
281	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
282	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
283	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
284	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
285	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
286	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
287	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
288	CBasePlayer::GetVehicle(void)&lt;br /&gt;
289	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
290	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
291	CBaseCombatCharacter::RemoveAllWeapons(void)&lt;br /&gt;
292	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
293	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
294	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
295	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
296	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
297	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
298	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
299	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
300	CBaseCombatCharacter::GetLastKnownArea(void)const&lt;br /&gt;
301	CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const&lt;br /&gt;
302	CBaseCombatCharacter::ClearLastKnownArea(void)&lt;br /&gt;
303	CBaseCombatCharacter::UpdateLastKnownArea(void)&lt;br /&gt;
304	CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)&lt;br /&gt;
305	CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)&lt;br /&gt;
306	CBaseCombatCharacter::OnPursuedBy(INextBot *)&lt;br /&gt;
307	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
308	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
309	CCSPlayer::CreateViewModel(int)&lt;br /&gt;
310	CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
311	CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
312	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
313	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
314	CCSPlayer::InitialSpawn(void)&lt;br /&gt;
315	CBasePlayer::InitHUD(void)&lt;br /&gt;
316	CCSPlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
317	CCSPlayer::PlayerDeathThink(void)&lt;br /&gt;
318	CBasePlayer::Jump(void)&lt;br /&gt;
319	CBasePlayer::Duck(void)&lt;br /&gt;
320	CCSPlayer::PreThink(void)&lt;br /&gt;
321	CCSPlayer::PostThink(void)&lt;br /&gt;
322	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
323	CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
324	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
325	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
326	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
327	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
328	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
329	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
330	CCSPlayer::RemoveAllItems(bool)&lt;br /&gt;
331	CBasePlayer::IsRunning(void)const&lt;br /&gt;
332	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
333	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
334	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
335	CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)&lt;br /&gt;
336	CBasePlayer::GetTimeSinceWeaponFired(void)const&lt;br /&gt;
337	CBasePlayer::IsFiringWeapon(void)const&lt;br /&gt;
338	CBasePlayer::UpdateClientData(void)&lt;br /&gt;
339	CBasePlayer::ExitLadder(void)&lt;br /&gt;
340	CBasePlayer::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
341	CBasePlayer::SetFlashlightEnabled(bool)&lt;br /&gt;
342	CCSPlayer::FlashlightIsOn(void)&lt;br /&gt;
343	CCSPlayer::FlashlightTurnOn(void)&lt;br /&gt;
344	CCSPlayer::FlashlightTurnOff(void)&lt;br /&gt;
345	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
346	CCSPlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
347	CCSPlayer::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
348	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
349	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
350	CCSPlayer::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
351	CCSPlayer::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
352	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
353	CCSPlayer::CheatImpulseCommands(int)&lt;br /&gt;
354	CCSPlayer::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
355	CBasePlayer::StartObserverMode(int)&lt;br /&gt;
356	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
357	CBasePlayer::ModeWantsSpectatorGUI(int)&lt;br /&gt;
358	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
359	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
360	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
361	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
362	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
363	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
364	CCSPlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
365	CBasePlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
366	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
367	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
368	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
369	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
370	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
371	CCSPlayer::AttemptToExitFreezeCam(void)&lt;br /&gt;
372	CCSPlayer::StartReplayMode(float,float,int)&lt;br /&gt;
373	CCSPlayer::StopReplayMode(void)&lt;br /&gt;
374	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
375	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
376	CBasePlayer::CreateCorpse(void)&lt;br /&gt;
377	CCSPlayer::EntSelectSpawnPoint(void)&lt;br /&gt;
378	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
379	CBasePlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
380	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
381	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
382	CCSPlayer::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
383	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
384	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
385	CBasePlayer::ItemPostFrame(void)&lt;br /&gt;
386	CCSPlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
387	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
388	CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
389	CBasePlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
390	CBasePlayer::PlayerUse(void)&lt;br /&gt;
391	CCSPlayer::PlayUseDenySound(void)&lt;br /&gt;
392	CCSPlayer::FindUseEntity(void)&lt;br /&gt;
393	CCSPlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
394	CBasePlayer::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
395	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
396	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
397	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
