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		<id>https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=9755</id>
		<title>CPVK2Player Offset List (Pirates, Vikings, and Knights II)</title>
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		<updated>2014-12-05T22:16:23Z</updated>

		<summary type="html">&lt;p&gt;MadKat: &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;
== 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 December 5, 2014&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;PVKII Version 3.0&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  VTable for CBaseMultiplayerPlayer: (0, 0)&lt;br /&gt;
&lt;br /&gt;
  Lin  Win Function&lt;br /&gt;
    0    0 CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer()&lt;br /&gt;
    1    0 CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer()&lt;br /&gt;
    2    1 CBaseEntity::SetRefEHandle(CBaseHandle const&amp;amp;)&lt;br /&gt;
    3    2 CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
    4    3 CBaseEntity::GetCollideable(void)&lt;br /&gt;
    5    4 CBaseEntity::GetNetworkable(void)&lt;br /&gt;
    6    5 CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
    7    6 CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
    8    7 CBaseEntity::GetModelName(void)const&lt;br /&gt;
    9    8 CBaseEntity::SetModelIndex(int)&lt;br /&gt;
   10    9 CBasePlayer::GetServerClass(void)&lt;br /&gt;
   11   10 CBasePlayer::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
   12   11 CBasePlayer::GetDataDescMap(void)&lt;br /&gt;
   13   12 CBaseEntity::SetModelIndexOverride(int, int)&lt;br /&gt;
   14   13 CBaseAnimating::TestCollision(Ray_t const&amp;amp;, unsigned int, CGameTrace &amp;amp;)&lt;br /&gt;
   15   14 CBaseAnimating::TestHitboxes(Ray_t const&amp;amp;, unsigned int, CGameTrace &amp;amp;)&lt;br /&gt;
   16   15 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *, Vector *)&lt;br /&gt;
   17   16 CBaseEntity::ShouldCollide(int, int)const&lt;br /&gt;
   18   17 CBaseEntity::ShouldTraceToOwner(void)const&lt;br /&gt;
   19   18 CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
   20   19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)&lt;br /&gt;
   21   20 CBasePlayer::UpdateTransmitState(void)&lt;br /&gt;
   22   21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *, bool)&lt;br /&gt;
   23   22 CBasePlayer::GetTracerType(void)&lt;br /&gt;
   24   23 CBaseMultiplayerPlayer::Spawn(void)&lt;br /&gt;
   25   24 CBaseMultiplayerPlayer::Precache(void)&lt;br /&gt;
   26   25 CBasePlayer::SetModel(char const*)&lt;br /&gt;
   27   26 CBaseAnimating::OnNewModel(void)&lt;br /&gt;
   28   27 CBaseMultiplayerPlayer::PostConstructor(char const*)&lt;br /&gt;
   29   28 CBaseEntity::PostClientActive(void)&lt;br /&gt;
   30   29 CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
   31   32 CBaseEntity::KeyValue(char const*, char const*)&lt;br /&gt;
   32   31 CBaseEntity::KeyValue(char const*, float)&lt;br /&gt;
   33   30 CBaseEntity::KeyValue(char const*, Vector const&amp;amp;)&lt;br /&gt;
   34   33 CBaseEntity::GetKeyValue(char const*, char *, int)&lt;br /&gt;
   35   34 CBasePlayer::Activate(void)&lt;br /&gt;
   36   35 CBaseEntity::SetParent(CBaseEntity*, int)&lt;br /&gt;
   37   36 CBasePlayer::ObjectCaps(void)&lt;br /&gt;
   38   37 CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)&lt;br /&gt;
   39   38 CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector &amp;amp;, QAngle &amp;amp;)&lt;br /&gt;
   40   39 CBasePlayer::DrawDebugGeometryOverlays(void)&lt;br /&gt;
   41   40 CBaseAnimating::DrawDebugTextOverlays(void)&lt;br /&gt;
   42   41 CBasePlayer::Save(ISave &amp;amp;)&lt;br /&gt;
   43   42 CBasePlayer::Restore(IRestore &amp;amp;)&lt;br /&gt;
   44   43 CBasePlayer::ShouldSavePhysics(void)&lt;br /&gt;
   45   44 CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
   46   45 CBasePlayer::OnRestore(void)&lt;br /&gt;
   47   46 CBasePlayer::RequiredEdictIndex(void)&lt;br /&gt;
   48   47 CBaseEntity::MoveDone(void)&lt;br /&gt;
   49   48 CBaseEntity::Think(void)&lt;br /&gt;
   50   50 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
   51   49 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
   52   51 CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
   53   52 CBaseMultiplayerPlayer::GetResponseSystem(void)&lt;br /&gt;
   54   53 CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::DispatchResponse(char const*)&lt;br /&gt;
   55   54 CBasePlayer::Classify(void)&lt;br /&gt;
   56   55 CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
   57   56 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
   58   57 CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
   59   58 CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
   60   59 CBaseEntity::GetBeamTraceFilter(void)&lt;br /&gt;
   61   60 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
   62   61 CBasePlayer::TraceAttack(CTakeDamageInfo const&amp;amp;, Vector const&amp;amp;, CGameTrace *, CDmgAccumulator *)&lt;br /&gt;
   63   62 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
   64   63 CBasePlayer::OnTakeDamage(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
   65   64 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&amp;amp;, Vector &amp;amp;, CBaseEntity*)&lt;br /&gt;
   66   65 CBasePlayer::TakeHealth(float, int)&lt;br /&gt;
   67   66 CBaseEntity::IsAlive(void)&lt;br /&gt;
   68   67 CBasePlayer::Event_Killed(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
   69   68 CBasePlayer::Event_KilledOther(CBaseEntity *, CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
   70   69 CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
   71   70 CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
   72   71 CBaseEntity::IsNPC(void)const&lt;br /&gt;
   73   72 CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
   74   73 CBaseEntity::MyNextBotPointer(void)&lt;br /&gt;
   75   74 CBaseEntity::GetDelay(void)&lt;br /&gt;
   76   75 CBaseEntity::IsMoving(void)&lt;br /&gt;
   77   76 CBaseEntity::DamageDecal(int, int)&lt;br /&gt;
   78   77 CBaseEntity::DecalTrace(CGameTrace *, char const*)&lt;br /&gt;
   79   78 CBaseEntity::ImpactTrace(CGameTrace *, int, char const*)&lt;br /&gt;
   80   79 CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
   81   80 CBaseEntity::HasTarget(string_t)&lt;br /&gt;
   82   81 CBasePlayer::IsPlayer(void)const&lt;br /&gt;
   83   82 CBasePlayer::IsNetClient(void)const&lt;br /&gt;
   84   83 CBaseEntity::IsTemplate(void)&lt;br /&gt;
   85   84 CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
   86   85 CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
   87   86 CBaseEntity::IsCombatItem(void)const&lt;br /&gt;
   88   87 CBaseEntity::IsBaseCombatWeapon(void)const&lt;br /&gt;
   89   88 CBaseEntity::IsWearable(void)const&lt;br /&gt;
   90   89 CBaseEntity::MyCombatWeaponPointer(void)&lt;br /&gt;
   91   90 CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
   92   91 CBaseEntity::IsViewable(void)&lt;br /&gt;
   93   92 CBasePlayer::ChangeTeam(int)&lt;br /&gt;
   94   93 CBaseEntity::OnEntityEvent(EntityEvent_t, void *)&lt;br /&gt;
   95   95 CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
   96   94 CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
   97   97 CBaseEntity::GetEnemy(void)&lt;br /&gt;
   98   96 CBaseEntity::GetEnemy(void)const&lt;br /&gt;
   99   98 CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)&lt;br /&gt;
  100   99 CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
  101  100 CBasePlayer::Touch(CBaseEntity *)&lt;br /&gt;
  102  101 CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
  103  102 CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
  104  103 CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
  105  104 CBaseEntity::EndBlocked(void)&lt;br /&gt;
  106  105 CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
  107  106 CBasePlayer::UpdateOnRemove(void)&lt;br /&gt;
  108  107 CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
  109  108 CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
  110  109 CBaseFlex::Teleport(Vector const*, QAngle const*, Vector const*)&lt;br /&gt;
  111  110 CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&amp;amp;)&lt;br /&gt;
  112  111 CBasePlayer::MakeTracer(Vector const&amp;amp;, CGameTrace const&amp;amp;, int)&lt;br /&gt;
  113  112 CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
  114  113 CBaseEntity::FireBullets(FireBulletsInfo_t const&amp;amp;, char const*)&lt;br /&gt;
  115  114 CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;, int)&lt;br /&gt;
  116  115 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)&lt;br /&gt;
  117  116 CBaseEntity::Respawn(void)&lt;br /&gt;
  118  117 CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
  119  118 CBaseEntity::GetMaxHealth(void)const&lt;br /&gt;
  120  119 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
  121  121 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
  122  120 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
  123  123 CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
  124  122 CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
  125  125 CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
  126  124 CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
  127  127 CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
  128  126 CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
  129  128 CBaseEntity::GetDamageType(void)const&lt;br /&gt;
  130  129 CBaseEntity::GetDamage(void)&lt;br /&gt;
  131  130 CBaseEntity::SetDamage(float)&lt;br /&gt;
  132  131 CBasePlayer::EyePosition(void)&lt;br /&gt;
  133  132 CBasePlayer::EyeAngles(void)&lt;br /&gt;
  134  133 CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
  135  134 CBaseEntity::EarPosition(void)&lt;br /&gt;
  136  135 CBasePlayer::BodyTarget(Vector const&amp;amp;, bool)&lt;br /&gt;
  137  136 CBaseEntity::HeadTarget(Vector const&amp;amp;)&lt;br /&gt;
  138  137 CBaseEntity::GetVectors(Vector *, Vector *, Vector *)const&lt;br /&gt;
  139  138 CBaseEntity::GetViewOffset(void)const&lt;br /&gt;
  140  139 CBaseEntity::SetViewOffset(Vector const&amp;amp;)&lt;br /&gt;
  141  140 CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
  142  141 CBaseAnimating::GetVelocity(Vector *, Vector *)&lt;br /&gt;
  143  143 CBaseCombatCharacter::FVisible(CBaseEntity *, int, CBaseEntity **)&lt;br /&gt;
  144  142 CBaseCombatCharacter::FVisible(Vector const&amp;amp;, int, CBaseEntity **)&lt;br /&gt;
  145  144 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
  146  145 CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
  147  146 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
  148  147 CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
  149  148 CBaseEntity::PhysicsSplash(Vector const&amp;amp;, Vector const&amp;amp;, float, float)&lt;br /&gt;
  150  149 CBaseEntity::Splash(void)&lt;br /&gt;
  151  150 CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
  152  151 CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
  153  152 CBaseEntity::ModifyEmitSoundParams(EmitSound_t &amp;amp;)&lt;br /&gt;
  154  153 CBaseEntity::IsDeflectable(void)&lt;br /&gt;
  155  154 CBaseEntity::Deflected(CBaseEntity*, Vector &amp;amp;)&lt;br /&gt;
  156  155 CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
  157  156 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
  158  157 CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
  159  158 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
  160  159 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
  161  160 CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t *)&lt;br /&gt;
  162  161 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
  163  162 CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t *)&lt;br /&gt;
  164  163 CBaseEntity::VPhysicsFriction(IPhysicsObject *, float, int, int)&lt;br /&gt;
  165  164 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
  166  165 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **, int)&lt;br /&gt;
  167  166 CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
  168  167 CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
  169  168 CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
  170  169 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;, Vector &amp;amp;)&lt;br /&gt;
  171  170 CBaseEntity::PerformCustomPhysics(Vector *, Vector *, QAngle *, QAngle *)&lt;br /&gt;
  172  171 CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
  173  172 CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
  174  173 CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
  175  175 CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
  176  174 CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
  177  177 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
  178  176 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
  179  179 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
  180  178 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
  181  181 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
  182  180 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
  183  183 CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
  184  182 CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
  185  185 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
  186  184 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
  187  187 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
  188  186 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
  189  188 CBaseAnimating::GetTintColor(void)&lt;br /&gt;
  190  189 CBaseAnimating::SetTintColor(Vector const&amp;amp;)&lt;br /&gt;
  191  190 CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
  192  191 CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
  193  192 CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
  194  193 CBaseAnimating::SetSequence(int)&lt;br /&gt;
  195  194 CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
  196  195 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *, int)&lt;br /&gt;
  197  196 CBaseAnimating::ClampRagdollForce(Vector const&amp;amp;, Vector*)&lt;br /&gt;
  198  197 CBaseAnimating::BecomeRagdollOnClient(Vector const&amp;amp;)&lt;br /&gt;
  199  198 CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
  200  199 CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
  201  200 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *, Vector *, Quaternion *, int)&lt;br /&gt;
  202  201 CBaseAnimating::GetBoneTransform(int, matrix3x4_t &amp;amp;)&lt;br /&gt;
  203  202 CBaseAnimating::SetupBones(matrix3x4_t *, int)&lt;br /&gt;
  204  203 CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
  205  204 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
  206  205 CBasePlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
  207  206 CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
  208  207 CBaseAnimating::GetAttachment(int, matrix3x4_t &amp;amp;)&lt;br /&gt;
  209  208 CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
  210  209 CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
  211  210 CBasePlayer::RefreshCollisionBounds(void)&lt;br /&gt;
  212  211 CBaseAnimating::Ignite(float, bool, float, bool)&lt;br /&gt;
  213  212 CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
  214  213 CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
  215  214 CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
  216  215 CBaseAnimating::Extinguish(void)&lt;br /&gt;
  217  216 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
  218  217 CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
  219  218 CBaseFlex::SetViewtarget(Vector const&amp;amp;)&lt;br /&gt;
  220  219 CBaseFlex::StartSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *, CChoreoActor *, CBaseEntity *)&lt;br /&gt;
  221  220 CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
  222  221 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *, CChoreoScene *, CChoreoEvent *)&lt;br /&gt;
  223  222 CBaseFlex::ClearSceneEvent(CSceneEventInfo *, bool, bool)&lt;br /&gt;
  224  223 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *, float, CChoreoScene *, CChoreoEvent *)&lt;br /&gt;
  225  224 CBaseFlex::PlayScene(char const*, float, AI_Response *, IRecipientFilter *)&lt;br /&gt;
  226  225 CBaseFlex::PlayAutoGeneratedSoundScene(char const*)&lt;br /&gt;
  227  226 CBaseFlex::GetSpecialDSP(void)&lt;br /&gt;
  228  227 CBasePlayer::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
  229  229 CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
  230  228 CBaseCombatCharacter::FInViewCone(Vector const&amp;amp;)&lt;br /&gt;
  231  231 CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
  232  230 CBaseCombatCharacter::FInAimCone(Vector const&amp;amp;)&lt;br /&gt;
  233  232 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
  234  233 CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
  235  234 CBaseCombatCharacter::HandleInteraction(int, void *, CBaseCombatCharacter*)&lt;br /&gt;
  236  235 CBasePlayer::BodyAngles(void)&lt;br /&gt;
  237  236 CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
  238  237 CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
  239  238 CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
  240  239 CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
  241  240 CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
  242  241 CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
  243  244 CBaseCombatCharacter::IsHiddenByFog(Vector const&amp;amp;)const&lt;br /&gt;
  244  243 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const&lt;br /&gt;
  245  242 CBaseCombatCharacter::IsHiddenByFog(float)const&lt;br /&gt;
  246  247 CBaseCombatCharacter::GetFogObscuredRatio(Vector const&amp;amp;)const&lt;br /&gt;
  247  246 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const&lt;br /&gt;
  248  245 CBaseCombatCharacter::GetFogObscuredRatio(float)const&lt;br /&gt;
  249  249 CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float)const&lt;br /&gt;
  250  248 CBaseCombatCharacter::IsLookingTowards(Vector const&amp;amp;, float)const&lt;br /&gt;
  251  251 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const&lt;br /&gt;
  252  250 CBaseCombatCharacter::IsInFieldOfView(Vector const&amp;amp;)const&lt;br /&gt;
  253  253 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *, CBaseCombatCharacter::LineOfSightCheckType)const&lt;br /&gt;
  254  252 CBaseCombatCharacter::IsLineOfSightClear(Vector const&amp;amp;, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity *)const&lt;br /&gt;
  255  254 CBaseCombatCharacter::GiveAmmo(int, int, bool)&lt;br /&gt;
  256  256 CBaseCombatCharacter::RemoveAmmo(int, int)&lt;br /&gt;
  257  255 CBaseCombatCharacter::RemoveAmmo(int, char const*)&lt;br /&gt;
  258  257 CBaseCombatCharacter::GetAmmoCount(int)const&lt;br /&gt;
  259  258 CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
  260  259 CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool *)&lt;br /&gt;
  261  260 CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
  262  261 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
  263  262 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
  264  263 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
  265  264 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
  266  265 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *, Vector const*, Vector const*)&lt;br /&gt;
  267  266 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *, int)&lt;br /&gt;
  268  267 CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
  269  268 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
  270  269 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
  271  270 CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
  272  271 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
  273  272 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
  274  273 CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
  275  274 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
  276  275 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
  277  276 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
  278  277 CBaseCombatCharacter::GetAliveDuration(void)const&lt;br /&gt;
  279  278 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity *)&lt;br /&gt;
  280  279 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
  281  280 CBaseCombatCharacter::HasEverBeenInjured(int)const&lt;br /&gt;
  282  281 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const&lt;br /&gt;
  283  282 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *, CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
  284  283 CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
  285  284 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
  286  285 CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
  287  286 CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
  288  287 CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
  289  288 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
  290  289 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
  291  290 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
  292  291 CBasePlayer::Event_Dying(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
  293  292 CBaseCombatCharacter::Event_Dying(void)&lt;br /&gt;
  294  293 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&amp;amp;, Vector const&amp;amp;)&lt;br /&gt;
  295  294 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
  296  295 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *, Vector const&amp;amp;, float, int)&lt;br /&gt;
  297  297 CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&amp;amp;, Vector const&amp;amp;, int, int, float, bool)&lt;br /&gt;
  298  296 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;
  299  298 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
  300  299 CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
  301  300 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
  302  301 CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
  303  302 CBasePlayer::GetVehicle(void)&lt;br /&gt;
  304  303 CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
  305  304 CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
  306  305 CBaseCombatCharacter::RemoveAllWeapons(void)&lt;br /&gt;
  307  306 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
  308  307 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *, CBaseEntity *)&lt;br /&gt;
  309  308 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *, CBaseEntity *)&lt;br /&gt;
  310  309 CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
  311  310 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *, Disposition_t, int)&lt;br /&gt;
  312  311 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
  313  312 CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)&lt;br /&gt;
  314  313 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *, CBaseCombatWeapon *)&lt;br /&gt;
  315  314 CBaseCombatCharacter::GetLastKnownArea(void)const&lt;br /&gt;
  316  315 CBaseCombatCharacter::IsAreaTraversable(CNavArea const*)const&lt;br /&gt;
  317  316 CBaseCombatCharacter::ClearLastKnownArea(void)&lt;br /&gt;
  318  317 CBaseCombatCharacter::UpdateLastKnownArea(void)&lt;br /&gt;
  319  318 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *, CNavArea *)&lt;br /&gt;
  320  319 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)&lt;br /&gt;
  321  320 CBaseCombatCharacter::OnPursuedBy(INextBot *)&lt;br /&gt;
  322  322 CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
  323  321 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
  324  323 CBasePlayer::CreateViewModel(int)&lt;br /&gt;
  325  324 CBasePlayer::SetupVisibility(CBaseEntity *, unsigned char *, int)&lt;br /&gt;
  326  325 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec&amp;lt;2048&amp;gt; const*)const&lt;br /&gt;
  327  326 CBasePlayer::WantsLagCompensationOnNPC(CBaseEntity const*, CUserCmd const*, CBitVec&amp;lt;2048&amp;gt; const*)const&lt;br /&gt;
  328  327 CBasePlayer::SharedSpawn(void)&lt;br /&gt;
  329  328 CBasePlayer::ForceRespawn(void)&lt;br /&gt;
  330  329 CBasePlayer::InitialSpawn(void)&lt;br /&gt;
  331  330 CBasePlayer::InitHUD(void)&lt;br /&gt;
  332  331 CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues *)&lt;br /&gt;
  333  332 CBasePlayer::PlayerDeathThink(void)&lt;br /&gt;
