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	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SynergyOB)&amp;diff=6874</id>
		<title>CHL2MP Player Offset List (SynergyOB)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SynergyOB)&amp;diff=6874"/>
		<updated>2009-02-11T16:25:10Z</updated>

		<summary type="html">&lt;p&gt;D1maxa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the Windows offsets for Synergy v12. Linux offsets are 1 greater.&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Last Updated 11 February 2009&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x011BFDA0&lt;br /&gt;
// from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CHL2MP_Player::~CHL2MP_Player()&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	CHL2MP_Player::GetServerClass(void)&lt;br /&gt;
10	CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
11	CHL2MP_Player::GetDataDescMap(void)&lt;br /&gt;
12	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
13	CHL2_Player::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	CHL2MP_Player::Spawn(void)&lt;br /&gt;
22	CHL2MP_Player::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	CHL2_Player::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	CHL2_Player::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	CHL2MP_Player::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	CHL2_Player::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	CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
58	CBasePlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
60	CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
61	CBasePlayer::TakeHealth(float,int)&lt;br /&gt;
62	CBaseEntity::IsAlive(void)&lt;br /&gt;
63	CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
64	CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
66	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
67	CBaseEntity::IsNPC(void)const&lt;br /&gt;
68	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
69	CBaseEntity::GetDelay(void)&lt;br /&gt;
70	CBaseEntity::IsMoving(void)&lt;br /&gt;
71	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
72	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
73	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
74	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
75	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
76	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
77	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
78	CBaseEntity::IsTemplate(void)&lt;br /&gt;
79	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
80	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
81	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
82	CBaseEntity::IsViewable(void)&lt;br /&gt;
83	CHL2MP_Player::ChangeTeam(int)&lt;br /&gt;
84	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
85	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
86	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
87	CBaseEntity::GetEnemy(void)&lt;br /&gt;
88	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
89	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
90	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
91	CBasePlayer::Touch(CBaseEntity *)&lt;br /&gt;
92	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
93	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
94	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
95	CBaseEntity::EndBlocked(void)&lt;br /&gt;
96	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
97	CHL2MP_Player::UpdateOnRemove(void)&lt;br /&gt;
98	CHL2_Player::StopLoopingSounds(void)&lt;br /&gt;
99	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
100	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
101	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
102	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
103	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
104	CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
105	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
106	CBaseEntity::Respawn(void)&lt;br /&gt;
107	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
108	CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
109	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
110	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
111	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
112	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
113	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
114	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
115	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
116	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
117	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
118	CBaseEntity::GetDamage(void)&lt;br /&gt;
119	CBaseEntity::SetDamage(float)&lt;br /&gt;
120	CBasePlayer::EyePosition(void)&lt;br /&gt;
121	CBasePlayer::EyeAngles(void)&lt;br /&gt;
122	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
123	CBaseEntity::EarPosition(void)&lt;br /&gt;
124	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
125	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
126	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
127	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
128	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
129	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
130	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
131	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
132	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
133	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
134	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
135	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
136	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
137	CHL2_Player::Splash(void)&lt;br /&gt;
138	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
139	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
140	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
141	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
142	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
143	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
144	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
145	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
146	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
147	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
148	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
149	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
150	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
151	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
152	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
153	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
154	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
155	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
156	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
157	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
158	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
159	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
160	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
161	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
173	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
174	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
175	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
176	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
177	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
178	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
179	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
180	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
181	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
182	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
183	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
184	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
185	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
186	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
187	CBasePlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
188	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
189	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
190	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
191	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
192	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
193	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
194	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
195	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
196	CBaseAnimating::Extinguish(void)&lt;br /&gt;
197	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
198	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
199	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
200	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
201	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
202	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
203	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
204	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
205	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
206	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
207	CHL2_Player::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
208	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
209	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
210	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
211	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
212	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)&lt;br /&gt;
213	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
214	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)&lt;br /&gt;
215	CBasePlayer::BodyAngles(void)&lt;br /&gt;
216	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
217	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
218	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
219	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
220	CHL2_Player::EyeDirection2D(void)&lt;br /&gt;
221	CHL2_Player::EyeDirection3D(void)&lt;br /&gt;
222	CHL2_Player::GiveAmmo(int,int,bool)&lt;br /&gt;
223	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
224	CBasePlayer::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
225	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
226	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
227	CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
228	CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
229	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
230	CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
231	CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
232	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
233	CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
234	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
235	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
236	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
237	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
238	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
239	CHL2MP_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
240	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
241	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
242	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
243	CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
244	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
245	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
246	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
247	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
248	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
249	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
250	CHL2MP_Player::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
251	CHL2MP_Player::OnKilledNPC(CBaseCombatCharacter *)&lt;br /&gt;
252	CHL2MP_Player::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
253	CBasePlayer::Event_Dying(void)&lt;br /&gt;
254	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
255	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
256	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
257	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
258	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;
259	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
260	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
261	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
262	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
263	CBasePlayer::GetVehicle(void)&lt;br /&gt;
264	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
265	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
266	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
267	CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
268	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
269	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
270	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
271	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
272	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
273	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
274	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
275	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
276	CBasePlayer::SetSpawnData(Vector  const&amp;amp;,QAngle  const&amp;amp;,bool)&lt;br /&gt;
277	CBasePlayer::ClearSpawnData(void)&lt;br /&gt;
278	CBasePlayer::AdjustMultiplayerWeaponDamage(float)&lt;br /&gt;
279	CBasePlayer::AdjustMultiplayerDamageTaken(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
280	CHL2MP_Player::CreateViewModel(int)&lt;br /&gt;
281	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
282	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
283	CHL2MP_Player::ShouldLagCheckEntity(CBaseEntity  const*,CUserCmd  const*)&lt;br /&gt;
284	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
285	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
286	CHL2MP_Player::InitialSpawn(void)&lt;br /&gt;
287	CBasePlayer::InitHUD(void)&lt;br /&gt;
288	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
289	CHL2MP_Player::PlayerDeathThink(void)&lt;br /&gt;
290	CBasePlayer::Jump(void)&lt;br /&gt;
291	CBasePlayer::Duck(void)&lt;br /&gt;
292	CHL2MP_Player::PreThink(void)&lt;br /&gt;
293	CHL2MP_Player::PostThink(void)&lt;br /&gt;
294	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
295	CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
296	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
297	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
298	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
299	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
300	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
301	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
302	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
303	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
304	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
305	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
306	CHL2_Player::UpdateClientData(void)&lt;br /&gt;
307	CHL2_Player::ExitLadder(void)&lt;br /&gt;
308	CHL2_Player::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
309	CHL2_Player::SetFlashlightEnabled(bool)&lt;br /&gt;
310	CHL2MP_Player::FlashlightIsOn(void)&lt;br /&gt;
311	CHL2MP_Player::FlashlightTurnOn(void)&lt;br /&gt;
312	CHL2MP_Player::FlashlightTurnOff(void)&lt;br /&gt;
313	CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
314	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
315	CHL2MP_Player::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
316	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
317	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
318	CHL2MP_Player::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
319	CHL2MP_Player::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
320	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
321	CHL2MP_Player::CheatImpulseCommands(int)&lt;br /&gt;
322	CHL2MP_Player::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
323	CHL2MP_Player::StartObserverMode(int)&lt;br /&gt;
324	CHL2MP_Player::StopObserverMode(void)&lt;br /&gt;
325	CBasePlayer::ModeWantsSpectatorGUI(int)&lt;br /&gt;
326	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
327	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
328	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
329	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
330	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
331	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
332	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
333	CBasePlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
334	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
335	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
336	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
337	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
338	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
339	CBasePlayer::AttemptToExitFreezeCam(void)&lt;br /&gt;
340	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
341	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
342	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
343	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
344	CHL2_Player::CreateCorpse(void)&lt;br /&gt;
345	CHL2MP_Player::EntSelectSpawnPoint(void)&lt;br /&gt;
346	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
347	CBasePlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
348	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
349	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
350	CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
351	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
352	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
353	CHL2_Player::ItemPostFrame(void)&lt;br /&gt;
354	CBasePlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
355	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
356	CHL2_Player::SetPlayerUnderwater(bool)&lt;br /&gt;
357	CHL2_Player::CanBreatheUnderwater(void)const&lt;br /&gt;
358	CHL2_Player::PlayerUse(void)&lt;br /&gt;
359	CHL2_Player::PlayUseDenySound(void)&lt;br /&gt;
360	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
361	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
362	CHL2MP_Player::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
363	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
364	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
365	CHL2_Player::GetHeldObject(void)&lt;br /&gt;
366	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
367	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
368	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
369	CHL2_Player::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
370	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
371	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
372	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
373	CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
374	CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)&lt;br /&gt;
375	CBaseMultiplayerPlayer::CanSpeak(void)&lt;br /&gt;
376	CHL2MP_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
377	CHL2MP_Player::CheckChatText(char *,int)&lt;br /&gt;
378	CHL2MP_Player::CreateRagdollEntity(void)&lt;br /&gt;
379	CBasePlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
380	CHL2_Player::IsFollowingPhysics(void)&lt;br /&gt;
381	CHL2_Player::InitVCollision(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
382	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
383	CBasePlayer::Hints(void)&lt;br /&gt;
384	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
385	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
