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	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Format_Class_Functions_(SourceMod_Scripting)&amp;diff=10621</id>
		<title>Format Class Functions (SourceMod Scripting)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Format_Class_Functions_(SourceMod_Scripting)&amp;diff=10621"/>
		<updated>2018-09-21T13:24:34Z</updated>

		<summary type="html">&lt;p&gt;Disawar1: added exapmle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
Format-class functions are variable argument functions in [[SourceMod]] which allow you to format a string.  A simple example of this is the &amp;lt;tt&amp;gt;Format()&amp;lt;/tt&amp;gt; function, which looks like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pawn&amp;gt;char buffer[512];&lt;br /&gt;
Format(buffer, sizeof(buffer), &amp;quot;Your name is: %s&amp;quot;, userName);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If userName contains &amp;quot;&amp;lt;tt&amp;gt;Mark&amp;lt;/tt&amp;gt;,&amp;quot; the contents of &amp;lt;tt&amp;gt;buffer&amp;lt;/tt&amp;gt; will then be: &amp;quot;&amp;lt;tt&amp;gt;Your name is: Mark&amp;lt;/tt&amp;gt;.&amp;quot;  The prototype of these functions almost always contains the following parameters:&lt;br /&gt;
&amp;lt;pawn&amp;gt;const char[] fmt, any ...&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, observe the following two natives:&lt;br /&gt;
&amp;lt;pawn&amp;gt;native void Format(char[] buffer, int maxlength, const char[] fmt, any ...);&lt;br /&gt;
native void PrintToClient(int client, char[] fmt, any ...);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus, &amp;lt;tt&amp;gt;PrintToClient&amp;lt;/tt&amp;gt; is a format-class function.  It can be used exactly as shown earlier:&lt;br /&gt;
&amp;lt;pawn&amp;gt;PrintToClient(client, &amp;quot;Your name is: %s&amp;quot;, userName);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Format Specifiers=&lt;br /&gt;
A format specifier is a code that allows you to specify what data-type to print.  The most common specifiers are:&lt;br /&gt;
*'''Numerical'''&lt;br /&gt;
**'''d''' or '''i''': Integer number as decimal&lt;br /&gt;
**'''u''': Unsigned integer number as decimal&lt;br /&gt;
**'''b''': Binary digits in the value&lt;br /&gt;
**'''f''': Floating-point number&lt;br /&gt;
**'''x''' or '''X''': Hexadecimal representation of the binary value (capitalization affects hex letter casing)&lt;br /&gt;
*'''Character(s)'''&lt;br /&gt;
**'''s''': String&lt;br /&gt;
**'''t''' or '''T''': Translates a phrase (explained in [[Translations (SourceMod_Scripting)#Usage_in_a_Plugin|Translations]])&lt;br /&gt;
**'''c''': Prints one character (UTF-8 compliant)&lt;br /&gt;
*'''Special'''&lt;br /&gt;
**'''L''': Requires a client index; expands to 1&amp;lt;2&amp;gt;&amp;lt;3&amp;gt;&amp;lt;&amp;gt; where 1 is the player's name, 2 is the player's userid, and 3 is the player's Steam ID.  If the client index is 0, the string will be: &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;Console&amp;lt;0&amp;gt;&amp;lt;Console&amp;gt;&amp;lt;Console&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
**'''N''': Requires a client index; expands to a string containing the player's name.  If the client index is 0, the string will be: &amp;lt;tt&amp;gt;Console&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Usage=&lt;br /&gt;
Format specifiers are denoted with a &amp;lt;tt&amp;gt;'%s'&amp;lt;/tt&amp;gt; symbol.  For example, to print a float, a number, and a string, you might use this code:&lt;br /&gt;
&amp;lt;pawn&amp;gt;float fNum = 5.0;&lt;br /&gt;
int iNum = 5;&lt;br /&gt;
char[] str = &amp;quot;5&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
PrintToClient(client, &amp;quot;Number: %d Float: %f String: %s&amp;quot;, iNum, fNum, str);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note''': Using the wrong data type with a specifier can be very dangerous.  Always make sure you are printing as the right type.  For example, specifying a string and passing a number can crash the server.&lt;br /&gt;
&lt;br /&gt;
=Advanced Formatting=&lt;br /&gt;
Format specifiers have an extended syntax for controlling various aspects of how data is printed.  The full syntax is:&lt;br /&gt;
&amp;lt;tt&amp;gt;%[flags][width][.precision]specifier&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each bracketed section is an optional extension.  Explanations of supported SourceMod format extensions:&lt;br /&gt;
*'''%''': Obviously, this is always required.&lt;br /&gt;
*'''flags''':&lt;br /&gt;
**'''-''': Left-justify (right-justify is set by default)&lt;br /&gt;
**'''0''': Pads with 0s instead of spaces when needed (see '''width''' below).&lt;br /&gt;
*'''width''': Minimum number of characters to be printed. If the value to be printed is shorter than this number, the result is padded with blank spaces. The value is not truncated even if the result is larger.&lt;br /&gt;
*'''precision''': &lt;br /&gt;
**'''For integers''': specifies the minimum number of digits to print (or pad with spaces/zeroes if below the minimum).  &lt;br /&gt;
**'''For strings''': specifies the maximum number of characters to print.&lt;br /&gt;
**'''For floats''': specifies the number of digits to be printed ''after the decimal point''.&lt;br /&gt;
**'''For all other types''': no effect.&lt;br /&gt;
*'''specifier''': character specifying the data type (always required).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
PrintToServer(&amp;quot;Characters: %c %c&amp;quot;, 'a', 65);&lt;br /&gt;
PrintToServer(&amp;quot;Decimals: %d&amp;quot;, 1977);&lt;br /&gt;
PrintToServer(&amp;quot;Preceding with blanks: %10d&amp;quot;, 1977);&lt;br /&gt;
PrintToServer(&amp;quot;Preceding with zeros: %010d&amp;quot;, 1977);&lt;br /&gt;
PrintToServer(&amp;quot;Some different radices: %d %x %X&amp;quot;, 26, 26, 0x1A);&lt;br /&gt;
PrintToServer(&amp;quot;floats: %f %.2f&amp;quot;, 3.1416, 3.1416);&lt;br /&gt;
char abc[] = &amp;quot;abcdefg...&amp;quot;;&lt;br /&gt;
PrintToServer(&amp;quot;%s %s&amp;quot;, &amp;quot;The alphabet:&amp;quot;, abc);&lt;br /&gt;
PrintToServer(&amp;quot;%s %c&amp;quot;, abc[3], abc[3]);&lt;br /&gt;
&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Output:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Characters: a A&lt;br /&gt;
Decimals: 1977&lt;br /&gt;
Preceding with blanks:       1977&lt;br /&gt;
Preceding with zeros: 0000001977&lt;br /&gt;
Some different radices: 26 1a 1A&lt;br /&gt;
floats: 3.141599 3.14&lt;br /&gt;
The alphabet: abcdefg...&lt;br /&gt;
defg... d&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For more information, see [http://www.cplusplus.com/reference/clibrary/cstdio/printf.html printf] from the C Standard Library, although not all modes are supported from C.&lt;br /&gt;
&lt;br /&gt;
=Making your function Format-Class=&lt;br /&gt;
&lt;br /&gt;
Sourcemod allows you to make your function Format-class, ie. pass parameters to format string variables.&lt;br /&gt;
Here's an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pawn&amp;gt;public void formatExample(const char[] myString, any ...)&lt;br /&gt;
{&lt;br /&gt;
	int len = strlen(myString) + 255;&lt;br /&gt;
	char[] myFormattedString = new char[len];&lt;br /&gt;
	VFormat(myFormattedString, len, myString, 2);&lt;br /&gt;
	&lt;br /&gt;
	PrintToServer(myFormattedString);&lt;br /&gt;
}&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using the parameter &amp;quot;any ...&amp;quot;, we can pass data(s) to format our string.&lt;br /&gt;
Now, in order to replace the Format Specifiers by our data(s), we use the API &amp;quot;VFormat&amp;quot;, which documentation can be found here : [https://sm.alliedmods.net/new-api/].&lt;br /&gt;
&lt;br /&gt;
The three first parameters passed in VFormat are pretty obvious since they are the as in the Format(..) API.&lt;br /&gt;
&lt;br /&gt;
The 4th parameter indicate the &amp;quot;any ...&amp;quot; parameter position in your function prototype.&lt;br /&gt;
&lt;br /&gt;
[[Category:SourceMod Scripting]]&lt;/div&gt;</summary>
		<author><name>Disawar1</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CTerrorPlayer_Offset_List_(Left_4_Dead)&amp;diff=8788</id>
		<title>CTerrorPlayer Offset List (Left 4 Dead)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CTerrorPlayer_Offset_List_(Left_4_Dead)&amp;diff=8788"/>
		<updated>2012-12-10T09:46:17Z</updated>

		<summary type="html">&lt;p&gt;Disawar1: /* 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 10 December 2012&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x00C18E80&lt;br /&gt;
// from &amp;quot;server.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	SurvivorBot::~SurvivorBot()&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	CCSPlayer::SetModelIndex(int)&lt;br /&gt;
9	SurvivorBot::GetServerClass(void)&lt;br /&gt;
10	SurvivorBot::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
11	SurvivorBot::GetDataDescMap(void)&lt;br /&gt;
12	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
13	CTerrorPlayer::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
15	CTerrorPlayer::ShouldCollide(int,int)const&lt;br /&gt;
16	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
17	CTerrorPlayer::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	SurvivorBot::Spawn(void)&lt;br /&gt;
22	CTerrorPlayer::Precache(void)&lt;br /&gt;
23	CBasePlayer::SetModel(char  const*)&lt;br /&gt;
24	CBaseMultiplayerPlayer::PostConstructor(char  const*)&lt;br /&gt;
25	CBaseEntity::PostClientActive(void)&lt;br /&gt;
26	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
27	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
28	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
29	CBaseEntity::KeyValue(char  const*,Vector  const&amp;amp;)&lt;br /&gt;
30	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
31	CBasePlayer::Activate(void)&lt;br /&gt;
32	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
33	CTerrorPlayer::ObjectCaps(void)&lt;br /&gt;
34	CTerrorPlayer::GetUsePriority(CBaseEntity *)&lt;br /&gt;
35	CBaseEntity::GetGlowEntity(void)&lt;br /&gt;
36	CBaseEntity::GetUseType(CBaseEntity*)&lt;br /&gt;
37	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
38	CBasePlayer::DrawDebugGeometryOverlays(void)&lt;br /&gt;
39	CBaseAnimating::DrawDebugTextOverlays(void)&lt;br /&gt;
40	CBasePlayer::Save(ISave &amp;amp;)&lt;br /&gt;