  334  333 CBasePlayer::Jump(void)&lt;br /&gt;
  335  334 CBasePlayer::Duck(void)&lt;br /&gt;
  336  335 CBasePlayer::PreThink(void)&lt;br /&gt;
  337  336 CBasePlayer::PostThink(void)&lt;br /&gt;
  338  337 CBasePlayer::DamageEffect(float, int)&lt;br /&gt;
  339  338 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
  340  339 CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
  341  340 CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
  342  341 CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
  343  342 CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
  344  343 CBasePlayer::CalcRoll(QAngle const&amp;amp;, Vector const&amp;amp;, float, float)&lt;br /&gt;
  345  344 CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
  346  345 CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
  347  346 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
  348  347 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *, CBaseCombatWeapon *)&lt;br /&gt;
  349  348 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
  350  349 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)&lt;br /&gt;
  351  350 CBasePlayer::GetTimeSinceWeaponFired(void)const&lt;br /&gt;
  352  351 CBasePlayer::IsFiringWeapon(void)const&lt;br /&gt;
  353  352 CBasePlayer::UpdateClientData(void)&lt;br /&gt;
  354  353 CBasePlayer::ExitLadder(void)&lt;br /&gt;
  355  354 CBasePlayer::GetLadderSurface(Vector const&amp;amp;)&lt;br /&gt;
  356  355 CBasePlayer::SetFlashlightEnabled(bool)&lt;br /&gt;
  357  356 CBasePlayer::FlashlightIsOn(void)&lt;br /&gt;
  358  357 CBasePlayer::FlashlightTurnOn(void)&lt;br /&gt;
  359  358 CBasePlayer::FlashlightTurnOff(void)&lt;br /&gt;
  360  359 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *, float *)&lt;br /&gt;
  361  360 CBasePlayer::UpdateStepSound(surfacedata_t *, Vector const&amp;amp;, Vector const&amp;amp;)&lt;br /&gt;
  362  361 CBasePlayer::PlayStepSound(Vector &amp;amp;, surfacedata_t *, float, bool)&lt;br /&gt;
  363  362 CBasePlayer::GetOverrideStepSound(char const*)&lt;br /&gt;
  364  363 CBasePlayer::GetStepSoundVelocities(float *, float *)&lt;br /&gt;
  365  364 CBasePlayer::SetStepSoundTime(stepsoundtimes_t, bool)&lt;br /&gt;
  366  365 CBasePlayer::DeathSound(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
  367  366 CBasePlayer::GetSceneSoundToken(void)&lt;br /&gt;
  368  367 CBasePlayer::OnEmitFootstepSound(CSoundParameters const&amp;amp;, Vector const&amp;amp;, float)&lt;br /&gt;
  369  368 CBasePlayer::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
  370  369 CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
  371  370 CBasePlayer::CheatImpulseCommands(int)&lt;br /&gt;
  372  371 CBaseMultiplayerPlayer::ClientCommand(CCommand const&amp;amp;)&lt;br /&gt;
  373  372 CBasePlayer::StartObserverMode(int)&lt;br /&gt;
  374  373 CBasePlayer::StopObserverMode(void)&lt;br /&gt;
  375  374 CBasePlayer::ModeWantsSpectatorGUI(int)&lt;br /&gt;
  376  375 CBasePlayer::SetObserverMode(int)&lt;br /&gt;
  377  376 CBasePlayer::GetObserverMode(void)&lt;br /&gt;
  378  377 CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
  379  378 CBasePlayer::ObserverUse(bool)&lt;br /&gt;
  380  379 CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
  381  380 CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
  382  381 CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
  383  382 CBasePlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
  384  383 CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
  385  384 CBasePlayer::JumptoPosition(Vector const&amp;amp;, QAngle const&amp;amp;)&lt;br /&gt;
  386  385 CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
  387  386 CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
  388  387 CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
  389  388 CBasePlayer::AttemptToExitFreezeCam(void)&lt;br /&gt;
  390  389 CBasePlayer::StartReplayMode(float, float, int)&lt;br /&gt;
  391  390 CBasePlayer::StopReplayMode(void)&lt;br /&gt;
  392  391 CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
  393  392 CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
  394  393 CBasePlayer::CreateCorpse(void)&lt;br /&gt;
  395  394 CBasePlayer::EntSelectSpawnPoint(void)&lt;br /&gt;
  396  395 CBasePlayer::GetInVehicle(IServerVehicle *, int)&lt;br /&gt;
  397  396 CBasePlayer::LeaveVehicle(Vector const&amp;amp;, QAngle const&amp;amp;)&lt;br /&gt;
  398  397 CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
  399  398 CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
  400  399 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
  401  400 CBasePlayer::SelectLastItem(void)&lt;br /&gt;
  402  401 CBasePlayer::SelectItem(char const*, int)&lt;br /&gt;
  403  402 CBasePlayer::ItemPostFrame(void)&lt;br /&gt;
  404  403 CBasePlayer::GiveNamedItem(char const*, int)&lt;br /&gt;
  405  404 CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
  406  405 CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
  407  406 CBasePlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
  408  407 CBasePlayer::PlayerUse(void)&lt;br /&gt;
  409  408 CBasePlayer::PlayUseDenySound(void)&lt;br /&gt;
  410  409 CBasePlayer::FindUseEntity(void)&lt;br /&gt;
  411  410 CBasePlayer::IsUseableEntity(CBaseEntity *, unsigned int)&lt;br /&gt;
  412  411 CBasePlayer::PickupObject(CBaseEntity *, bool)&lt;br /&gt;
  413  412 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
  414  413 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
  415  414 CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
  416  417 CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
  417  416 CBasePlayer::GetAutoaimVector(float, float)&lt;br /&gt;
  418  415 CBasePlayer::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
  419  418 CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
  420  419 CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
  421  420 CBasePlayer::ProcessUsercmds(CUserCmd *, int, int, int, bool)&lt;br /&gt;
  422  421 CBasePlayer::PlayerRunCommand(CUserCmd *, IMoveHelper *)&lt;br /&gt;
  423  422 CBasePlayer::ChangeTeam(int, bool, bool)&lt;br /&gt;
  424  423 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)&lt;br /&gt;
  425  424 CBaseMultiplayerPlayer::CanSpeak(void)&lt;br /&gt;
  426  425 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
  427  426 CBasePlayer::CheckChatText(char *, int)&lt;br /&gt;
  428  427 CBasePlayer::CreateRagdollEntity(void)&lt;br /&gt;
  429  428 CBasePlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
  430  429 CBasePlayer::IsFollowingPhysics(void)&lt;br /&gt;
  431  430 CBasePlayer::InitVCollision(Vector const&amp;amp;, Vector const&amp;amp;)&lt;br /&gt;
  432  431 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
  433  432 CBasePlayer::Hints(void)&lt;br /&gt;
  434  433 CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
  435  434 CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
  436  435 CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
  437  436 CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
  438  437 CBasePlayer::ResetScores(void)&lt;br /&gt;
  439  438 CBasePlayer::EquipSuit(bool)&lt;br /&gt;
  440  439 CBasePlayer::RemoveSuit(void)&lt;br /&gt;
  441  440 CBasePlayer::GetPlayerMaxSpeed(void)&lt;br /&gt;
  442  442 CBasePlayer::CommitSuicide(bool, bool)&lt;br /&gt;
  443  441 CBasePlayer::CommitSuicide(Vector const&amp;amp;, bool, bool)&lt;br /&gt;
  444  443 CBasePlayer::CommitSuicide_Kill(Vector const&amp;amp;, bool, bool)&lt;br /&gt;
  445  444 CBasePlayer::IsBot(void)const&lt;br /&gt;
  446  445 CBasePlayer::IsBotOfType(int)const&lt;br /&gt;
  447  446 CBasePlayer::GetBotType(void)const&lt;br /&gt;
  448  447 CBaseMultiplayerPlayer::GetExpresser(void)&lt;br /&gt;
  449  448 CBasePlayer::Internal_HandleMapEvent(inputdata_t &amp;amp;)&lt;br /&gt;
  450  449 CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
  451  451 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
  452  450 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
  453  452 CBasePlayer::HasHaptics(void)&lt;br /&gt;
  454  453 CBasePlayer::SetHaptics(bool)&lt;br /&gt;
  455  454 CBasePlayer::PlayerSolidMask(bool)const&lt;br /&gt;
  456  455 CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::NoteSpeaking(float, float)&lt;br /&gt;
  457  456 CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::Speak(char const*, char const*, char *, unsigned long, IRecipientFilter *)&lt;br /&gt;
  458  457 CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::PostSpeakDispatchResponse(char const*, AI_Response &amp;amp;)&lt;br /&gt;
  459  458 CBaseMultiplayerPlayer::SpeakIfAllowed(char const*, char const*, bool, bool, char *, unsigned long, IRecipientFilter *)&lt;br /&gt;
  460  459 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int, char const*, bool, bool, char *, unsigned long, IRecipientFilter *)&lt;br /&gt;
  461  460 CBaseMultiplayerPlayer::CanBeAutobalanced(void)&lt;br /&gt;
  462  461 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)&lt;br /&gt;
  463  462 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)&lt;br /&gt;
  464  463 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char const*)&lt;br /&gt;
  465  464 CBaseMultiplayerPlayer::OnAchievementEarned(int)&lt;br /&gt;
  466  465 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)&lt;br /&gt;
  467  466 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)&lt;br /&gt;
  468  467 CBaseMultiplayerPlayer::CreateExpresser(void)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MadKat</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=9436</id>
		<title>CPVK2Player Offset List (Pirates, Vikings, and Knights II)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=9436"/>
		<updated>2013-12-09T20:22:20Z</updated>

		<summary type="html">&lt;p&gt;MadKat: &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;Linux&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Windows offsets are 1 less.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated December 9, 2013&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;PVKII Version 2.6&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x00DD2EE0&lt;br /&gt;
// from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CPVK2Bot::~CPVK2Bot()&lt;br /&gt;
1	CPVK2Bot::~CPVK2Bot()&lt;br /&gt;
2	CBaseEntity::SetRefEHandle(CBaseHandle const&amp;amp;)&lt;br /&gt;
3	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
4	CBaseEntity::GetCollideable(void)&lt;br /&gt;
5	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
6	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
7	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
8	CBaseEntity::GetModelName(void)const&lt;br /&gt;
9	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
10	CPVK2Player::GetServerClass(void)&lt;br /&gt;
11	CPVK2Player::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
12	CPVK2Player::GetDataDescMap(void)&lt;br /&gt;
13	CPVK2Player::TestCollision(Ray_t const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
14	CPVK2Player::TestHitboxes(Ray_t const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
15	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
16	CPVK2Player::ShouldCollide(int,int)const&lt;br /&gt;
17	CBaseEntity::ShouldTraceToOwner(void)const&lt;br /&gt;
18	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
19	CPVK2Player::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	CPVK2Player::Spawn(void)&lt;br /&gt;
24	CPVK2Player::Precache(void)&lt;br /&gt;
25	CBasePlayer::SetModel(char const*)&lt;br /&gt;
26	CBaseMultiplayerPlayer::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 const&amp;amp;)&lt;br /&gt;
32	CBaseEntity::GetKeyValue(char const*,char *,int)&lt;br /&gt;
33	CBasePlayer::Activate(void)&lt;br /&gt;
34	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
35	CBasePlayer::ObjectCaps(void)&lt;br /&gt;
36	CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
37	CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &amp;amp;,QAngle &amp;amp;)&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	CBaseMultiplayerPlayer::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	CBaseEntity::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	CPVK2Player::TraceAttack(CTakeDamageInfo const&amp;amp;,Vector const&amp;amp;,CGameTrace *)&lt;br /&gt;
61	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
62	CPVK2Player::OnTakeDamage(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
63	CPVK2Player::TakeHealth(float,int)&lt;br /&gt;
64	CBaseEntity::IsAlive(void)&lt;br /&gt;
65	CPVK2Player::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	CBaseEntity::GetDelay(void)&lt;br /&gt;
72	CBaseEntity::IsMoving(void)&lt;br /&gt;
73	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
74	CBaseEntity::DecalTrace(CGameTrace *,char const*)&lt;br /&gt;
75	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
76	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
77	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
78	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
79	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
80	CBaseEntity::IsTemplate(void)&lt;br /&gt;
81	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
82	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
83	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
84	CBaseEntity::IsViewable(void)&lt;br /&gt;
85	CPVK2Player::ChangeTeam(int)&lt;br /&gt;
86	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
87	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
88	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
89	CBaseEntity::GetEnemy(void)&lt;br /&gt;
90	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
91	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
92	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
93	CPVK2Player::Touch(CBaseEntity *)&lt;br /&gt;
94	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
95	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
96	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
97	CBaseEntity::EndBlocked(void)&lt;br /&gt;
98	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
99	CPVK2Player::UpdateOnRemove(void)&lt;br /&gt;
100	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
101	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
102	CBaseFlex::Teleport(Vector const*,QAngle const*,Vector const*)&lt;br /&gt;
103	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&amp;amp;)&lt;br /&gt;
104	CBasePlayer::MakeTracer(Vector const&amp;amp;,CGameTrace const&amp;amp;,int)&lt;br /&gt;
105	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
106	CPVK2Player::FireBullets(FireBulletsInfo_t const&amp;amp;)&lt;br /&gt;
107	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
108	CBaseEntity::Respawn(void)&lt;br /&gt;
109	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
110	CBaseEntity::GetMaxHealth(void)const&lt;br /&gt;
111	CPVK2Player::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
112	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
113	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
114	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
115	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
116	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
117	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
118	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
119	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
120	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
121	CBaseEntity::GetDamage(void)&lt;br /&gt;
122	CBaseEntity::SetDamage(float)&lt;br /&gt;
123	CBasePlayer::EyePosition(void)&lt;br /&gt;
124	CBasePlayer::EyeAngles(void)&lt;br /&gt;
125	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
126	CBaseEntity::EarPosition(void)&lt;br /&gt;
127	CBasePlayer::BodyTarget(Vector const&amp;amp;,bool)&lt;br /&gt;
128	CBaseEntity::HeadTarget(Vector const&amp;amp;)&lt;br /&gt;
129	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
130	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
131	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
132	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
133	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
134	CBaseCombatCharacter::FVisible(Vector const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
135	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
136	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
137	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
138	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
139	CBaseEntity::PhysicsSplash(Vector const&amp;amp;,Vector const&amp;amp;,float,float)&lt;br /&gt;
140	CBaseEntity::Splash(void)&lt;br /&gt;
141	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
142	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
143	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
144	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
145	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
146	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
147	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
148	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
149	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
150	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
151	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
152	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
153	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
154	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
155	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
156	CPVK2Player::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
157	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
158	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
159	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
160	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
161	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
173	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
174	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
175	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
176	CBaseAnimating::GetTintColor(void)&lt;br /&gt;
177	CBaseAnimating::SetTintColor(Vector const&amp;amp;)&lt;br /&gt;
178	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
179	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
180	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
181	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
182	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
183	CBaseAnimating::ClampRagdollForce(Vector const&amp;amp;,Vector*)&lt;br /&gt;
184	CPVK2Player::BecomeRagdollOnClient(Vector const&amp;amp;)&lt;br /&gt;
185	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
186	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
187	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
188	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
189	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
190	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
191	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
192	CBasePlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
193	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
194	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
195	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
196	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
197	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
198	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
199	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
200	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
201	CBaseAnimating::Extinguish(void)&lt;br /&gt;
202	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
203	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
204	CBaseFlex::SetViewtarget(Vector const&amp;amp;)&lt;br /&gt;
205	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
206	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
207	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
208	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
209	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
210	CBaseFlex::PlayScene(char const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
211	CBaseFlex::PlayAutoGeneratedSoundScene(char const*)&lt;br /&gt;
212	CBasePlayer::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
213	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
214	CBaseCombatCharacter::FInViewCone(Vector const&amp;amp;)&lt;br /&gt;
215	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
216	CBaseCombatCharacter::FInAimCone(Vector const&amp;amp;)&lt;br /&gt;
217	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
218	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
219	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)&lt;br /&gt;
220	CBasePlayer::BodyAngles(void)&lt;br /&gt;
221	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
222	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
223	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
224	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
225	CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
226	CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
227	CPVK2Player::GiveAmmo(int,int,bool)&lt;br /&gt;
228	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
229	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
230	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
231	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
232	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
233	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
234	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
235	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*)&lt;br /&gt;
236	CPVK2Player::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
237	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
238	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
239	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
240	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
241	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
242	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
243	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
244	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
245	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
246	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
247	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
248	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
249	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
250	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
251	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
252	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
253	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
254	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
255	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
256	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
257	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
258	CPVK2Player::Event_Dying(void)&lt;br /&gt;
259	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&amp;amp;,Vector const&amp;amp;)&lt;br /&gt;
260	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
261	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&amp;amp;,float,int)&lt;br /&gt;
262	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&amp;amp;,Vector const&amp;amp;,int,int,float,bool)&lt;br /&gt;
263	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;
264	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
265	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
266	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
267	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
268	CBasePlayer::GetVehicle(void)&lt;br /&gt;
269	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
270	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
271	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
272	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
273	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
274	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
275	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
276	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
277	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
278	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
279	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
280	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
281	CPVK2Player::CreateViewModel(int)&lt;br /&gt;
282	CPVK2Player::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