398	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
399	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
400	CBasePlayer::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
401	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
402	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
403	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
404	CCSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
405	CBasePlayer::ChangeTeam(int,bool,bool)&lt;br /&gt;
406	CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)&lt;br /&gt;
407	CBaseMultiplayerPlayer::CanSpeak(void)&lt;br /&gt;
408	CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
409	CBasePlayer::CheckChatText(char *,int)&lt;br /&gt;
410	CCSPlayer::CreateRagdollEntity(void)&lt;br /&gt;
411	CBasePlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
412	CBasePlayer::EquipWearable(CWearableItem *)&lt;br /&gt;
413	CBasePlayer::RemoveWearable(CWearableItem *)&lt;br /&gt;
414	CBasePlayer::IsFollowingPhysics(void)&lt;br /&gt;
415	CCSPlayer::InitVCollision(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
416	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
417	CBasePlayer::Hints(void)&lt;br /&gt;
418	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
419	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
420	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
421	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
422	CBasePlayer::ResetScores(void)&lt;br /&gt;
423	CBasePlayer::EquipSuit(bool)&lt;br /&gt;
424	CBasePlayer::RemoveSuit(void)&lt;br /&gt;
425	CCSPlayer::CommitSuicide(bool,bool)&lt;br /&gt;
426	CCSPlayer::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
427	CBasePlayer::IsBot(void)const&lt;br /&gt;
428	CBasePlayer::IsBotOfType(int)const&lt;br /&gt;
429	CBasePlayer::GetBotType(void)const&lt;br /&gt;
430	CBaseMultiplayerPlayer::GetExpresser(void)&lt;br /&gt;
431	CCSPlayer::SpawnArmorValue(void)const&lt;br /&gt;
432	CCSPlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
433	CCSPlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
434	CBasePlayer::HasHaptics(void)&lt;br /&gt;
435	CBasePlayer::SetHaptics(bool)&lt;br /&gt;
436	CBasePlayer::PlayerSolidMask(bool)const&lt;br /&gt;
437	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::NoteSpeaking(float,float)&lt;br /&gt;
438	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
439	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::PostSpeakDispatchResponse(char  const*,AI_Response *)&lt;br /&gt;
440	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
441	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
442	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)&lt;br /&gt;
443	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)&lt;br /&gt;
444	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)&lt;br /&gt;
445	CBaseMultiplayerPlayer::OnAchievementEarned(int)&lt;br /&gt;
446	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)&lt;br /&gt;
447	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)&lt;br /&gt;
448	CBaseMultiplayerPlayer::CreateExpresser(void)&lt;br /&gt;
449	CCSPlayer::IsBeingGivenItem(void)const&lt;br /&gt;
450	CCSPlayer::CSAnim_GetActiveWeapon(void)&lt;br /&gt;
451	CCSPlayer::CSAnim_CanMove(void)&lt;br /&gt;
452	CCSPlayer::Blind(float,float,float)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chrisber</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CBaseCombatWeapon_Offset_List_(Counter-Strike:_Source)&amp;diff=7787</id>
		<title>CBaseCombatWeapon Offset List (Counter-Strike: Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CBaseCombatWeapon_Offset_List_(Counter-Strike:_Source)&amp;diff=7787"/>
		<updated>2010-07-30T21:18:50Z</updated>

		<summary type="html">&lt;p&gt;Chrisber: Fixed typ&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].&lt;br /&gt;
&lt;br /&gt;
These are the &amp;lt;b&amp;gt;Windows&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Linux offsets are 1 greater.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated 30 July 2010&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x00BCAA60&lt;br /&gt;
// from &amp;quot;server.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CBaseCombatWeapon::~CBaseCombatWeapon()&lt;br /&gt;
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
2	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
3	CBaseEntity::GetCollideable(void)&lt;br /&gt;
4	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
5	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
6	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
7	CBaseEntity::GetModelName(void)const&lt;br /&gt;
8	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
9	CBaseCombatWeapon::GetServerClass(void)&lt;br /&gt;
10	CBaseCombatWeapon::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
11	CBaseCombatWeapon::GetDataDescMap(void)&lt;br /&gt;
12	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
13	CBaseAnimating::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
15	CBaseEntity::ShouldCollide(int,int)const&lt;br /&gt;
16	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
17	CBaseEntity::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
18	CBaseCombatWeapon::UpdateTransmitState(void)&lt;br /&gt;
19	CBaseAnimating::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
20	CBaseEntity::GetTracerType(void)&lt;br /&gt;
21	CBaseCombatWeapon::Spawn(void)&lt;br /&gt;
22	CBaseCombatWeapon::Precache(void)&lt;br /&gt;
23	CBaseAnimating::SetModel(char  const*)&lt;br /&gt;
24	CBaseEntity::PostConstructor(char  const*)&lt;br /&gt;
25	CBaseEntity::PostClientActive(void)&lt;br /&gt;
26	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
27	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
28	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
29	CBaseEntity::KeyValue(char  const*,Vector  const&amp;amp;)&lt;br /&gt;
30	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
31	CBaseCombatWeapon::Activate(void)&lt;br /&gt;
32	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
33	CBaseCombatWeapon::ObjectCaps(void)&lt;br /&gt;
34	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
35	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
36	CBaseEntity::DrawDebugGeometryOverlays(void)&lt;br /&gt;
37	CBaseAttributableItem::DrawDebugTextOverlays(void)&lt;br /&gt;
38	CBaseAttributableItem::Save(ISave &amp;amp;)&lt;br /&gt;
39	CBaseAttributableItem::Restore(IRestore &amp;amp;)&lt;br /&gt;
40	CBaseEntity::ShouldSavePhysics(void)&lt;br /&gt;
41	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
42	CBaseAnimating::OnRestore(void)&lt;br /&gt;
43	CBaseEntity::RequiredEdictIndex(void)&lt;br /&gt;
44	CBaseEntity::MoveDone(void)&lt;br /&gt;
45	CBaseEntity::Think(void)&lt;br /&gt;
46	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