386	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
387	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
388	CBasePlayer::ResetScores(void)&lt;br /&gt;
389	CHL2MP_Player::EquipSuit(bool)&lt;br /&gt;
390	CHL2MP_Player::RemoveSuit(void)&lt;br /&gt;
391	CBasePlayer::CommitSuicide(bool,bool)&lt;br /&gt;
392	CBasePlayer::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
393	CBasePlayer::IsBot(void)const&lt;br /&gt;
394	CBaseMultiplayerPlayer::GetExpresser(void)&lt;br /&gt;
395	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
396	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
397	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
398	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::NoteSpeaking(float,float)&lt;br /&gt;
399	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
400	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::PostSpeakDispatchResponse(char  const*,AI_Response *)&lt;br /&gt;
401	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
402	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
403	CHL2MP_Player::CanSpeakVoiceCommand(void)&lt;br /&gt;
404	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)&lt;br /&gt;
405	CHL2MP_Player::NoteSpokeVoiceCommand(char  const*)&lt;br /&gt;
406	CBaseMultiplayerPlayer::OnAchievementEarned(int)&lt;br /&gt;
407	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)&lt;br /&gt;
408	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)&lt;br /&gt;
409	CBaseMultiplayerPlayer::CreateExpresser(void)&lt;br /&gt;
410	CHL2_Player::SuspendUse(float)&lt;br /&gt;
411	CHL2_Player::CommanderMode(void)&lt;br /&gt;
412	CHL2_Player::GetIdleTime(void)const&lt;br /&gt;
413	CHL2_Player::GetMoveTime(void)const&lt;br /&gt;
414	CHL2_Player::GetLastDamageTime(void)const&lt;br /&gt;
415	CHL2_Player::IsDucking(void)const&lt;br /&gt;
416	CHL2_Player::Weapon_Lower(void)&lt;br /&gt;
417	CHL2_Player::Weapon_Ready(void)&lt;br /&gt;
418	CHL2_Player::IsHoldingEntity(CBaseEntity *)&lt;br /&gt;
419	CHL2_Player::UpdateWeaponPosture(void)&lt;br /&gt;
420	CHL2_Player::NetworkStateChanged_m_fIsWalking(void)&lt;br /&gt;
421	CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)&lt;br /&gt;
422	CHL2MP_Player::HandleCommand_JoinTeam(int) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>D1maxa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SynergyOB)&amp;diff=6570</id>
		<title>CHL2MP Player Offset List (SynergyOB)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SynergyOB)&amp;diff=6570"/>
		<updated>2008-12-14T14:29:57Z</updated>

		<summary type="html">&lt;p&gt;D1maxa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the Windows offsets for Synergy v10. Linux offsets are 1 greater.&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Last Updated 14 December 2008&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x011BB480&lt;br /&gt;
// from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CHL2MP_Player::~CHL2MP_Player()&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	CHL2MP_Player::GetServerClass(void)&lt;br /&gt;
10	CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
11	CHL2MP_Player::GetDataDescMap(void)&lt;br /&gt;
12	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
13	CHL2_Player::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	CHL2MP_Player::Spawn(void)&lt;br /&gt;
22	CHL2MP_Player::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	CHL2_Player::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	CHL2_Player::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	CHL2MP_Player::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	CHL2_Player::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	CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
58	CBasePlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
60	CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
61	CBasePlayer::TakeHealth(float,int)&lt;br /&gt;
62	CBaseEntity::IsAlive(void)&lt;br /&gt;
63	CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
64	CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
66	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
67	CBaseEntity::IsNPC(void)const&lt;br /&gt;
68	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
69	CBaseEntity::GetDelay(void)&lt;br /&gt;
70	CBaseEntity::IsMoving(void)&lt;br /&gt;
71	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
72	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
73	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
74	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
75	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
76	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
77	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
78	CBaseEntity::IsTemplate(void)&lt;br /&gt;
79	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
80	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
81	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
82	CBaseEntity::IsViewable(void)&lt;br /&gt;
83	CHL2MP_Player::ChangeTeam(int)&lt;br /&gt;
84	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
85	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
86	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
87	CBaseEntity::GetEnemy(void)&lt;br /&gt;
88	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
89	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
90	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
91	CBasePlayer::Touch(CBaseEntity *)&lt;br /&gt;
92	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
93	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
94	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
95	CBaseEntity::EndBlocked(void)&lt;br /&gt;
96	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
97	CHL2MP_Player::UpdateOnRemove(void)&lt;br /&gt;
98	CHL2_Player::StopLoopingSounds(void)&lt;br /&gt;
99	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
100	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
101	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
102	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
103	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
104	CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
105	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
106	CBaseEntity::Respawn(void)&lt;br /&gt;
107	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
108	CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
109	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
110	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
111	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
112	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
113	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
114	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
115	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
116	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
117	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
118	CBaseEntity::GetDamage(void)&lt;br /&gt;
119	CBaseEntity::SetDamage(float)&lt;br /&gt;
120	CBasePlayer::EyePosition(void)&lt;br /&gt;
121	CBasePlayer::EyeAngles(void)&lt;br /&gt;
122	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
123	CBaseEntity::EarPosition(void)&lt;br /&gt;
124	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
125	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
126	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
127	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
128	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
129	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
130	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
131	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
132	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
133	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
134	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
135	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
136	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
137	CHL2_Player::Splash(void)&lt;br /&gt;
138	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
139	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
140	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
141	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
142	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
143	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
144	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
145	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
146	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
147	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
148	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
149	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
150	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
151	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
152	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
153	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
154	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
155	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
156	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
157	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
158	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
159	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
160	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
161	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
173	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
174	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
175	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
176	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
177	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
178	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
179	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
180	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
181	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
182	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
183	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
184	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
185	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
186	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
187	CBasePlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
188	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
189	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
190	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
191	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
192	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
193	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
194	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
195	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
196	CBaseAnimating::Extinguish(void)&lt;br /&gt;
197	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
198	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
199	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
200	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
201	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
202	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
203	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
204	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
205	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
206	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
207	CHL2_Player::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
208	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
209	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
210	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
211	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
212	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)&lt;br /&gt;
213	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
214	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)&lt;br /&gt;
215	CBasePlayer::BodyAngles(void)&lt;br /&gt;
216	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
217	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
218	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
219	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
220	CHL2_Player::EyeDirection2D(void)&lt;br /&gt;
221	CHL2_Player::EyeDirection3D(void)&lt;br /&gt;
222	CHL2_Player::GiveAmmo(int,int,bool)&lt;br /&gt;
223	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
224	CBasePlayer::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
225	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
226	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
227	CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
228	CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
229	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
230	CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
231	CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
232	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
233	CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
234	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
235	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
236	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
237	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
238	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
239	CHL2MP_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
240	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
241	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
242	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
243	CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
244	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
245	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
246	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
247	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
248	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
249	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
250	CHL2MP_Player::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
251	CHL2MP_Player::OnKilledNPC(CBaseCombatCharacter *)&lt;br /&gt;
252	CHL2MP_Player::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
253	CBasePlayer::Event_Dying(void)&lt;br /&gt;
254	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
255	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
256	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
257	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
258	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;
259	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
260	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
261	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
262	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
263	CBasePlayer::GetVehicle(void)&lt;br /&gt;
264	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
265	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
266	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
267	CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
268	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
269	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
270	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
271	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
272	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
273	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
274	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
275	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
276	CBasePlayer::SetSpawnData(Vector  const&amp;amp;,QAngle  const&amp;amp;,bool)&lt;br /&gt;
277	CBasePlayer::ClearSpawnData(void)&lt;br /&gt;
278	CBasePlayer::AdjustMultiplayerWeaponDamage(float)&lt;br /&gt;
279	CBasePlayer::AdjustMultiplayerDamageTaken(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
280	CHL2MP_Player::CreateViewModel(int)&lt;br /&gt;
281	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
282	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
283	CHL2MP_Player::ShouldLagCheckEntity(CBaseEntity  const*,CUserCmd  const*)&lt;br /&gt;
284	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
285	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
286	CHL2MP_Player::InitialSpawn(void)&lt;br /&gt;
287	CBasePlayer::InitHUD(void)&lt;br /&gt;
288	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
289	CHL2MP_Player::PlayerDeathThink(void)&lt;br /&gt;
290	CBasePlayer::Jump(void)&lt;br /&gt;
291	CBasePlayer::Duck(void)&lt;br /&gt;
292	CHL2MP_Player::PreThink(void)&lt;br /&gt;
293	CHL2MP_Player::PostThink(void)&lt;br /&gt;
294	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
295	CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
296	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
297	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
298	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
299	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
300	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
301	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
302	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
303	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
304	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
305	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
306	CHL2_Player::UpdateClientData(void)&lt;br /&gt;
307	CHL2_Player::ExitLadder(void)&lt;br /&gt;
308	CHL2_Player::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
309	CHL2_Player::SetFlashlightEnabled(bool)&lt;br /&gt;
310	CHL2MP_Player::FlashlightIsOn(void)&lt;br /&gt;
311	CHL2MP_Player::FlashlightTurnOn(void)&lt;br /&gt;
312	CHL2MP_Player::FlashlightTurnOff(void)&lt;br /&gt;
313	CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
314	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
315	CHL2MP_Player::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
316	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
317	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
318	CHL2MP_Player::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
319	CHL2MP_Player::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
320	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
321	CHL2MP_Player::CheatImpulseCommands(int)&lt;br /&gt;
322	CHL2MP_Player::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
323	CHL2MP_Player::StartObserverMode(int)&lt;br /&gt;
324	CHL2MP_Player::StopObserverMode(void)&lt;br /&gt;
325	CBasePlayer::ModeWantsSpectatorGUI(int)&lt;br /&gt;
326	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
327	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
328	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
329	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
330	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
331	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
332	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
333	CBasePlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
334	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
335	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
336	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
337	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
338	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
339	CBasePlayer::AttemptToExitFreezeCam(void)&lt;br /&gt;
340	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
341	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
342	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
343	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
344	CHL2_Player::CreateCorpse(void)&lt;br /&gt;
345	CHL2MP_Player::EntSelectSpawnPoint(void)&lt;br /&gt;
346	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
347	CBasePlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
348	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