41	CBasePlayer::Restore(IRestore &amp;amp;)&lt;br /&gt;
42	CBasePlayer::ShouldSavePhysics(void)&lt;br /&gt;
43	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
44	CBasePlayer::OnRestore(void)&lt;br /&gt;
45	CBasePlayer::RequiredEdictIndex(void)&lt;br /&gt;
46	CBaseEntity::MoveDone(void)&lt;br /&gt;
47	CBaseEntity::Think(void)&lt;br /&gt;
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
49	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
50	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
51	CTerrorPlayer::GetResponseSystem(void)&lt;br /&gt;
52	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::DispatchResponse(char  const*)&lt;br /&gt;
53	CBasePlayer::Classify(void)&lt;br /&gt;
54	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
55	CTerrorPlayer::ShouldAttractAutoAim(CBaseEntity *)&lt;br /&gt;
56	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
57	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
58	CBaseEntity::GetBeamTraceFilter(void)&lt;br /&gt;
59	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
60	CCSPlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
61	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
62	CTerrorPlayer::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
63	CTerrorPlayer::TakeHealth(float,int)&lt;br /&gt;
64	CBaseEntity::IsAlive(void)const&lt;br /&gt;
65	SurvivorBot::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
66	CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
67	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
68	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
69	CBaseEntity::IsNPC(void)const&lt;br /&gt;
70	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
71	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::MyNextBotPointer(void)&lt;br /&gt;
72	CBaseEntity::MyInfectedPointer(void)&lt;br /&gt;
73	CBaseEntity::GetDelay(void)&lt;br /&gt;
74	CBaseEntity::IsMoving(void)&lt;br /&gt;
75	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
76	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
77	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
78	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
79	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
80	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
81	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::IsNetClient(void)const&lt;br /&gt;
82	CBaseEntity::IsTemplate(void)&lt;br /&gt;
83	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
84	CBaseEntity::IsBaseCombatWeapon(void)const&lt;br /&gt;
85	CBaseEntity::MyCombatWeaponPointer(void)&lt;br /&gt;
86	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
87	CBaseEntity::IsViewable(void)&lt;br /&gt;
88	CTerrorPlayer::ChangeTeam(int)&lt;br /&gt;
89	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
90	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
91	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
92	CBaseEntity::GetEnemy(void)&lt;br /&gt;
93	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
94	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
95	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
96	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::Touch(CBaseEntity *)&lt;br /&gt;
97	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
98	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
99	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
100	CBaseEntity::EndBlocked(void)&lt;br /&gt;
101	SurvivorBot::PhysicsSimulate(void)&lt;br /&gt;
102	CBasePlayer::UpdateOnRemove(void)&lt;br /&gt;
103	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
104	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
105	CTerrorPlayer::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
106	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
107	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
108	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
109	CBaseEntity::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
110	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
111	CBaseEntity::Respawn(void)&lt;br /&gt;
112	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
113	SurvivorBot::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
114	CTerrorPlayer::ModifyOrAppendDerivedCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
115	CTerrorPlayer::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
116	CTerrorPlayer::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
117	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
118	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
119	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
120	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
121	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
122	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
123	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
124	CBaseEntity::GetDamage(void)&lt;br /&gt;
125	CBaseEntity::SetDamage(float)&lt;br /&gt;
126	CBasePlayer::EyePosition(void)&lt;br /&gt;
127	CBasePlayer::EyeAngles(void)&lt;br /&gt;
128	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
129	CBaseEntity::EarPosition(void)&lt;br /&gt;
130	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
131	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
132	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
133	CBaseEntity::GetViewOffset(void)const&lt;br /&gt;
134	CBaseEntity::SetViewOffset(Vector  const&amp;amp;)&lt;br /&gt;
135	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
136	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
137	CTerrorPlayer::GetFriction(void)const&lt;br /&gt;
138	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
139	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
140	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
141	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
142	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
143	CTerrorPlayer::OnGroundChanged(CBaseEntity *,CBaseEntity *)&lt;br /&gt;
144	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
145	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
146	CBaseEntity::Splash(void)&lt;br /&gt;
147	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
148	CCSPlayer::GetSoundEmissionOrigin(void)const&lt;br /&gt;
149	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
150	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
151	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
152	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
153	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
154	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
155	CTerrorPlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
156	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
157	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
158	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
159	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
160	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
161	CBaseEntity::CanPushEntity(CBaseEntity*)const&lt;br /&gt;
162	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
163	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
164	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
165	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
166	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
167	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
168	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
173	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
174	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
175	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
176	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
177	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
178	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
179	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
180	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
181	CBaseEntity::NetworkStateChanged_m_bClientSideRagdoll(void)&lt;br /&gt;
182	CBaseEntity::NetworkStateChanged_m_bClientSideRagdoll(void *)&lt;br /&gt;
183	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
184	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
185	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
186	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
187	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
188	CBaseAnimating::OnSequenceSet(int)&lt;br /&gt;
189	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
190	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
191	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
192	CBaseAnimating::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
193	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
194	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
195	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,QuaternionAligned *,int)&lt;br /&gt;
196	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
197	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
198	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
199	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
200	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::HandleAnimEvent(animevent_t *)&lt;br /&gt;
201	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
202	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
203	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
204	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
205	CBaseAnimating::IsViewModel(void)const&lt;br /&gt;
206	CTerrorPlayer::Ignite(float,bool,float,bool)&lt;br /&gt;
207	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
208	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
209	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
210	CTerrorPlayer::Extinguish(void)&lt;br /&gt;
211	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
212	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
213	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
214	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
215	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
216	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
217	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
218	CTerrorPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
219	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
220	CBasePlayer::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
221	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