47	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
48	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
49	CBaseEntity::GetResponseSystem(void)&lt;br /&gt;
50	CBaseEntity::DispatchResponse(char  const*)&lt;br /&gt;
51	CBaseEntity::Classify(void)&lt;br /&gt;
52	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
53	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
54	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
55	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
56	CBaseEntity::GetBeamTraceFilter(void)&lt;br /&gt;
57	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
58	CBaseEntity::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
60	CBaseEntity::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
61	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&amp;amp;,Vector &amp;amp;,CBaseEntity*)&lt;br /&gt;
62	CBaseEntity::TakeHealth(float,int)&lt;br /&gt;
63	CBaseEntity::IsAlive(void)&lt;br /&gt;
64	CBaseEntity::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
66	CBaseEntity::BloodColor(void)&lt;br /&gt;
67	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
68	CBaseEntity::IsNPC(void)const&lt;br /&gt;
69	CBaseEntity::MyCombatCharacterPointer(void)&lt;br /&gt;
70	CBaseEntity::MyNextBotPointer(void)&lt;br /&gt;
71	CBaseEntity::GetDelay(void)&lt;br /&gt;
72	CBaseEntity::IsMoving(void)&lt;br /&gt;
73	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
74	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
75	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
76	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
77	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
78	CBaseEntity::IsPlayer(void)const&lt;br /&gt;
79	CBaseEntity::IsNetClient(void)const&lt;br /&gt;
80	CBaseEntity::IsTemplate(void)&lt;br /&gt;
81	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
82	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
83	CBaseCombatWeapon::IsBaseCombatWeapon(void)const&lt;br /&gt;
84	CBaseEntity::IsWearable(void)const&lt;br /&gt;
85	CBaseCombatWeapon::MyCombatWeaponPointer(void)&lt;br /&gt;
86	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
87	CBaseEntity::IsViewable(void)&lt;br /&gt;
88	CBaseEntity::ChangeTeam(int)&lt;br /&gt;
89	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
90	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
91	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
92	CBaseEntity::GetEnemy(void)&lt;br /&gt;
93	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
94	CBaseCombatWeapon::Use(CBaseEntity *,CBaseEntity *,USE_TYPE,float)&lt;br /&gt;
95	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
96	CBaseEntity::Touch(CBaseEntity*)&lt;br /&gt;
97	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
98	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
99	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
100	CBaseEntity::EndBlocked(void)&lt;br /&gt;
101	CBaseEntity::PhysicsSimulate(void)&lt;br /&gt;
102	CBaseAttributableItem::UpdateOnRemove(void)&lt;br /&gt;
103	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
104	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
105	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
106	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
107	CBaseCombatWeapon::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
108	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
109	CBaseEntity::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
110	CBaseEntity::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
111	CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)&lt;br /&gt;
112	CBaseCombatWeapon::Respawn(void)&lt;br /&gt;
113	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
114	CBaseEntity::GetMaxHealth(void)const&lt;br /&gt;
115	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
116	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
117	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
118	CBaseEntity::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
119	CBaseEntity::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
120	CBaseEntity::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
121	CBaseEntity::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
122	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
123	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
124	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
125	CBaseEntity::GetDamage(void)&lt;br /&gt;
126	CBaseEntity::SetDamage(float)&lt;br /&gt;
127	CBaseEntity::EyePosition(void)&lt;br /&gt;
128	CBaseEntity::EyeAngles(void)&lt;br /&gt;
129	CBaseEntity::LocalEyeAngles(void)&lt;br /&gt;
130	CBaseEntity::EarPosition(void)&lt;br /&gt;
131	CBaseEntity::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
132	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
133	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
134	CBaseEntity::GetViewOffset(void)const&lt;br /&gt;
135	CBaseEntity::SetViewOffset(Vector  const&amp;amp;)&lt;br /&gt;
136	CBaseEntity::GetSmoothedVelocity(void)&lt;br /&gt;
137	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
138	CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)&lt;br /&gt;
139	CBaseEntity::FVisible(Vector  const&amp;amp;,int,CBaseEntity**)&lt;br /&gt;
140	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
141	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
142	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
143	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
144	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
145	CBaseEntity::Splash(void)&lt;br /&gt;
146	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
147	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
148	CBaseEntity::IsDeflectable(void)&lt;br /&gt;
149	CBaseEntity::Deflected(CBaseEntity*,Vector &amp;amp;)&lt;br /&gt;
150	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
151	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
152	CBaseEntity::VPhysicsDestroyObject(void)&lt;br /&gt;
153	CBaseEntity::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
154	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
155	CBaseEntity::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
156	CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
157	CBaseEntity::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
158	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
159	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
160	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
161	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
162	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
163	CBaseEntity::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
164	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
165	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