349	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
350	CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
351	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
352	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
353	CHL2_Player::ItemPostFrame(void)&lt;br /&gt;
354	CBasePlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
355	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
356	CHL2_Player::SetPlayerUnderwater(bool)&lt;br /&gt;
357	CHL2_Player::CanBreatheUnderwater(void)const&lt;br /&gt;
358	CHL2_Player::PlayerUse(void)&lt;br /&gt;
359	CHL2_Player::PlayUseDenySound(void)&lt;br /&gt;
360	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
361	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
362	CHL2MP_Player::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
363	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
364	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
365	CHL2_Player::GetHeldObject(void)&lt;br /&gt;
366	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
367	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
368	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
369	CHL2_Player::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
370	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
371	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
372	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
373	CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
374	CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)&lt;br /&gt;
375	CBaseMultiplayerPlayer::CanSpeak(void)&lt;br /&gt;
376	CHL2MP_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
377	CHL2MP_Player::CheckChatText(char *,int)&lt;br /&gt;
378	CHL2MP_Player::CreateRagdollEntity(void)&lt;br /&gt;
379	CBasePlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
380	CHL2_Player::IsFollowingPhysics(void)&lt;br /&gt;
381	CHL2_Player::InitVCollision(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
382	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
383	CBasePlayer::Hints(void)&lt;br /&gt;
384	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
385	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
386	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
387	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
388	CBasePlayer::ResetScores(void)&lt;br /&gt;
389	CHL2MP_Player::EquipSuit(bool)&lt;br /&gt;
390	CHL2MP_Player::RemoveSuit(void)&lt;br /&gt;
391	CBasePlayer::CommitSuicide(bool,bool)&lt;br /&gt;
392	CBasePlayer::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
393	CBasePlayer::IsBot(void)const&lt;br /&gt;
394	CBaseMultiplayerPlayer::GetExpresser(void)&lt;br /&gt;
395	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
396	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
397	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
398	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::NoteSpeaking(float,float)&lt;br /&gt;
399	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
400	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::PostSpeakDispatchResponse(char  const*,AI_Response *)&lt;br /&gt;
401	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
402	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
403	CHL2MP_Player::CanSpeakVoiceCommand(void)&lt;br /&gt;
404	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)&lt;br /&gt;
405	CHL2MP_Player::NoteSpokeVoiceCommand(char  const*)&lt;br /&gt;
406	CBaseMultiplayerPlayer::OnAchievementEarned(int)&lt;br /&gt;
407	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)&lt;br /&gt;
408	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)&lt;br /&gt;
409	CBaseMultiplayerPlayer::CreateExpresser(void)&lt;br /&gt;
410	CHL2_Player::SuspendUse(float)&lt;br /&gt;
411	CHL2_Player::CommanderMode(void)&lt;br /&gt;
412	CHL2_Player::GetIdleTime(void)const&lt;br /&gt;
413	CHL2_Player::GetMoveTime(void)const&lt;br /&gt;
414	CHL2_Player::GetLastDamageTime(void)const&lt;br /&gt;
415	CHL2_Player::IsDucking(void)const&lt;br /&gt;
416	CHL2_Player::Weapon_Lower(void)&lt;br /&gt;
417	CHL2_Player::Weapon_Ready(void)&lt;br /&gt;
418	CHL2_Player::IsHoldingEntity(CBaseEntity *)&lt;br /&gt;
419	CHL2_Player::UpdateWeaponPosture(void)&lt;br /&gt;
420	CHL2_Player::NetworkStateChanged_m_fIsWalking(void)&lt;br /&gt;
421	CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)&lt;br /&gt;
422	CHL2MP_Player::HandleCommand_JoinTeam(int) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>D1maxa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SynergyOB)&amp;diff=6569</id>
		<title>CHL2MP Player Offset List (SynergyOB)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SynergyOB)&amp;diff=6569"/>
		<updated>2008-12-14T14:23:31Z</updated>

		<summary type="html">&lt;p&gt;D1maxa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the Windows offsets for Synergy v10. Linux offsets are 1 greater.&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Last Update 14 December 2008&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x011BB480&lt;br /&gt;
// from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CHL2MP_Player::~CHL2MP_Player()&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	CHL2MP_Player::GetServerClass(void)&lt;br /&gt;
10	CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
11	CHL2MP_Player::GetDataDescMap(void)&lt;br /&gt;
12	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
13	CHL2_Player::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	CHL2MP_Player::Spawn(void)&lt;br /&gt;
22	CHL2MP_Player::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	CHL2_Player::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	CHL2_Player::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	CHL2MP_Player::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	CHL2_Player::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	CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
58	CBasePlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
60	CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
61	CBasePlayer::TakeHealth(float,int)&lt;br /&gt;
62	CBaseEntity::IsAlive(void)&lt;br /&gt;
63	CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
64	CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
66	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
67	CBaseEntity::IsNPC(void)const&lt;br /&gt;
68	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
69	CBaseEntity::GetDelay(void)&lt;br /&gt;
70	CBaseEntity::IsMoving(void)&lt;br /&gt;
71	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
72	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
73	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
74	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
75	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
76	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
77	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
78	CBaseEntity::IsTemplate(void)&lt;br /&gt;
79	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
80	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
81	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
82	CBaseEntity::IsViewable(void)&lt;br /&gt;
83	CHL2MP_Player::ChangeTeam(int)&lt;br /&gt;
84	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
85	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
86	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
87	CBaseEntity::GetEnemy(void)&lt;br /&gt;
88	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
89	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
90	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
91	CBasePlayer::Touch(CBaseEntity *)&lt;br /&gt;
92	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
93	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
94	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
95	CBaseEntity::EndBlocked(void)&lt;br /&gt;
96	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
97	CHL2MP_Player::UpdateOnRemove(void)&lt;br /&gt;
98	CHL2_Player::StopLoopingSounds(void)&lt;br /&gt;
99	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
100	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
101	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
102	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
103	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
104	CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
105	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
106	CBaseEntity::Respawn(void)&lt;br /&gt;
107	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
108	CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
109	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
110	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
111	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
112	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
113	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
114	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
115	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
116	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
117	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
118	CBaseEntity::GetDamage(void)&lt;br /&gt;
119	CBaseEntity::SetDamage(float)&lt;br /&gt;
120	CBasePlayer::EyePosition(void)&lt;br /&gt;
121	CBasePlayer::EyeAngles(void)&lt;br /&gt;
122	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
123	CBaseEntity::EarPosition(void)&lt;br /&gt;
124	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
125	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
126	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
127	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
128	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
129	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
130	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
131	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
132	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
133	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
134	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
135	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
136	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
137	CHL2_Player::Splash(void)&lt;br /&gt;
138	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
139	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
140	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
141	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
142	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
143	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
144	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
145	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
146	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
147	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
148	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
149	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
150	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
151	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
152	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
153	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
154	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
155	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
156	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
157	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
158	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
159	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
160	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
161	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
173	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
174	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
175	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
176	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
177	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
178	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
179	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
180	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
181	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
182	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
183	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
184	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
185	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
186	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
187	CBasePlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
188	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
189	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
190	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
191	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
192	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
193	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
194	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
195	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
196	CBaseAnimating::Extinguish(void)&lt;br /&gt;
197	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
198	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
199	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
200	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
201	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
202	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
203	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
204	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
205	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
206	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
207	CHL2_Player::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
208	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
209	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
210	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
211	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
212	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)&lt;br /&gt;
213	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
214	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)&lt;br /&gt;
215	CBasePlayer::BodyAngles(void)&lt;br /&gt;
216	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
217	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
218	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
219	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
220	CHL2_Player::EyeDirection2D(void)&lt;br /&gt;
221	CHL2_Player::EyeDirection3D(void)&lt;br /&gt;
222	CHL2_Player::GiveAmmo(int,int,bool)&lt;br /&gt;
223	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
224	CBasePlayer::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
225	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
226	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
227	CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
228	CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
229	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
230	CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
231	CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
232	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
233	CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
234	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
235	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
236	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
237	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
238	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
239	CHL2MP_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
240	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
241	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
242	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
243	CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
244	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
245	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
246	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
247	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
248	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
249	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
250	CHL2MP_Player::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
251	CHL2MP_Player::OnKilledNPC(CBaseCombatCharacter *)&lt;br /&gt;
252	CHL2MP_Player::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
253	CBasePlayer::Event_Dying(void)&lt;br /&gt;
254	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
255	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
256	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
257	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
258	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;
259	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
260	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
261	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
262	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
263	CBasePlayer::GetVehicle(void)&lt;br /&gt;
264	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
265	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
266	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
267	CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
268	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
269	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
270	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
271	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
272	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
273	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
274	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
275	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
276	CBasePlayer::SetSpawnData(Vector  const&amp;amp;,QAngle  const&amp;amp;,bool)&lt;br /&gt;
277	CBasePlayer::ClearSpawnData(void)&lt;br /&gt;
278	CBasePlayer::AdjustMultiplayerWeaponDamage(float)&lt;br /&gt;
279	CBasePlayer::AdjustMultiplayerDamageTaken(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
280	CHL2MP_Player::CreateViewModel(int)&lt;br /&gt;
281	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
282	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
283	CHL2MP_Player::ShouldLagCheckEntity(CBaseEntity  const*,CUserCmd  const*)&lt;br /&gt;
284	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
285	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
286	CHL2MP_Player::InitialSpawn(void)&lt;br /&gt;
287	CBasePlayer::InitHUD(void)&lt;br /&gt;
288	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
289	CHL2MP_Player::PlayerDeathThink(void)&lt;br /&gt;
290	CBasePlayer::Jump(void)&lt;br /&gt;
291	CBasePlayer::Duck(void)&lt;br /&gt;
292	CHL2MP_Player::PreThink(void)&lt;br /&gt;
293	CHL2MP_Player::PostThink(void)&lt;br /&gt;
294	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
295	CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
296	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
297	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
298	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
299	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
300	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
301	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
302	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
303	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
304	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
305	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
306	CHL2_Player::UpdateClientData(void)&lt;br /&gt;
307	CHL2_Player::ExitLadder(void)&lt;br /&gt;
308	CHL2_Player::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
309	CHL2_Player::SetFlashlightEnabled(bool)&lt;br /&gt;
310	CHL2MP_Player::FlashlightIsOn(void)&lt;br /&gt;