283	CPVK2Player::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec&amp;lt;2048&amp;gt; const*)const&lt;br /&gt;
284	CPVK2Player::WantsLagCompensationOnNPC(CBaseEntity const*,CUserCmd const*,CBitVec&amp;lt;2048&amp;gt; const*)const&lt;br /&gt;
285	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
286	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
287	CPVK2Player::InitialSpawn(void)&lt;br /&gt;
288	CBasePlayer::InitHUD(void)&lt;br /&gt;
289	CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *)&lt;br /&gt;
290	CPVK2Player::PlayerDeathThink(void)&lt;br /&gt;
291	CBasePlayer::Jump(void)&lt;br /&gt;
292	CBasePlayer::Duck(void)&lt;br /&gt;
293	CPVK2Player::PreThink(void)&lt;br /&gt;
294	CPVK2Player::PostThink(void)&lt;br /&gt;
295	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
296	CPVK2Player::OnDamagedByExplosion(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
297	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
298	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
299	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
300	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
301	CBasePlayer::CalcRoll(QAngle const&amp;amp;,Vector const&amp;amp;,float,float)&lt;br /&gt;
302	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
303	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
304	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
305	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
306	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
307	CPVK2Player::UpdateClientData(void)&lt;br /&gt;
308	CBasePlayer::ExitLadder(void)&lt;br /&gt;
309	CBasePlayer::GetLadderSurface(Vector const&amp;amp;)&lt;br /&gt;
310	CBasePlayer::SetFlashlightEnabled(bool)&lt;br /&gt;
311	CPVK2Player::FlashlightIsOn(void)&lt;br /&gt;
312	CPVK2Player::FlashlightTurnOn(void)&lt;br /&gt;
313	CPVK2Player::FlashlightTurnOff(void)&lt;br /&gt;
314	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
315	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector const&amp;amp;,Vector const&amp;amp;)&lt;br /&gt;
316	CPVK2Player::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
317	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
318	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
319	CPVK2Player::DeathSound(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
320	CPVK2Player::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
321	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
322	CPVK2Player::CheatImpulseCommands(int)&lt;br /&gt;
323	CPVK2Player::ClientCommand(CCommand const&amp;amp;)&lt;br /&gt;
324	CBasePlayer::StartObserverMode(int)&lt;br /&gt;
325	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
326	CPVK2Player::ModeWantsSpectatorGUI(int)&lt;br /&gt;
327	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
328	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
329	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
330	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
331	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
332	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
333	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
334	CPVK2Player::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
335	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
336	CBasePlayer::JumptoPosition(Vector const&amp;amp;,QAngle const&amp;amp;)&lt;br /&gt;
337	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
338	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
339	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
340	CPVK2Player::AttemptToExitFreezeCam(void)&lt;br /&gt;
341	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
342	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
343	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
344	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
345	CBasePlayer::CreateCorpse(void)&lt;br /&gt;
346	CPVK2Player::EntSelectSpawnPoint(void)&lt;br /&gt;
347	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
348	CPVK2Player::LeaveVehicle(Vector const&amp;amp;,QAngle const&amp;amp;)&lt;br /&gt;
349	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
350	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
351	CPVK2Player::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
352	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
353	CBasePlayer::SelectItem(char const*,int)&lt;br /&gt;
354	CBasePlayer::ItemPostFrame(void)&lt;br /&gt;
355	CPVK2Player::GiveNamedItem(char const*,int)&lt;br /&gt;
356	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
357	CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
358	CBasePlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
359	CBasePlayer::PlayerUse(void)&lt;br /&gt;
360	CBasePlayer::PlayUseDenySound(void)&lt;br /&gt;
361	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
362	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
363	CBasePlayer::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
364	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
365	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
366	CBasePlayer::GetHeldObject(void)&lt;br /&gt;
367	CBasePlayer::CheckSuitUpdate(void)&lt;br /&gt;
368	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
369	CPVK2Player::GetAutoaimVector(float)&lt;br /&gt;
370	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
371	CBasePlayer::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
372	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
373	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
374	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
375	CPVK2Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
376	CBasePlayer::ChangeTeam(int,bool,bool)&lt;br /&gt;
377	CPVK2Player::CanHearAndReadChatFrom(CBasePlayer *)&lt;br /&gt;
378	CBaseMultiplayerPlayer::CanSpeak(void)&lt;br /&gt;
379	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
380	CBasePlayer::CheckChatText(char *,int)&lt;br /&gt;
381	CBasePlayer::CreateRagdollEntity(void)&lt;br /&gt;
382	CBasePlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
383	CBasePlayer::IsFollowingPhysics(void)&lt;br /&gt;
384	CBasePlayer::InitVCollision(Vector const&amp;amp;,Vector const&amp;amp;)&lt;br /&gt;
385	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
386	CBasePlayer::Hints(void)&lt;br /&gt;
387	CBasePlayer::ArmorValue(void)const&lt;br /&gt;
388	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
389	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
390	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
391	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
392	CBasePlayer::ResetScores(void)&lt;br /&gt;
393	CBasePlayer::EquipSuit(bool)&lt;br /&gt;
394	CBasePlayer::RemoveSuit(void)&lt;br /&gt;
395	CBasePlayer::CommitSuicide(bool,bool)&lt;br /&gt;
396	CBasePlayer::CommitSuicide(Vector const&amp;amp;,bool,bool)&lt;br /&gt;
397	CPVK2Player::CommitSuicide_Kill(Vector const&amp;amp;,bool,bool)&lt;br /&gt;
398	CBasePlayer::IsBot(void)const&lt;br /&gt;
399	CBaseMultiplayerPlayer::GetExpresser(void)&lt;br /&gt;
400	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
401	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
402	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
403	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::NoteSpeaking(float,float)&lt;br /&gt;
404	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::Speak(char const*,char const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
405	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::PostSpeakDispatchResponse(char const*,AI_Response *)&lt;br /&gt;
406	CBaseMultiplayerPlayer::SpeakIfAllowed(char const*,char const*,bool,bool,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
407	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char const*,bool,bool,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
408	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)&lt;br /&gt;
409	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)&lt;br /&gt;
410	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char const*)&lt;br /&gt;
411	CBaseMultiplayerPlayer::OnAchievementEarned(int)&lt;br /&gt;
412	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)&lt;br /&gt;
413	CPVK2Player::CalculateTeamBalanceScore(void)&lt;br /&gt;
414	CBaseMultiplayerPlayer::CreateExpresser(void)&lt;br /&gt;
415	CPVK2Player::ChoreoProp(void)&lt;br /&gt;
416	CPVK2Player::HandleSpeedChanges(void)&lt;br /&gt;
417	CPVK2Player::Event_Falling(float,float,int,Vector *,QAngle *)&lt;br /&gt;
418	CPVK2Player::SetMaxArmor(int)&lt;br /&gt;
419	CPVK2Player::GetMaxArmor(void)&lt;br /&gt;
420	CPVK2Player::SetSpecial(int)&lt;br /&gt;
421	CPVK2Player::GetSpecial(void)const&lt;br /&gt;
422	CPVK2Player::GetMaxSpecial(void)const&lt;br /&gt;
423	CPVK2Player::IsSpecialAvailable(void)const&lt;br /&gt;
424	CPVK2Player::IncrementSpecial(int)&lt;br /&gt;
425	CPVK2Player::ReduceSpecial(int)&lt;br /&gt;
426	CPVK2Player::CancelSpecial(void)&lt;br /&gt;
427	CPVK2Player::HandleBlocking(CTakeDamageInfo &amp;amp;,CGameTrace *)&lt;br /&gt;
428	CPVK2Player::ApplyBlockingDamagePenalty(CTakeDamageInfo &amp;amp;)&lt;br /&gt;
429	CPVK2Player::Knockback(float,CPVK2Player*)&lt;br /&gt;
430	CPVK2Player::IsGrenadeFrame(void)&lt;br /&gt;
431	CPVK2Player::GetRespawnTime(void)&lt;br /&gt;
432	CPVK2Player::IsBerserking(void)&lt;br /&gt;
433	CPVK2Player::SetBerserkTime(float)&lt;br /&gt;
434	CPVK2Player::GetBerserkTime(void)&lt;br /&gt;
435	CPVK2Player::HasHealthEffect(void)&lt;br /&gt;
436	CPVK2Player::AddHealthEffect(int,float,float,int,CBaseEntity *,CBaseEntity *)&lt;br /&gt;
437	CPVK2Player::ClearHealthEffects(void)&lt;br /&gt;
438	CPVK2Player::PerformHealthEffects(void)&lt;br /&gt;
439	CPVK2Player::GetFullHealthAdjustedHealthEffects(void)&lt;br /&gt;
440	CPVK2Player::NotePlayerAssistDamage(CPVK2Player*,float)&lt;br /&gt;
441	CPVK2Player::FindPlayerAssistEntry(CPVK2Player*)&lt;br /&gt;
442	CPVK2Player::UpdatePlayerAssistList(void)&lt;br /&gt;
443	CPVK2Player::ChooseBestKillAssister(CPVK2Player*)&lt;br /&gt;
444	CPVK2Player::ClearPlayerAssistList(void)&lt;br /&gt;
445	CPVK2Player::WouldSuicideBeAssisted(void)&lt;br /&gt;
446	CPVK2Player::SetAngleLimit(float,float)&lt;br /&gt;
447	CPVK2Player::DisableAngleLimit(void)&lt;br /&gt;
448	CPVK2Player::CanBeStunned(void)&lt;br /&gt;
449	CPVK2Player::SetSummonedNPC(CBaseEntity *)&lt;br /&gt;
450	CPVK2Player::GetSummonedNPC(void)&lt;br /&gt;
451	CPVK2Player::SetCarriedItem(CBaseEntity *)&lt;br /&gt;
452	CPVK2Player::GetCarriedItem(void)&lt;br /&gt;
453	CPVK2Player::IsCarryingItem(void)&lt;br /&gt;
454	CPVK2Player::SetSummonedName(char const*)&lt;br /&gt;
455	CPVK2Player::GetSummonedName(void)&lt;br /&gt;
456	CPVK2Player::SetCurrentTerritory(CPVK2Territory *)&lt;br /&gt;
457	CPVK2Player::OnTerritoryGuardBegin(void)&lt;br /&gt;
458	CPVK2Player::OnTerritoryGuardEnd(void)&lt;br /&gt;
459	CPVK2Player::OnGrailTeamGraceBegin(void)&lt;br /&gt;
460	CPVK2Player::OnGrailTeamGraceEnd(void)&lt;br /&gt;
461	CPVK2Player::MarkPlayerScoreDirty(void)&lt;br /&gt;
462	CPVK2Player::UpdateLocalPlayerScores(void)&lt;br /&gt;
463	CPVK2Player::AddToRoundScore(float)&lt;br /&gt;
464	CPVK2Player::ResetRoundScore(void)&lt;br /&gt;
465	CPVK2Player::GetRoundScore(void)&lt;br /&gt;
466	CPVK2Player::SetYellTime(float)&lt;br /&gt;
467	CPVK2Player::GetYellTime(void)&lt;br /&gt;
468	CPVK2Player::GetLastMoveTime(void)const&lt;br /&gt;
469	CPVK2Player::GetAutoBlockDir(void)&lt;br /&gt;
470	CPVK2Player::SDKAnim_GetActiveWeapon(void)&lt;br /&gt;
471	CPVK2Player::SDKAnim_CanMove(void)&lt;br /&gt;
472	CPVK2Player::NoteWeaponFired(void)&lt;br /&gt;
473	CPVK2Player::StartInitialObserver(void)&lt;br /&gt;
474	CPVK2Player::ChangeClass(int)&lt;br /&gt;
475	CPVK2Player::InitClass(int)&lt;br /&gt;
476	CPVK2Player::YellSound(int)&lt;br /&gt;
477	CPVK2Player::SetDefaultSpeed(float)&lt;br /&gt;
478	CPVK2Player::GetDefaultSpeed(void)const&lt;br /&gt;
479	CPVK2Player::GetPlayerClass(void)const&lt;br /&gt;
480	CPVK2Player::ClearAttachedModels(void)&lt;br /&gt;
481	CPVK2Player::AddAttachedModel(char const*,char const*)&lt;br /&gt;
482	CPVK2Player::ReAttachModels(void)&lt;br /&gt;
483	CPVK2Player::GetAttachedModel(char const*)&lt;br /&gt;
484	CPVK2Player::SetKnockbackTime(float)&lt;br /&gt;
485	CPVK2Player::IsStunned(void)&lt;br /&gt;
486	CPVK2Player::GetStunAmount(void)&lt;br /&gt;
487	CPVK2Player::StartBerserk(void)&lt;br /&gt;
488	CPVK2Player::StopBerserk(void)&lt;br /&gt;
489	CPVK2Player::ResetTeamChanges(void)&lt;br /&gt;
490	CPVK2Player::ForceTeam(int)&lt;br /&gt;
491	CPVK2Player::GetForcedTeam(void)const&lt;br /&gt;
492	CPVK2Player::DelayRemoveBuffs(void)&lt;br /&gt;
493	CPVK2Player::GetScoreManager(void)&lt;br /&gt;
494	CPVK2Player::CanDoubleJump(void)&lt;br /&gt;
495	CPVK2Player::GetJumpCount(void)&lt;br /&gt;
496	CPVK2Player::NoteJumped(void)&lt;br /&gt;
497	CPVK2Player::CreateRagdollEntity(int)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MadKat</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=8748</id>
		<title>CPVK2Player Offset List (Pirates, Vikings, and Knights II)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=8748"/>
		<updated>2012-10-26T20:05:16Z</updated>

		<summary type="html">&lt;p&gt;MadKat: &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;Linux&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Windows offsets are 1 less.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated October 23, 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 @ 0x00DD7AE0&lt;br /&gt;
// from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CPVK2Player::~CPVK2Player()&lt;br /&gt;
1	CPVK2Player::~CPVK2Player()&lt;br /&gt;
2	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
3	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
4	CBaseEntity::GetCollideable(void)&lt;br /&gt;
5	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
6	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
7	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
8	CBaseEntity::GetModelName(void)const&lt;br /&gt;
9	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
10	CPVK2Player::GetServerClass(void)&lt;br /&gt;
11	CPVK2Player::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
12	CPVK2Player::GetDataDescMap(void)&lt;br /&gt;
13	CPVK2Player::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
14	CPVK2Player::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
15	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
16	CPVK2Player::ShouldCollide(int,int)const&lt;br /&gt;
17	CBaseEntity::ShouldTraceToOwner(void)const&lt;br /&gt;
18	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
19	CPVK2Player::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	CPVK2Player::Spawn(void)&lt;br /&gt;
24	CPVK2Player::Precache(void)&lt;br /&gt;
25	CBasePlayer::SetModel(char  const*)&lt;br /&gt;
26	CBaseMultiplayerPlayer::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  const&amp;amp;)&lt;br /&gt;
32	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
33	CBasePlayer::Activate(void)&lt;br /&gt;
34	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
35	CBasePlayer::ObjectCaps(void)&lt;br /&gt;
36	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
37	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&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	CBaseMultiplayerPlayer::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	CBaseEntity::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	CPVK2Player::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
61	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
62	CPVK2Player::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
63	CPVK2Player::TakeHealth(float,int)&lt;br /&gt;
64	CBaseEntity::IsAlive(void)&lt;br /&gt;
65	CPVK2Player::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	CBaseEntity::GetDelay(void)&lt;br /&gt;
72	CBaseEntity::IsMoving(void)&lt;br /&gt;
73	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
74	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
75	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
76	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
77	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
78	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
79	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
80	CBaseEntity::IsTemplate(void)&lt;br /&gt;
81	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
82	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
83	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
84	CBaseEntity::IsViewable(void)&lt;br /&gt;
85	CPVK2Player::ChangeTeam(int)&lt;br /&gt;
86	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
87	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
88	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
89	CBaseEntity::GetEnemy(void)&lt;br /&gt;
90	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
91	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
92	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
93	CPVK2Player::Touch(CBaseEntity *)&lt;br /&gt;
94	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
95	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
96	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
97	CBaseEntity::EndBlocked(void)&lt;br /&gt;
98	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
99	CPVK2Player::UpdateOnRemove(void)&lt;br /&gt;
100	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
101	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
102	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
103	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
104	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
105	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
106	CPVK2Player::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
107	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
108	CBaseEntity::Respawn(void)&lt;br /&gt;
109	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
110	CBaseEntity::GetMaxHealth(void)const&lt;br /&gt;
111	CPVK2Player::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
112	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
113	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
114	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
115	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
116	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
117	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
118	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
119	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
120	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
121	CBaseEntity::GetDamage(void)&lt;br /&gt;
122	CBaseEntity::SetDamage(float)&lt;br /&gt;
123	CBasePlayer::EyePosition(void)&lt;br /&gt;
124	CBasePlayer::EyeAngles(void)&lt;br /&gt;
125	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
126	CBaseEntity::EarPosition(void)&lt;br /&gt;
127	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
128	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
129	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
130	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
131	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
132	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
133	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
134	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
135	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
136	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
137	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
138	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
139	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
140	CBaseEntity::Splash(void)&lt;br /&gt;
141	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
142	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
143	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
144	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
145	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
146	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
147	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
148	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
149	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
150	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
151	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
152	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
153	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
154	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
155	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
156	CPVK2Player::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
157	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
158	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
159	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
160	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
161	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
173	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
174	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
175	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
176	CBaseAnimating::GetTintColor(void)&lt;br /&gt;
177	CBaseAnimating::SetTintColor(Vector  const&amp;amp;)&lt;br /&gt;
178	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
179	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
180	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
181	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
182	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
183	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
184	CPVK2Player::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
185	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
186	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
187	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
188	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
189	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
190	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
191	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
192	CBasePlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
193	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
194	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
195	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
196	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
197	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
198	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
199	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
200	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
201	CBaseAnimating::Extinguish(void)&lt;br /&gt;
202	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
203	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
204	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
205	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
206	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
207	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
208	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
209	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
210	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
211	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
212	CBasePlayer::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
213	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
214	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
215	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
216	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
217	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
218	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
219	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)&lt;br /&gt;
220	CBasePlayer::BodyAngles(void)&lt;br /&gt;
221	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
222	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
223	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
224	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
225	CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
226	CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
227	CPVK2Player::GiveAmmo(int,int,bool)&lt;br /&gt;
228	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
229	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
230	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
231	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
232	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
233	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
234	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
235	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
236	CPVK2Player::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