222	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
223	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
224	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
225	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
226	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
227	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)&lt;br /&gt;
228	CBasePlayer::BodyAngles(void)&lt;br /&gt;
229	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
230	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
231	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
232	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
233	CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
234	CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
235	CBaseCombatCharacter::IsHiddenByFog(Vector  const&amp;amp;)const&lt;br /&gt;
236	CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const&lt;br /&gt;
237	CBaseCombatCharacter::IsHiddenByFog(float)const&lt;br /&gt;
238	CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&amp;amp;)const&lt;br /&gt;
239	CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const&lt;br /&gt;
240	CBaseCombatCharacter::GetFogObscuredRatio(float)const&lt;br /&gt;
241	CBaseCombatCharacter::GetFogParams(fogparams_t *)const&lt;br /&gt;
242	CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const&lt;br /&gt;
243	CBaseCombatCharacter::IsLookingTowards(Vector  const&amp;amp;,float)const&lt;br /&gt;
244	CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const&lt;br /&gt;
245	CBaseCombatCharacter::IsInFieldOfView(Vector  const&amp;amp;)const&lt;br /&gt;
246	CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const&lt;br /&gt;
247	CBaseCombatCharacter::IsLineOfSightClear(Vector  const&amp;amp;,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const&lt;br /&gt;
248	CTerrorPlayer::OnFootstep(Vector  const&amp;amp;,bool,bool,bool,bool)&lt;br /&gt;
249	CCSPlayer::GetGroundSurface(void)const&lt;br /&gt;
250	CTerrorPlayer::GetFootstepSound(char  const*,bool,float,bool)const&lt;br /&gt;
251	CTerrorPlayer::AreFootstepsAudible(void)const&lt;br /&gt;
252	CTerrorPlayer::IsFootstepAudible(float,bool)const&lt;br /&gt;
253	CBaseCombatCharacter::GetFootstepRunThreshold(void)const&lt;br /&gt;
254	CBaseCombatCharacter::GiveAmmo(int,int,bool)&lt;br /&gt;
255	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
256	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
257	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
258	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
259	CTerrorPlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
260	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
261	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
262	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
263	SurvivorBot::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
264	CTerrorPlayer::Weapon_ShootPosition(void)&lt;br /&gt;
265	CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
266	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
267	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
268	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
269	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
270	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
271	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
272	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
273	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
274	CBaseCombatCharacter::GetAliveDuration(void)const&lt;br /&gt;
275	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
276	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
277	CBaseCombatCharacter::HasEverBeenInjured(int)const&lt;br /&gt;
278	CBaseCombatCharacter::GetTimeSinceLastInjury(int)const&lt;br /&gt;
279	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
280	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
281	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
282	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
283	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
284	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
285	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
286	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
287	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
288	CBasePlayer::Event_Dying(void)&lt;br /&gt;
289	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
290	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
291	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
292	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
293	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;
294	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
295	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
296	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
297	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
298	CBasePlayer::GetVehicle(void)&lt;br /&gt;
299	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
300	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
301	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
302	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
303	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
304	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
305	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
306	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
307	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
308	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
309	CTerrorPlayer::GetLastKnownArea(void)const&lt;br /&gt;
310	CTerrorPlayer::IsAreaTraversable(CNavArea  const*)const&lt;br /&gt;
311	CBaseCombatCharacter::ClearLastKnownArea(void)&lt;br /&gt;
312	CBaseCombatCharacter::UpdateLastKnownArea(void)&lt;br /&gt;
313	SurvivorBot::OnNavAreaChanged(CNavArea *,CNavArea *)&lt;br /&gt;
314	CTerrorPlayer::OnNavAreaRemoved(CNavArea *)&lt;br /&gt;
315	CTerrorPlayer::GetClass(void)const&lt;br /&gt;
316	CTerrorPlayer::CanBeA(ZombieClassType)const&lt;br /&gt;
317	CTerrorPlayer::OnPursuedBy(INextBot *)&lt;br /&gt;
318	CTerrorPlayer::IsGhost(void)const&lt;br /&gt;
319	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
320	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
321	CCSPlayer::CreateViewModel(int)&lt;br /&gt;
322	CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
323	CTerrorPlayer::WantsLagCompensationOnEntity(CBaseAnimatingOverlay  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
324	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
325	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
326	SurvivorBot::InitialSpawn(void)&lt;br /&gt;
327	CBasePlayer::InitHUD(void)&lt;br /&gt;
328	CCSPlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
329	CCSPlayer::PlayerDeathThink(void)&lt;br /&gt;
330	CBasePlayer::Jump(void)&lt;br /&gt;
331	CBasePlayer::Duck(void)&lt;br /&gt;
332	CTerrorPlayer::Cough(CBasePlayer *)&lt;br /&gt;
333	CTerrorPlayer::PreThink(void)&lt;br /&gt;
334	CTerrorPlayer::PostThink(void)&lt;br /&gt;
335	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
336	CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
337	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
338	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::IsFakeClient(void)const&lt;br /&gt;
339	CTerrorPlayer::GetCharacterDisplayName(void)&lt;br /&gt;
340	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
341	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
342	CTerrorPlayer::UpdateCollisionBounds(void)&lt;br /&gt;
343	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
344	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
345	CCSPlayer::RemoveAllItems(bool)&lt;br /&gt;
346	CTerrorPlayer::IsRunning(void)const&lt;br /&gt;
347	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
348	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
349	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
350	CBasePlayer::UpdateClientData(void)&lt;br /&gt;
351	CBasePlayer::ExitLadder(void)&lt;br /&gt;
352	CBasePlayer::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
353	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::IsAbleToAutoCenterOnLadders(void)const&lt;br /&gt;
354	CBasePlayer::SetFlashlightEnabled(bool)&lt;br /&gt;
355	CCSPlayer::FlashlightIsOn(void)&lt;br /&gt;
356	CTerrorPlayer::FlashlightTurnOn(bool)&lt;br /&gt;
357	CTerrorPlayer::FlashlightTurnOff(bool)&lt;br /&gt;
358	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
359	CCSPlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
360	CCSPlayer::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
361	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
362	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
363	CTerrorPlayer::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
364	CCSPlayer::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
365	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::OnMainActivityComplete(Activity,Activity)&lt;br /&gt;
366	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::OnMainActivityInterrupted(Activity,Activity)&lt;br /&gt;
367	CTerrorPlayer::ImpulseCommands(void)&lt;br /&gt;
368	CTerrorPlayer::CheatImpulseCommands(int)&lt;br /&gt;
369	CTerrorPlayer::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
370	CBasePlayer::StartObserverMode(int)&lt;br /&gt;
371	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
372	CBasePlayer::ModeWantsSpectatorGUI(int)&lt;br /&gt;
373	CTerrorPlayer::SetObserverMode(int)&lt;br /&gt;
374	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
375	CTerrorPlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
376	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
377	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
378	CTerrorPlayer::FindNextObserverTarget(bool)&lt;br /&gt;
379	CCSPlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
380	CTerrorPlayer::PassesObserverFilter(CBaseEntity  const*)&lt;br /&gt;
381	CTerrorPlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
382	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
383	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
384	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
385	CCSPlayer::ResetObserverMode(void)&lt;br /&gt;
386	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
387	CBasePlayer::AttemptToExitFreezeCam(void)&lt;br /&gt;
388	CTerrorPlayer::WantsRoamingObserverMode(void)const&lt;br /&gt;