166	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
167	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
168	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
169	CBaseEntity::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
170	CBaseEntity::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
171	CBaseEntity::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
172	CBaseEntity::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
173	CBaseEntity::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
174	CBaseEntity::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
175	CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
176	CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
177	CBaseEntity::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
178	CBaseEntity::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
179	CBaseEntity::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
180	CBaseEntity::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
181	CBaseEntity::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
182	CBaseEntity::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
183	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
184	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
185	CBaseAnimating::StudioFrameAdvance(void)&lt;br /&gt;
186	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
187	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
188	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
189	CBaseAnimating::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
190	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
191	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
192	CBaseAnimating::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
193	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
194	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
195	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
196	CBaseAnimating::DispatchAnimEvents(CBaseAnimating*)&lt;br /&gt;
197	CBaseCombatWeapon::HandleAnimEvent(animevent_t *)&lt;br /&gt;
198	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
199	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
200	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
201	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
202	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
203	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
204	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
205	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
206	CBaseAnimating::Extinguish(void)&lt;br /&gt;
207	CBaseAnimating::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
208	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
209	CBaseCombatWeapon::GiveTo(CBaseEntity *)&lt;br /&gt;
210	CBaseAttributableItem::CalculateVisibleClassFor(CBasePlayer *)&lt;br /&gt;
211	CBaseAttributableItem::GetAttributeManager(void)&lt;br /&gt;
212	CBaseAttributableItem::GetAttributeContainer(void)&lt;br /&gt;
213	CBaseAttributableItem::GetAttributeOwner(void)&lt;br /&gt;
214	CBaseAttributableItem::ReapplyProvision(void)&lt;br /&gt;
215	CBaseAttributableItem::TranslateViewmodelHandActivityInternal(Activity)&lt;br /&gt;
216	CBaseCombatWeapon::IsPredicted(void)const&lt;br /&gt;
217	CBaseCombatWeapon::GetSubType(void)&lt;br /&gt;
218	CBaseCombatWeapon::SetSubType(int)&lt;br /&gt;
219	CBaseCombatWeapon::Equip(CBaseCombatCharacter *)&lt;br /&gt;
220	CBaseCombatWeapon::Drop(Vector  const&amp;amp;)&lt;br /&gt;
221	CBaseCombatWeapon::UpdateClientData(CBasePlayer *)&lt;br /&gt;
222	CBaseCombatWeapon::IsAllowedToSwitch(void)&lt;br /&gt;
223	CBaseCombatWeapon::CanBeSelected(void)&lt;br /&gt;
224	CBaseCombatWeapon::VisibleInWeaponSelection(void)&lt;br /&gt;
225	CBaseCombatWeapon::HasAmmo(void)&lt;br /&gt;
226	CBaseCombatWeapon::SetPickupTouch(void)&lt;br /&gt;
227	CBaseCombatWeapon::DefaultTouch(CBaseEntity *)&lt;br /&gt;
228	CBaseCombatWeapon::ShouldDisplayAltFireHUDHint(void)&lt;br /&gt;
229	CBaseCombatWeapon::DisplayAltFireHudHint(void)&lt;br /&gt;
230	CBaseCombatWeapon::RescindAltFireHudHint(void)&lt;br /&gt;
231	CBaseCombatWeapon::ShouldDisplayReloadHUDHint(void)&lt;br /&gt;
232	CBaseCombatWeapon::DisplayReloadHudHint(void)&lt;br /&gt;
233	CBaseCombatWeapon::RescindReloadHudHint(void)&lt;br /&gt;
234	CBaseCombatWeapon::SetViewModelIndex(int)&lt;br /&gt;
235	CBaseCombatWeapon::SendWeaponAnim(int)&lt;br /&gt;
236	CBaseCombatWeapon::SendViewModelAnim(int)&lt;br /&gt;
237	CBaseCombatWeapon::SetViewModel(void)&lt;br /&gt;
238	CBaseCombatWeapon::HasWeaponIdleTimeElapsed(void)&lt;br /&gt;
239	CBaseCombatWeapon::SetWeaponIdleTime(float)&lt;br /&gt;
240	CBaseCombatWeapon::GetWeaponIdleTime(void)&lt;br /&gt;
241	CBaseCombatWeapon::HasAnyAmmo(void)&lt;br /&gt;
242	CBaseCombatWeapon::HasPrimaryAmmo(void)&lt;br /&gt;
243	CBaseCombatWeapon::HasSecondaryAmmo(void)&lt;br /&gt;
244	CBaseCombatWeapon::CanHolster(void)&lt;br /&gt;
245	CBaseCombatWeapon::DefaultDeploy(char *,char *,int,char *)&lt;br /&gt;
246	CBaseCombatWeapon::CanDeploy(void)&lt;br /&gt;
247	CBaseCombatWeapon::Deploy(void)&lt;br /&gt;
248	CBaseCombatWeapon::Holster(CBaseCombatWeapon*)&lt;br /&gt;
249	CBaseCombatWeapon::GetLastWeapon(void)&lt;br /&gt;
250	CBaseCombatWeapon::SetWeaponVisible(bool)&lt;br /&gt;
251	CBaseCombatWeapon::IsWeaponVisible(void)&lt;br /&gt;
252	CBaseCombatWeapon::ReloadOrSwitchWeapons(void)&lt;br /&gt;
253	CBaseCombatWeapon::OnActiveStateChanged(int)&lt;br /&gt;
254	CBaseCombatWeapon::HolsterOnDetach(void)&lt;br /&gt;
255	CBaseCombatWeapon::IsHolstered(void)&lt;br /&gt;
256	CBaseCombatWeapon::Detach(void)&lt;br /&gt;
257	CBaseCombatWeapon::ItemPreFrame(void)&lt;br /&gt;
258	CBaseCombatWeapon::ItemPostFrame(void)&lt;br /&gt;
259	CBaseCombatWeapon::ItemBusyFrame(void)&lt;br /&gt;
260	CBaseCombatWeapon::ItemHolsterFrame(void)&lt;br /&gt;
261	CBaseCombatWeapon::WeaponIdle(void)&lt;br /&gt;
262	CBaseCombatWeapon::HandleFireOnEmpty(void)&lt;br /&gt;
263	CBaseCombatWeapon::ShouldBlockPrimaryFire(void)&lt;br /&gt;
264	CBaseCombatWeapon::IsWeaponZoomed(void)&lt;br /&gt;
265	CBaseCombatWeapon::CheckReload(void)&lt;br /&gt;
266	CBaseCombatWeapon::FinishReload(void)&lt;br /&gt;
267	CBaseCombatWeapon::AbortReload(void)&lt;br /&gt;
268	CBaseCombatWeapon::Reload(void)&lt;br /&gt;
269	CBaseCombatWeapon::PrimaryAttack(void)&lt;br /&gt;
270	CBaseCombatWeapon::SecondaryAttack(void)&lt;br /&gt;
271	CBaseCombatWeapon::GetPrimaryAttackActivity(void)&lt;br /&gt;
272	CBaseCombatWeapon::GetSecondaryAttackActivity(void)&lt;br /&gt;
273	CBaseCombatWeapon::GetDrawActivity(void)&lt;br /&gt;
274	CBaseCombatWeapon::GetDefaultAnimSpeed(void)&lt;br /&gt;
275	CBaseCombatWeapon::GetBulletType(void)&lt;br /&gt;
276	CBaseCombatWeapon::GetBulletSpread(void)&lt;br /&gt;