237	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
238	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
239	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
240	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
241	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
242	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
243	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
244	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
245	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
246	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
247	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
248	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
249	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
250	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
251	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
252	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
253	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
254	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
255	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
256	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
257	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
258	CPVK2Player::Event_Dying(void)&lt;br /&gt;
259	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
260	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
261	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
262	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
263	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;
264	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
265	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
266	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
267	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
268	CBasePlayer::GetVehicle(void)&lt;br /&gt;
269	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
270	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
271	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
272	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
273	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
274	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
275	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
276	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
277	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
278	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
279	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
280	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
281	CPVK2Player::CreateViewModel(int)&lt;br /&gt;
282	CPVK2Player::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
283	CPVK2Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
284	CPVK2Player::WantsLagCompensationOnNPC(CBaseEntity  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
285	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
286	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
287	CPVK2Player::InitialSpawn(void)&lt;br /&gt;
288	CBasePlayer::InitHUD(void)&lt;br /&gt;
289	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
290	CPVK2Player::PlayerDeathThink(void)&lt;br /&gt;
291	CBasePlayer::Jump(void)&lt;br /&gt;
292	CBasePlayer::Duck(void)&lt;br /&gt;
293	CPVK2Player::PreThink(void)&lt;br /&gt;
294	CPVK2Player::PostThink(void)&lt;br /&gt;
295	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
296	CPVK2Player::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
297	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
298	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
299	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
300	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
301	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
302	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
303	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
304	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
305	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
306	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
307	CPVK2Player::UpdateClientData(void)&lt;br /&gt;
308	CBasePlayer::ExitLadder(void)&lt;br /&gt;
309	CBasePlayer::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
310	CBasePlayer::SetFlashlightEnabled(bool)&lt;br /&gt;
311	CPVK2Player::FlashlightIsOn(void)&lt;br /&gt;
312	CPVK2Player::FlashlightTurnOn(void)&lt;br /&gt;
313	CPVK2Player::FlashlightTurnOff(void)&lt;br /&gt;
314	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
315	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
316	CPVK2Player::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
317	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
318	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
319	CPVK2Player::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
320	CPVK2Player::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
321	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
322	CPVK2Player::CheatImpulseCommands(int)&lt;br /&gt;
323	CPVK2Player::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
324	CBasePlayer::StartObserverMode(int)&lt;br /&gt;
325	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
326	CPVK2Player::ModeWantsSpectatorGUI(int)&lt;br /&gt;
327	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
328	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
329	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
330	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
331	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
332	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
333	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
334	CPVK2Player::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
335	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
336	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
337	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
338	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
339	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
340	CPVK2Player::AttemptToExitFreezeCam(void)&lt;br /&gt;
341	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
342	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
343	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
344	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
345	CBasePlayer::CreateCorpse(void)&lt;br /&gt;
346	CPVK2Player::EntSelectSpawnPoint(void)&lt;br /&gt;
347	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
348	CPVK2Player::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
349	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
350	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
351	CPVK2Player::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
352	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
353	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
354	CBasePlayer::ItemPostFrame(void)&lt;br /&gt;
355	CPVK2Player::GiveNamedItem(char  const*,int)&lt;br /&gt;
356	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
357	CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
358	CBasePlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
359	CBasePlayer::PlayerUse(void)&lt;br /&gt;
360	CBasePlayer::PlayUseDenySound(void)&lt;br /&gt;
361	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
362	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
363	CBasePlayer::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
364	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
365	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
366	CBasePlayer::GetHeldObject(void)&lt;br /&gt;
367	CBasePlayer::CheckSuitUpdate(void)&lt;br /&gt;
368	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
369	CPVK2Player::GetAutoaimVector(float)&lt;br /&gt;
370	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
371	CBasePlayer::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
372	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
373	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
374	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
375	CPVK2Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
376	CBasePlayer::ChangeTeam(int,bool,bool)&lt;br /&gt;
377	CPVK2Player::CanHearAndReadChatFrom(CBasePlayer *)&lt;br /&gt;
378	CBaseMultiplayerPlayer::CanSpeak(void)&lt;br /&gt;
379	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
380	CBasePlayer::CheckChatText(char *,int)&lt;br /&gt;
381	CBasePlayer::CreateRagdollEntity(void)&lt;br /&gt;
382	CBasePlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
383	CBasePlayer::IsFollowingPhysics(void)&lt;br /&gt;
384	CBasePlayer::InitVCollision(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
385	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
386	CBasePlayer::Hints(void)&lt;br /&gt;
387	CBasePlayer::ArmorValue(void)const&lt;br /&gt;
388	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
389	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
390	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
391	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
392	CBasePlayer::ResetScores(void)&lt;br /&gt;
393	CBasePlayer::EquipSuit(bool)&lt;br /&gt;
394	CBasePlayer::RemoveSuit(void)&lt;br /&gt;
395	CBasePlayer::CommitSuicide(bool,bool)&lt;br /&gt;
396	CBasePlayer::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
397	CPVK2Player::CommitSuicide_Kill(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
398	CBasePlayer::IsBot(void)const&lt;br /&gt;
399	CBaseMultiplayerPlayer::GetExpresser(void)&lt;br /&gt;
400	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
401	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
402	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
403	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::NoteSpeaking(float,float)&lt;br /&gt;
404	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
405	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::PostSpeakDispatchResponse(char  const*,AI_Response *)&lt;br /&gt;
406	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,bool,bool,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
407	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,bool,bool,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
408	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)&lt;br /&gt;
409	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)&lt;br /&gt;
410	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)&lt;br /&gt;
411	CBaseMultiplayerPlayer::OnAchievementEarned(int)&lt;br /&gt;
412	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)&lt;br /&gt;
413	CPVK2Player::CalculateTeamBalanceScore(void)&lt;br /&gt;
414	CBaseMultiplayerPlayer::CreateExpresser(void)&lt;br /&gt;
415	CPVK2Player::ChoreoProp(void)&lt;br /&gt;
416	CPVK2Player::HandleSpeedChanges(void)&lt;br /&gt;
417	CPVK2Player::Event_Falling(float,float,int,Vector *,QAngle *)&lt;br /&gt;
418	CPVK2Player::SetMaxArmor(int)&lt;br /&gt;
419	CPVK2Player::GetMaxArmor(void)&lt;br /&gt;
420	CPVK2Player::SetSpecial(int)&lt;br /&gt;
421	CPVK2Player::GetSpecial(void)const&lt;br /&gt;
422	CPVK2Player::GetMaxSpecial(void)const&lt;br /&gt;
423	CPVK2Player::IsSpecialAvailable(void)const&lt;br /&gt;
424	CPVK2Player::IncrementSpecial(int)&lt;br /&gt;
425	CPVK2Player::ReduceSpecial(int)&lt;br /&gt;
426	CPVK2Player::CancelSpecial(void)&lt;br /&gt;
427	CPVK2Player::HandleBlocking(CTakeDamageInfo &amp;amp;,CGameTrace *)&lt;br /&gt;
428	CPVK2Player::ApplyBlockingDamagePenalty(CTakeDamageInfo &amp;amp;)&lt;br /&gt;
429	CPVK2Player::Knockback(float,CPVK2Player*)&lt;br /&gt;
430	CPVK2Player::IsGrenadeFrame(void)&lt;br /&gt;
431	CPVK2Player::GetRespawnTime(void)&lt;br /&gt;
432	CPVK2Player::IsBerserking(void)&lt;br /&gt;
433	CPVK2Player::SetBerserkTime(float)&lt;br /&gt;
434	CPVK2Player::GetBerserkTime(void)&lt;br /&gt;
435	CPVK2Player::HasHealthEffect(void)&lt;br /&gt;
436	CPVK2Player::AddHealthEffect(int,float,float,int,CBaseEntity *,CBaseEntity *)&lt;br /&gt;
437	CPVK2Player::ClearHealthEffects(void)&lt;br /&gt;
438	CPVK2Player::PerformHealthEffects(void)&lt;br /&gt;
439	CPVK2Player::GetFullHealthAdjustedHealthEffects(void)&lt;br /&gt;
440	CPVK2Player::NotePlayerAssistDamage(CPVK2Player*,float)&lt;br /&gt;
441	CPVK2Player::FindPlayerAssistEntry(CPVK2Player*)&lt;br /&gt;
442	CPVK2Player::UpdatePlayerAssistList(void)&lt;br /&gt;
443	CPVK2Player::ChooseBestKillAssister(CPVK2Player*)&lt;br /&gt;
444	CPVK2Player::ClearPlayerAssistList(void)&lt;br /&gt;
445	CPVK2Player::WouldSuicideBeAssisted(void)&lt;br /&gt;
446	CPVK2Player::SetAngleLimit(float,float)&lt;br /&gt;
447	CPVK2Player::DisableAngleLimit(void)&lt;br /&gt;
448	CPVK2Player::CanBeStunned(void)&lt;br /&gt;
449	CPVK2Player::SetSummonedNPC(CBaseEntity *)&lt;br /&gt;
450	CPVK2Player::GetSummonedNPC(void)&lt;br /&gt;
451	CPVK2Player::SetCarriedItem(CBaseEntity *)&lt;br /&gt;
452	CPVK2Player::GetCarriedItem(void)&lt;br /&gt;
453	CPVK2Player::IsCarryingItem(void)&lt;br /&gt;
454	CPVK2Player::SetSummonedName(char  const*)&lt;br /&gt;
455	CPVK2Player::GetSummonedName(void)&lt;br /&gt;
456	CPVK2Player::SetCurrentTerritory(CPVK2Territory *)&lt;br /&gt;
457	CPVK2Player::OnTerritoryGuardBegin(void)&lt;br /&gt;
458	CPVK2Player::OnTerritoryGuardEnd(void)&lt;br /&gt;
459	CPVK2Player::OnGrailTeamGraceBegin(void)&lt;br /&gt;
460	CPVK2Player::OnGrailTeamGraceEnd(void)&lt;br /&gt;
461	CPVK2Player::MarkPlayerScoreDirty(void)&lt;br /&gt;
462	CPVK2Player::UpdateLocalPlayerScores(void)&lt;br /&gt;
463	CPVK2Player::AddToRoundScore(float)&lt;br /&gt;
464	CPVK2Player::ResetRoundScore(void)&lt;br /&gt;
465	CPVK2Player::GetRoundScore(void)&lt;br /&gt;
466	CPVK2Player::SetYellTime(float)&lt;br /&gt;
467	CPVK2Player::GetYellTime(void)&lt;br /&gt;
468	CPVK2Player::GetLastMoveTime(void)const&lt;br /&gt;
469	CPVK2Player::GetAutoBlockDir(void)&lt;br /&gt;
470	CPVK2Player::SDKAnim_GetActiveWeapon(void)&lt;br /&gt;
471	CPVK2Player::SDKAnim_CanMove(void)&lt;br /&gt;
472	CPVK2Player::NoteWeaponFired(void)&lt;br /&gt;
473	CPVK2Player::StartInitialObserver(void)&lt;br /&gt;
474	CPVK2Player::ChangeClass(int)&lt;br /&gt;
475	CPVK2Player::InitClass(int)&lt;br /&gt;
476	CPVK2Player::YellSound(int)&lt;br /&gt;
477	CPVK2Player::SetDefaultSpeed(float)&lt;br /&gt;
478	CPVK2Player::GetDefaultSpeed(void)const&lt;br /&gt;
479	CPVK2Player::GetPlayerClass(void)const&lt;br /&gt;
480	CPVK2Player::ClearAttachedModels(void)&lt;br /&gt;
481	CPVK2Player::AddAttachedModel(char  const*,char  const*)&lt;br /&gt;
482	CPVK2Player::ReAttachModels(void)&lt;br /&gt;
483	CPVK2Player::GetAttachedModel(char  const*)&lt;br /&gt;
484	CPVK2Player::SetKnockbackTime(float)&lt;br /&gt;
485	CPVK2Player::IsStunned(void)&lt;br /&gt;
486	CPVK2Player::GetStunAmount(void)&lt;br /&gt;
487	CPVK2Player::StartBerserk(void)&lt;br /&gt;
488	CPVK2Player::StopBerserk(void)&lt;br /&gt;
489	CPVK2Player::ResetTeamChanges(void)&lt;br /&gt;
490	CPVK2Player::ForceTeam(int)&lt;br /&gt;
491	CPVK2Player::GetForcedTeam(void)const&lt;br /&gt;
492	CPVK2Player::DelayRemoveBuffs(void)&lt;br /&gt;
493	CPVK2Player::GetScoreManager(void)&lt;br /&gt;
494	CPVK2Player::CanDoubleJump(void)&lt;br /&gt;
495	CPVK2Player::GetJumpCount(void)&lt;br /&gt;
496	CPVK2Player::NoteJumped(void)&lt;br /&gt;
497	CPVK2Player::CreateRagdollEntity(int)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MadKat</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=8747</id>
		<title>CPVK2Player Offset List (Pirates, Vikings, and Knights II)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=8747"/>
		<updated>2012-10-24T04:10:16Z</updated>

		<summary type="html">&lt;p&gt;MadKat: &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;Linux&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Windows offsets are 1 less.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated October 23, 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 @ 0x00DD7AE0&lt;br /&gt;
// from &amp;quot;server_i486py.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CPVK2Player::~CPVK2Player()&lt;br /&gt;
1	CPVK2Player::~CPVK2Player()&lt;br /&gt;
2	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
3	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
4	CBaseEntity::GetCollideable(void)&lt;br /&gt;
5	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
6	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
7	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
8	CBaseEntity::GetModelName(void)const&lt;br /&gt;
9	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
10	CPVK2Player::GetServerClass(void)&lt;br /&gt;
11	CPVK2Player::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
12	CPVK2Player::GetDataDescMap(void)&lt;br /&gt;
13	CPVK2Player::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
14	CPVK2Player::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
15	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
16	CPVK2Player::ShouldCollide(int,int)const&lt;br /&gt;
17	CBaseEntity::ShouldTraceToOwner(void)const&lt;br /&gt;
18	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
19	CPVK2Player::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	CPVK2Player::Spawn(void)&lt;br /&gt;
24	CPVK2Player::Precache(void)&lt;br /&gt;
25	CBasePlayer::SetModel(char  const*)&lt;br /&gt;
26	CBaseMultiplayerPlayer::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  const&amp;amp;)&lt;br /&gt;
32	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
33	CBasePlayer::Activate(void)&lt;br /&gt;
34	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
35	CBasePlayer::ObjectCaps(void)&lt;br /&gt;
36	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
37	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&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	CBaseMultiplayerPlayer::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	CBaseEntity::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	CPVK2Player::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
61	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
62	CPVK2Player::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
63	CPVK2Player::TakeHealth(float,int)&lt;br /&gt;
64	CBaseEntity::IsAlive(void)&lt;br /&gt;
65	CPVK2Player::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	CBaseEntity::GetDelay(void)&lt;br /&gt;
72	CBaseEntity::IsMoving(void)&lt;br /&gt;
73	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
74	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
75	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
76	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
77	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
78	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
79	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
80	CBaseEntity::IsTemplate(void)&lt;br /&gt;
81	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
82	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
83	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
84	CBaseEntity::IsViewable(void)&lt;br /&gt;
85	CPVK2Player::ChangeTeam(int)&lt;br /&gt;
86	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
87	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
88	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
89	CBaseEntity::GetEnemy(void)&lt;br /&gt;
90	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
91	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
92	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
93	CPVK2Player::Touch(CBaseEntity *)&lt;br /&gt;
94	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
95	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
96	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
97	CBaseEntity::EndBlocked(void)&lt;br /&gt;
98	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
99	CPVK2Player::UpdateOnRemove(void)&lt;br /&gt;
100	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
101	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
102	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
103	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
104	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
105	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
106	CPVK2Player::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
107	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
108	CBaseEntity::Respawn(void)&lt;br /&gt;
109	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
110	CBaseEntity::GetMaxHealth(void)const&lt;br /&gt;
111	CPVK2Player::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
112	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
113	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
114	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
115	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
116	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
117	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
118	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
119	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
120	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
121	CBaseEntity::GetDamage(void)&lt;br /&gt;
122	CBaseEntity::SetDamage(float)&lt;br /&gt;
123	CBasePlayer::EyePosition(void)&lt;br /&gt;
124	CBasePlayer::EyeAngles(void)&lt;br /&gt;
125	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
126	CBaseEntity::EarPosition(void)&lt;br /&gt;
127	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
128	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
129	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
130	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
131	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
132	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
133	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
134	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
135	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
136	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
137	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
138	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
139	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
140	CBaseEntity::Splash(void)&lt;br /&gt;
141	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
142	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
143	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
144	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
145	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
146	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
147	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
148	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
149	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
150	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
151	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
152	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
153	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
154	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
155	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
156	CPVK2Player::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
157	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
158	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
159	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
160	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
161	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
173	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
174	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
175	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
176	CBaseAnimating::GetTintColor(void)&lt;br /&gt;
177	CBaseAnimating::SetTintColor(Vector  const&amp;amp;)&lt;br /&gt;
178	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
179	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
180	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
181	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
182	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
183	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
184	CPVK2Player::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
185	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
186	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
187	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
188	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
189	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
190	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
191	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
192	CBasePlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
193	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
194	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
195	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