311	CHL2MP_Player::FlashlightTurnOn(void)&lt;br /&gt;
312	CHL2MP_Player::FlashlightTurnOff(void)&lt;br /&gt;
313	CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
314	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
315	CHL2MP_Player::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
316	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
317	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
318	CHL2MP_Player::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
319	CHL2MP_Player::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
320	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
321	CHL2MP_Player::CheatImpulseCommands(int)&lt;br /&gt;
322	CHL2MP_Player::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
323	CHL2MP_Player::StartObserverMode(int)&lt;br /&gt;
324	CHL2MP_Player::StopObserverMode(void)&lt;br /&gt;
325	CBasePlayer::ModeWantsSpectatorGUI(int)&lt;br /&gt;
326	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
327	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
328	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
329	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
330	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
331	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
332	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
333	CBasePlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
334	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
335	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
336	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
337	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
338	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
339	CBasePlayer::AttemptToExitFreezeCam(void)&lt;br /&gt;
340	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
341	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
342	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
343	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
344	CHL2_Player::CreateCorpse(void)&lt;br /&gt;
345	CHL2MP_Player::EntSelectSpawnPoint(void)&lt;br /&gt;
346	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
347	CBasePlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
348	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
349	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
350	CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
351	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
352	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
353	CHL2_Player::ItemPostFrame(void)&lt;br /&gt;
354	CBasePlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
355	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
356	CHL2_Player::SetPlayerUnderwater(bool)&lt;br /&gt;
357	CHL2_Player::CanBreatheUnderwater(void)const&lt;br /&gt;
358	CHL2_Player::PlayerUse(void)&lt;br /&gt;
359	CHL2_Player::PlayUseDenySound(void)&lt;br /&gt;
360	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
361	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
362	CHL2MP_Player::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
363	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
364	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
365	CHL2_Player::GetHeldObject(void)&lt;br /&gt;
366	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
367	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
368	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
369	CHL2_Player::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
370	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
371	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
372	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
373	CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
374	CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)&lt;br /&gt;
375	CBaseMultiplayerPlayer::CanSpeak(void)&lt;br /&gt;
376	CHL2MP_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
377	CHL2MP_Player::CheckChatText(char *,int)&lt;br /&gt;
378	CHL2MP_Player::CreateRagdollEntity(void)&lt;br /&gt;
379	CBasePlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
380	CHL2_Player::IsFollowingPhysics(void)&lt;br /&gt;
381	CHL2_Player::InitVCollision(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
382	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
383	CBasePlayer::Hints(void)&lt;br /&gt;
384	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
385	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
386	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
387	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
388	CBasePlayer::ResetScores(void)&lt;br /&gt;
389	CHL2MP_Player::EquipSuit(bool)&lt;br /&gt;
390	CHL2MP_Player::RemoveSuit(void)&lt;br /&gt;
391	CBasePlayer::CommitSuicide(bool,bool)&lt;br /&gt;
392	CBasePlayer::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
393	CBasePlayer::IsBot(void)const&lt;br /&gt;
394	CBaseMultiplayerPlayer::GetExpresser(void)&lt;br /&gt;
395	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
396	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
397	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
398	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::NoteSpeaking(float,float)&lt;br /&gt;
399	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
400	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::PostSpeakDispatchResponse(char  const*,AI_Response *)&lt;br /&gt;
401	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
402	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
403	CHL2MP_Player::CanSpeakVoiceCommand(void)&lt;br /&gt;
404	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)&lt;br /&gt;
405	CHL2MP_Player::NoteSpokeVoiceCommand(char  const*)&lt;br /&gt;
406	CBaseMultiplayerPlayer::OnAchievementEarned(int)&lt;br /&gt;
407	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)&lt;br /&gt;
408	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)&lt;br /&gt;
409	CBaseMultiplayerPlayer::CreateExpresser(void)&lt;br /&gt;
410	CHL2_Player::SuspendUse(float)&lt;br /&gt;
411	CHL2_Player::CommanderMode(void)&lt;br /&gt;
412	CHL2_Player::GetIdleTime(void)const&lt;br /&gt;
413	CHL2_Player::GetMoveTime(void)const&lt;br /&gt;
414	CHL2_Player::GetLastDamageTime(void)const&lt;br /&gt;
415	CHL2_Player::IsDucking(void)const&lt;br /&gt;
416	CHL2_Player::Weapon_Lower(void)&lt;br /&gt;
417	CHL2_Player::Weapon_Ready(void)&lt;br /&gt;
418	CHL2_Player::IsHoldingEntity(CBaseEntity *)&lt;br /&gt;
419	CHL2_Player::UpdateWeaponPosture(void)&lt;br /&gt;
420	CHL2_Player::NetworkStateChanged_m_fIsWalking(void)&lt;br /&gt;
421	CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)&lt;br /&gt;
422	CHL2MP_Player::HandleCommand_JoinTeam(int) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>D1maxa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SynergyOB)&amp;diff=6568</id>
		<title>CHL2MP Player Offset List (SynergyOB)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SynergyOB)&amp;diff=6568"/>
		<updated>2008-12-14T14:21:14Z</updated>

		<summary type="html">&lt;p&gt;D1maxa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the Windows offsets for Synergy v10. Linux offsets are 1 greater.&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated 14 December 2008&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x011BB480&lt;br /&gt;
// from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CHL2MP_Player::~CHL2MP_Player()&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	CHL2MP_Player::GetServerClass(void)&lt;br /&gt;
10	CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
11	CHL2MP_Player::GetDataDescMap(void)&lt;br /&gt;
12	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
13	CHL2_Player::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	CHL2MP_Player::Spawn(void)&lt;br /&gt;
22	CHL2MP_Player::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	CHL2_Player::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	CHL2_Player::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	CHL2MP_Player::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	CHL2_Player::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	CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
58	CBasePlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
60	CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
61	CBasePlayer::TakeHealth(float,int)&lt;br /&gt;
62	CBaseEntity::IsAlive(void)&lt;br /&gt;
63	CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
64	CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
66	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
67	CBaseEntity::IsNPC(void)const&lt;br /&gt;
68	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
69	CBaseEntity::GetDelay(void)&lt;br /&gt;
70	CBaseEntity::IsMoving(void)&lt;br /&gt;
71	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
72	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
73	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
74	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
75	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
76	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
77	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
78	CBaseEntity::IsTemplate(void)&lt;br /&gt;
79	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
80	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
81	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
82	CBaseEntity::IsViewable(void)&lt;br /&gt;
83	CHL2MP_Player::ChangeTeam(int)&lt;br /&gt;
84	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
85	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
86	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
87	CBaseEntity::GetEnemy(void)&lt;br /&gt;
88	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
89	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
90	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
91	CBasePlayer::Touch(CBaseEntity *)&lt;br /&gt;
92	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
93	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
94	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
95	CBaseEntity::EndBlocked(void)&lt;br /&gt;
96	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
97	CHL2MP_Player::UpdateOnRemove(void)&lt;br /&gt;
98	CHL2_Player::StopLoopingSounds(void)&lt;br /&gt;
99	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
100	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
101	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
102	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
103	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
104	CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
105	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
106	CBaseEntity::Respawn(void)&lt;br /&gt;
107	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
108	CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
109	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
110	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
111	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
112	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
113	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
114	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
115	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
116	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
117	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
118	CBaseEntity::GetDamage(void)&lt;br /&gt;
119	CBaseEntity::SetDamage(float)&lt;br /&gt;
120	CBasePlayer::EyePosition(void)&lt;br /&gt;
121	CBasePlayer::EyeAngles(void)&lt;br /&gt;
122	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
123	CBaseEntity::EarPosition(void)&lt;br /&gt;
124	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
125	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
126	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
127	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
128	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
129	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
130	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
131	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
132	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
133	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
134	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
135	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
136	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
137	CHL2_Player::Splash(void)&lt;br /&gt;
138	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
139	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
140	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
141	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
142	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
143	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
144	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
145	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
146	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
147	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
148	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
149	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
150	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
151	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
152	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
153	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
154	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
155	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
156	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
157	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
158	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
159	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
160	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
161	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
173	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
174	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
175	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
176	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
177	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
178	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
179	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
180	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
181	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
182	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
183	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
184	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
185	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
186	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
187	CBasePlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
188	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
189	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
190	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
191	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
192	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
193	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
194	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
195	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
196	CBaseAnimating::Extinguish(void)&lt;br /&gt;
197	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
198	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
199	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
200	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
201	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
202	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
203	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
204	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
205	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
206	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
207	CHL2_Player::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
208	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
209	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
210	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
211	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
212	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)&lt;br /&gt;
213	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
214	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)&lt;br /&gt;
215	CBasePlayer::BodyAngles(void)&lt;br /&gt;
216	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
217	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
218	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
219	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
220	CHL2_Player::EyeDirection2D(void)&lt;br /&gt;
221	CHL2_Player::EyeDirection3D(void)&lt;br /&gt;
222	CHL2_Player::GiveAmmo(int,int,bool)&lt;br /&gt;
223	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
224	CBasePlayer::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
225	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
226	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
227	CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
228	CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
229	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
230	CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
231	CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
232	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
233	CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
234	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
235	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
236	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
237	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
238	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
239	CHL2MP_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
240	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
241	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
242	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
243	CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
244	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
245	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
246	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
247	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
248	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
249	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
250	CHL2MP_Player::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
251	CHL2MP_Player::OnKilledNPC(CBaseCombatCharacter *)&lt;br /&gt;
252	CHL2MP_Player::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
253	CBasePlayer::Event_Dying(void)&lt;br /&gt;
254	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
255	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
256	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
257	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
258	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;
259	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
260	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
261	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
262	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
263	CBasePlayer::GetVehicle(void)&lt;br /&gt;
264	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
265	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
266	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
267	CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
268	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
269	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
270	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
271	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
272	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
273	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