389	CCSPlayer::StartReplayMode(float,float,int)&lt;br /&gt;
390	CCSPlayer::StopReplayMode(void)&lt;br /&gt;
391	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
392	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
393	CBasePlayer::CreateCorpse(void)&lt;br /&gt;
394	CTerrorPlayer::EntSelectSpawnPoint(void)&lt;br /&gt;
395	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
396	CBasePlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
397	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
398	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
399	CTerrorPlayer::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
400	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
401	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
402	CBasePlayer::SelectItem(CBaseCombatWeapon *)&lt;br /&gt;
403	CTerrorPlayer::ItemPostFrame(void)&lt;br /&gt;
404	CTerrorPlayer::GiveNamedItem(char  const*,int,bool)&lt;br /&gt;
405	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
406	CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
407	CTerrorPlayer::PlayWadeSound(void)&lt;br /&gt;
408	CTerrorPlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
409	CTerrorPlayer::CanRecoverCurrentDrowningDamage(void)const&lt;br /&gt;
410	CTerrorPlayer::PlayerUse(CBaseEntity *)&lt;br /&gt;
411	CCSPlayer::PlayUseDenySound(void)&lt;br /&gt;
412	CTerrorPlayer::FindUseEntity(float,float,bool *)&lt;br /&gt;
413	CTerrorPlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
414	CTerrorPlayer::OnUseEntity(CBaseEntity *,USE_TYPE)&lt;br /&gt;
415	CTerrorPlayer::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
416	CTerrorPlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
417	CTerrorPlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
418	CTerrorPlayer::IsHoldingEntity(CBaseEntity *)&lt;br /&gt;
419	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
420	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
421	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
422	CBasePlayer::GetAutoaimVector(float,float,float,AimResults *)&lt;br /&gt;
423	CBasePlayer::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
424	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
425	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
426	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
427	CTerrorPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
428	CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)&lt;br /&gt;
429	CBaseMultiplayerPlayer::CanSpeak(void)&lt;br /&gt;
430	CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
431	CTerrorPlayer::CheckChatText(char *,int)&lt;br /&gt;
432	CBasePlayer::CreateRagdollEntity(void)&lt;br /&gt;
433	CBasePlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
434	CBasePlayer::EnsureSplitScreenTeam(void)&lt;br /&gt;
435	CBasePlayer::ForceChangeTeam(int)&lt;br /&gt;
436	CBasePlayer::IsFollowingPhysics(void)&lt;br /&gt;
437	CTerrorPlayer::InitVCollision(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
438	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
439	CBasePlayer::Hints(void)&lt;br /&gt;
440	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
441	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
442	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
443	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
444	CBasePlayer::ResetScores(void)&lt;br /&gt;
445	CBasePlayer::EquipSuit(bool)&lt;br /&gt;
446	CBasePlayer::RemoveSuit(void)&lt;br /&gt;
447	CTerrorPlayer::OnUseEntityChanged(void)&lt;br /&gt;
448	CBasePlayer::CommitSuicide(bool,bool)&lt;br /&gt;
449	CBasePlayer::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
450	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::IsBot(void)const&lt;br /&gt;
451	CBaseMultiplayerPlayer::GetExpresser(void)&lt;br /&gt;
452	CCSPlayer::SpawnArmorValue(void)const&lt;br /&gt;
453	CTerrorPlayer::UpdateTonemapController(void)&lt;br /&gt;
454	CCSPlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
455	CCSPlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
456	CTerrorPlayer::IsAutoCrouched(void)const&lt;br /&gt;
457	CBasePlayer::HasHaptics(void)&lt;br /&gt;
458	CBasePlayer::SetHaptics(bool)&lt;br /&gt;
459	CTerrorPlayer::GetAvailableSteadyStateSlots(void)&lt;br /&gt;
460	CTerrorPlayer::OnSpeak(CBasePlayer *,char  const*,float)&lt;br /&gt;
461	CTerrorPlayer::OnVoiceTransmit(void)&lt;br /&gt;
462	CTerrorPlayer::PlayerSolidMask(bool)const&lt;br /&gt;
463	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::NoteSpeaking(float,float)&lt;br /&gt;
464	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::Speak(CAI_Concept,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
465	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::Speak(CAI_Concept,AI_CriteriaSet *,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
466	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::PostSpeakDispatchResponse(CAI_Concept,AI_Response *)&lt;br /&gt;
467	CTerrorPlayer::SpeakIfAllowed(CAI_Concept,SpeechPriorityType,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
468	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
469	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)&lt;br /&gt;
470	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)&lt;br /&gt;
471	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)&lt;br /&gt;
472	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)&lt;br /&gt;
473	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)&lt;br /&gt;
474	CBaseMultiplayerPlayer::CreateExpresser(void)&lt;br /&gt;
475	CCSPlayer::FirePlayerHurtEvent(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
476	CTerrorPlayer::OnTakeDamageInternal(CTakeDamageInfo &amp;amp;)&lt;br /&gt;
477	CTerrorPlayer::AllowDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
478	CTerrorPlayer::GetHealthBuffer(void)const&lt;br /&gt;
479	CTerrorPlayer::IsIncapacitated(void)const&lt;br /&gt;
480	CTerrorPlayer::GetAdjustedDamage(CTakeDamageInfo  const&amp;amp;,float,float,bool)&lt;br /&gt;
481	CTerrorPlayer::DoBloodEffect(float,CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
482	CCSPlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
483	CCSPlayer::IsBeingGivenItem(void)const&lt;br /&gt;
484	CTerrorPlayer::DoAnimationEvent(PlayerAnimEvent_t,int)&lt;br /&gt;
485	CCSPlayer::CSAnim_GetActiveWeapon(void)&lt;br /&gt;
486	CCSPlayer::CSAnim_CanMove(void)&lt;br /&gt;
487	CTerrorPlayer::KickBack(float,float,float,float,float,float,int)&lt;br /&gt;
488	CTerrorPlayer::IsImmobilized(void)const&lt;br /&gt;
489	CTerrorPlayer::GiveDefaultItems(void)&lt;br /&gt;
490	CTerrorPlayer::RoundRespawn(void)&lt;br /&gt;
491	CTerrorPlayer::ObserverRoundRespawn(void)&lt;br /&gt;
492	CCSPlayer::Blind(float,float,float)&lt;br /&gt;
493	CTerrorPlayer::Deafen(float,float,float)&lt;br /&gt;
494	CTerrorPlayer::ResetMaxSpeed(void)&lt;br /&gt;
495	CCSPlayer::HandleCommand_JoinClass(int)&lt;br /&gt;
496	CTerrorPlayer::HandleCommand_JoinTeam(int,char  const*,bool)&lt;br /&gt;
497	CTerrorPlayer::GetIntoGame(void)&lt;br /&gt;
498	CTerrorPlayer::WantsMOTD(void)const&lt;br /&gt;
499	CTerrorPlayer::AutoSelectTeam(void)&lt;br /&gt;
500	CTerrorPlayer::OnLeaveActiveState(void)&lt;br /&gt;
501	CTerrorPlayer::Pain(bool)&lt;br /&gt;
502	SurvivorBot::OnTeamChanged(int)&lt;br /&gt;
503	CTerrorPlayer::CanAttack(void)const&lt;br /&gt;
504	CTerrorPlayer::OnWeaponFired(void)&lt;br /&gt;
505	CTerrorPlayer::OnHitPlayer(int,float,float,int)&lt;br /&gt;
506	CTerrorPlayer::OnReloadStart(bool,int,bool)&lt;br /&gt;
507	CTerrorPlayer::CreateNoise(float)&lt;br /&gt;
508	CTerrorPlayer::OnPreThinkObserverMode(void)&lt;br /&gt;
509	CTerrorPlayer::OnEnterRescueState(void)&lt;br /&gt;
510	CTerrorPlayer::OnPreThinkRescueState(void)&lt;br /&gt;
511	CTerrorPlayer::OnLeaveRescueState(void)&lt;br /&gt;
512	CTerrorPlayer::OnEnterGhostState(void)&lt;br /&gt;
513	CTerrorPlayer::OnPreThinkGhostState(void)&lt;br /&gt;
514	CTerrorPlayer::OnLeaveGhostState(void)&lt;br /&gt;
515	CTerrorPlayer::OnEnterIntroCameraState(void)&lt;br /&gt;
516	CTerrorPlayer::OnPreThinkIntroCameraState(void)&lt;br /&gt;
517	CTerrorPlayer::OnLeaveIntroCameraState(void)&lt;br /&gt;
518	CTerrorPlayer::OnLeaveDeathAnimState(void)&lt;br /&gt;
519	CTerrorPlayer::OnLeaveDeathWaitForKeyState(void)&lt;br /&gt;
520	CTerrorPlayer::CanUseFlashlight(void)const&lt;br /&gt;
521	CTerrorPlayer::UpdateAddonBits(void)&lt;br /&gt;
522	CTerrorPlayer::UpdateRadar(void)&lt;br /&gt;
523	CTerrorPlayer::SelectDeathPose(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
524	CTerrorPlayer::CanChangeName(void)const&lt;br /&gt;
525	CTerrorPlayer::ChangeName(char  const*)&lt;br /&gt;
526	CTerrorPlayer::IsProgressBarActive(void)const&lt;br /&gt;
527	CTerrorPlayer::CreateRagdollEntity(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
528	CTerrorPlayer::GetRagdollType(void)const&lt;br /&gt;
529	CTerrorPlayer::SetModelFromClass(void)&lt;br /&gt;
530	CTerrorPlayer::SetModelFromClassAtSpawn(void)&lt;br /&gt;
531	CTerrorPlayer::DropWeapons(bool)&lt;br /&gt;
532	CTerrorPlayer::RecordDamageTaken(char  const*,int)&lt;br /&gt;
533	SurvivorBot::OnPlayerDisconnected(CTerrorPlayer *)&lt;br /&gt;
534	CTerrorPlayer::OnSpawn(void)&lt;br /&gt;
535	CTerrorPlayer::RestoreSpawn(void)&lt;br /&gt;
536	SurvivorBot::OnBeginChangeLevel(char  const*,KeyValues *)&lt;br /&gt;
537	CTerrorPlayer::OnEndChangeLevel(void)&lt;br /&gt;
538	CTerrorPlayer::SetDoingRestore(bool)&lt;br /&gt;
539	CTerrorPlayer::GetTeamSwitchRule(void)const&lt;br /&gt;
540	CTerrorPlayer::IsReadyToShove(void)&lt;br /&gt;
541	CTerrorPlayer::SetNextShoveTime(float)&lt;br /&gt;
542	CTerrorPlayer::CommitSuicide(bool)&lt;br /&gt;
543	CTerrorPlayer::OnSpokeConcept(CAI_Concept,AI_Response *)&lt;br /&gt;
544	CTerrorPlayer::RestoreWeapons(void)&lt;br /&gt;
545	CTerrorPlayer::OnReloadEnd(void)&lt;br /&gt;
546	CTerrorPlayer::OnReloadAbort(void)&lt;br /&gt;
547	CTerrorPlayer::OnAttackSuccess(CBaseCombatCharacter *,bool)&lt;br /&gt;
548	CTerrorPlayer::IsWielding(CSWeaponID)const&lt;br /&gt;
549	CTerrorPlayer::IsZoomed(void)&lt;br /&gt;
550	CTerrorPlayer::CanPlayerJump(void)const&lt;br /&gt;
551	CTerrorPlayer::PlayerZombieAbortControl(void)&lt;br /&gt;
552	CTerrorPlayer::CanBeShoved(void)&lt;br /&gt;
553	CTerrorPlayer::SetClass(ZombieClassType)&lt;br /&gt;
554	CTerrorPlayer::SetCharacter(void)&lt;br /&gt;
555	CTerrorPlayer::OnRevived(void)&lt;br /&gt;