196	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
197	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
198	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
199	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
200	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
201	CBaseAnimating::Extinguish(void)&lt;br /&gt;
202	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
203	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
204	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
205	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
206	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
207	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
208	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
209	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
210	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
211	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
212	CBasePlayer::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
213	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
214	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
215	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
216	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
217	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
218	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
219	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)&lt;br /&gt;
220	CBasePlayer::BodyAngles(void)&lt;br /&gt;
221	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
222	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
223	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
224	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
225	CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
226	CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
227	CPVK2Player::GiveAmmo(int,int,bool)&lt;br /&gt;
228	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
229	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
230	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
231	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
232	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
233	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
234	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
235	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
236	CPVK2Player::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
237	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
238	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
239	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
240	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
241	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
242	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
243	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
244	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
245	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
246	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
247	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
248	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
249	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
250	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
251	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
252	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
253	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
254	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
255	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
256	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
257	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
258	CPVK2Player::Event_Dying(void)&lt;br /&gt;
259	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
260	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
261	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
262	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
263	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;
264	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
265	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
266	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
267	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
268	CBasePlayer::GetVehicle(void)&lt;br /&gt;
269	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
270	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
271	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
272	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
273	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
274	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
275	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
276	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
277	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
278	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
279	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
280	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
281	CPVK2Player::CreateViewModel(int)&lt;br /&gt;
282	CPVK2Player::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
283	CPVK2Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
284	CPVK2Player::WantsLagCompensationOnNPC(CBaseEntity  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
285	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
286	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
287	CPVK2Player::InitialSpawn(void)&lt;br /&gt;
288	CBasePlayer::InitHUD(void)&lt;br /&gt;
289	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
290	CPVK2Player::PlayerDeathThink(void)&lt;br /&gt;
291	CBasePlayer::Jump(void)&lt;br /&gt;
292	CBasePlayer::Duck(void)&lt;br /&gt;
293	CPVK2Player::PreThink(void)&lt;br /&gt;
294	CPVK2Player::PostThink(void)&lt;br /&gt;
295	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
296	CPVK2Player::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
297	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
298	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
299	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
300	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
301	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
302	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
303	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
304	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
305	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
306	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
307	CPVK2Player::UpdateClientData(void)&lt;br /&gt;
308	CBasePlayer::ExitLadder(void)&lt;br /&gt;
309	CBasePlayer::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
310	CBasePlayer::SetFlashlightEnabled(bool)&lt;br /&gt;
311	CPVK2Player::FlashlightIsOn(void)&lt;br /&gt;
312	CPVK2Player::FlashlightTurnOn(void)&lt;br /&gt;
313	CPVK2Player::FlashlightTurnOff(void)&lt;br /&gt;
314	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
315	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
316	CPVK2Player::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
317	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
318	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
319	CPVK2Player::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
320	CPVK2Player::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
321	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
322	CPVK2Player::CheatImpulseCommands(int)&lt;br /&gt;
323	CPVK2Player::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
324	CBasePlayer::StartObserverMode(int)&lt;br /&gt;
325	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
326	CPVK2Player::ModeWantsSpectatorGUI(int)&lt;br /&gt;
327	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
328	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
329	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
330	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
331	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
332	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
333	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
334	CPVK2Player::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
335	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
336	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
337	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
338	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
339	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
340	CPVK2Player::AttemptToExitFreezeCam(void)&lt;br /&gt;
341	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
342	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
343	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
344	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
345	CBasePlayer::CreateCorpse(void)&lt;br /&gt;
346	CPVK2Player::EntSelectSpawnPoint(void)&lt;br /&gt;
347	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
348	CPVK2Player::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
349	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
350	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
351	CPVK2Player::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
352	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
353	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
354	CBasePlayer::ItemPostFrame(void)&lt;br /&gt;
355	CPVK2Player::GiveNamedItem(char  const*,int)&lt;br /&gt;
356	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
357	CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
358	CBasePlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
359	CBasePlayer::PlayerUse(void)&lt;br /&gt;
360	CBasePlayer::PlayUseDenySound(void)&lt;br /&gt;
361	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
362	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
363	CBasePlayer::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
364	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
365	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
366	CBasePlayer::GetHeldObject(void)&lt;br /&gt;
367	CBasePlayer::CheckSuitUpdate(void)&lt;br /&gt;
368	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
369	CPVK2Player::GetAutoaimVector(float)&lt;br /&gt;
370	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
371	CBasePlayer::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
372	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
373	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
374	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
375	CPVK2Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
376	CBasePlayer::ChangeTeam(int,bool,bool)&lt;br /&gt;
377	CPVK2Player::CanHearAndReadChatFrom(CBasePlayer *)&lt;br /&gt;
378	CBaseMultiplayerPlayer::CanSpeak(void)&lt;br /&gt;
379	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
380	CBasePlayer::CheckChatText(char *,int)&lt;br /&gt;
381	CBasePlayer::CreateRagdollEntity(void)&lt;br /&gt;
382	CBasePlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
383	CBasePlayer::IsFollowingPhysics(void)&lt;br /&gt;
384	CBasePlayer::InitVCollision(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
385	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
386	CBasePlayer::Hints(void)&lt;br /&gt;
387	CBasePlayer::ArmorValue(void)const&lt;br /&gt;
388	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
389	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
390	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
391	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
392	CBasePlayer::ResetScores(void)&lt;br /&gt;
393	CBasePlayer::EquipSuit(bool)&lt;br /&gt;
394	CBasePlayer::RemoveSuit(void)&lt;br /&gt;
395	CBasePlayer::CommitSuicide(bool,bool)&lt;br /&gt;
396	CBasePlayer::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
397	CPVK2Player::CommitSuicide_Kill(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
398	CBasePlayer::IsBot(void)const&lt;br /&gt;
399	CBaseMultiplayerPlayer::GetExpresser(void)&lt;br /&gt;
400	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
401	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
402	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
403	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::NoteSpeaking(float,float)&lt;br /&gt;
404	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
405	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::PostSpeakDispatchResponse(char  const*,AI_Response *)&lt;br /&gt;
406	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,bool,bool,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
407	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,bool,bool,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
408	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)&lt;br /&gt;
409	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)&lt;br /&gt;
410	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)&lt;br /&gt;
411	CBaseMultiplayerPlayer::OnAchievementEarned(int)&lt;br /&gt;
412	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)&lt;br /&gt;
413	CPVK2Player::CalculateTeamBalanceScore(void)&lt;br /&gt;
414	CBaseMultiplayerPlayer::CreateExpresser(void)&lt;br /&gt;
415	CPVK2Player::ChoreoProp(void)&lt;br /&gt;
416	CPVK2Player::HandleSpeedChanges(void)&lt;br /&gt;
417	CPVK2Player::Event_Falling(float,float,int,Vector *,QAngle *)&lt;br /&gt;
418	CPVK2Player::SetMaxArmor(int)&lt;br /&gt;
419	CPVK2Player::GetMaxArmor(void)&lt;br /&gt;
420	CPVK2Player::SetSpecial(int)&lt;br /&gt;
421	CPVK2Player::GetSpecial(void)const&lt;br /&gt;
422	CPVK2Player::GetMaxSpecial(void)const&lt;br /&gt;
423	CPVK2Player::IsSpecialAvailable(void)const&lt;br /&gt;
424	CPVK2Player::IncrementSpecial(int)&lt;br /&gt;
425	CPVK2Player::ReduceSpecial(int)&lt;br /&gt;
426	CPVK2Player::CancelSpecial(void)&lt;br /&gt;
427	CPVK2Player::HandleBlocking(CTakeDamageInfo &amp;amp;,CGameTrace *)&lt;br /&gt;
428	CPVK2Player::ApplyBlockingDamagePenalty(CTakeDamageInfo &amp;amp;)&lt;br /&gt;
429	CPVK2Player::Knockback(float,CPVK2Player*)&lt;br /&gt;
430	CPVK2Player::IsGrenadeFrame(void)&lt;br /&gt;
431	CPVK2Player::GetRespawnTime(void)&lt;br /&gt;
432	CPVK2Player::IsBerserking(void)&lt;br /&gt;
433	CPVK2Player::SetBerserkTime(float)&lt;br /&gt;
434	CPVK2Player::GetBerserkTime(void)&lt;br /&gt;
435	CPVK2Player::HasHealthEffect(void)&lt;br /&gt;
436	CPVK2Player::AddHealthEffect(int,float,float,int,CBaseEntity *,CBaseEntity *)&lt;br /&gt;
437	CPVK2Player::ClearHealthEffects(void)&lt;br /&gt;
438	CPVK2Player::PerformHealthEffects(void)&lt;br /&gt;
439	CPVK2Player::GetFullHealthAdjustedHealthEffects(void)&lt;br /&gt;
440	CPVK2Player::NotePlayerAssistDamage(CPVK2Player*,float)&lt;br /&gt;
441	CPVK2Player::FindPlayerAssistEntry(CPVK2Player*)&lt;br /&gt;
442	CPVK2Player::UpdatePlayerAssistList(void)&lt;br /&gt;
443	CPVK2Player::ChooseBestKillAssister(CPVK2Player*)&lt;br /&gt;
444	CPVK2Player::ClearPlayerAssistList(void)&lt;br /&gt;
445	CPVK2Player::WouldSuicideBeAssisted(void)&lt;br /&gt;
446	CPVK2Player::SetAngleLimit(float,float)&lt;br /&gt;
447	CPVK2Player::DisableAngleLimit(void)&lt;br /&gt;
448	CPVK2Player::CanBeStunned(void)&lt;br /&gt;
449	CPVK2Player::SetSummonedNPC(CBaseEntity *)&lt;br /&gt;
450	CPVK2Player::GetSummonedNPC(void)&lt;br /&gt;
451	CPVK2Player::SetCarriedItem(CBaseEntity *)&lt;br /&gt;
452	CPVK2Player::GetCarriedItem(void)&lt;br /&gt;
453	CPVK2Player::IsCarryingItem(void)&lt;br /&gt;
454	CPVK2Player::SetSummonedName(char  const*)&lt;br /&gt;
455	CPVK2Player::GetSummonedName(void)&lt;br /&gt;
456	CPVK2Player::SetCurrentTerritory(CPVK2Territory *)&lt;br /&gt;
457	CPVK2Player::OnTerritoryGuardBegin(void)&lt;br /&gt;
458	CPVK2Player::OnTerritoryGuardEnd(void)&lt;br /&gt;
459	CPVK2Player::OnGrailTeamGraceBegin(void)&lt;br /&gt;
460	CPVK2Player::OnGrailTeamGraceEnd(void)&lt;br /&gt;
461	CPVK2Player::MarkPlayerScoreDirty(void)&lt;br /&gt;
462	CPVK2Player::UpdateLocalPlayerScores(void)&lt;br /&gt;
463	CPVK2Player::AddToRoundScore(float)&lt;br /&gt;
464	CPVK2Player::ResetRoundScore(void)&lt;br /&gt;
465	CPVK2Player::GetRoundScore(void)&lt;br /&gt;
466	CPVK2Player::SetYellTime(float)&lt;br /&gt;
467	CPVK2Player::GetYellTime(void)&lt;br /&gt;
468	CPVK2Player::GetLastMoveTime(void)const&lt;br /&gt;
469	CPVK2Player::GetAutoBlockDir(void)&lt;br /&gt;
470	CPVK2Player::SDKAnim_GetActiveWeapon(void)&lt;br /&gt;
471	CPVK2Player::SDKAnim_CanMove(void)&lt;br /&gt;
472	CPVK2Player::NoteWeaponFired(void)&lt;br /&gt;
473	CPVK2Player::StartInitialObserver(void)&lt;br /&gt;
474	CPVK2Player::ChangeClass(int)&lt;br /&gt;
475	CPVK2Player::InitClass(int)&lt;br /&gt;
476	CPVK2Player::YellSound(int)&lt;br /&gt;
477	CPVK2Player::SetDefaultSpeed(float)&lt;br /&gt;
478	CPVK2Player::GetDefaultSpeed(void)const&lt;br /&gt;
479	CPVK2Player::GetPlayerClass(void)const&lt;br /&gt;
480	CPVK2Player::ClearAttachedModels(void)&lt;br /&gt;
481	CPVK2Player::AddAttachedModel(char  const*,char  const*)&lt;br /&gt;
482	CPVK2Player::ReAttachModels(void)&lt;br /&gt;
483	CPVK2Player::GetAttachedModel(char  const*)&lt;br /&gt;
484	CPVK2Player::SetKnockbackTime(float)&lt;br /&gt;
485	CPVK2Player::IsStunned(void)&lt;br /&gt;
486	CPVK2Player::GetStunAmount(void)&lt;br /&gt;
487	CPVK2Player::StartBerserk(void)&lt;br /&gt;
488	CPVK2Player::StopBerserk(void)&lt;br /&gt;
489	CPVK2Player::ResetTeamChanges(void)&lt;br /&gt;
490	CPVK2Player::ForceTeam(int)&lt;br /&gt;
491	CPVK2Player::GetForcedTeam(void)const&lt;br /&gt;
492	CPVK2Player::DelayRemoveBuffs(void)&lt;br /&gt;
493	CPVK2Player::GetScoreManager(void)&lt;br /&gt;
494	CPVK2Player::CanDoubleJump(void)&lt;br /&gt;
495	CPVK2Player::GetJumpCount(void)&lt;br /&gt;
496	CPVK2Player::NoteJumped(void)&lt;br /&gt;
497	CPVK2Player::CreateRagdollEntity(int)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MadKat</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=8746</id>
		<title>CPVK2Player Offset List (Pirates, Vikings, and Knights II)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=8746"/>
		<updated>2012-10-24T04:01:12Z</updated>

		<summary type="html">&lt;p&gt;MadKat: &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 October 23, 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 @ 0x00DD7AE0&lt;br /&gt;
// from &amp;quot;server_i486py.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CPVK2Player::~CPVK2Player()&lt;br /&gt;
1	CPVK2Player::~CPVK2Player()&lt;br /&gt;
2	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
3	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
4	CBaseEntity::GetCollideable(void)&lt;br /&gt;
5	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
6	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
7	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
8	CBaseEntity::GetModelName(void)const&lt;br /&gt;
9	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
10	CPVK2Player::GetServerClass(void)&lt;br /&gt;
11	CPVK2Player::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
12	CPVK2Player::GetDataDescMap(void)&lt;br /&gt;
13	CPVK2Player::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
14	CPVK2Player::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
15	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
16	CPVK2Player::ShouldCollide(int,int)const&lt;br /&gt;
17	CBaseEntity::ShouldTraceToOwner(void)const&lt;br /&gt;
18	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
19	CPVK2Player::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	CPVK2Player::Spawn(void)&lt;br /&gt;
24	CPVK2Player::Precache(void)&lt;br /&gt;
25	CBasePlayer::SetModel(char  const*)&lt;br /&gt;
26	CBaseMultiplayerPlayer::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  const&amp;amp;)&lt;br /&gt;
32	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
33	CBasePlayer::Activate(void)&lt;br /&gt;
34	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
35	CBasePlayer::ObjectCaps(void)&lt;br /&gt;
36	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
37	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&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	CBaseMultiplayerPlayer::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	CBaseEntity::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	CPVK2Player::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
61	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
62	CPVK2Player::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
63	CPVK2Player::TakeHealth(float,int)&lt;br /&gt;
64	CBaseEntity::IsAlive(void)&lt;br /&gt;
65	CPVK2Player::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	CBaseEntity::GetDelay(void)&lt;br /&gt;
72	CBaseEntity::IsMoving(void)&lt;br /&gt;
73	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
74	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
75	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
76	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
77	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
78	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
79	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
80	CBaseEntity::IsTemplate(void)&lt;br /&gt;
81	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
82	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
83	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
84	CBaseEntity::IsViewable(void)&lt;br /&gt;
85	CPVK2Player::ChangeTeam(int)&lt;br /&gt;
86	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
87	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
88	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
89	CBaseEntity::GetEnemy(void)&lt;br /&gt;
90	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
91	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
92	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
93	CPVK2Player::Touch(CBaseEntity *)&lt;br /&gt;
94	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
95	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
96	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
97	CBaseEntity::EndBlocked(void)&lt;br /&gt;
98	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
99	CPVK2Player::UpdateOnRemove(void)&lt;br /&gt;
100	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
101	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
102	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
103	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
104	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
105	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
106	CPVK2Player::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
107	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
108	CBaseEntity::Respawn(void)&lt;br /&gt;
109	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
110	CBaseEntity::GetMaxHealth(void)const&lt;br /&gt;
111	CPVK2Player::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
112	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
113	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
114	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
115	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
116	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
117	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
118	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
119	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
120	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
121	CBaseEntity::GetDamage(void)&lt;br /&gt;
122	CBaseEntity::SetDamage(float)&lt;br /&gt;
123	CBasePlayer::EyePosition(void)&lt;br /&gt;
124	CBasePlayer::EyeAngles(void)&lt;br /&gt;
125	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
126	CBaseEntity::EarPosition(void)&lt;br /&gt;
127	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
128	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
129	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
130	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
131	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
132	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
133	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
134	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
135	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
136	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
137	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
138	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
139	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
140	CBaseEntity::Splash(void)&lt;br /&gt;
141	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
142	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
143	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
144	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
145	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
146	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
147	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