274	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
275	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
276	CBasePlayer::SetSpawnData(Vector  const&amp;amp;,QAngle  const&amp;amp;,bool)&lt;br /&gt;
277	CBasePlayer::ClearSpawnData(void)&lt;br /&gt;
278	CBasePlayer::AdjustMultiplayerWeaponDamage(float)&lt;br /&gt;
279	CBasePlayer::AdjustMultiplayerDamageTaken(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
280	CHL2MP_Player::CreateViewModel(int)&lt;br /&gt;
281	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
282	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
283	CHL2MP_Player::ShouldLagCheckEntity(CBaseEntity  const*,CUserCmd  const*)&lt;br /&gt;
284	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
285	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
286	CHL2MP_Player::InitialSpawn(void)&lt;br /&gt;
287	CBasePlayer::InitHUD(void)&lt;br /&gt;
288	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
289	CHL2MP_Player::PlayerDeathThink(void)&lt;br /&gt;
290	CBasePlayer::Jump(void)&lt;br /&gt;
291	CBasePlayer::Duck(void)&lt;br /&gt;
292	CHL2MP_Player::PreThink(void)&lt;br /&gt;
293	CHL2MP_Player::PostThink(void)&lt;br /&gt;
294	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
295	CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
296	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
297	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
298	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
299	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
300	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
301	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
302	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
303	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
304	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
305	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
306	CHL2_Player::UpdateClientData(void)&lt;br /&gt;
307	CHL2_Player::ExitLadder(void)&lt;br /&gt;
308	CHL2_Player::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
309	CHL2_Player::SetFlashlightEnabled(bool)&lt;br /&gt;
310	CHL2MP_Player::FlashlightIsOn(void)&lt;br /&gt;
311	CHL2MP_Player::FlashlightTurnOn(void)&lt;br /&gt;
312	CHL2MP_Player::FlashlightTurnOff(void)&lt;br /&gt;
313	CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
314	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
315	CHL2MP_Player::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
316	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
317	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
318	CHL2MP_Player::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
319	CHL2MP_Player::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
320	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
321	CHL2MP_Player::CheatImpulseCommands(int)&lt;br /&gt;
322	CHL2MP_Player::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
323	CHL2MP_Player::StartObserverMode(int)&lt;br /&gt;
324	CHL2MP_Player::StopObserverMode(void)&lt;br /&gt;
325	CBasePlayer::ModeWantsSpectatorGUI(int)&lt;br /&gt;
326	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
327	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
328	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
329	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
330	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
331	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
332	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
333	CBasePlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
334	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
335	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
336	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
337	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
338	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
339	CBasePlayer::AttemptToExitFreezeCam(void)&lt;br /&gt;
340	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
341	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
342	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
343	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
344	CHL2_Player::CreateCorpse(void)&lt;br /&gt;
345	CHL2MP_Player::EntSelectSpawnPoint(void)&lt;br /&gt;
346	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
347	CBasePlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
348	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
349	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
350	CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
351	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
352	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
353	CHL2_Player::ItemPostFrame(void)&lt;br /&gt;
354	CBasePlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
355	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
356	CHL2_Player::SetPlayerUnderwater(bool)&lt;br /&gt;
357	CHL2_Player::CanBreatheUnderwater(void)const&lt;br /&gt;
358	CHL2_Player::PlayerUse(void)&lt;br /&gt;
359	CHL2_Player::PlayUseDenySound(void)&lt;br /&gt;
360	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
361	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
362	CHL2MP_Player::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
363	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
364	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
365	CHL2_Player::GetHeldObject(void)&lt;br /&gt;
366	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
367	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
368	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
369	CHL2_Player::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
370	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
371	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
372	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
373	CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
374	CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)&lt;br /&gt;
375	CBaseMultiplayerPlayer::CanSpeak(void)&lt;br /&gt;
376	CHL2MP_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
377	CHL2MP_Player::CheckChatText(char *,int)&lt;br /&gt;
378	CHL2MP_Player::CreateRagdollEntity(void)&lt;br /&gt;
379	CBasePlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
380	CHL2_Player::IsFollowingPhysics(void)&lt;br /&gt;
381	CHL2_Player::InitVCollision(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
382	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
383	CBasePlayer::Hints(void)&lt;br /&gt;
384	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
385	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
386	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
387	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
388	CBasePlayer::ResetScores(void)&lt;br /&gt;
389	CHL2MP_Player::EquipSuit(bool)&lt;br /&gt;
390	CHL2MP_Player::RemoveSuit(void)&lt;br /&gt;
391	CBasePlayer::CommitSuicide(bool,bool)&lt;br /&gt;
392	CBasePlayer::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
393	CBasePlayer::IsBot(void)const&lt;br /&gt;
394	CBaseMultiplayerPlayer::GetExpresser(void)&lt;br /&gt;
395	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
396	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
397	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
398	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::NoteSpeaking(float,float)&lt;br /&gt;
399	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
400	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::PostSpeakDispatchResponse(char  const*,AI_Response *)&lt;br /&gt;
401	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
402	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
403	CHL2MP_Player::CanSpeakVoiceCommand(void)&lt;br /&gt;
404	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)&lt;br /&gt;
405	CHL2MP_Player::NoteSpokeVoiceCommand(char  const*)&lt;br /&gt;
406	CBaseMultiplayerPlayer::OnAchievementEarned(int)&lt;br /&gt;
407	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)&lt;br /&gt;
408	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)&lt;br /&gt;
409	CBaseMultiplayerPlayer::CreateExpresser(void)&lt;br /&gt;
410	CHL2_Player::SuspendUse(float)&lt;br /&gt;
411	CHL2_Player::CommanderMode(void)&lt;br /&gt;
412	CHL2_Player::GetIdleTime(void)const&lt;br /&gt;
413	CHL2_Player::GetMoveTime(void)const&lt;br /&gt;
414	CHL2_Player::GetLastDamageTime(void)const&lt;br /&gt;
415	CHL2_Player::IsDucking(void)const&lt;br /&gt;
416	CHL2_Player::Weapon_Lower(void)&lt;br /&gt;
417	CHL2_Player::Weapon_Ready(void)&lt;br /&gt;
418	CHL2_Player::IsHoldingEntity(CBaseEntity *)&lt;br /&gt;
419	CHL2_Player::UpdateWeaponPosture(void)&lt;br /&gt;
420	CHL2_Player::NetworkStateChanged_m_fIsWalking(void)&lt;br /&gt;
421	CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)&lt;br /&gt;
422	CHL2MP_Player::HandleCommand_JoinTeam(int) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>D1maxa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(Synergy)&amp;diff=6567</id>
		<title>CHL2MP Player Offset List (Synergy)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(Synergy)&amp;diff=6567"/>
		<updated>2008-12-14T00:38:32Z</updated>

		<summary type="html">&lt;p&gt;D1maxa: /* The List */&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 06 April 2008&amp;lt;/b&amp;gt; (offsets for &amp;lt;b&amp;gt;Synergy 1.1&amp;lt;/b&amp;gt;)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x0100EA00&lt;br /&gt;
// from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CHL2MP_Player::~CHL2MP_Player()&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	CHL2MP_Player::_GetClassName(void)&lt;br /&gt;
10	CHL2MP_Player::GetServerClass(void)&lt;br /&gt;
11	CHL2MP_Player::GetClassName(void)&lt;br /&gt;
12	CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
13	CHL2MP_Player::GetDataDescMap(void)&lt;br /&gt;
14	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
15	CHL2_Player::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
16	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
17	CBaseEntity::ShouldCollide(int,int)const&lt;br /&gt;
18	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
19	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
20	CBasePlayer::UpdateTransmitState(void)&lt;br /&gt;
21	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
22	CBasePlayer::GetTracerType(void)&lt;br /&gt;
23	CHL2MP_Player::Spawn(void)&lt;br /&gt;
24	CHL2MP_Player::Precache(void)&lt;br /&gt;
25	CBaseFlex::SetModel(char  const*)&lt;br /&gt;
26	CBaseEntity::PostConstructor(char  const*)&lt;br /&gt;
27	CBaseEntity::PostClientActive(void)&lt;br /&gt;
28	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
29	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
30	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
31	CBaseEntity::KeyValue(char  const*,Vector)&lt;br /&gt;
32	CHL2_Player::Activate(void)&lt;br /&gt;
33	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
34	CBasePlayer::ObjectCaps(void)&lt;br /&gt;
35	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
36	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
37	CHL2_Player::DrawDebugGeometryOverlays(void)&lt;br /&gt;
38	CBaseAnimating::DrawDebugTextOverlays(void)&lt;br /&gt;
39	CBasePlayer::Save(ISave &amp;amp;)&lt;br /&gt;
40	CBasePlayer::Restore(IRestore &amp;amp;)&lt;br /&gt;
41	CBasePlayer::ShouldSavePhysics(void)&lt;br /&gt;
42	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
43	CHL2_Player::OnRestore(void)&lt;br /&gt;
44	CBasePlayer::RequiredEdictIndex(void)&lt;br /&gt;
45	CBaseEntity::MoveDone(void)&lt;br /&gt;
46	CBaseEntity::Think(void)&lt;br /&gt;
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
49	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
50	CBaseEntity::GetResponseSystem(void)&lt;br /&gt;
51	CBaseEntity::DispatchResponse(char  const*)&lt;br /&gt;
52	CHL2_Player::Classify(void)&lt;br /&gt;
53	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
55	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
56	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
57	CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
58	CBasePlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
60	CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
61	CBasePlayer::TakeHealth(float,int)&lt;br /&gt;
62	CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
63	CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
64	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
65	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
66	CBaseEntity::IsNPC(void)const&lt;br /&gt;
67	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
68	CBaseEntity::GetDelay(void)&lt;br /&gt;
69	CBaseEntity::IsMoving(void)&lt;br /&gt;
70	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
71	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
72	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
73	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
74	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
75	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
76	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
77	CBaseEntity::IsTemplate(void)&lt;br /&gt;
78	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
79	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
80	CBaseEntity::IsViewable(void)&lt;br /&gt;
81	CHL2MP_Player::ChangeTeam(int)&lt;br /&gt;
82	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
83	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
84	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
85	CBaseEntity::GetEnemy(void)&lt;br /&gt;
86	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
87	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
88	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
89	CBasePlayer::Touch(CBaseEntity *)&lt;br /&gt;
90	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
91	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
92	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
93	CBaseEntity::EndBlocked(void)&lt;br /&gt;
94	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
95	CHL2MP_Player::UpdateOnRemove(void)&lt;br /&gt;
96	CHL2_Player::StopLoopingSounds(void)&lt;br /&gt;
97	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
98	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
99	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
100	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
101	CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
102	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
103	CBaseEntity::Respawn(void)&lt;br /&gt;
104	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
105	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
106	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
107	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
108	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
109	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
110	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
111	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
112	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
113	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
114	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
115	CBaseEntity::GetDamage(void)&lt;br /&gt;
116	CBaseEntity::SetDamage(float)&lt;br /&gt;
117	CBasePlayer::EyePosition(void)&lt;br /&gt;
118	CBasePlayer::EyeAngles(void)&lt;br /&gt;
119	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
120	CBaseEntity::EarPosition(void)&lt;br /&gt;
121	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
122	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
123	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
124	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
125	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
126	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
127	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
128	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
129	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
130	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
131	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
132	CBaseEntity::CanBePoweredUp(void)&lt;br /&gt;
133	CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)&lt;br /&gt;
134	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
135	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
136	CBaseEntity::Splash(void)&lt;br /&gt;
137	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
138	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
139	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
140	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
141	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
142	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
143	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
144	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
145	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
146	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
147	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
148	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
149	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
150	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
151	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
152	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
153	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
154	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
155	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
156	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
157	CBaseEntity::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
158	CBaseEntity::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
159	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
160	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
161	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
171	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
172	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
173	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
174	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
175	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
176	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
177	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
178	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
179	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
180	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
181	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
182	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
183	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
184	CBaseAnimating::HandleAnimEvent(animevent_t *)&lt;br /&gt;
185	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
186	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
187	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
188	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
189	CBaseAnimating::Extinguish(void)&lt;br /&gt;
190	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
191	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
192	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
193	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
194	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
195	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
196	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
197	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
198	CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
199	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
200	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
201	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