556	SurvivorBot::OnAwardEarned(AwardType,CBaseEntity *)&lt;br /&gt;
557	CTerrorPlayer::OnAwardLost(AwardType)&lt;br /&gt;
558	CTerrorPlayer::ScoreKilledZombie(ZombieClassType)&lt;br /&gt;
559	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::IsRemovedOnReset(void)const&lt;br /&gt;
560	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressFireButton(float)&lt;br /&gt;
561	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseFireButton(void)&lt;br /&gt;
562	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressMeleeButton(float)&lt;br /&gt;
563	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseMeleeButton(void)&lt;br /&gt;
564	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressUseButton(float)&lt;br /&gt;
565	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseUseButton(void)&lt;br /&gt;
566	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressReloadButton(float)&lt;br /&gt;
567	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseReloadButton(void)&lt;br /&gt;
568	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressForwardButton(float)&lt;br /&gt;
569	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseForwardButton(void)&lt;br /&gt;
570	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressBackwardButton(float)&lt;br /&gt;
571	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseBackwardButton(void)&lt;br /&gt;
572	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressLeftButton(float)&lt;br /&gt;
573	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseLeftButton(void)&lt;br /&gt;
574	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressRightButton(float)&lt;br /&gt;
575	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseRightButton(void)&lt;br /&gt;
576	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressJumpButton(float)&lt;br /&gt;
577	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseJumpButton(void)&lt;br /&gt;
578	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressCrouchButton(float)&lt;br /&gt;
579	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseCrouchButton(void)&lt;br /&gt;
580	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressWalkButton(float)&lt;br /&gt;
581	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseWalkButton(void)&lt;br /&gt;
582	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::SetButtonScale(float,float)&lt;br /&gt;
583	SurvivorBot::Update(void)&lt;br /&gt;
584	SurvivorBot::MySurvivorBotPointer(void)const&lt;br /&gt;
585	SurvivorBot::GetEntity(void)const&lt;br /&gt;
586	SurvivorBot::GetLocomotionInterface(void)const&lt;br /&gt;
587	SurvivorBot::GetBodyInterface(void)const&lt;br /&gt;
588	SurvivorBot::GetIntentionInterface(void)const&lt;br /&gt;
589	SurvivorBot::GetVisionInterface(void)const&lt;br /&gt;
590	SurvivorBot::IsAbleToBreak(CBaseEntity  const*)const&lt;br /&gt;
591	SurvivorBot::GetDebugIdentifier(void)const&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Disawar1</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CTerrorPlayer_Offset_List_(Left_4_Dead_2)&amp;diff=8787</id>
		<title>CTerrorPlayer Offset List (Left 4 Dead 2)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CTerrorPlayer_Offset_List_(Left_4_Dead_2)&amp;diff=8787"/>
		<updated>2012-12-10T09:05:58Z</updated>

		<summary type="html">&lt;p&gt;Disawar1: /* 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 10 December 2012&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x00DA8920&lt;br /&gt;
// from &amp;quot;server 2.1.1.7.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	SurvivorBot::~SurvivorBot()&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	CCSPlayer::SetModelIndex(int)&lt;br /&gt;
9	SurvivorBot::GetServerClass(void)&lt;br /&gt;
10	SurvivorBot::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
11	SurvivorBot::GetDataDescMap(void)&lt;br /&gt;
12	CBaseAnimating::GetScriptDesc(void)&lt;br /&gt;
13	CBaseEntity::GetAIAddOn(void)const&lt;br /&gt;
14	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
15	CTerrorPlayer::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
16	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
17	CTerrorPlayer::ShouldCollide(int,int)const&lt;br /&gt;
18	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
19	CTerrorPlayer::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	SurvivorBot::Spawn(void)&lt;br /&gt;
24	CBaseEntity::ShouldPrecache(void)&lt;br /&gt;
25	CTerrorPlayer::Precache(void)&lt;br /&gt;
26	CBasePlayer::SetModel(char  const*)&lt;br /&gt;
27	CBaseEntity::InitSharedVars(void)&lt;br /&gt;
28	CBaseMultiplayerPlayer::PostConstructor(char  const*)&lt;br /&gt;
29	CBaseEntity::PostClientActive(void)&lt;br /&gt;
30	CBaseEntity::OnParseMapDataFinished(void)&lt;br /&gt;
31	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
32	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
33	CBaseEntity::KeyValue(char  const*,Vector  const&amp;amp;)&lt;br /&gt;
34	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
35	CBasePlayer::Activate(void)&lt;br /&gt;
36	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
37	CBaseEntity::SetStasis(bool)&lt;br /&gt;
38	CBaseEntity::IsInStasis(void)const&lt;br /&gt;
39	CTerrorPlayer::ObjectCaps(void)&lt;br /&gt;
40	CTerrorPlayer::GetUsePriority(CBaseEntity *)&lt;br /&gt;
41	CBaseEntity::GetGlowEntity(void)&lt;br /&gt;
42	CBaseEntity::GetUseType(CBaseEntity*)&lt;br /&gt;
43	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
44	CBasePlayer::GetPlayerName(void)const&lt;br /&gt;
45	CBasePlayer::DrawDebugGeometryOverlays(void)&lt;br /&gt;
46	CTerrorPlayer::DrawDebugTextOverlays(void)&lt;br /&gt;
47	CBasePlayer::Save(ISave &amp;amp;)&lt;br /&gt;
48	CBasePlayer::Restore(IRestore &amp;amp;)&lt;br /&gt;
49	CBasePlayer::ShouldSavePhysics(void)&lt;br /&gt;
50	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
51	CBasePlayer::OnRestore(void)&lt;br /&gt;
52	CBasePlayer::GetDemoRecordingState(KeyValues *)&lt;br /&gt;
53	CBasePlayer::RequiredEdictIndex(void)&lt;br /&gt;
54	CBaseEntity::MoveDone(void)&lt;br /&gt;
55	CBaseEntity::Think(void)&lt;br /&gt;
56	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
57	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
58	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
59	CBaseAnimatingOverlay::GetBaseAnimatingOverlay(void)&lt;br /&gt;
60	CTerrorPlayer::GetResponseSystem(void)&lt;br /&gt;
61	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::DispatchResponse(char  const*)&lt;br /&gt;
62	CBasePlayer::Classify(void)&lt;br /&gt;
63	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
64	CTerrorPlayer::ShouldAttractAutoAim(CBaseEntity *)&lt;br /&gt;
65	CTerrorPlayer::GetAutoAimRadius(void)&lt;br /&gt;
66	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
67	CBaseEntity::GetBeamTraceFilter(void)&lt;br /&gt;
68	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
69	CCSPlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
70	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
71	CTerrorPlayer::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
72	CTerrorPlayer::TakeHealth(float,int)&lt;br /&gt;
73	CBaseEntity::IsAlive(void)const&lt;br /&gt;
74	SurvivorBot::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
75	CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
76	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
77	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
78	CBaseEntity::IsNPC(void)const&lt;br /&gt;
79	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
80	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::MyNextBotPointer(void)&lt;br /&gt;
81	CBaseEntity::MyInfectedPointer(void)&lt;br /&gt;
82	CBaseEntity::GetDelay(void)&lt;br /&gt;
83	CBaseEntity::IsMoving(void)&lt;br /&gt;
84	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
85	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
86	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
87	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
88	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
89	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
90	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::IsNetClient(void)const&lt;br /&gt;
91	CBaseEntity::IsTemplate(void)&lt;br /&gt;
92	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
93	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
94	CBaseEntity::IsElevator(void)const&lt;br /&gt;
95	CBaseEntity::IsBaseCombatWeapon(void)const&lt;br /&gt;
96	CBaseEntity::MyCombatWeaponPointer(void)&lt;br /&gt;
97	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
98	CBaseEntity::IsViewable(void)&lt;br /&gt;
99	CTerrorPlayer::ChangeTeam(int)&lt;br /&gt;
100	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
101	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
102	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
103	CBaseEntity::GetEnemy(void)&lt;br /&gt;
104	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
105	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
106	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
107	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::Touch(CBaseEntity *)&lt;br /&gt;
108	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
109	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
110	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
111	CBaseEntity::EndBlocked(void)&lt;br /&gt;
112	SurvivorBot::PhysicsSimulate(void)&lt;br /&gt;
113	CBaseEntity::PhysicsLandedOnGround(float)&lt;br /&gt;
114	CBasePlayer::UpdateOnRemove(void)&lt;br /&gt;
115	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
116	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
117	CTerrorPlayer::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
118	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
119	CTerrorPlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
120	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
121	CBaseEntity::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
122	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
123	CBaseEntity::Respawn(void)&lt;br /&gt;
124	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
125	CBaseEntity::GetMaxHealth(void)const&lt;br /&gt;
126	SurvivorBot::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
127	CTerrorPlayer::ModifyOrAppendDerivedCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
128	CTerrorPlayer::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