148	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
149	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
150	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
151	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
152	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
153	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
154	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
155	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
156	CPVK2Player::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
157	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
158	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
159	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
160	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
161	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
173	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
174	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
175	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
176	CBaseAnimating::GetTintColor(void)&lt;br /&gt;
177	CBaseAnimating::SetTintColor(Vector  const&amp;amp;)&lt;br /&gt;
178	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
179	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
180	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
181	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
182	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
183	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
184	CPVK2Player::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
185	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
186	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
187	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
188	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
189	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
190	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
191	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
192	CBasePlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
193	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
194	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
195	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
196	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
197	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
198	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
199	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
200	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
201	CBaseAnimating::Extinguish(void)&lt;br /&gt;
202	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
203	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
204	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
205	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
206	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
207	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
208	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
209	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
210	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
211	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
212	CBasePlayer::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
213	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
214	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
215	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
216	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
217	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
218	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
219	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)&lt;br /&gt;
220	CBasePlayer::BodyAngles(void)&lt;br /&gt;
221	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
222	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
223	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
224	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
225	CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
226	CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
227	CPVK2Player::GiveAmmo(int,int,bool)&lt;br /&gt;
228	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
229	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
230	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
231	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
232	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
233	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
234	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
235	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
236	CPVK2Player::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
237	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
238	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
239	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
240	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
241	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
242	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
243	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
244	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
245	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
246	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
247	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
248	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
249	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
250	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
251	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
252	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
253	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
254	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
255	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
256	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
257	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
258	CPVK2Player::Event_Dying(void)&lt;br /&gt;
259	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
260	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
261	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
262	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
263	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;
264	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
265	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
266	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
267	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
268	CBasePlayer::GetVehicle(void)&lt;br /&gt;
269	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
270	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
271	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
272	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
273	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
274	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
275	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
276	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
277	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
278	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
279	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
280	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
281	CPVK2Player::CreateViewModel(int)&lt;br /&gt;
282	CPVK2Player::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
283	CPVK2Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
284	CPVK2Player::WantsLagCompensationOnNPC(CBaseEntity  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
285	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
286	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
287	CPVK2Player::InitialSpawn(void)&lt;br /&gt;
288	CBasePlayer::InitHUD(void)&lt;br /&gt;
289	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
290	CPVK2Player::PlayerDeathThink(void)&lt;br /&gt;
291	CBasePlayer::Jump(void)&lt;br /&gt;
292	CBasePlayer::Duck(void)&lt;br /&gt;
293	CPVK2Player::PreThink(void)&lt;br /&gt;
294	CPVK2Player::PostThink(void)&lt;br /&gt;
295	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
296	CPVK2Player::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
297	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
298	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
299	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
300	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
301	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
302	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
303	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
304	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
305	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
306	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
307	CPVK2Player::UpdateClientData(void)&lt;br /&gt;
308	CBasePlayer::ExitLadder(void)&lt;br /&gt;
309	CBasePlayer::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
310	CBasePlayer::SetFlashlightEnabled(bool)&lt;br /&gt;
311	CPVK2Player::FlashlightIsOn(void)&lt;br /&gt;
312	CPVK2Player::FlashlightTurnOn(void)&lt;br /&gt;
313	CPVK2Player::FlashlightTurnOff(void)&lt;br /&gt;
314	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
315	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
316	CPVK2Player::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
317	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
318	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
319	CPVK2Player::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
320	CPVK2Player::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
321	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
322	CPVK2Player::CheatImpulseCommands(int)&lt;br /&gt;
323	CPVK2Player::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
324	CBasePlayer::StartObserverMode(int)&lt;br /&gt;
325	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
326	CPVK2Player::ModeWantsSpectatorGUI(int)&lt;br /&gt;
327	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
328	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
329	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
330	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
331	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
332	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
333	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
334	CPVK2Player::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
335	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
336	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
337	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
338	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
339	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
340	CPVK2Player::AttemptToExitFreezeCam(void)&lt;br /&gt;
341	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
342	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
343	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
344	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
345	CBasePlayer::CreateCorpse(void)&lt;br /&gt;
346	CPVK2Player::EntSelectSpawnPoint(void)&lt;br /&gt;
347	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
348	CPVK2Player::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
349	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
350	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
351	CPVK2Player::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
352	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
353	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
354	CBasePlayer::ItemPostFrame(void)&lt;br /&gt;
355	CPVK2Player::GiveNamedItem(char  const*,int)&lt;br /&gt;
356	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
357	CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
358	CBasePlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
359	CBasePlayer::PlayerUse(void)&lt;br /&gt;
360	CBasePlayer::PlayUseDenySound(void)&lt;br /&gt;
361	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
362	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
363	CBasePlayer::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
364	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
365	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
366	CBasePlayer::GetHeldObject(void)&lt;br /&gt;
367	CBasePlayer::CheckSuitUpdate(void)&lt;br /&gt;
368	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
369	CPVK2Player::GetAutoaimVector(float)&lt;br /&gt;
370	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
371	CBasePlayer::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
372	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
373	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
374	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
375	CPVK2Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
376	CBasePlayer::ChangeTeam(int,bool,bool)&lt;br /&gt;
377	CPVK2Player::CanHearAndReadChatFrom(CBasePlayer *)&lt;br /&gt;
378	CBaseMultiplayerPlayer::CanSpeak(void)&lt;br /&gt;
379	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
380	CBasePlayer::CheckChatText(char *,int)&lt;br /&gt;
381	CBasePlayer::CreateRagdollEntity(void)&lt;br /&gt;
382	CBasePlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
383	CBasePlayer::IsFollowingPhysics(void)&lt;br /&gt;
384	CBasePlayer::InitVCollision(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
385	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
386	CBasePlayer::Hints(void)&lt;br /&gt;
387	CBasePlayer::ArmorValue(void)const&lt;br /&gt;
388	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
389	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
390	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
391	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
392	CBasePlayer::ResetScores(void)&lt;br /&gt;
393	CBasePlayer::EquipSuit(bool)&lt;br /&gt;
394	CBasePlayer::RemoveSuit(void)&lt;br /&gt;
395	CBasePlayer::CommitSuicide(bool,bool)&lt;br /&gt;
396	CBasePlayer::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
397	CPVK2Player::CommitSuicide_Kill(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
398	CBasePlayer::IsBot(void)const&lt;br /&gt;
399	CBaseMultiplayerPlayer::GetExpresser(void)&lt;br /&gt;
400	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
401	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
402	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
403	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::NoteSpeaking(float,float)&lt;br /&gt;
404	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
405	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::PostSpeakDispatchResponse(char  const*,AI_Response *)&lt;br /&gt;
406	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,bool,bool,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
407	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,bool,bool,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
408	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)&lt;br /&gt;
409	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)&lt;br /&gt;
410	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)&lt;br /&gt;
411	CBaseMultiplayerPlayer::OnAchievementEarned(int)&lt;br /&gt;
412	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)&lt;br /&gt;
413	CPVK2Player::CalculateTeamBalanceScore(void)&lt;br /&gt;
414	CBaseMultiplayerPlayer::CreateExpresser(void)&lt;br /&gt;
415	CPVK2Player::ChoreoProp(void)&lt;br /&gt;
416	CPVK2Player::HandleSpeedChanges(void)&lt;br /&gt;
417	CPVK2Player::Event_Falling(float,float,int,Vector *,QAngle *)&lt;br /&gt;
418	CPVK2Player::SetMaxArmor(int)&lt;br /&gt;
419	CPVK2Player::GetMaxArmor(void)&lt;br /&gt;
420	CPVK2Player::SetSpecial(int)&lt;br /&gt;
421	CPVK2Player::GetSpecial(void)const&lt;br /&gt;
422	CPVK2Player::GetMaxSpecial(void)const&lt;br /&gt;
423	CPVK2Player::IsSpecialAvailable(void)const&lt;br /&gt;
424	CPVK2Player::IncrementSpecial(int)&lt;br /&gt;
425	CPVK2Player::ReduceSpecial(int)&lt;br /&gt;
426	CPVK2Player::CancelSpecial(void)&lt;br /&gt;
427	CPVK2Player::HandleBlocking(CTakeDamageInfo &amp;amp;,CGameTrace *)&lt;br /&gt;
428	CPVK2Player::ApplyBlockingDamagePenalty(CTakeDamageInfo &amp;amp;)&lt;br /&gt;
429	CPVK2Player::Knockback(float,CPVK2Player*)&lt;br /&gt;
430	CPVK2Player::IsGrenadeFrame(void)&lt;br /&gt;
431	CPVK2Player::GetRespawnTime(void)&lt;br /&gt;
432	CPVK2Player::IsBerserking(void)&lt;br /&gt;
433	CPVK2Player::SetBerserkTime(float)&lt;br /&gt;
434	CPVK2Player::GetBerserkTime(void)&lt;br /&gt;
435	CPVK2Player::HasHealthEffect(void)&lt;br /&gt;
436	CPVK2Player::AddHealthEffect(int,float,float,int,CBaseEntity *,CBaseEntity *)&lt;br /&gt;
437	CPVK2Player::ClearHealthEffects(void)&lt;br /&gt;
438	CPVK2Player::PerformHealthEffects(void)&lt;br /&gt;
439	CPVK2Player::GetFullHealthAdjustedHealthEffects(void)&lt;br /&gt;
440	CPVK2Player::NotePlayerAssistDamage(CPVK2Player*,float)&lt;br /&gt;
441	CPVK2Player::FindPlayerAssistEntry(CPVK2Player*)&lt;br /&gt;
442	CPVK2Player::UpdatePlayerAssistList(void)&lt;br /&gt;
443	CPVK2Player::ChooseBestKillAssister(CPVK2Player*)&lt;br /&gt;
444	CPVK2Player::ClearPlayerAssistList(void)&lt;br /&gt;
445	CPVK2Player::WouldSuicideBeAssisted(void)&lt;br /&gt;
446	CPVK2Player::SetAngleLimit(float,float)&lt;br /&gt;
447	CPVK2Player::DisableAngleLimit(void)&lt;br /&gt;
448	CPVK2Player::CanBeStunned(void)&lt;br /&gt;
449	CPVK2Player::SetSummonedNPC(CBaseEntity *)&lt;br /&gt;
450	CPVK2Player::GetSummonedNPC(void)&lt;br /&gt;
451	CPVK2Player::SetCarriedItem(CBaseEntity *)&lt;br /&gt;
452	CPVK2Player::GetCarriedItem(void)&lt;br /&gt;
453	CPVK2Player::IsCarryingItem(void)&lt;br /&gt;
454	CPVK2Player::SetSummonedName(char  const*)&lt;br /&gt;
455	CPVK2Player::GetSummonedName(void)&lt;br /&gt;
456	CPVK2Player::SetCurrentTerritory(CPVK2Territory *)&lt;br /&gt;
457	CPVK2Player::OnTerritoryGuardBegin(void)&lt;br /&gt;
458	CPVK2Player::OnTerritoryGuardEnd(void)&lt;br /&gt;
459	CPVK2Player::OnGrailTeamGraceBegin(void)&lt;br /&gt;
460	CPVK2Player::OnGrailTeamGraceEnd(void)&lt;br /&gt;
461	CPVK2Player::MarkPlayerScoreDirty(void)&lt;br /&gt;
462	CPVK2Player::UpdateLocalPlayerScores(void)&lt;br /&gt;
463	CPVK2Player::AddToRoundScore(float)&lt;br /&gt;
464	CPVK2Player::ResetRoundScore(void)&lt;br /&gt;
465	CPVK2Player::GetRoundScore(void)&lt;br /&gt;
466	CPVK2Player::SetYellTime(float)&lt;br /&gt;
467	CPVK2Player::GetYellTime(void)&lt;br /&gt;
468	CPVK2Player::GetLastMoveTime(void)const&lt;br /&gt;
469	CPVK2Player::GetAutoBlockDir(void)&lt;br /&gt;
470	CPVK2Player::SDKAnim_GetActiveWeapon(void)&lt;br /&gt;
471	CPVK2Player::SDKAnim_CanMove(void)&lt;br /&gt;
472	CPVK2Player::NoteWeaponFired(void)&lt;br /&gt;
473	CPVK2Player::StartInitialObserver(void)&lt;br /&gt;
474	CPVK2Player::ChangeClass(int)&lt;br /&gt;
475	CPVK2Player::InitClass(int)&lt;br /&gt;
476	CPVK2Player::YellSound(int)&lt;br /&gt;
477	CPVK2Player::SetDefaultSpeed(float)&lt;br /&gt;
478	CPVK2Player::GetDefaultSpeed(void)const&lt;br /&gt;
479	CPVK2Player::GetPlayerClass(void)const&lt;br /&gt;
480	CPVK2Player::ClearAttachedModels(void)&lt;br /&gt;
481	CPVK2Player::AddAttachedModel(char  const*,char  const*)&lt;br /&gt;
482	CPVK2Player::ReAttachModels(void)&lt;br /&gt;
483	CPVK2Player::GetAttachedModel(char  const*)&lt;br /&gt;
484	CPVK2Player::SetKnockbackTime(float)&lt;br /&gt;
485	CPVK2Player::IsStunned(void)&lt;br /&gt;
486	CPVK2Player::GetStunAmount(void)&lt;br /&gt;
487	CPVK2Player::StartBerserk(void)&lt;br /&gt;
488	CPVK2Player::StopBerserk(void)&lt;br /&gt;
489	CPVK2Player::ResetTeamChanges(void)&lt;br /&gt;
490	CPVK2Player::ForceTeam(int)&lt;br /&gt;
491	CPVK2Player::GetForcedTeam(void)const&lt;br /&gt;
492	CPVK2Player::DelayRemoveBuffs(void)&lt;br /&gt;
493	CPVK2Player::GetScoreManager(void)&lt;br /&gt;
494	CPVK2Player::CanDoubleJump(void)&lt;br /&gt;
495	CPVK2Player::GetJumpCount(void)&lt;br /&gt;
496	CPVK2Player::NoteJumped(void)&lt;br /&gt;
497	CPVK2Player::CreateRagdollEntity(int)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MadKat</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Pirates,_Vikings,_Knights_II_Events&amp;diff=8388</id>
		<title>Pirates, Vikings, Knights II Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Pirates,_Vikings,_Knights_II_Events&amp;diff=8388"/>
		<updated>2012-01-24T22:21:10Z</updated>

		<summary type="html">&lt;p&gt;MadKat: Trinket changes, 2.4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Refer back to [[Game Events (Source)]] for more events.''&lt;br /&gt;
&lt;br /&gt;
=== player_death ===&lt;br /&gt;
{{qnotice|When player dies}}&lt;br /&gt;
{{begin-hl2msg|player_death|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|attacker|}}&lt;br /&gt;
{{hl2msg|short|assistid|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|bool|special|Death by special}}&lt;br /&gt;
{{hl2msg|bool|grail|Death counted toward grail score}}&lt;br /&gt;
{{hl2msg|bool|suiassist|Suicide assist}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_changeteam ===&lt;br /&gt;
{{begin-hl2msg|player_changeteam}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|oldteam|}}&lt;br /&gt;
{{hl2msg|short|newteam|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_changeclass ===&lt;br /&gt;
{{begin-hl2msg|player_changeclass}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|old_class|}}&lt;br /&gt;
{{hl2msg|short|new_class|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_spawn ===&lt;br /&gt;
{{begin-hl2msg|player_spawn}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_objective ===&lt;br /&gt;
{{qnotice|Occurs when player completes an objective}}&lt;br /&gt;
{{begin-hl2msg|player_objective}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|groupids|List of userids for players doing objective}}&lt;br /&gt;
{{hl2msg|short|assistid|Assistant (0 means unused)}}&lt;br /&gt;
{{hl2msg|short|enemyid|Possible enemy (0 means unused)}}&lt;br /&gt;
{{hl2msg|string|extra|String of extra data placed in #EXTRA# section of score string}}&lt;br /&gt;
{{hl2msg|string|text|Text to append to userid's name (#I# is userid, #ASSIST# is assistid, #ENEMY# is enemyid)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_points ===&lt;br /&gt;
{{qnotice|Occurs when player gains points}}&lt;br /&gt;
{{begin-hl2msg|player_points}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|float|points|Number of points gained}}&lt;br /&gt;
{{hl2msg|short|sid|Score ID}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_stats_updated ===&lt;br /&gt;
{{begin-hl2msg|player_stats_updated}}&lt;br /&gt;
{{hl2msg|bool|forceupload|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_nemesis ===&lt;br /&gt;
{{begin-hl2msg|player_nemesis}}&lt;br /&gt;
{{hl2msg|short|userid|Player who caused the nemesis}}&lt;br /&gt;
{{hl2msg|short|victim|Victim of the nemesis}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_revenge ===&lt;br /&gt;
{{begin-hl2msg|player_revenge}}&lt;br /&gt;
{{hl2msg|short|userid|Player who achieved revenge}}&lt;br /&gt;
{{hl2msg|short|victim|Player who was the nemesis}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== npc_death ===&lt;br /&gt;
{{qnotice|Occurs when an npc dies (e.g. parrot)}}&lt;br /&gt;
{{begin-hl2msg|npc_death}}&lt;br /&gt;
{{hl2msg|short|userid|userid of the NPC/parrot owner}}&lt;br /&gt;
{{hl2msg|short|attacker|userid that killed the NPC}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|bool|special|}}&lt;br /&gt;
{{hl2msg|string|type|Classname of the npc entity (npc_parrot/npc_vulture)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_hurt ===&lt;br /&gt;
{{qnotice|Occurs when a player takes damage}}&lt;br /&gt;
{{begin-hl2msg|player_hurt}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|health|}}&lt;br /&gt;
{{hl2msg|short|priority|}}&lt;br /&gt;
{{hl2msg|short|attacker|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_special ===&lt;br /&gt;
{{qnotice|Occurs when a player uses a special}}&lt;br /&gt;
{{begin-hl2msg|player_special}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_throw_explosive ===&lt;br /&gt;
{{begin-hl2msg|player_throw_explosive}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_bomb_explode ===&lt;br /&gt;
{{begin-hl2msg|player_bomb_explode}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|victims|List of userids hit by explosive}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|float|damage|Total damage done}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_melee_swing ===&lt;br /&gt;
{{begin-hl2msg|player_melee_swing}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|victims|List of userids hit by swing}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|short|atkdir|Direction of attack}}&lt;br /&gt;
{{hl2msg|float|damage|Total damage}}&lt;br /&gt;
{{hl2msg|float|hitper|Percentage of swing arc that hit targets}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_ranged_impact ===&lt;br /&gt;