202	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
203	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)&lt;br /&gt;
204	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
205	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)&lt;br /&gt;
206	CBasePlayer::BodyAngles(void)&lt;br /&gt;
207	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
208	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
209	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
210	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
211	CHL2_Player::EyeDirection2D(void)&lt;br /&gt;
212	CHL2_Player::EyeDirection3D(void)&lt;br /&gt;
213	CHL2_Player::GiveAmmo(int,int,bool)&lt;br /&gt;
214	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
215	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
216	CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
217	CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
218	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
219	CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
220	CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
221	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
222	CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
223	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
224	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
225	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
226	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
227	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
228	CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
229	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
230	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
231	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
232	CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
233	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
234	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
235	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
236	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
237	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
238	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
239	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
240	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
241	CHL2MP_Player::Event_Dying(void)&lt;br /&gt;
242	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
243	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
244	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
245	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
246	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;
247	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
248	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
249	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
250	CBaseCombatCharacter::IsInAVehicle(void)&lt;br /&gt;
251	CBasePlayer::GetVehicle(void)&lt;br /&gt;
252	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
253	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
254	CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
255	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
256	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
257	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
258	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
259	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
260	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
261	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
262	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
263	CBasePlayer::SendClassDataToClient(void)&lt;br /&gt;
264	CBasePlayer::PlayerCanSwitchToClass(int)&lt;br /&gt;
265	CBasePlayer::PickRandomClass(void)&lt;br /&gt;
266	CBasePlayer::PickPlayerClass(void)&lt;br /&gt;
267	CHL2MP_Player::PlayerChangeClass(int)&lt;br /&gt;
268	CHL2MP_Player::RunPositionCode(void)&lt;br /&gt;
269	CHL2MP_Player::CreateViewModel(int)&lt;br /&gt;
270	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
271	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
272	CHL2MP_Player::WantsLagCompensationOnNPC(CBaseCombatCharacter  const*,CUserCmd  const*)const&lt;br /&gt;
273	CHL2MP_Player::SharedSpawn(void)&lt;br /&gt;
274	CHL2MP_Player::InitialSpawn(void)&lt;br /&gt;
275	CBasePlayer::InitHUD(void)&lt;br /&gt;
276	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
277	CHL2MP_Player::PlayerDeathThink(void)&lt;br /&gt;
278	CBasePlayer::Jump(void)&lt;br /&gt;
279	CBasePlayer::Duck(void)&lt;br /&gt;
280	CHL2MP_Player::PreThink(void)&lt;br /&gt;
281	CHL2MP_Player::PostThink(void)&lt;br /&gt;
282	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
283	CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
284	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
285	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
286	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
287	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
288	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
289	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
290	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
291	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
292	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
293	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
294	CHL2_Player::UpdateClientData(void)&lt;br /&gt;
295	CHL2_Player::ExitLadder(void)&lt;br /&gt;
296	CHL2MP_Player::FlashlightIsOn(void)&lt;br /&gt;
297	CHL2MP_Player::FlashlightTurnOn(void)&lt;br /&gt;
298	CHL2MP_Player::FlashlightTurnOff(void)&lt;br /&gt;
299	CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
300	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
301	CHL2MP_Player::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
302	CHL2MP_Player::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
303	CHL2MP_Player::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
304	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
305	CHL2MP_Player::CheatImpulseCommands(int)&lt;br /&gt;
306	CHL2MP_Player::ClientCommand(char  const*)&lt;br /&gt;
307	CHL2MP_Player::StartObserverMode(int)&lt;br /&gt;
308	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
309	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
310	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
311	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
312	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
313	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
314	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
315	CBasePlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
316	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
317	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
318	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
319	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
320	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
321	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
322	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
323	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
324	CHL2_Player::CreateCorpse(void)&lt;br /&gt;
325	CHL2MP_Player::EntSelectSpawnPoint(void)&lt;br /&gt;
326	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
327	CBasePlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
328	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
329	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
330	CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
331	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
332	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
333	CHL2_Player::ItemPostFrame(void)&lt;br /&gt;
334	CBasePlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
335	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
336	CHL2_Player::SetPlayerUnderwater(bool)&lt;br /&gt;
337	CHL2_Player::CanBreatheUnderwater(void)const&lt;br /&gt;
338	CHL2_Player::PlayerUse(void)&lt;br /&gt;
339	CHL2_Player::PlayUseDenySound(void)&lt;br /&gt;
340	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
341	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
342	CHL2MP_Player::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
343	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
344	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
345	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
346	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
347	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
348	CHL2_Player::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
349	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
350	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
351	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
352	CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
353	CBasePlayer::CanSpeak(void)&lt;br /&gt;
354	CBasePlayer::CanHearChatFrom(CBasePlayer*)&lt;br /&gt;
355	CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
356	CHL2MP_Player::CheckChatText(char *,int)&lt;br /&gt;
357	CHL2_Player::IsFollowingPhysics(void)&lt;br /&gt;
358	CHL2_Player::InitVCollision(void)&lt;br /&gt;
359	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
360	CHL2_Player::EquipSuit(bool)&lt;br /&gt;
361	CHL2_Player::RemoveSuit(void)&lt;br /&gt;
362	CBasePlayer::CommitSuicide(void)&lt;br /&gt;
363	CBasePlayer::IsBot(void)const&lt;br /&gt;
364	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
365	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
366	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
367	CHL2_Player::SuspendUse(float)&lt;br /&gt;
368	CHL2MP_Player::CommanderMode(void)&lt;br /&gt;
369	CHL2_Player::GetIdleTime(void)const&lt;br /&gt;
370	CHL2_Player::GetMoveTime(void)const&lt;br /&gt;
371	CHL2_Player::GetLastDamageTime(void)const&lt;br /&gt;
372	CHL2_Player::IsDucking(void)const&lt;br /&gt;
373	CHL2_Player::Weapon_Lower(void)&lt;br /&gt;
374	CHL2_Player::Weapon_Ready(void)&lt;br /&gt;
375	CHL2_Player::IsHoldingEntity(CBaseEntity *)&lt;br /&gt;
376	CHL2_Player::UpdateWeaponPosture(void)&lt;br /&gt;
377	std::bad_cast::~bad_cast()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>D1maxa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SynergyOB)&amp;diff=6565</id>
		<title>CHL2MP Player Offset List (SynergyOB)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SynergyOB)&amp;diff=6565"/>
		<updated>2008-12-13T00:15:09Z</updated>

		<summary type="html">&lt;p&gt;D1maxa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the Windows offsets for Synergy v10. Linux offsets are 1 greater.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x010BB2E0&lt;br /&gt;
// from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CBasePlayer::~CBasePlayer()&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	CBasePlayer::GetServerClass(void)&lt;br /&gt;
10	CBasePlayer::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
11	CBasePlayer::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	CBasePlayer::Spawn(void)&lt;br /&gt;
22	CBasePlayer::Precache(void)&lt;br /&gt;
23	CBasePlayer::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	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	CBaseEntity::GetResponseSystem(void)&lt;br /&gt;
50	CBaseEntity::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	CBasePlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
60	CBasePlayer::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
61	CBasePlayer::TakeHealth(float,int)&lt;br /&gt;
62	CBaseEntity::IsAlive(void)&lt;br /&gt;
63	CBasePlayer::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
64	CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
66	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
67	CBaseEntity::IsNPC(void)const&lt;br /&gt;
68	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
69	CBaseEntity::GetDelay(void)&lt;br /&gt;
70	CBaseEntity::IsMoving(void)&lt;br /&gt;
71	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
72	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
73	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
74	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
75	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
76	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
77	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
78	CBaseEntity::IsTemplate(void)&lt;br /&gt;
79	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
80	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
81	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
82	CBaseEntity::IsViewable(void)&lt;br /&gt;
83	CBasePlayer::ChangeTeam(int)&lt;br /&gt;
84	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
85	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
86	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
87	CBaseEntity::GetEnemy(void)&lt;br /&gt;
88	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
89	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
90	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
91	CBasePlayer::Touch(CBaseEntity *)&lt;br /&gt;
92	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
93	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
94	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
95	CBaseEntity::EndBlocked(void)&lt;br /&gt;
96	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
97	CBasePlayer::UpdateOnRemove(void)&lt;br /&gt;
98	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
99	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
100	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
101	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
102	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
103	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
104	CBaseEntity::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
105	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
106	CBaseEntity::Respawn(void)&lt;br /&gt;
107	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
108	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
109	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
110	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
111	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
112	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
113	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
114	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
115	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
116	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
117	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
118	CBaseEntity::GetDamage(void)&lt;br /&gt;
119	CBaseEntity::SetDamage(float)&lt;br /&gt;
120	CBasePlayer::EyePosition(void)&lt;br /&gt;
121	CBasePlayer::EyeAngles(void)&lt;br /&gt;
122	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
123	CBaseEntity::EarPosition(void)&lt;br /&gt;
124	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
125	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
126	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
127	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
128	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
129	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
130	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
131	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
132	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
133	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
134	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
135	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
136	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
137	CBaseEntity::Splash(void)&lt;br /&gt;
138	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
139	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
140	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
141	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
142	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
143	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
144	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
145	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
146	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
147	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
148	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
149	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
150	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
151	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
152	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
153	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
154	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
155	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
156	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
157	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
158	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
159	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
160	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
161	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
173	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
174	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
175	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
176	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
177	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
178	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
179	CBaseAnimating::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
180	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
181	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
182	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
183	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
184	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
185	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
186	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
187	CBasePlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
188	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
189	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
190	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
191	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
192	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
193	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
194	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
195	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
196	CBaseAnimating::Extinguish(void)&lt;br /&gt;
197	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
198	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
199	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
200	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
201	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
202	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
203	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
204	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
205	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
206	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
207	CBasePlayer::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
208	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
209	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
210	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
211	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
212	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
213	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
214	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)&lt;br /&gt;
215	CBasePlayer::BodyAngles(void)&lt;br /&gt;
216	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
217	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
218	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
219	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
220	CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