277	CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t)&lt;br /&gt;
278	CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t)&lt;br /&gt;
279	CBaseCombatWeapon::GetFireRate(void)&lt;br /&gt;
280	CBaseCombatWeapon::GetMinBurst(void)&lt;br /&gt;
281	CBaseCombatWeapon::GetMaxBurst(void)&lt;br /&gt;
282	CBaseCombatWeapon::GetMinRestTime(void)&lt;br /&gt;
283	CBaseCombatWeapon::GetMaxRestTime(void)&lt;br /&gt;
284	CBaseCombatWeapon::GetRandomBurst(void)&lt;br /&gt;
285	CBaseCombatWeapon::WeaponSound(WeaponSound_t,float)&lt;br /&gt;
286	CBaseCombatWeapon::StopWeaponSound(WeaponSound_t)&lt;br /&gt;
287	CBaseCombatWeapon::GetProficiencyValues(void)&lt;br /&gt;
288	CBaseCombatWeapon::GetMaxAutoAimDeflection(void)&lt;br /&gt;
289	CBaseCombatWeapon::WeaponAutoAimScale(void)&lt;br /&gt;
290	CBaseCombatWeapon::StartSprinting(void)&lt;br /&gt;
291	CBaseCombatWeapon::StopSprinting(void)&lt;br /&gt;
292	CBaseCombatWeapon::GetDamage(float,int)&lt;br /&gt;
293	CBaseCombatWeapon::SetActivity(Activity,float)&lt;br /&gt;
294	CBaseCombatWeapon::AddViewKick(void)&lt;br /&gt;
295	CBaseCombatWeapon::GetDeathNoticeName(void)&lt;br /&gt;
296	CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter *)&lt;br /&gt;
297	CBaseCombatWeapon::AddViewmodelBob(CBaseViewModel *,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
298	CBaseCombatWeapon::CalcViewmodelBob(void)&lt;br /&gt;
299	CBaseCombatWeapon::GetControlPanelInfo(int,char  const*&amp;amp;)&lt;br /&gt;
300	CBaseCombatWeapon::GetControlPanelClassName(int,char  const*&amp;amp;)&lt;br /&gt;
301	CBaseCombatWeapon::ShouldShowControlPanels(void)&lt;br /&gt;
302	CBaseCombatWeapon::CanBePickedUpByNPCs(void)&lt;br /&gt;
303	CBaseCombatWeapon::GetViewModel(int)const&lt;br /&gt;
304	CBaseCombatWeapon::GetWorldModel(void)const&lt;br /&gt;
305	CBaseCombatWeapon::GetAnimPrefix(void)const&lt;br /&gt;
306	CBaseCombatWeapon::GetMaxClip1(void)const&lt;br /&gt;
307	CBaseCombatWeapon::GetMaxClip2(void)const&lt;br /&gt;
308	CBaseCombatWeapon::GetDefaultClip1(void)const&lt;br /&gt;
309	CBaseCombatWeapon::GetDefaultClip2(void)const&lt;br /&gt;
310	CBaseCombatWeapon::GetWeight(void)const&lt;br /&gt;
311	CBaseCombatWeapon::AllowsAutoSwitchTo(void)const&lt;br /&gt;
312	CBaseCombatWeapon::AllowsAutoSwitchFrom(void)const&lt;br /&gt;
313	CBaseCombatWeapon::GetWeaponFlags(void)const&lt;br /&gt;
314	CBaseCombatWeapon::GetSlot(void)const&lt;br /&gt;
315	CBaseCombatWeapon::GetPosition(void)const&lt;br /&gt;
316	CBaseCombatWeapon::GetName(void)const&lt;br /&gt;
317	CBaseCombatWeapon::GetPrintName(void)const&lt;br /&gt;
318	CBaseCombatWeapon::GetShootSound(int)const&lt;br /&gt;
319	CBaseCombatWeapon::GetRumbleEffect(void)const&lt;br /&gt;
320	CBaseCombatWeapon::UsesClipsForAmmo1(void)const&lt;br /&gt;
321	CBaseCombatWeapon::UsesClipsForAmmo2(void)const&lt;br /&gt;
322	CBaseCombatWeapon::GetEncryptionKey(void)&lt;br /&gt;
323	CBaseCombatWeapon::GetPrimaryAmmoType(void)const&lt;br /&gt;
324	CBaseCombatWeapon::GetSecondaryAmmoType(void)const&lt;br /&gt;
325	CBaseCombatWeapon::GetSpriteActive(void)const&lt;br /&gt;
326	CBaseCombatWeapon::GetSpriteInactive(void)const&lt;br /&gt;
327	CBaseCombatWeapon::GetSpriteAmmo(void)const&lt;br /&gt;
328	CBaseCombatWeapon::GetSpriteAmmo2(void)const&lt;br /&gt;
329	CBaseCombatWeapon::GetSpriteCrosshair(void)const&lt;br /&gt;
330	CBaseCombatWeapon::GetSpriteAutoaim(void)const&lt;br /&gt;
331	CBaseCombatWeapon::GetSpriteZoomedCrosshair(void)const&lt;br /&gt;
332	CBaseCombatWeapon::GetSpriteZoomedAutoaim(void)const&lt;br /&gt;
333	CBaseCombatWeapon::ActivityOverride(Activity,bool *)&lt;br /&gt;
334	CBaseCombatWeapon::ActivityList(void)&lt;br /&gt;
335	CBaseCombatWeapon::ActivityListCount(void)&lt;br /&gt;
336	CBaseCombatWeapon::FallInit(void)&lt;br /&gt;
337	CBaseCombatWeapon::FallThink(void)&lt;br /&gt;
338	CBaseCombatWeapon::Materialize(void)&lt;br /&gt;
339	CBaseCombatWeapon::CheckRespawn(void)&lt;br /&gt;
340	CBaseCombatWeapon::Delete(void)&lt;br /&gt;
341	CBaseCombatWeapon::Kill(void)&lt;br /&gt;
342	CBaseCombatWeapon::CapabilitiesGet(void)&lt;br /&gt;
343	CBaseCombatWeapon::WeaponLOSCondition(Vector  const&amp;amp;,Vector  const&amp;amp;,bool)&lt;br /&gt;
344	CBaseCombatWeapon::WeaponRangeAttack1Condition(float,float)&lt;br /&gt;
345	CBaseCombatWeapon::WeaponRangeAttack2Condition(float,float)&lt;br /&gt;
346	CBaseCombatWeapon::WeaponMeleeAttack1Condition(float,float)&lt;br /&gt;
347	CBaseCombatWeapon::WeaponMeleeAttack2Condition(float,float)&lt;br /&gt;
348	CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter *)&lt;br /&gt;
349	CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t *,CBaseCombatCharacter *)&lt;br /&gt;
350	CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter *,bool)&lt;br /&gt;
351	CBaseCombatWeapon::CanLower(void)&lt;br /&gt;
352	CBaseCombatWeapon::Ready(void)&lt;br /&gt;
353	CBaseCombatWeapon::Lower(void)&lt;br /&gt;
354	CBaseCombatWeapon::HideThink(void)&lt;br /&gt;
355	CBaseCombatWeapon::CanReload(void)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chrisber</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CBaseCombatWeapon_Offset_List_(Counter-Strike:_Source)&amp;diff=7786</id>
		<title>CBaseCombatWeapon Offset List (Counter-Strike: Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CBaseCombatWeapon_Offset_List_(Counter-Strike:_Source)&amp;diff=7786"/>
		<updated>2010-07-30T21:18:35Z</updated>

		<summary type="html">&lt;p&gt;Chrisber: Updated 30. July (offset change)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].&lt;br /&gt;
&lt;br /&gt;
These are the &amp;lt;b&amp;gt;Windows&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Linux offsets are 1 greater.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated 30 Juny 2010&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x00BCAA60&lt;br /&gt;
// from &amp;quot;server.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CBaseCombatWeapon::~CBaseCombatWeapon()&lt;br /&gt;
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
2	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
3	CBaseEntity::GetCollideable(void)&lt;br /&gt;
4	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
5	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
6	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
7	CBaseEntity::GetModelName(void)const&lt;br /&gt;
8	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
9	CBaseCombatWeapon::GetServerClass(void)&lt;br /&gt;
10	CBaseCombatWeapon::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
11	CBaseCombatWeapon::GetDataDescMap(void)&lt;br /&gt;
12	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
13	CBaseAnimating::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
15	CBaseEntity::ShouldCollide(int,int)const&lt;br /&gt;
16	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