129	CTerrorPlayer::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
130	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
131	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
132	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
133	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
134	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
135	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
136	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
137	CBaseEntity::GetDamage(void)&lt;br /&gt;
138	CBaseEntity::SetDamage(float)&lt;br /&gt;
139	CBasePlayer::EyePosition(void)&lt;br /&gt;
140	CBasePlayer::EyeAngles(void)&lt;br /&gt;
141	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
142	CBaseEntity::EarPosition(void)&lt;br /&gt;
143	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
144	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
145	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
146	CBaseEntity::GetViewOffset(void)const&lt;br /&gt;
147	CBaseEntity::SetViewOffset(Vector  const&amp;amp;)&lt;br /&gt;
148	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
149	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
150	CTerrorPlayer::GetFriction(void)const&lt;br /&gt;
151	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
152	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
153	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
154	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
155	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
156	CTerrorPlayer::OnGroundChanged(CBaseEntity *,CBaseEntity *)&lt;br /&gt;
157	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
158	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
159	CBaseEntity::Splash(void)&lt;br /&gt;
160	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
161	CCSPlayer::GetSoundEmissionOrigin(void)const&lt;br /&gt;
162	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
163	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
164	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
165	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
166	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
167	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
168	CTerrorPlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
169	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
170	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
171	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
172	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
173	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
174	CBaseEntity::CanPushEntity(CBaseEntity*)const&lt;br /&gt;
175	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
176	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
177	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
178	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
179	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
180	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
181	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
182	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
183	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
184	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
185	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
186	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
187	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
188	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
189	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
190	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
191	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
192	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
193	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
194	CBaseEntity::NetworkStateChanged_m_bClientSideRagdoll(void)&lt;br /&gt;
195	CBaseEntity::NetworkStateChanged_m_bClientSideRagdoll(void *)&lt;br /&gt;
196	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
197	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
198	CBaseEntity::RunVScripts(void)&lt;br /&gt;
199	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
200	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
201	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
202	CBaseAnimating::ReachedEndOfSequence(void)&lt;br /&gt;
203	CBaseAnimating::OnSequenceSet(int)&lt;br /&gt;
204	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
205	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
206	CTerrorPlayer::SelectWeightedSequence(Activity)&lt;br /&gt;
207	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
208	CBaseAnimating::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
209	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
210	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
211	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,matrix3x4_t  const&amp;amp;,Vector *,QuaternionAligned *,int)&lt;br /&gt;
212	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
213	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
214	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
215	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
216	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::HandleAnimEvent(animevent_t *)&lt;br /&gt;
217	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
218	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
219	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
220	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
221	CBaseAnimating::IsViewModel(void)const&lt;br /&gt;
222	CTerrorPlayer::Ignite(float,bool,float,bool)&lt;br /&gt;
223	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
224	CBaseAnimating::IgniteUseCheapEffect(bool)&lt;br /&gt;
225	CTerrorPlayer::Extinguish(void)&lt;br /&gt;
226	CBaseAnimating::IsFrozen(void)&lt;br /&gt;
227	CBaseAnimating::Freeze(float,CBaseEntity *,Ray_t *)&lt;br /&gt;
228	CBaseAnimating::Unfreeze(void)&lt;br /&gt;
229	CBaseAnimating::Dissolve(char  const*,float,bool,int,Vector,int)&lt;br /&gt;
230	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
231	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
232	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
233	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
234	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
235	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
236	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
237	CTerrorPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
238	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
239	CBasePlayer::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
240	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
241	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
242	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
243	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
244	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
245	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
246	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)&lt;br /&gt;
247	CBasePlayer::BodyAngles(void)&lt;br /&gt;
248	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
249	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
250	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
251	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
252	CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
253	CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
254	CBaseCombatCharacter::IsHiddenByFog(Vector  const&amp;amp;)const&lt;br /&gt;
255	CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const&lt;br /&gt;
256	CBaseCombatCharacter::IsHiddenByFog(float)const&lt;br /&gt;
257	CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&amp;amp;)const&lt;br /&gt;
258	CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const&lt;br /&gt;
259	CBaseCombatCharacter::GetFogObscuredRatio(float)const&lt;br /&gt;
260	CBaseCombatCharacter::GetFogParams(fogparams_t *)const&lt;br /&gt;
261	CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const&lt;br /&gt;
262	CBaseCombatCharacter::IsLookingTowards(Vector  const&amp;amp;,float)const&lt;br /&gt;
263	CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const&lt;br /&gt;
264	CBaseCombatCharacter::IsInFieldOfView(Vector  const&amp;amp;)const&lt;br /&gt;
265	CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const&lt;br /&gt;
266	CBaseCombatCharacter::IsLineOfSightClear(Vector  const&amp;amp;,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const&lt;br /&gt;
267	CTerrorPlayer::OnFootstep(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
268	CCSPlayer::GetGroundSurface(void)const&lt;br /&gt;
269	CTerrorPlayer::GetFootstepSound(char  const*,bool,float,bool)const&lt;br /&gt;
270	CTerrorPlayer::AreFootstepsAudible(void)const&lt;br /&gt;
271	CTerrorPlayer::IsFootstepAudible(float,bool)const&lt;br /&gt;
272	CBaseCombatCharacter::GetFootstepRunThreshold(void)const&lt;br /&gt;
273	CBaseCombatCharacter::GiveAmmo(int,int,bool)&lt;br /&gt;
274	CTerrorPlayer::RemoveAmmo(int,int)&lt;br /&gt;
275	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
276	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
277	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
278	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
279	CTerrorPlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
280	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
281	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
282	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
283	SurvivorBot::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
284	CTerrorPlayer::Weapon_ShootPosition(void)&lt;br /&gt;
285	CTerrorPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
286	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
287	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
288	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
289	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
290	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
291	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
292	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
293	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
294	CBaseCombatCharacter::GetAliveDuration(void)const&lt;br /&gt;
295	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
296	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
297	CBaseCombatCharacter::HasEverBeenInjured(int)const&lt;br /&gt;