{{qnotice|Occurs on ranged weapon impact. Also occurs on keg impact and chest impact (thrownkeg and chest respectively)}}&lt;br /&gt;
{{begin-hl2msg|player_ranged_impact}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|victim|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|float|damage|Damage dealt (0 if missed or blocked)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_ranged_impale ===&lt;br /&gt;
{{qnotice|Occurs when a player is impaled to a surface by a projectile}}&lt;br /&gt;
{{qnotice|A player_ranged_impact event just prior to this event with a matching victim will give complete information}}&lt;br /&gt;
{{begin-hl2msg|player_ranged_impale}}&lt;br /&gt;
{{hl2msg|short|victim|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== projectile_bounce ===&lt;br /&gt;
{{qnotice|Listen for a player_ranged_impact event immediately after this one, with matching userid, for complete impact information}}&lt;br /&gt;
{{begin-hl2msg|projectile_bounce}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_healtheffect ===&lt;br /&gt;
{{begin-hl2msg|player_healtheffect}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|float|health|}}&lt;br /&gt;
{{hl2msg|float|duration|}}&lt;br /&gt;
{{hl2msg|short|type|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== item_pickup ===&lt;br /&gt;
{{begin-hl2msg|item_pickup}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|type|Type of pickup; 0 - Food, 1 - Armor, 2 - Ranged Ammo}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== chest_pickup ===&lt;br /&gt;
{{begin-hl2msg|chest_pickup}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|chestid|}}&lt;br /&gt;
{{hl2msg|byte|last_owner|Last team that controlled it; 1 - None, 2 - Pirates, 3 - Vikings, 4 - Knights}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== chest_drop===&lt;br /&gt;
{{begin-hl2msg|chest_drop}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|chestid|}}&lt;br /&gt;
{{hl2msg|short|oldid|Chests get a new index every time that they are dropped}}&lt;br /&gt;
{{hl2msg|byte|last_owner|Last team that controlled it; 1 - None, 2 - Pirates, 3 - Vikings, 4 - Knights}}&lt;br /&gt;
{{hl2msg|short|bashid|userid of player that bashed the carrier to drop it (if any)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== chest_capture ===&lt;br /&gt;
{{begin-hl2msg|chest_capture}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|chestid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== chest_respawn ===&lt;br /&gt;
{{begin-hl2msg|chest_respawn}}&lt;br /&gt;
{{hl2msg|short|chestid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== chest_special ===&lt;br /&gt;
{{qnotice|Occurs when player uses special while carrying a chest}}&lt;br /&gt;
{{begin-hl2msg|chest_special}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|chestid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== grail_pickup ===&lt;br /&gt;
{{begin-hl2msg|grail_pickup}}&lt;br /&gt;
{{hl2msg|short|team|Team whose trinket was picked up}}&lt;br /&gt;
{{hl2msg|short|userid|user ID of player who picked up trinket}}&lt;br /&gt;
{{hl2msg|short|victim|user ID of player who was killed to get trinket, otherwise 0}}&lt;br /&gt;
{{hl2msg|short|assistid|user ID of player who assisted in killing the victim if was a non-kill pickup will always be 0}}&lt;br /&gt;
{{hl2msg|bool|initial|true on round start}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== grail_drop ===&lt;br /&gt;
{{qnotice|Not fired when a grail carrier dies (and attacker receives grail, see grail_pickup instead)}}&lt;br /&gt;
{{begin-hl2msg|grail_drop}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|team|}}&lt;br /&gt;
{{hl2msg|short|killerid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== grail_grace ===&lt;br /&gt;
{{begin-hl2msg|grail_grace}}&lt;br /&gt;
{{hl2msg|short|userid|Player that is getting grace points}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== grail_despawn ===&lt;br /&gt;
{{begin-hl2msg|grail_despawn}}&lt;br /&gt;
{{hl2msg|short|team|Team whose trinket despawned}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== trinket_heal===&lt;br /&gt;
{{begin-hl2msg|grail_despawn}}&lt;br /&gt;
{{hl2msg|short|team|Team whose trinket this is}}&lt;br /&gt;
{{hl2msg|short|amount|Total amount healed to teammates by the trinket}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== round_end ===&lt;br /&gt;
{{begin-hl2msg|round_end|string}}&lt;br /&gt;
{{hl2msg|short|winner|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_suddendeath_begin ===&lt;br /&gt;
{{qnotice|Fired when Sudden Death begins in Last Team Standing game mode}}&lt;br /&gt;
{{begin-hl2msg|gamemode_suddendeath_begin}}&lt;br /&gt;
{{hl2msg|short|plpirate|Number of pirates left alive}}&lt;br /&gt;
{{hl2msg|short|plviking|Number of vikings left alive}}&lt;br /&gt;
{{hl2msg|short|plknight|Number of knights left alive}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_roundrestart ===&lt;br /&gt;
{{begin-hl2msg|gamemode_roundrestart}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_firstround_wait_begin ===&lt;br /&gt;
{{begin-hl2msg|gamemode_firstround_wait_begin}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_firstround_wait_end ===&lt;br /&gt;
{{begin-hl2msg|gamemode_firstround_wait_end}}&lt;br /&gt;
{{hl2msg|short|plpirate|Number of pirates}}&lt;br /&gt;
{{hl2msg|short|plviking|Number of vikings}}&lt;br /&gt;
{{hl2msg|short|plknight|Number of knights}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_territory_capture ===&lt;br /&gt;
{{begin-hl2msg|gamemode_territory_capture}}&lt;br /&gt;
{{hl2msg|string|userids|List of players that participated in the capture}}&lt;br /&gt;
{{hl2msg|short|team|}}&lt;br /&gt;
{{hl2msg|short|tindex|Territory that was captured}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_territory_guard ===&lt;br /&gt;
{{begin-hl2msg|gamemode_territory_guard}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_territory_contested ===&lt;br /&gt;
{{begin-hl2msg|gamemode_territory_contested}}&lt;br /&gt;
{{hl2msg|bool|pirates|}}&lt;br /&gt;
{{hl2msg|bool|vikings|}}&lt;br /&gt;
{{hl2msg|bool|knights|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== game_end ===&lt;br /&gt;
{{begin-hl2msg|game_end}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== update_mvp_panel ===&lt;br /&gt;
{{begin-hl2msg|update_mvp_panel}}&lt;br /&gt;
{{hl2msg|short|winner|}}&lt;br /&gt;
{{hl2msg|short|pid_1|}}&lt;br /&gt;
{{hl2msg|short|pid_2|}}&lt;br /&gt;
{{hl2msg|short|pid_3|}}&lt;br /&gt;
{{hl2msg|short|pscore_1|}}&lt;br /&gt;
{{hl2msg|short|pscore_2|}}&lt;br /&gt;
{{hl2msg|short|pscore_3|}}&lt;br /&gt;
{{hl2msg|float|pdmg_1|}}&lt;br /&gt;
{{hl2msg|float|pdmg_2|}}&lt;br /&gt;
{{hl2msg|float|pdmg_3|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== spec_target_updated ===&lt;br /&gt;
{{begin-hl2msg|spec_target_updated }}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== achievement_earned ===&lt;br /&gt;
{{begin-hl2msg|achievement_earned}}&lt;br /&gt;
{{hl2msg|byte|player|entindex of the player}}&lt;br /&gt;
{{hl2msg|short|achievement|Achievement ID}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== achievement_event_almost ===&lt;br /&gt;
{{begin-hl2msg|achievement_event_almost}}&lt;br /&gt;
{{hl2msg|string|achivement_name|}}&lt;br /&gt;
{{hl2msg|short|my_val|}}&lt;br /&gt;
{{hl2msg|short|req_val|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== achievement_event ===&lt;br /&gt;
{{begin-hl2msg|achievement_event}}&lt;br /&gt;
{{hl2msg|string|achivement_name|}}&lt;br /&gt;
{{hl2msg|short|cur_val|}}&lt;br /&gt;
{{hl2msg|short|max_val|}}&lt;br /&gt;
{{end-hl2msg}}&lt;/div&gt;</summary>
		<author><name>MadKat</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=8127</id>
		<title>CPVK2Player Offset List (Pirates, Vikings, and Knights II)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=8127"/>
		<updated>2011-07-07T17:12:22Z</updated>

		<summary type="html">&lt;p&gt;MadKat: &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 February 26, 2011&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x00DB7DC0&lt;br /&gt;
// from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CPVK2Player::~CPVK2Player()&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	CPVK2Player::GetServerClass(void)&lt;br /&gt;
10	CPVK2Player::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
11	CPVK2Player::GetDataDescMap(void)&lt;br /&gt;
12	CPVK2Player::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
13	CPVK2Player::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
15	CPVK2Player::ShouldCollide(int,int)const&lt;br /&gt;
16	CBaseEntity::ShouldTraceToOwner(void)const&lt;br /&gt;
17	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
18	CPVK2Player::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
19	CBasePlayer::UpdateTransmitState(void)&lt;br /&gt;
20	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
21	CBasePlayer::GetTracerType(void)&lt;br /&gt;
22	CPVK2Player::Spawn(void)&lt;br /&gt;
23	CPVK2Player::Precache(void)&lt;br /&gt;
24	CBasePlayer::SetModel(char  const*)&lt;br /&gt;
25	CBaseMultiplayerPlayer::PostConstructor(char  const*)&lt;br /&gt;
26	CBaseEntity::PostClientActive(void)&lt;br /&gt;
27	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
28	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
29	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
30	CBaseEntity::KeyValue(char  const*,Vector  const&amp;amp;)&lt;br /&gt;
31	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
32	CBasePlayer::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	CBasePlayer::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	CBasePlayer::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	CBaseMultiplayerPlayer::GetResponseSystem(void)&lt;br /&gt;
51	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::DispatchResponse(char  const*)&lt;br /&gt;
52	CBasePlayer::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	CBaseEntity::GetBeamTraceFilter(void)&lt;br /&gt;
58	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
59	CPVK2Player::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
60	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
61	CPVK2Player::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
62	CPVK2Player::TakeHealth(float,int)&lt;br /&gt;
63	CBaseEntity::IsAlive(void)&lt;br /&gt;
64	CPVK2Player::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
66	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
67	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
68	CBaseEntity::IsNPC(void)const&lt;br /&gt;
69	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
70	CBaseEntity::GetDelay(void)&lt;br /&gt;
71	CBaseEntity::IsMoving(void)&lt;br /&gt;
72	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
73	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
74	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
75	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
76	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
77	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
78	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
79	CBaseEntity::IsTemplate(void)&lt;br /&gt;
80	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
81	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
82	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
83	CBaseEntity::IsViewable(void)&lt;br /&gt;
84	CPVK2Player::ChangeTeam(int)&lt;br /&gt;
85	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
86	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
87	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
88	CBaseEntity::GetEnemy(void)&lt;br /&gt;
89	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
90	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
91	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
92	CPVK2Player::Touch(CBaseEntity *)&lt;br /&gt;
93	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
94	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
95	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
96	CBaseEntity::EndBlocked(void)&lt;br /&gt;
97	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
98	CPVK2Player::UpdateOnRemove(void)&lt;br /&gt;
99	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
100	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
101	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
102	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
103	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
104	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
105	CPVK2Player::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
106	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
107	CBaseEntity::Respawn(void)&lt;br /&gt;
108	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
109	CBaseEntity::GetMaxHealth(void)const&lt;br /&gt;
110	CPVK2Player::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
111	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
112	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
113	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
114	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
115	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
116	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
117	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
118	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
119	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
120	CBaseEntity::GetDamage(void)&lt;br /&gt;
121	CBaseEntity::SetDamage(float)&lt;br /&gt;
122	CBasePlayer::EyePosition(void)&lt;br /&gt;
123	CBasePlayer::EyeAngles(void)&lt;br /&gt;
124	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
125	CBaseEntity::EarPosition(void)&lt;br /&gt;
126	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
127	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
128	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
129	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
130	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
131	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
132	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
133	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
134	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
135	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
136	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
137	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
138	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
139	CBaseEntity::Splash(void)&lt;br /&gt;
140	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
141	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
142	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
143	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
144	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
145	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
146	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
147	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
148	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
149	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
150	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
151	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
152	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
153	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
154	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
155	CPVK2Player::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
156	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
157	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
158	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
159	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
160	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
161	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
173	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
174	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
175	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
176	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
177	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
178	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
179	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
180	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
181	CPVK2Player::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
182	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
183	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
184	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
185	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
186	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
187	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
188	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
189	CBasePlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
190	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
191	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
192	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
193	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
194	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
195	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
196	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
197	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
198	CBaseAnimating::Extinguish(void)&lt;br /&gt;
199	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
200	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
201	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
202	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
203	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
204	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
205	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
206	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
207	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
208	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
209	CBasePlayer::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
210	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
211	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
212	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
213	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
214	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
215	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
216	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)&lt;br /&gt;
217	CBasePlayer::BodyAngles(void)&lt;br /&gt;
218	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
219	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
220	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
221	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
222	CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
223	CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
224	CPVK2Player::GiveAmmo(int,int,bool)&lt;br /&gt;
225	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
226	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
227	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
228	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
229	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
230	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
231	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
232	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
233	CPVK2Player::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
234	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
235	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
236	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
237	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
238	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
239	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
240	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
241	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
242	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
243	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
244	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
245	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
246	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
247	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
248	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
249	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
250	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
251	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
252	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
253	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
254	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
255	CPVK2Player::Event_Dying(void)&lt;br /&gt;
256	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
257	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
258	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
259	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
260	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;
261	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
262	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
263	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
264	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
265	CBasePlayer::GetVehicle(void)&lt;br /&gt;
266	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
267	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
268	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
269	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
270	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
271	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
272	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
273	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
274	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
275	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
276	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
277	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
278	CPVK2Player::CreateViewModel(int)&lt;br /&gt;
279	CPVK2Player::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
280	CPVK2Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
281	CPVK2Player::WantsLagCompensationOnNPC(CBaseEntity  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
282	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
283	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
284	CPVK2Player::InitialSpawn(void)&lt;br /&gt;
285	CBasePlayer::InitHUD(void)&lt;br /&gt;
286	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
287	CPVK2Player::PlayerDeathThink(void)&lt;br /&gt;
288	CBasePlayer::Jump(void)&lt;br /&gt;
289	CBasePlayer::Duck(void)&lt;br /&gt;
290	CPVK2Player::PreThink(void)&lt;br /&gt;
291	CPVK2Player::PostThink(void)&lt;br /&gt;
292	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
293	CPVK2Player::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
294	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
295	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
296	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
297	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
298	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
299	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
300	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
301	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
302	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
303	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
304	CPVK2Player::UpdateClientData(void)&lt;br /&gt;
305	CBasePlayer::ExitLadder(void)&lt;br /&gt;
306	CBasePlayer::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
307	CBasePlayer::SetFlashlightEnabled(bool)&lt;br /&gt;
308	CPVK2Player::FlashlightIsOn(void)&lt;br /&gt;
309	CPVK2Player::FlashlightTurnOn(void)&lt;br /&gt;
310	CPVK2Player::FlashlightTurnOff(void)&lt;br /&gt;
311	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
312	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
313	CPVK2Player::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
314	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
315	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
316	CPVK2Player::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
317	CPVK2Player::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
318	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
319	CPVK2Player::CheatImpulseCommands(int)&lt;br /&gt;
320	CPVK2Player::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
321	CBasePlayer::StartObserverMode(int)&lt;br /&gt;
322	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
323	CBasePlayer::ModeWantsSpectatorGUI(int)&lt;br /&gt;
324	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