17	CBaseEntity::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
18	CBaseCombatWeapon::UpdateTransmitState(void)&lt;br /&gt;
19	CBaseAnimating::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
20	CBaseEntity::GetTracerType(void)&lt;br /&gt;
21	CBaseCombatWeapon::Spawn(void)&lt;br /&gt;
22	CBaseCombatWeapon::Precache(void)&lt;br /&gt;
23	CBaseAnimating::SetModel(char  const*)&lt;br /&gt;
24	CBaseEntity::PostConstructor(char  const*)&lt;br /&gt;
25	CBaseEntity::PostClientActive(void)&lt;br /&gt;
26	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
27	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
28	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
29	CBaseEntity::KeyValue(char  const*,Vector  const&amp;amp;)&lt;br /&gt;
30	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
31	CBaseCombatWeapon::Activate(void)&lt;br /&gt;
32	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
33	CBaseCombatWeapon::ObjectCaps(void)&lt;br /&gt;
34	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
35	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
36	CBaseEntity::DrawDebugGeometryOverlays(void)&lt;br /&gt;
37	CBaseAttributableItem::DrawDebugTextOverlays(void)&lt;br /&gt;
38	CBaseAttributableItem::Save(ISave &amp;amp;)&lt;br /&gt;
39	CBaseAttributableItem::Restore(IRestore &amp;amp;)&lt;br /&gt;
40	CBaseEntity::ShouldSavePhysics(void)&lt;br /&gt;
41	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
42	CBaseAnimating::OnRestore(void)&lt;br /&gt;
43	CBaseEntity::RequiredEdictIndex(void)&lt;br /&gt;
44	CBaseEntity::MoveDone(void)&lt;br /&gt;
45	CBaseEntity::Think(void)&lt;br /&gt;
46	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
47	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
48	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
49	CBaseEntity::GetResponseSystem(void)&lt;br /&gt;
50	CBaseEntity::DispatchResponse(char  const*)&lt;br /&gt;
51	CBaseEntity::Classify(void)&lt;br /&gt;
52	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
53	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
54	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
55	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
56	CBaseEntity::GetBeamTraceFilter(void)&lt;br /&gt;
57	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
58	CBaseEntity::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
60	CBaseEntity::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
61	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&amp;amp;,Vector &amp;amp;,CBaseEntity*)&lt;br /&gt;
62	CBaseEntity::TakeHealth(float,int)&lt;br /&gt;
63	CBaseEntity::IsAlive(void)&lt;br /&gt;
64	CBaseEntity::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
66	CBaseEntity::BloodColor(void)&lt;br /&gt;
67	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
68	CBaseEntity::IsNPC(void)const&lt;br /&gt;
69	CBaseEntity::MyCombatCharacterPointer(void)&lt;br /&gt;
70	CBaseEntity::MyNextBotPointer(void)&lt;br /&gt;
71	CBaseEntity::GetDelay(void)&lt;br /&gt;
72	CBaseEntity::IsMoving(void)&lt;br /&gt;
73	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
74	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
75	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
76	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
77	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
78	CBaseEntity::IsPlayer(void)const&lt;br /&gt;
79	CBaseEntity::IsNetClient(void)const&lt;br /&gt;
80	CBaseEntity::IsTemplate(void)&lt;br /&gt;
81	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
82	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
83	CBaseCombatWeapon::IsBaseCombatWeapon(void)const&lt;br /&gt;
84	CBaseEntity::IsWearable(void)const&lt;br /&gt;
85	CBaseCombatWeapon::MyCombatWeaponPointer(void)&lt;br /&gt;
86	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
87	CBaseEntity::IsViewable(void)&lt;br /&gt;
88	CBaseEntity::ChangeTeam(int)&lt;br /&gt;
89	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
90	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
91	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
92	CBaseEntity::GetEnemy(void)&lt;br /&gt;
93	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
94	CBaseCombatWeapon::Use(CBaseEntity *,CBaseEntity *,USE_TYPE,float)&lt;br /&gt;
95	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
96	CBaseEntity::Touch(CBaseEntity*)&lt;br /&gt;
97	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
98	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
99	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
100	CBaseEntity::EndBlocked(void)&lt;br /&gt;
101	CBaseEntity::PhysicsSimulate(void)&lt;br /&gt;
102	CBaseAttributableItem::UpdateOnRemove(void)&lt;br /&gt;
103	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
104	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
105	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
106	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
107	CBaseCombatWeapon::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
108	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
109	CBaseEntity::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
110	CBaseEntity::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
111	CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)&lt;br /&gt;
112	CBaseCombatWeapon::Respawn(void)&lt;br /&gt;
113	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
114	CBaseEntity::GetMaxHealth(void)const&lt;br /&gt;
115	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
116	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
117	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
118	CBaseEntity::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
119	CBaseEntity::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
120	CBaseEntity::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
121	CBaseEntity::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
122	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
123	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
124	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
125	CBaseEntity::GetDamage(void)&lt;br /&gt;
126	CBaseEntity::SetDamage(float)&lt;br /&gt;
127	CBaseEntity::EyePosition(void)&lt;br /&gt;
128	CBaseEntity::EyeAngles(void)&lt;br /&gt;
129	CBaseEntity::LocalEyeAngles(void)&lt;br /&gt;
130	CBaseEntity::EarPosition(void)&lt;br /&gt;
131	CBaseEntity::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
132	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
133	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
134	CBaseEntity::GetViewOffset(void)const&lt;br /&gt;
135	CBaseEntity::SetViewOffset(Vector  const&amp;amp;)&lt;br /&gt;
136	CBaseEntity::GetSmoothedVelocity(void)&lt;br /&gt;
137	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