298	CBaseCombatCharacter::GetTimeSinceLastInjury(int)const&lt;br /&gt;
299	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
300	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
301	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
302	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
303	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
304	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
305	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
306	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
307	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
308	CBasePlayer::Event_Dying(void)&lt;br /&gt;
309	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
310	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
311	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
312	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
313	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;
314	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
315	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
316	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
317	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
318	CBasePlayer::GetVehicle(void)&lt;br /&gt;
319	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
320	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
321	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
322	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
323	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
324	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
325	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
326	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
327	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
328	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
329	CTerrorPlayer::GetLastKnownArea(void)const&lt;br /&gt;
330	CTerrorPlayer::IsAreaTraversable(CNavArea  const*)const&lt;br /&gt;
331	CBaseCombatCharacter::ClearLastKnownArea(void)&lt;br /&gt;
332	CBaseCombatCharacter::UpdateLastKnownArea(void)&lt;br /&gt;
333	SurvivorBot::OnNavAreaChanged(CNavArea *,CNavArea *)&lt;br /&gt;
334	CTerrorPlayer::OnNavAreaRemoved(CNavArea *)&lt;br /&gt;
335	CTerrorPlayer::GetClass(void)const&lt;br /&gt;
336	CTerrorPlayer::CanBeA(ZombieClassType)const&lt;br /&gt;
337	CTerrorPlayer::OnHitByVomitJar(CBaseCombatCharacter *)&lt;br /&gt;
338	CTerrorPlayer::IsIT(void)const&lt;br /&gt;
339	CTerrorPlayer::OnPursuedBy(INextBot *)&lt;br /&gt;
340	CTerrorPlayer::IsGhost(void)const&lt;br /&gt;
341	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
342	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
343	CCSPlayer::CreateViewModel(int)&lt;br /&gt;
344	CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
345	CTerrorPlayer::WantsLagCompensationOnEntity(CBaseEntity  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
346	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
347	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
348	SurvivorBot::InitialSpawn(void)&lt;br /&gt;
349	CBasePlayer::InitHUD(void)&lt;br /&gt;
350	CCSPlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
351	CCSPlayer::PlayerDeathThink(void)&lt;br /&gt;
352	CBasePlayer::Jump(void)&lt;br /&gt;
353	CBasePlayer::Duck(void)&lt;br /&gt;
354	CTerrorPlayer::Cough(CBasePlayer *)&lt;br /&gt;
355	CTerrorPlayer::PreThink(void)&lt;br /&gt;
356	CTerrorPlayer::PostThink(void)&lt;br /&gt;
357	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
358	CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
359	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
360	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::IsFakeClient(void)const&lt;br /&gt;
361	CTerrorPlayer::GetCharacterDisplayName(void)&lt;br /&gt;
362	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
363	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
364	CTerrorPlayer::UpdateCollisionBounds(void)&lt;br /&gt;
365	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
366	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
367	CCSPlayer::RemoveAllItems(bool)&lt;br /&gt;
368	CTerrorPlayer::IsRunning(void)const&lt;br /&gt;
369	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
370	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
371	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
372	CBasePlayer::HasUnlockableWeapons(int)&lt;br /&gt;
373	CBasePlayer::UpdateClientData(void)&lt;br /&gt;
374	CBasePlayer::UpdateBattery(void)&lt;br /&gt;
375	CBasePlayer::ExitLadder(void)&lt;br /&gt;
376	CBasePlayer::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
377	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::IsAbleToAutoCenterOnLadders(void)const&lt;br /&gt;
378	CBasePlayer::SetFlashlightEnabled(bool)&lt;br /&gt;
379	CCSPlayer::FlashlightIsOn(void)&lt;br /&gt;
380	CTerrorPlayer::FlashlightTurnOn(bool)&lt;br /&gt;
381	CTerrorPlayer::FlashlightTurnOff(bool)&lt;br /&gt;
382	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
383	CCSPlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
384	CCSPlayer::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
385	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
386	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
387	CTerrorPlayer::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
388	CBasePlayer::GetSoundscapeListener(void)&lt;br /&gt;
389	CTerrorPlayer::WeaponHasInfiniteAmmo(CBaseCombatWeapon *)&lt;br /&gt;
390	CCSPlayer::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
391	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::OnMainActivityComplete(Activity,Activity)&lt;br /&gt;
392	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::OnMainActivityInterrupted(Activity,Activity)&lt;br /&gt;
393	CTerrorPlayer::ImpulseCommands(void)&lt;br /&gt;
394	CTerrorPlayer::CheatImpulseCommands(int)&lt;br /&gt;
395	CTerrorPlayer::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
396	CBasePlayer::StartObserverMode(int)&lt;br /&gt;
397	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
398	CBasePlayer::ModeWantsSpectatorGUI(int)&lt;br /&gt;
399	CTerrorPlayer::SetObserverMode(int)&lt;br /&gt;
400	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
401	CTerrorPlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
402	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
403	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
404	CTerrorPlayer::FindNextObserverTarget(bool)&lt;br /&gt;
405	CCSPlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
406	CTerrorPlayer::PassesObserverFilter(CBaseEntity  const*)&lt;br /&gt;
407	CTerrorPlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
408	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
409	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
410	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
411	CCSPlayer::ResetObserverMode(void)&lt;br /&gt;
412	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
413	CBasePlayer::AttemptToExitFreezeCam(void)&lt;br /&gt;
414	CTerrorPlayer::WantsRoamingObserverMode(void)const&lt;br /&gt;
415	CCSPlayer::StartReplayMode(float,float,int)&lt;br /&gt;
416	CCSPlayer::StopReplayMode(void)&lt;br /&gt;
417	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
418	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
419	CBasePlayer::CreateCorpse(void)&lt;br /&gt;
420	CTerrorPlayer::EntSelectSpawnPoint(void)&lt;br /&gt;
421	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
422	CBasePlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
423	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
424	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
425	CTerrorPlayer::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
426	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
427	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
428	CBasePlayer::SelectItem(CBaseCombatWeapon *)&lt;br /&gt;
429	CTerrorPlayer::ItemPostFrame(void)&lt;br /&gt;
430	CTerrorPlayer::GiveNamedItem(char  const*,int,bool)&lt;br /&gt;
431	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
432	CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
433	CTerrorPlayer::PlayWadeSound(void)&lt;br /&gt;
434	CTerrorPlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
435	CTerrorPlayer::CanRecoverCurrentDrowningDamage(void)const&lt;br /&gt;
436	CTerrorPlayer::PlayerUse(CBaseEntity *)&lt;br /&gt;
437	CCSPlayer::PlayUseDenySound(void)&lt;br /&gt;
438	CTerrorPlayer::FindUseEntity(float,float,float,bool *,bool)&lt;br /&gt;
439	CTerrorPlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
440	CTerrorPlayer::OnUseEntity(CBaseEntity *,USE_TYPE)&lt;br /&gt;
441	CTerrorPlayer::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
442	CTerrorPlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
443	CTerrorPlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
444	CTerrorPlayer::IsHoldingEntity(CBaseEntity *)&lt;br /&gt;
445	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
446	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
447	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
448	CBasePlayer::GetAutoaimVector(float,float,float,AimResults *)&lt;br /&gt;
449	CBasePlayer::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
450	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
451	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
452	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
453	CTerrorPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
454	CBasePlayer::ChangeTeam(int,bool,bool)&lt;br /&gt;
455	CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)&lt;br /&gt;
456	CBaseMultiplayerPlayer::CanSpeak(void)&lt;br /&gt;
457	CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
458	CTerrorPlayer::CheckChatText(char *,int)&lt;br /&gt;
459	CBasePlayer::CreateRagdollEntity(void)&lt;br /&gt;
460	CBasePlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
461	CTerrorPlayer::ForceChangeTeam(int)&lt;br /&gt;
462	CBasePlayer::IsFollowingPhysics(void)&lt;br /&gt;
463	CTerrorPlayer::InitVCollision(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
464	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
465	CBasePlayer::Hints(void)&lt;br /&gt;
466	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
467	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
468	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
469	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