221	CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
222	CBaseCombatCharacter::GiveAmmo(int,int,bool)&lt;br /&gt;
223	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
224	CBasePlayer::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
225	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
226	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
227	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
228	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
229	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
230	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
231	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
232	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
233	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
234	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
235	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
236	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
237	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
238	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
239	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
240	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
241	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
242	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
243	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
244	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
245	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
246	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
247	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
248	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
249	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
250	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
251	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
252	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
253	CBasePlayer::Event_Dying(void)&lt;br /&gt;
254	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
255	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
256	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
257	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
258	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;
259	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
260	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
261	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
262	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
263	CBasePlayer::GetVehicle(void)&lt;br /&gt;
264	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
265	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
266	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
267	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
268	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
269	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
270	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
271	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
272	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
273	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
274	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
275	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
276	CBasePlayer::SetSpawnData(Vector  const&amp;amp;,QAngle  const&amp;amp;,bool)&lt;br /&gt;
277	CBasePlayer::ClearSpawnData(void)&lt;br /&gt;
278	CBasePlayer::AdjustMultiplayerWeaponDamage(float)&lt;br /&gt;
279	CBasePlayer::AdjustMultiplayerDamageTaken(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
280	CBasePlayer::CreateViewModel(int)&lt;br /&gt;
281	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
282	CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
283	CBasePlayer::ShouldLagCheckEntity(CBaseEntity  const*,CUserCmd  const*)&lt;br /&gt;
284	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
285	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
286	CBasePlayer::InitialSpawn(void)&lt;br /&gt;
287	CBasePlayer::InitHUD(void)&lt;br /&gt;
288	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
289	CBasePlayer::PlayerDeathThink(void)&lt;br /&gt;
290	CBasePlayer::Jump(void)&lt;br /&gt;
291	CBasePlayer::Duck(void)&lt;br /&gt;
292	CBasePlayer::PreThink(void)&lt;br /&gt;
293	CBasePlayer::PostThink(void)&lt;br /&gt;
294	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
295	CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
296	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
297	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
298	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
299	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
300	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
301	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
302	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
303	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
304	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
305	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
306	CBasePlayer::UpdateClientData(void)&lt;br /&gt;
307	CBasePlayer::ExitLadder(void)&lt;br /&gt;
308	CBasePlayer::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
309	CBasePlayer::SetFlashlightEnabled(bool)&lt;br /&gt;
310	CBasePlayer::FlashlightIsOn(void)&lt;br /&gt;
311	CBasePlayer::FlashlightTurnOn(void)&lt;br /&gt;
312	CBasePlayer::FlashlightTurnOff(void)&lt;br /&gt;
313	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
314	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
315	CBasePlayer::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
316	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
317	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
318	CBasePlayer::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
319	CBasePlayer::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
320	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
321	CBasePlayer::CheatImpulseCommands(int)&lt;br /&gt;
322	CBasePlayer::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
323	CBasePlayer::StartObserverMode(int)&lt;br /&gt;
324	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
325	CBasePlayer::ModeWantsSpectatorGUI(int)&lt;br /&gt;
326	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
327	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
328	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
329	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
330	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
331	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
332	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
333	CBasePlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
334	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
335	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
336	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
337	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
338	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
339	CBasePlayer::AttemptToExitFreezeCam(void)&lt;br /&gt;
340	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
341	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
342	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
343	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
344	CBasePlayer::CreateCorpse(void)&lt;br /&gt;
345	CBasePlayer::EntSelectSpawnPoint(void)&lt;br /&gt;
346	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
347	CBasePlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
348	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
349	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
350	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
351	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
352	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
353	CBasePlayer::ItemPostFrame(void)&lt;br /&gt;
354	CBasePlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
355	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
356	CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
357	CBasePlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
358	CBasePlayer::PlayerUse(void)&lt;br /&gt;
359	CBasePlayer::PlayUseDenySound(void)&lt;br /&gt;
360	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
361	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
362	CBasePlayer::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
363	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
364	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
365	CBasePlayer::GetHeldObject(void)&lt;br /&gt;
366	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
367	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
368	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
369	CBasePlayer::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
370	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
371	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
372	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
373	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
374	CBasePlayer::CanHearAndReadChatFrom(CBasePlayer*)&lt;br /&gt;
375	CBasePlayer::CanSpeak(void)&lt;br /&gt;
376	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
377	CBasePlayer::CheckChatText(char *,int)&lt;br /&gt;
378	CBasePlayer::CreateRagdollEntity(void)&lt;br /&gt;
379	CBasePlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
380	CBasePlayer::IsFollowingPhysics(void)&lt;br /&gt;
381	CBasePlayer::InitVCollision(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
382	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
383	CBasePlayer::Hints(void)&lt;br /&gt;
384	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
385	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
386	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
387	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
388	CBasePlayer::ResetScores(void)&lt;br /&gt;
389	CBasePlayer::EquipSuit(bool)&lt;br /&gt;
390	CBasePlayer::RemoveSuit(void)&lt;br /&gt;
391	CBasePlayer::CommitSuicide(bool,bool)&lt;br /&gt;
392	CBasePlayer::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
393	CBasePlayer::IsBot(void)const&lt;br /&gt;
394	CBasePlayer::GetExpresser(void)&lt;br /&gt;
395	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
396	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
397	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>D1maxa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SynergyOB)&amp;diff=6563</id>
		<title>CHL2MP Player Offset List (SynergyOB)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SynergyOB)&amp;diff=6563"/>
		<updated>2008-12-12T10:47:54Z</updated>

		<summary type="html">&lt;p&gt;D1maxa: New page: // Auto reconstructed from vtable block @ 0x010BB2E0 // from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc 0	CBasePlayer::~CBasePlayer() 1	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;) 2	CBaseEnt...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;// Auto reconstructed from vtable block @ 0x010BB2E0&lt;br /&gt;
// from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CBasePlayer::~CBasePlayer()&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	CBasePlayer::GetServerClass(void)&lt;br /&gt;
10	CBasePlayer::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
11	CBasePlayer::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	CBasePlayer::Spawn(void)&lt;br /&gt;
22	CBasePlayer::Precache(void)&lt;br /&gt;
23	CBasePlayer::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	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	CBaseEntity::GetResponseSystem(void)&lt;br /&gt;
50	CBaseEntity::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	CBasePlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
60	CBasePlayer::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
61	CBasePlayer::TakeHealth(float,int)&lt;br /&gt;
62	CBaseEntity::IsAlive(void)&lt;br /&gt;
63	CBasePlayer::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
64	CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
66	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
67	CBaseEntity::IsNPC(void)const&lt;br /&gt;
68	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
69	CBaseEntity::GetDelay(void)&lt;br /&gt;
70	CBaseEntity::IsMoving(void)&lt;br /&gt;
71	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
72	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
73	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
74	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
75	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
76	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
77	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
78	CBaseEntity::IsTemplate(void)&lt;br /&gt;
79	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
80	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
81	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
82	CBaseEntity::IsViewable(void)&lt;br /&gt;
83	CBasePlayer::ChangeTeam(int)&lt;br /&gt;
84	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
85	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
86	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
87	CBaseEntity::GetEnemy(void)&lt;br /&gt;
88	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
89	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
90	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
91	CBasePlayer::Touch(CBaseEntity *)&lt;br /&gt;
92	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
93	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
94	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
95	CBaseEntity::EndBlocked(void)&lt;br /&gt;
96	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
97	CBasePlayer::UpdateOnRemove(void)&lt;br /&gt;
98	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
99	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
100	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
101	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
102	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
103	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
104	CBaseEntity::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
105	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
106	CBaseEntity::Respawn(void)&lt;br /&gt;
107	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
108	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
109	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
110	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
111	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
112	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
113	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
114	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
115	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
116	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
117	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
118	CBaseEntity::GetDamage(void)&lt;br /&gt;
119	CBaseEntity::SetDamage(float)&lt;br /&gt;
120	CBasePlayer::EyePosition(void)&lt;br /&gt;
121	CBasePlayer::EyeAngles(void)&lt;br /&gt;
122	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
123	CBaseEntity::EarPosition(void)&lt;br /&gt;
124	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
125	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
126	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
127	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
128	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
129	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
130	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
131	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
132	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
133	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
134	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
135	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
136	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
137	CBaseEntity::Splash(void)&lt;br /&gt;
138	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
139	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
140	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
141	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
142	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
143	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
144	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
145	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
146	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
147	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
148	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
149	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
150	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
151	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
152	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
153	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
154	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
155	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
156	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
157	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
158	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
159	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
160	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
161	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
173	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
174	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
175	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
176	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
177	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
178	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
179	CBaseAnimating::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
180	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
181	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
182	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
183	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
184	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
185	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
186	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
187	CBasePlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
188	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
189	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
190	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
191	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
192	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
193	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
194	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
195	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
196	CBaseAnimating::Extinguish(void)&lt;br /&gt;
197	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
198	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
199	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
200	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
201	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
202	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
203	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
204	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
205	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
206	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
207	CBasePlayer::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
208	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
209	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
210	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
211	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
212	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
213	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