138	CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)&lt;br /&gt;
139	CBaseEntity::FVisible(Vector  const&amp;amp;,int,CBaseEntity**)&lt;br /&gt;
140	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
141	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
142	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
143	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
144	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
145	CBaseEntity::Splash(void)&lt;br /&gt;
146	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
147	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
148	CBaseEntity::IsDeflectable(void)&lt;br /&gt;
149	CBaseEntity::Deflected(CBaseEntity*,Vector &amp;amp;)&lt;br /&gt;
150	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
151	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
152	CBaseEntity::VPhysicsDestroyObject(void)&lt;br /&gt;
153	CBaseEntity::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
154	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
155	CBaseEntity::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
156	CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
157	CBaseEntity::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
158	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
159	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
160	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
161	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
162	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
163	CBaseEntity::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
164	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
165	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
166	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
167	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
168	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
169	CBaseEntity::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
170	CBaseEntity::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
171	CBaseEntity::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
172	CBaseEntity::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
173	CBaseEntity::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
174	CBaseEntity::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
175	CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
176	CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
177	CBaseEntity::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
178	CBaseEntity::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
179	CBaseEntity::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
180	CBaseEntity::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
181	CBaseEntity::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
182	CBaseEntity::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
183	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
184	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
185	CBaseAnimating::StudioFrameAdvance(void)&lt;br /&gt;
186	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
187	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
188	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
189	CBaseAnimating::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
190	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
191	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
192	CBaseAnimating::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
193	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
194	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
195	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
196	CBaseAnimating::DispatchAnimEvents(CBaseAnimating*)&lt;br /&gt;
197	CBaseCombatWeapon::HandleAnimEvent(animevent_t *)&lt;br /&gt;
198	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
199	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
200	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
201	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
202	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
203	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
204	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
205	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
206	CBaseAnimating::Extinguish(void)&lt;br /&gt;
207	CBaseAnimating::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
208	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
209	CBaseCombatWeapon::GiveTo(CBaseEntity *)&lt;br /&gt;
210	CBaseAttributableItem::CalculateVisibleClassFor(CBasePlayer *)&lt;br /&gt;
211	CBaseAttributableItem::GetAttributeManager(void)&lt;br /&gt;
212	CBaseAttributableItem::GetAttributeContainer(void)&lt;br /&gt;
213	CBaseAttributableItem::GetAttributeOwner(void)&lt;br /&gt;
214	CBaseAttributableItem::ReapplyProvision(void)&lt;br /&gt;
215	CBaseAttributableItem::TranslateViewmodelHandActivityInternal(Activity)&lt;br /&gt;
216	CBaseCombatWeapon::IsPredicted(void)const&lt;br /&gt;
217	CBaseCombatWeapon::GetSubType(void)&lt;br /&gt;
218	CBaseCombatWeapon::SetSubType(int)&lt;br /&gt;
219	CBaseCombatWeapon::Equip(CBaseCombatCharacter *)&lt;br /&gt;
220	CBaseCombatWeapon::Drop(Vector  const&amp;amp;)&lt;br /&gt;
221	CBaseCombatWeapon::UpdateClientData(CBasePlayer *)&lt;br /&gt;
222	CBaseCombatWeapon::IsAllowedToSwitch(void)&lt;br /&gt;
223	CBaseCombatWeapon::CanBeSelected(void)&lt;br /&gt;
224	CBaseCombatWeapon::VisibleInWeaponSelection(void)&lt;br /&gt;
225	CBaseCombatWeapon::HasAmmo(void)&lt;br /&gt;
226	CBaseCombatWeapon::SetPickupTouch(void)&lt;br /&gt;
227	CBaseCombatWeapon::DefaultTouch(CBaseEntity *)&lt;br /&gt;
228	CBaseCombatWeapon::ShouldDisplayAltFireHUDHint(void)&lt;br /&gt;
229	CBaseCombatWeapon::DisplayAltFireHudHint(void)&lt;br /&gt;
230	CBaseCombatWeapon::RescindAltFireHudHint(void)&lt;br /&gt;
231	CBaseCombatWeapon::ShouldDisplayReloadHUDHint(void)&lt;br /&gt;
232	CBaseCombatWeapon::DisplayReloadHudHint(void)&lt;br /&gt;
233	CBaseCombatWeapon::RescindReloadHudHint(void)&lt;br /&gt;
234	CBaseCombatWeapon::SetViewModelIndex(int)&lt;br /&gt;
235	CBaseCombatWeapon::SendWeaponAnim(int)&lt;br /&gt;
236	CBaseCombatWeapon::SendViewModelAnim(int)&lt;br /&gt;
237	CBaseCombatWeapon::SetViewModel(void)&lt;br /&gt;
238	CBaseCombatWeapon::HasWeaponIdleTimeElapsed(void)&lt;br /&gt;
239	CBaseCombatWeapon::SetWeaponIdleTime(float)&lt;br /&gt;
240	CBaseCombatWeapon::GetWeaponIdleTime(void)&lt;br /&gt;
241	CBaseCombatWeapon::HasAnyAmmo(void)&lt;br /&gt;
242	CBaseCombatWeapon::HasPrimaryAmmo(void)&lt;br /&gt;
243	CBaseCombatWeapon::HasSecondaryAmmo(void)&lt;br /&gt;
244	CBaseCombatWeapon::CanHolster(void)&lt;br /&gt;
245	CBaseCombatWeapon::DefaultDeploy(char *,char *,int,char *)&lt;br /&gt;
246	CBaseCombatWeapon::CanDeploy(void)&lt;br /&gt;
247	CBaseCombatWeapon::Deploy(void)&lt;br /&gt;