470	CBasePlayer::ResetScores(void)&lt;br /&gt;
471	CBasePlayer::EquipSuit(bool)&lt;br /&gt;
472	CBasePlayer::RemoveSuit(void)&lt;br /&gt;
473	CTerrorPlayer::OnUseEntityChanged(void)&lt;br /&gt;
474	CBasePlayer::CommitSuicide(bool,bool)&lt;br /&gt;
475	CBasePlayer::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
476	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::IsBot(void)const&lt;br /&gt;
477	CBaseMultiplayerPlayer::GetExpresser(void)&lt;br /&gt;
478	CCSPlayer::SpawnArmorValue(void)const&lt;br /&gt;
479	CTerrorPlayer::UpdateTonemapController(void)&lt;br /&gt;
480	CCSPlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
481	CCSPlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
482	CTerrorPlayer::IsAutoCrouched(void)const&lt;br /&gt;
483	CTerrorPlayer::GetAvailableSteadyStateSlots(void)&lt;br /&gt;
484	CTerrorPlayer::OnSpeak(CBasePlayer *,char  const*,float)&lt;br /&gt;
485	CTerrorPlayer::OnVoiceTransmit(void)&lt;br /&gt;
486	CTerrorPlayer::PlayerSolidMask(bool)const&lt;br /&gt;
487	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::NoteSpeaking(float,float)&lt;br /&gt;
488	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::Speak(CAI_Concept,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
489	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::Speak(CAI_Concept,AI_CriteriaSet *,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
490	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::PostSpeakDispatchResponse(CAI_Concept,AI_Response *)&lt;br /&gt;
491	CTerrorPlayer::SpeakIfAllowed(CAI_Concept,SpeechPriorityType,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
492	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
493	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)&lt;br /&gt;
494	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)&lt;br /&gt;
495	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)&lt;br /&gt;
496	CBaseMultiplayerPlayer::OnAchievementEarned(int)&lt;br /&gt;
497	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)&lt;br /&gt;
498	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)&lt;br /&gt;
499	CBaseMultiplayerPlayer::CreateExpresser(void)&lt;br /&gt;
500	CCSPlayer::FirePlayerHurtEvent(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
501	CTerrorPlayer::OnTakeDamageInternal(CTakeDamageInfo &amp;amp;)&lt;br /&gt;
502	CTerrorPlayer::AllowDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
503	CTerrorPlayer::GetHealthBuffer(void)const&lt;br /&gt;
504	CTerrorPlayer::IsIncapacitated(void)const&lt;br /&gt;
505	CTerrorPlayer::GetAdjustedDamage(CTakeDamageInfo  const&amp;amp;,float,float,bool)&lt;br /&gt;
506	CTerrorPlayer::DoBloodEffect(float,CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
507	CCSPlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
508	CCSPlayer::IsBeingGivenItem(void)const&lt;br /&gt;
509	CTerrorPlayer::DoAnimationEvent(PlayerAnimEvent_t,int)&lt;br /&gt;
510	CTerrorPlayer::KickBack(float,float,float,float,float,float,int)&lt;br /&gt;
511	CTerrorPlayer::IsImmobilized(void)const&lt;br /&gt;
512	CTerrorPlayer::GiveDefaultItems(void)&lt;br /&gt;
513	CTerrorPlayer::RoundRespawn(void)&lt;br /&gt;
514	CTerrorPlayer::ObserverRoundRespawn(void)&lt;br /&gt;
515	CCSPlayer::Blind(float,float,float)&lt;br /&gt;
516	CTerrorPlayer::Deafen(float,float,float)&lt;br /&gt;
517	CTerrorPlayer::ResetMaxSpeed(void)&lt;br /&gt;
518	CCSPlayer::HandleCommand_JoinClass(int)&lt;br /&gt;
519	CCSPlayer::HandleCommand_JoinTeam(int,char  const*,bool)&lt;br /&gt;
520	CTerrorPlayer::GetIntoGame(void)&lt;br /&gt;
521	CTerrorPlayer::WantsMOTD(void)const&lt;br /&gt;
522	CTerrorPlayer::AutoSelectTeam(void)&lt;br /&gt;
523	CTerrorPlayer::OnLeaveActiveState(void)&lt;br /&gt;
524	CTerrorPlayer::Pain(bool)&lt;br /&gt;
525	SurvivorBot::OnTeamChanged(int)&lt;br /&gt;
526	CTerrorPlayer::CanAttack(void)const&lt;br /&gt;
527	CTerrorPlayer::OnWeaponFired(void)&lt;br /&gt;
528	CCSPlayer::QueueScreenBloodSplatter(int,float)&lt;br /&gt;
529	CTerrorPlayer::OnReloadStart(bool,int,bool)&lt;br /&gt;
530	CTerrorPlayer::CreateNoise(float)&lt;br /&gt;
531	CTerrorPlayer::OnPreThinkObserverMode(void)&lt;br /&gt;
532	CTerrorPlayer::OnEnterRescueState(void)&lt;br /&gt;
533	CTerrorPlayer::OnPreThinkRescueState(void)&lt;br /&gt;
534	CTerrorPlayer::OnLeaveRescueState(void)&lt;br /&gt;
535	CTerrorPlayer::OnEnterGhostState(void)&lt;br /&gt;
536	CTerrorPlayer::OnPreThinkGhostState(void)&lt;br /&gt;
537	CTerrorPlayer::OnLeaveGhostState(void)&lt;br /&gt;
538	CTerrorPlayer::OnEnterIntroCameraState(void)&lt;br /&gt;
539	CTerrorPlayer::OnPreThinkIntroCameraState(void)&lt;br /&gt;
540	CTerrorPlayer::OnLeaveIntroCameraState(void)&lt;br /&gt;
541	CTerrorPlayer::OnLeaveDeathAnimState(void)&lt;br /&gt;
542	CTerrorPlayer::OnLeaveDeathWaitForKeyState(void)&lt;br /&gt;
543	CTerrorPlayer::CanUseFlashlight(void)const&lt;br /&gt;
544	CTerrorPlayer::UpdateAddonBits(void)&lt;br /&gt;
545	CTerrorPlayer::UpdateRadar(void)&lt;br /&gt;
546	CTerrorPlayer::SelectDeathPose(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
547	CTerrorPlayer::CanChangeName(void)const&lt;br /&gt;
548	CTerrorPlayer::ChangeName(char  const*)&lt;br /&gt;
549	CTerrorPlayer::IsProgressBarActive(void)const&lt;br /&gt;
550	CTerrorPlayer::CreateRagdollEntity(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
551	CTerrorPlayer::GetRagdollType(void)const&lt;br /&gt;
552	CTerrorPlayer::SetModelFromClass(void)&lt;br /&gt;
553	CTerrorPlayer::SetModelFromClassAtSpawn(void)&lt;br /&gt;
554	CTerrorPlayer::DropWeapons(bool)&lt;br /&gt;
555	CTerrorPlayer::RecordDamageTaken(char  const*,int)&lt;br /&gt;
556	SurvivorBot::OnPlayerDisconnected(CTerrorPlayer *)&lt;br /&gt;
557	CTerrorPlayer::OnSpawn(void)&lt;br /&gt;
558	CTerrorPlayer::RestoreSpawn(void)&lt;br /&gt;
559	SurvivorBot::OnBeginChangeLevel(char  const*)&lt;br /&gt;
560	CTerrorPlayer::OnEndChangeLevel(void)&lt;br /&gt;
561	CTerrorPlayer::HandleCommand_JoinTeam(int,SurvivorCharacterType,bool)&lt;br /&gt;
562	CTerrorPlayer::SetDoingRestore(bool)&lt;br /&gt;
563	CTerrorPlayer::GetTeamSwitchRule(void)const&lt;br /&gt;
564	CTerrorPlayer::IsReadyToShove(void)&lt;br /&gt;
565	CTerrorPlayer::SetNextShoveTime(float)&lt;br /&gt;
566	CTerrorPlayer::CommitSuicide(bool)&lt;br /&gt;
567	CTerrorPlayer::OnSpokeConcept(CAI_Concept,AI_Response *)&lt;br /&gt;
568	CTerrorPlayer::RestoreWeapons(void)&lt;br /&gt;
569	CTerrorPlayer::DropWeaponInSlot(int)&lt;br /&gt;
570	CTerrorPlayer::QueueScreenBloodSplatter(int,float,CTerrorPlayer::SplatterType_t)&lt;br /&gt;
571	CTerrorPlayer::OnReloadEnd(void)&lt;br /&gt;
572	CTerrorPlayer::OnReloadAbort(void)&lt;br /&gt;
573	CTerrorPlayer::OnAttackSuccess(CBaseCombatCharacter *,bool)&lt;br /&gt;
574	CTerrorPlayer::CanBeShoved(CBaseEntity *)const&lt;br /&gt;
575	CTerrorPlayer::IsWielding(CSWeaponID)const&lt;br /&gt;
576	CTerrorPlayer::IsWieldingWeaponOfType(CSWeaponType)const&lt;br /&gt;
577	CTerrorPlayer::IsZoomed(void)&lt;br /&gt;
578	CTerrorPlayer::CanPlayerJump(void)const&lt;br /&gt;
579	CTerrorPlayer::PlayerZombieAbortControl(void)&lt;br /&gt;
580	CTerrorPlayer::CanBeShoved(void)&lt;br /&gt;
581	CTerrorPlayer::SetClass(ZombieClassType)&lt;br /&gt;
582	CTerrorPlayer::SetCharacter(SurvivorCharacterType)&lt;br /&gt;
583	CTerrorPlayer::OnRevived(void)&lt;br /&gt;
584	SurvivorBot::OnAwardEarned(AwardType,CBaseEntity *)&lt;br /&gt;
585	CTerrorPlayer::OnAwardLost(AwardType)&lt;br /&gt;
586	CTerrorPlayer::ScoreKilledZombie(ZombieClassType)&lt;br /&gt;
587	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::IsRemovedOnReset(void)const&lt;br /&gt;
588	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressFireButton(float)&lt;br /&gt;
589	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseFireButton(void)&lt;br /&gt;
590	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressMeleeButton(float)&lt;br /&gt;
591	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseMeleeButton(void)&lt;br /&gt;
592	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressUseButton(float)&lt;br /&gt;
593	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseUseButton(void)&lt;br /&gt;
594	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressReloadButton(float)&lt;br /&gt;
595	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseReloadButton(void)&lt;br /&gt;
596	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressForwardButton(float)&lt;br /&gt;
597	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseForwardButton(void)&lt;br /&gt;
598	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressBackwardButton(float)&lt;br /&gt;
599	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseBackwardButton(void)&lt;br /&gt;
600	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressLeftButton(float)&lt;br /&gt;
601	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseLeftButton(void)&lt;br /&gt;
602	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressRightButton(float)&lt;br /&gt;
603	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseRightButton(void)&lt;br /&gt;
604	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressJumpButton(float)&lt;br /&gt;
605	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseJumpButton(void)&lt;br /&gt;
606	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressCrouchButton(float)&lt;br /&gt;
607	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseCrouchButton(void)&lt;br /&gt;
608	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::PressWalkButton(float)&lt;br /&gt;
609	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::ReleaseWalkButton(void)&lt;br /&gt;
610	NextBotPlayer&amp;lt;CTerrorPlayer&amp;gt;::SetButtonScale(float,float)&lt;br /&gt;
611	SurvivorBot::Update(void)&lt;br /&gt;
612	SurvivorBot::MySurvivorBotPointer(void)const&lt;br /&gt;
613	SurvivorBot::GetEntity(void)const&lt;br /&gt;
614	SurvivorBot::GetLocomotionInterface(void)const&lt;br /&gt;
615	SurvivorBot::GetBodyInterface(void)const&lt;br /&gt;
616	SurvivorBot::GetIntentionInterface(void)const&lt;br /&gt;
617	SurvivorBot::GetVisionInterface(void)const&lt;br /&gt;
618	SurvivorBot::IsEnemy(CBaseCombatCharacter  const*)const&lt;br /&gt;
619	SurvivorBot::IsAbleToBreak(CBaseEntity  const*)const&lt;br /&gt;
620	SurvivorBot::GetDebugIdentifier(void)const&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Disawar1</name></author>
		
	</entry>
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