214	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)&lt;br /&gt;
215	CBasePlayer::BodyAngles(void)&lt;br /&gt;
216	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
217	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
218	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
219	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
220	CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
221	CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
222	CBaseCombatCharacter::GiveAmmo(int,int,bool)&lt;br /&gt;
223	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
224	CBasePlayer::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
225	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
226	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
227	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
228	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
229	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
230	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
231	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
232	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
233	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
234	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
235	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
236	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
237	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
238	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
239	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
240	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
241	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
242	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
243	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
244	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
245	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
246	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
247	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
248	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
249	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
250	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
251	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
252	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
253	CBasePlayer::Event_Dying(void)&lt;br /&gt;
254	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
255	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
256	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
257	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
258	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;
259	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
260	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
261	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
262	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
263	CBasePlayer::GetVehicle(void)&lt;br /&gt;
264	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
265	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
266	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
267	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
268	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
269	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
270	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
271	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
272	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
273	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
274	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
275	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
276	CBasePlayer::SetSpawnData(Vector  const&amp;amp;,QAngle  const&amp;amp;,bool)&lt;br /&gt;
277	CBasePlayer::ClearSpawnData(void)&lt;br /&gt;
278	CBasePlayer::AdjustMultiplayerWeaponDamage(float)&lt;br /&gt;
279	CBasePlayer::AdjustMultiplayerDamageTaken(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
280	CBasePlayer::CreateViewModel(int)&lt;br /&gt;
281	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
282	CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
283	CBasePlayer::ShouldLagCheckEntity(CBaseEntity  const*,CUserCmd  const*)&lt;br /&gt;
284	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
285	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
286	CBasePlayer::InitialSpawn(void)&lt;br /&gt;
287	CBasePlayer::InitHUD(void)&lt;br /&gt;
288	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
289	CBasePlayer::PlayerDeathThink(void)&lt;br /&gt;
290	CBasePlayer::Jump(void)&lt;br /&gt;
291	CBasePlayer::Duck(void)&lt;br /&gt;
292	CBasePlayer::PreThink(void)&lt;br /&gt;
293	CBasePlayer::PostThink(void)&lt;br /&gt;
294	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
295	CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
296	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
297	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
298	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
299	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
300	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
301	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
302	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
303	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
304	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
305	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
306	CBasePlayer::UpdateClientData(void)&lt;br /&gt;
307	CBasePlayer::ExitLadder(void)&lt;br /&gt;
308	CBasePlayer::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
309	CBasePlayer::SetFlashlightEnabled(bool)&lt;br /&gt;
310	CBasePlayer::FlashlightIsOn(void)&lt;br /&gt;
311	CBasePlayer::FlashlightTurnOn(void)&lt;br /&gt;
312	CBasePlayer::FlashlightTurnOff(void)&lt;br /&gt;
313	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
314	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
315	CBasePlayer::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
316	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
317	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
318	CBasePlayer::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
319	CBasePlayer::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
320	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
321	CBasePlayer::CheatImpulseCommands(int)&lt;br /&gt;
322	CBasePlayer::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
323	CBasePlayer::StartObserverMode(int)&lt;br /&gt;
324	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
325	CBasePlayer::ModeWantsSpectatorGUI(int)&lt;br /&gt;
326	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
327	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
328	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
329	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
330	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
331	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
332	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
333	CBasePlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
334	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
335	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
336	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
337	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
338	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
339	CBasePlayer::AttemptToExitFreezeCam(void)&lt;br /&gt;
340	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
341	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
342	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
343	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
344	CBasePlayer::CreateCorpse(void)&lt;br /&gt;
345	CBasePlayer::EntSelectSpawnPoint(void)&lt;br /&gt;
346	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
347	CBasePlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
348	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
349	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
350	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
351	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
352	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
353	CBasePlayer::ItemPostFrame(void)&lt;br /&gt;
354	CBasePlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
355	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
356	CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
357	CBasePlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
358	CBasePlayer::PlayerUse(void)&lt;br /&gt;
359	CBasePlayer::PlayUseDenySound(void)&lt;br /&gt;
360	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
361	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
362	CBasePlayer::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
363	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
364	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
365	CBasePlayer::GetHeldObject(void)&lt;br /&gt;
366	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
367	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
368	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
369	CBasePlayer::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
370	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
371	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
372	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
373	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
374	CBasePlayer::CanHearAndReadChatFrom(CBasePlayer*)&lt;br /&gt;
375	CBasePlayer::CanSpeak(void)&lt;br /&gt;
376	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
377	CBasePlayer::CheckChatText(char *,int)&lt;br /&gt;
378	CBasePlayer::CreateRagdollEntity(void)&lt;br /&gt;
379	CBasePlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
380	CBasePlayer::IsFollowingPhysics(void)&lt;br /&gt;
381	CBasePlayer::InitVCollision(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
382	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
383	CBasePlayer::Hints(void)&lt;br /&gt;
384	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
385	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
386	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
387	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
388	CBasePlayer::ResetScores(void)&lt;br /&gt;
389	CBasePlayer::EquipSuit(bool)&lt;br /&gt;
390	CBasePlayer::RemoveSuit(void)&lt;br /&gt;
391	CBasePlayer::CommitSuicide(bool,bool)&lt;br /&gt;
392	CBasePlayer::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
393	CBasePlayer::IsBot(void)const&lt;br /&gt;
394	CBasePlayer::GetExpresser(void)&lt;br /&gt;
395	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
396	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
397	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;/div&gt;</summary>
		<author><name>D1maxa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Virtual_Offsets_(Source_Mods)&amp;diff=6562</id>
		<title>Virtual Offsets (Source Mods)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Virtual_Offsets_(Source_Mods)&amp;diff=6562"/>
		<updated>2008-12-12T10:47:35Z</updated>

		<summary type="html">&lt;p&gt;D1maxa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Metamod:Source Development]]&lt;br /&gt;
== Calling virtual functions ==&lt;br /&gt;
I got this method from [[User:Mani|Mani]], who I believe got it from [[User:PM|Pavol Marko]]. Thank you!&lt;br /&gt;
&lt;br /&gt;
I hope to expand on an actual explanation when I have the time (and understand it better). Hopefully, someone can expand on this, but for now I'll just post the examples and a list of the CCSPlayer virtual function table offsets.&lt;br /&gt;
&lt;br /&gt;
== Offset Lists ==&lt;br /&gt;
==== Counter-Strike: Source ====&lt;br /&gt;
* [[CCSPlayer Offset List (Counter-Strike: Source)|CCSPlayer]]&lt;br /&gt;
* [[CBaseCombatWeapon Offset List (Counter-Strike: Source)|CBaseCombatWeapon]]&lt;br /&gt;
* [[CCSGameRules Offset List (Counter-Strike: Source) | CCSGameRules]]&lt;br /&gt;
* [[CBaseGrenade Offset List (Counter-Strike: Source) | CBaseGrenade]]&lt;br /&gt;
* [[CDEagle Offset List (Counter-Strike: Source) | CDEagle]]&lt;br /&gt;
* [[CBasePlayer Offset List (Counter-Strike: Source) | CBasePlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Day of Defeat: Source ====&lt;br /&gt;
* [[CDODPlayer Offset List (Day of Defeat: Source)|CDODPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Dystopia ====&lt;br /&gt;
* [[CDYSPlayer Offset List (Dystopia)|CDYSPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Empires v2.12 ====&lt;br /&gt;
* [[CSDKPlayer Offset List (Empires)|CSDKPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Fortress Forever ====&lt;br /&gt;
* [[CFFPlayer Offset List (Fortress Forever)|CFFPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Half-Life 2: Capture the Flag ====&lt;br /&gt;
* [[CHL2_Player Offset List (Half-Life 2: Capture the Flag)|CHL2_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Half-Life 2: Deathmatch ====&lt;br /&gt;
* [[CHL2MP_Player Offset List (Half-Life 2: Deathmatch)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Hidden: Source ====&lt;br /&gt;
* [[CSDKPlayer Offset List (Hidden: Source)|CSDKPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Insurgency ====&lt;br /&gt;
* [[CINSPlayer Offset List (Insurgency)|CINSPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Left 4 Dead ====&lt;br /&gt;
* [[CTerrorPlayer Offset List (Left 4 Dead)|CTerrorPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Obsidian Conflict ====&lt;br /&gt;
* [[CHL2MP_Player Offset List (Obsidian Conflict)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Pirates, Vikings, and Knights II ====&lt;br /&gt;
* [[CPVK2Player Offset List (Pirates, Vikings, and Knights II)|CPVK2Player]]&lt;br /&gt;
&lt;br /&gt;
==== The Ship ====&lt;br /&gt;
* [[CShipPlayer Offset List (The Ship)|CShipPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== SourceForts ====&lt;br /&gt;
* [[CHL2MP_Player Offset List (SourceForts)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Synergy ====&lt;br /&gt;
* [[CHL2MP_Player Offset List (Synergy)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Synergy SteamWorks (Synergy Orange Box Edition)====&lt;br /&gt;
* [[CHL2MP_Player Offset List (SynergyOB)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Team Fortress 2 ====&lt;br /&gt;
* [[CTFPlayer Offset List (Team Fortress 2)|CTFPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Zombie Master ====&lt;br /&gt;
* [[CHL2MP_Player Offset List (Zombie Master)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Zombie Panic: Source ====&lt;br /&gt;
* [[CHL2MP_Player Offset List (Zombie Panic: Source)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
== How to use the examples ==&lt;br /&gt;
&lt;br /&gt;
Basically, this lets you call any [[virtual function]] by knowing it's offset. A table is created for each class that lists the address of the function for each virtual function. This method takes advantage of that to call those addresses.&lt;br /&gt;
&lt;br /&gt;
Look at the examples below and edit to match the function you want to call:&lt;br /&gt;
Use the offset for the function you want to call in this line. ([[CCSPlayer_offset_list_(SourceMM)]])&lt;br /&gt;
&amp;lt;cpp&amp;gt;void *func = vtable[m_Off_GiveNamedItem];&amp;lt;/cpp&amp;gt;&lt;br /&gt;
Change this line to match your return type and parameters:&lt;br /&gt;
&amp;lt;cpp&amp;gt;union {CBaseEntity *(VfuncEmptyClass::*mfpnew)(const char *, int );&amp;lt;/cpp&amp;gt;&lt;br /&gt;
Call the original function with your parameters (change the return type to match the function you're calling):&lt;br /&gt;
&amp;lt;cpp&amp;gt;return (CBaseEntity *) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)(ItemName, iSubType);&amp;lt;/cpp&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You'll need to add an empty class for the union. Something like this:&lt;br /&gt;
&amp;lt;cpp&amp;gt;class VfuncEmptyClass {};&amp;lt;/cpp&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
These examples are for CSS. Mani has created a set of macros to make this easier. If you ask nicely, maybe he'll give them to you or let you post them here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;cpp&amp;gt;datamap_t *VFuncs::GetDataDescMap(CBaseEntity *pThisPtr)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_GetDataDescMap]; &lt;br /&gt;
&lt;br /&gt;
	union {datamap_t *(VfuncEmptyClass::*mfpnew)();&lt;br /&gt;
#ifndef __linux__&lt;br /&gt;
        void *addr;	} u; 	u.addr = func;&lt;br /&gt;
#else /* GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 */&lt;br /&gt;
			struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
	return (datamap_t *) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)();&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void VFuncs::SetModel(CBaseEntity *pThisPtr, const char *ModelName)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_SetModel]; &lt;br /&gt;
&lt;br /&gt;
	union {void (VfuncEmptyClass::*mfpnew)(const char *);&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	(void) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)(ModelName);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void VFuncs::Teleport(CBaseEntity *pThisPtr, const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_Teleport]; &lt;br /&gt;
&lt;br /&gt;
	union {void (VfuncEmptyClass::*mfpnew)(const Vector *, const QAngle *, const Vector *);&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	(void) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)(newPosition, newAngles, newVelocity);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
Vector VFuncs::EyePosition( CBaseEntity *pThisPtr )&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_EyePosition]; &lt;br /&gt;
&lt;br /&gt;
	union {Vector (VfuncEmptyClass::*mfpnew)( void );&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	return (Vector) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)( );&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
QAngle &amp;amp;VFuncs::EyeAngles( CBaseEntity *pThisPtr )&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_EyeAngles]; &lt;br /&gt;
&lt;br /&gt;
	union {QAngle&amp;amp; (VfuncEmptyClass::*mfpnew)( void );&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	return (QAngle&amp;amp;) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)( );&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
void VFuncs::Ignite(CBaseEntity *pThisPtr, float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_Ignite]; &lt;br /&gt;
&lt;br /&gt;
	union {void (VfuncEmptyClass::*mfpnew)(float , bool , float , bool );&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	(void) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)(flFlameLifetime, bNPCOnly, flSize, bCalledByLevelDesigner);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
CBaseEntity *VFuncs::GiveNamedItem(CBaseEntity *pThisPtr, const char *ItemName, int iSubType)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_GiveNamedItem]; &lt;br /&gt;
&lt;br /&gt;
	union {CBaseEntity *(VfuncEmptyClass::*mfpnew)(const char *, int );&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	return (CBaseEntity *) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)(ItemName, iSubType);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void VFuncs::CommitSuicide(CBaseEntity *pThisPtr)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_CommitSuicide]; &lt;br /&gt;
&lt;br /&gt;
	union {CBaseEntity *(VfuncEmptyClass::*mfpnew)( void );&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	(reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)();&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/cpp&amp;gt;&lt;/div&gt;</summary>
		<author><name>D1maxa</name></author>
		
	</entry>
</feed>