248	CBaseCombatWeapon::Holster(CBaseCombatWeapon*)&lt;br /&gt;
249	CBaseCombatWeapon::GetLastWeapon(void)&lt;br /&gt;
250	CBaseCombatWeapon::SetWeaponVisible(bool)&lt;br /&gt;
251	CBaseCombatWeapon::IsWeaponVisible(void)&lt;br /&gt;
252	CBaseCombatWeapon::ReloadOrSwitchWeapons(void)&lt;br /&gt;
253	CBaseCombatWeapon::OnActiveStateChanged(int)&lt;br /&gt;
254	CBaseCombatWeapon::HolsterOnDetach(void)&lt;br /&gt;
255	CBaseCombatWeapon::IsHolstered(void)&lt;br /&gt;
256	CBaseCombatWeapon::Detach(void)&lt;br /&gt;
257	CBaseCombatWeapon::ItemPreFrame(void)&lt;br /&gt;
258	CBaseCombatWeapon::ItemPostFrame(void)&lt;br /&gt;
259	CBaseCombatWeapon::ItemBusyFrame(void)&lt;br /&gt;
260	CBaseCombatWeapon::ItemHolsterFrame(void)&lt;br /&gt;
261	CBaseCombatWeapon::WeaponIdle(void)&lt;br /&gt;
262	CBaseCombatWeapon::HandleFireOnEmpty(void)&lt;br /&gt;
263	CBaseCombatWeapon::ShouldBlockPrimaryFire(void)&lt;br /&gt;
264	CBaseCombatWeapon::IsWeaponZoomed(void)&lt;br /&gt;
265	CBaseCombatWeapon::CheckReload(void)&lt;br /&gt;
266	CBaseCombatWeapon::FinishReload(void)&lt;br /&gt;
267	CBaseCombatWeapon::AbortReload(void)&lt;br /&gt;
268	CBaseCombatWeapon::Reload(void)&lt;br /&gt;
269	CBaseCombatWeapon::PrimaryAttack(void)&lt;br /&gt;
270	CBaseCombatWeapon::SecondaryAttack(void)&lt;br /&gt;
271	CBaseCombatWeapon::GetPrimaryAttackActivity(void)&lt;br /&gt;
272	CBaseCombatWeapon::GetSecondaryAttackActivity(void)&lt;br /&gt;
273	CBaseCombatWeapon::GetDrawActivity(void)&lt;br /&gt;
274	CBaseCombatWeapon::GetDefaultAnimSpeed(void)&lt;br /&gt;
275	CBaseCombatWeapon::GetBulletType(void)&lt;br /&gt;
276	CBaseCombatWeapon::GetBulletSpread(void)&lt;br /&gt;
277	CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t)&lt;br /&gt;
278	CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t)&lt;br /&gt;
279	CBaseCombatWeapon::GetFireRate(void)&lt;br /&gt;
280	CBaseCombatWeapon::GetMinBurst(void)&lt;br /&gt;
281	CBaseCombatWeapon::GetMaxBurst(void)&lt;br /&gt;
282	CBaseCombatWeapon::GetMinRestTime(void)&lt;br /&gt;
283	CBaseCombatWeapon::GetMaxRestTime(void)&lt;br /&gt;
284	CBaseCombatWeapon::GetRandomBurst(void)&lt;br /&gt;
285	CBaseCombatWeapon::WeaponSound(WeaponSound_t,float)&lt;br /&gt;
286	CBaseCombatWeapon::StopWeaponSound(WeaponSound_t)&lt;br /&gt;
287	CBaseCombatWeapon::GetProficiencyValues(void)&lt;br /&gt;
288	CBaseCombatWeapon::GetMaxAutoAimDeflection(void)&lt;br /&gt;
289	CBaseCombatWeapon::WeaponAutoAimScale(void)&lt;br /&gt;
290	CBaseCombatWeapon::StartSprinting(void)&lt;br /&gt;
291	CBaseCombatWeapon::StopSprinting(void)&lt;br /&gt;
292	CBaseCombatWeapon::GetDamage(float,int)&lt;br /&gt;
293	CBaseCombatWeapon::SetActivity(Activity,float)&lt;br /&gt;
294	CBaseCombatWeapon::AddViewKick(void)&lt;br /&gt;
295	CBaseCombatWeapon::GetDeathNoticeName(void)&lt;br /&gt;
296	CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter *)&lt;br /&gt;
297	CBaseCombatWeapon::AddViewmodelBob(CBaseViewModel *,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
298	CBaseCombatWeapon::CalcViewmodelBob(void)&lt;br /&gt;
299	CBaseCombatWeapon::GetControlPanelInfo(int,char  const*&amp;amp;)&lt;br /&gt;
300	CBaseCombatWeapon::GetControlPanelClassName(int,char  const*&amp;amp;)&lt;br /&gt;
301	CBaseCombatWeapon::ShouldShowControlPanels(void)&lt;br /&gt;
302	CBaseCombatWeapon::CanBePickedUpByNPCs(void)&lt;br /&gt;
303	CBaseCombatWeapon::GetViewModel(int)const&lt;br /&gt;
304	CBaseCombatWeapon::GetWorldModel(void)const&lt;br /&gt;
305	CBaseCombatWeapon::GetAnimPrefix(void)const&lt;br /&gt;
306	CBaseCombatWeapon::GetMaxClip1(void)const&lt;br /&gt;
307	CBaseCombatWeapon::GetMaxClip2(void)const&lt;br /&gt;
308	CBaseCombatWeapon::GetDefaultClip1(void)const&lt;br /&gt;
309	CBaseCombatWeapon::GetDefaultClip2(void)const&lt;br /&gt;
310	CBaseCombatWeapon::GetWeight(void)const&lt;br /&gt;
311	CBaseCombatWeapon::AllowsAutoSwitchTo(void)const&lt;br /&gt;
312	CBaseCombatWeapon::AllowsAutoSwitchFrom(void)const&lt;br /&gt;
313	CBaseCombatWeapon::GetWeaponFlags(void)const&lt;br /&gt;
314	CBaseCombatWeapon::GetSlot(void)const&lt;br /&gt;
315	CBaseCombatWeapon::GetPosition(void)const&lt;br /&gt;
316	CBaseCombatWeapon::GetName(void)const&lt;br /&gt;
317	CBaseCombatWeapon::GetPrintName(void)const&lt;br /&gt;
318	CBaseCombatWeapon::GetShootSound(int)const&lt;br /&gt;
319	CBaseCombatWeapon::GetRumbleEffect(void)const&lt;br /&gt;
320	CBaseCombatWeapon::UsesClipsForAmmo1(void)const&lt;br /&gt;
321	CBaseCombatWeapon::UsesClipsForAmmo2(void)const&lt;br /&gt;
322	CBaseCombatWeapon::GetEncryptionKey(void)&lt;br /&gt;
323	CBaseCombatWeapon::GetPrimaryAmmoType(void)const&lt;br /&gt;
324	CBaseCombatWeapon::GetSecondaryAmmoType(void)const&lt;br /&gt;
325	CBaseCombatWeapon::GetSpriteActive(void)const&lt;br /&gt;
326	CBaseCombatWeapon::GetSpriteInactive(void)const&lt;br /&gt;
327	CBaseCombatWeapon::GetSpriteAmmo(void)const&lt;br /&gt;
328	CBaseCombatWeapon::GetSpriteAmmo2(void)const&lt;br /&gt;
329	CBaseCombatWeapon::GetSpriteCrosshair(void)const&lt;br /&gt;
330	CBaseCombatWeapon::GetSpriteAutoaim(void)const&lt;br /&gt;
331	CBaseCombatWeapon::GetSpriteZoomedCrosshair(void)const&lt;br /&gt;
332	CBaseCombatWeapon::GetSpriteZoomedAutoaim(void)const&lt;br /&gt;
333	CBaseCombatWeapon::ActivityOverride(Activity,bool *)&lt;br /&gt;
334	CBaseCombatWeapon::ActivityList(void)&lt;br /&gt;
335	CBaseCombatWeapon::ActivityListCount(void)&lt;br /&gt;
336	CBaseCombatWeapon::FallInit(void)&lt;br /&gt;
337	CBaseCombatWeapon::FallThink(void)&lt;br /&gt;
338	CBaseCombatWeapon::Materialize(void)&lt;br /&gt;
339	CBaseCombatWeapon::CheckRespawn(void)&lt;br /&gt;
340	CBaseCombatWeapon::Delete(void)&lt;br /&gt;
341	CBaseCombatWeapon::Kill(void)&lt;br /&gt;
342	CBaseCombatWeapon::CapabilitiesGet(void)&lt;br /&gt;
343	CBaseCombatWeapon::WeaponLOSCondition(Vector  const&amp;amp;,Vector  const&amp;amp;,bool)&lt;br /&gt;
344	CBaseCombatWeapon::WeaponRangeAttack1Condition(float,float)&lt;br /&gt;
345	CBaseCombatWeapon::WeaponRangeAttack2Condition(float,float)&lt;br /&gt;
346	CBaseCombatWeapon::WeaponMeleeAttack1Condition(float,float)&lt;br /&gt;
347	CBaseCombatWeapon::WeaponMeleeAttack2Condition(float,float)&lt;br /&gt;
348	CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter *)&lt;br /&gt;
349	CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t *,CBaseCombatCharacter *)&lt;br /&gt;
350	CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter *,bool)&lt;br /&gt;
351	CBaseCombatWeapon::CanLower(void)&lt;br /&gt;
352	CBaseCombatWeapon::Ready(void)&lt;br /&gt;
353	CBaseCombatWeapon::Lower(void)&lt;br /&gt;
354	CBaseCombatWeapon::HideThink(void)&lt;br /&gt;
355	CBaseCombatWeapon::CanReload(void)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chrisber</name></author>
		
	</entry>
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