325	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
326	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
327	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
328	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
329	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
330	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
331	CPVK2Player::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
332	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
333	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
334	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
335	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
336	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
337	CBasePlayer::AttemptToExitFreezeCam(void)&lt;br /&gt;
338	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
339	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
340	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
341	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
342	CBasePlayer::CreateCorpse(void)&lt;br /&gt;
343	CPVK2Player::EntSelectSpawnPoint(void)&lt;br /&gt;
344	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
345	CPVK2Player::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
346	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
347	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
348	CPVK2Player::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
349	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
350	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
351	CBasePlayer::ItemPostFrame(void)&lt;br /&gt;
352	CPVK2Player::GiveNamedItem(char  const*,int)&lt;br /&gt;
353	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
354	CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
355	CBasePlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
356	CBasePlayer::PlayerUse(void)&lt;br /&gt;
357	CBasePlayer::PlayUseDenySound(void)&lt;br /&gt;
358	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
359	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
360	CBasePlayer::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
361	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
362	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
363	CBasePlayer::GetHeldObject(void)&lt;br /&gt;
364	CBasePlayer::CheckSuitUpdate(void)&lt;br /&gt;
365	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
366	CPVK2Player::GetAutoaimVector(float)&lt;br /&gt;
367	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
368	CBasePlayer::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
369	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
370	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
371	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
372	CPVK2Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
373	CBasePlayer::ChangeTeam(int,bool,bool)&lt;br /&gt;
374	CPVK2Player::CanHearAndReadChatFrom(CBasePlayer *)&lt;br /&gt;
375	CBaseMultiplayerPlayer::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::ArmorValue(void)const&lt;br /&gt;
385	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
386	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
387	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
388	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
389	CBasePlayer::ResetScores(void)&lt;br /&gt;
390	CBasePlayer::EquipSuit(bool)&lt;br /&gt;
391	CBasePlayer::RemoveSuit(void)&lt;br /&gt;
392	CBasePlayer::CommitSuicide(bool,bool)&lt;br /&gt;
393	CBasePlayer::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
394	CPVK2Player::CommitSuicide_Kill(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
395	CBasePlayer::IsBot(void)const&lt;br /&gt;
396	CBaseMultiplayerPlayer::GetExpresser(void)&lt;br /&gt;
397	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
398	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
399	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
400	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::NoteSpeaking(float,float)&lt;br /&gt;
401	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
402	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::PostSpeakDispatchResponse(char  const*,AI_Response *)&lt;br /&gt;
403	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,bool,bool,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
404	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,bool,bool,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
405	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)&lt;br /&gt;
406	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)&lt;br /&gt;
407	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)&lt;br /&gt;
408	CBaseMultiplayerPlayer::OnAchievementEarned(int)&lt;br /&gt;
409	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)&lt;br /&gt;
410	CPVK2Player::CalculateTeamBalanceScore(void)&lt;br /&gt;
411	CBaseMultiplayerPlayer::CreateExpresser(void)&lt;br /&gt;
412	CPVK2Player::ChoreoProp(void)&lt;br /&gt;
413	CPVK2Player::HandleSpeedChanges(void)&lt;br /&gt;
414	CPVK2Player::Event_Falling(float,float,int,Vector *,QAngle *)&lt;br /&gt;
415	CPVK2Player::SetMaxArmor(int)&lt;br /&gt;
416	CPVK2Player::GetMaxArmor(void)&lt;br /&gt;
417	CPVK2Player::SetSpecial(int)&lt;br /&gt;
418	CPVK2Player::GetSpecial(void)const&lt;br /&gt;
419	CPVK2Player::GetMaxSpecial(void)const&lt;br /&gt;
420	CPVK2Player::IsSpecialAvailable(void)const&lt;br /&gt;
421	CPVK2Player::IncrementSpecial(int)&lt;br /&gt;
422	CPVK2Player::ReduceSpecial(int)&lt;br /&gt;
423	CPVK2Player::HandleBlocking(CTakeDamageInfo &amp;amp;,CGameTrace *)&lt;br /&gt;
424	CPVK2Player::ApplyBlockingDamagePenalty(CTakeDamageInfo &amp;amp;)&lt;br /&gt;
425	CPVK2Player::Knockback(float,CPVK2Player*)&lt;br /&gt;
426	CPVK2Player::IsGrenadeFrame(void)&lt;br /&gt;
427	CPVK2Player::GetRespawnTime(void)&lt;br /&gt;
428	CPVK2Player::IsBerserking(void)&lt;br /&gt;
429	CPVK2Player::SetBerserkTime(float)&lt;br /&gt;
430	CPVK2Player::GetBerserkTime(void)&lt;br /&gt;
431	CPVK2Player::HasHealthEffect(void)&lt;br /&gt;
432	CPVK2Player::AddHealthEffect(int,float,float,int,CBaseEntity *,CBaseEntity *)&lt;br /&gt;
433	CPVK2Player::ClearHealthEffects(void)&lt;br /&gt;
434	CPVK2Player::PerformHealthEffects(void)&lt;br /&gt;
435	CPVK2Player::GetFullHealthAdjustedHealthEffects(void)&lt;br /&gt;
436	CPVK2Player::NotePlayerAssistDamage(CPVK2Player*,float)&lt;br /&gt;
437	CPVK2Player::FindPlayerAssistEntry(CPVK2Player*)&lt;br /&gt;
438	CPVK2Player::UpdatePlayerAssistList(void)&lt;br /&gt;
439	CPVK2Player::ChooseBestKillAssister(CPVK2Player*)&lt;br /&gt;
440	CPVK2Player::ClearPlayerAssistList(void)&lt;br /&gt;
441	CPVK2Player::WouldSuicideBeAssisted(void)&lt;br /&gt;
442	CPVK2Player::SetAngleLimit(float,float)&lt;br /&gt;
443	CPVK2Player::DisableAngleLimit(void)&lt;br /&gt;
444	CPVK2Player::CanBeStunned(void)&lt;br /&gt;
445	CPVK2Player::SetSummonedNPC(CBaseEntity *)&lt;br /&gt;
446	CPVK2Player::GetSummonedNPC(void)&lt;br /&gt;
447	CPVK2Player::SetCarriedItem(CBaseEntity *)&lt;br /&gt;
448	CPVK2Player::GetCarriedItem(void)&lt;br /&gt;
449	CPVK2Player::IsCarryingItem(void)&lt;br /&gt;
450	CPVK2Player::SetSummonedName(char  const*)&lt;br /&gt;
451	CPVK2Player::GetSummonedName(void)&lt;br /&gt;
452	CPVK2Player::SetCurrentTerritory(CPVK2Territory *)&lt;br /&gt;
453	CPVK2Player::OnTerritoryGuardBegin(void)&lt;br /&gt;
454	CPVK2Player::OnTerritoryGuardEnd(void)&lt;br /&gt;
455	CPVK2Player::OnGrailTeamGraceBegin(void)&lt;br /&gt;
456	CPVK2Player::OnGrailTeamGraceEnd(void)&lt;br /&gt;
457	CPVK2Player::MarkPlayerScoreDirty(void)&lt;br /&gt;
458	CPVK2Player::UpdateLocalPlayerScores(void)&lt;br /&gt;
459	CPVK2Player::AddToRoundScore(float)&lt;br /&gt;
460	CPVK2Player::ResetRoundScore(void)&lt;br /&gt;
461	CPVK2Player::GetRoundScore(void)&lt;br /&gt;
462	CPVK2Player::SetYellTime(float)&lt;br /&gt;
463	CPVK2Player::GetYellTime(void)&lt;br /&gt;
464	CPVK2Player::GetLastMoveTime(void)const&lt;br /&gt;
465	CPVK2Player::GetAutoBlockDir(void)&lt;br /&gt;
466	CPVK2Player::SDKAnim_GetActiveWeapon(void)&lt;br /&gt;
467	CPVK2Player::SDKAnim_CanMove(void)&lt;br /&gt;
468	CPVK2Player::NoteWeaponFired(void)&lt;br /&gt;
469	CPVK2Player::StartInitialObserver(void)&lt;br /&gt;
470	CPVK2Player::ChangeClass(int)&lt;br /&gt;
471	CPVK2Player::InitClass(int)&lt;br /&gt;
472	CPVK2Player::YellSound(int)&lt;br /&gt;
473	CPVK2Player::SetDefaultSpeed(float)&lt;br /&gt;
474	CPVK2Player::GetDefaultSpeed(void)const&lt;br /&gt;
475	CPVK2Player::GetPlayerClass(void)const&lt;br /&gt;
476	CPVK2Player::ClearAttachedModels(void)&lt;br /&gt;
477	CPVK2Player::AddAttachedModel(char  const*,char  const*)&lt;br /&gt;
478	CPVK2Player::ReAttachModels(void)&lt;br /&gt;
479	CPVK2Player::GetAttachedModel(char  const*)&lt;br /&gt;
480	CPVK2Player::SetKnockbackTime(float)&lt;br /&gt;
481	CPVK2Player::IsStunned(void)&lt;br /&gt;
482	CPVK2Player::GetStunAmount(void)&lt;br /&gt;
483	CPVK2Player::StartBerserk(void)&lt;br /&gt;
484	CPVK2Player::StopBerserk(void)&lt;br /&gt;
485	CPVK2Player::ResetTeamChanges(void)&lt;br /&gt;
486	CPVK2Player::ForceTeam(int)&lt;br /&gt;
487	CPVK2Player::GetForcedTeam(void)const&lt;br /&gt;
488	CPVK2Player::DelayRemoveBuffs(void)&lt;br /&gt;
489	CPVK2Player::GetScoreManager(void)&lt;br /&gt;
490	CPVK2Player::CanDoubleJump(void)&lt;br /&gt;
491	CPVK2Player::GetJumpCount(void)&lt;br /&gt;
492	CPVK2Player::NoteJumped(void)&lt;br /&gt;
493	CPVK2Player::CreateRagdollEntity(int)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MadKat</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=7604</id>
		<title>CPVK2Player Offset List (Pirates, Vikings, and Knights II)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=7604"/>
		<updated>2010-03-25T02:34:18Z</updated>

		<summary type="html">&lt;p&gt;MadKat: &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 March 24, 2010&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x00D2C980&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::ShouldTraceToOwner(void)const&lt;br /&gt;
17	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
18	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
19	CBasePlayer::UpdateTransmitState(void)&lt;br /&gt;
20	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
21	CBasePlayer::GetTracerType(void)&lt;br /&gt;
22	CBasePlayer::Spawn(void)&lt;br /&gt;
23	CBasePlayer::Precache(void)&lt;br /&gt;
24	CBasePlayer::SetModel(char  const*)&lt;br /&gt;
25	CBaseEntity::PostConstructor(char  const*)&lt;br /&gt;
26	CBaseEntity::PostClientActive(void)&lt;br /&gt;
27	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
28	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
29	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
30	CBaseEntity::KeyValue(char  const*,Vector  const&amp;amp;)&lt;br /&gt;
31	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
32	CBasePlayer::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	CBasePlayer::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	CBasePlayer::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	CBasePlayer::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	CBaseEntity::GetBeamTraceFilter(void)&lt;br /&gt;
58	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
59	CBasePlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
60	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
61	CBasePlayer::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
62	CBasePlayer::TakeHealth(float,int)&lt;br /&gt;
63	CBaseEntity::IsAlive(void)&lt;br /&gt;
64	CBasePlayer::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
66	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
67	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
68	CBaseEntity::IsNPC(void)const&lt;br /&gt;
69	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
70	CBaseEntity::GetDelay(void)&lt;br /&gt;
71	CBaseEntity::IsMoving(void)&lt;br /&gt;
72	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
73	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
74	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
75	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
76	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
77	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
78	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
79	CBaseEntity::IsTemplate(void)&lt;br /&gt;
80	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
81	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
82	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
83	CBaseEntity::IsViewable(void)&lt;br /&gt;
84	CBasePlayer::ChangeTeam(int)&lt;br /&gt;
85	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
86	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
87	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
88	CBaseEntity::GetEnemy(void)&lt;br /&gt;
89	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
90	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
91	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
92	CBasePlayer::Touch(CBaseEntity *)&lt;br /&gt;
93	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
94	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
95	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
96	CBaseEntity::EndBlocked(void)&lt;br /&gt;
97	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
98	CBasePlayer::UpdateOnRemove(void)&lt;br /&gt;
99	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
100	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
101	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
102	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
103	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
104	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
105	CBaseEntity::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
106	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
107	CBaseEntity::Respawn(void)&lt;br /&gt;
108	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
109	CBaseEntity::GetMaxHealth(void)const&lt;br /&gt;
110	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
111	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
112	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
113	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
114	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
115	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
116	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
117	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
118	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
119	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
120	CBaseEntity::GetDamage(void)&lt;br /&gt;
121	CBaseEntity::SetDamage(float)&lt;br /&gt;
122	CBasePlayer::EyePosition(void)&lt;br /&gt;
123	CBasePlayer::EyeAngles(void)&lt;br /&gt;
124	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
125	CBaseEntity::EarPosition(void)&lt;br /&gt;
126	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
127	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
128	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
129	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
130	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
131	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
132	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
133	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
134	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
135	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
136	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
137	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
138	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
139	CBaseEntity::Splash(void)&lt;br /&gt;
140	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
141	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
142	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
143	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
144	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
145	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
146	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
147	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
148	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
149	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
150	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
151	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
152	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
153	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
154	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
155	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
156	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
157	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
158	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
159	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
160	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
161	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
173	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
174	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
175	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
176	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
177	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
178	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
179	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
180	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
181	CBaseAnimating::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
182	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
183	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
184	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
185	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
186	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
187	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
188	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
189	CBasePlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
190	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
191	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
192	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
193	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
194	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
195	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
196	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
197	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
198	CBaseAnimating::Extinguish(void)&lt;br /&gt;
199	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
200	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
201	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
202	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
203	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
204	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
205	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
206	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
207	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
208	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
209	CBasePlayer::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
210	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
211	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
212	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
213	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
214	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
215	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
216	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)&lt;br /&gt;
217	CBasePlayer::BodyAngles(void)&lt;br /&gt;
218	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
219	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
220	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
221	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
222	CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
223	CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
224	CBaseCombatCharacter::GiveAmmo(int,int,bool)&lt;br /&gt;
225	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
226	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
227	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
228	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
229	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
230	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
231	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
232	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
233	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
234	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
235	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
236	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
237	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
238	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
239	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
240	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
241	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
242	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
243	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
244	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
245	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
246	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
247	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
248	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
249	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
250	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
251	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
252	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
253	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
254	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
255	CBasePlayer::Event_Dying(void)&lt;br /&gt;
256	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
257	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
258	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
259	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
260	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;
261	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
262	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
263	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
264	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
265	CBasePlayer::GetVehicle(void)&lt;br /&gt;
266	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
267	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
268	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
269	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
270	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
271	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
272	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
273	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
274	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
275	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
276	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
277	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
278	CBasePlayer::CreateViewModel(int)&lt;br /&gt;
279	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
280	CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
281	CBasePlayer::WantsLagCompensationOnNPC(CBaseEntity  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
282	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
283	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
284	CBasePlayer::InitialSpawn(void)&lt;br /&gt;
285	CBasePlayer::InitHUD(void)&lt;br /&gt;
286	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
287	CBasePlayer::PlayerDeathThink(void)&lt;br /&gt;
288	CBasePlayer::Jump(void)&lt;br /&gt;
289	CBasePlayer::Duck(void)&lt;br /&gt;
290	CBasePlayer::PreThink(void)&lt;br /&gt;
291	CBasePlayer::PostThink(void)&lt;br /&gt;
292	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
293	CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
294	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
295	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
296	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
297	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
298	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
299	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
300	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
301	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
302	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
303	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
304	CBasePlayer::UpdateClientData(void)&lt;br /&gt;
305	CBasePlayer::ExitLadder(void)&lt;br /&gt;
306	CBasePlayer::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
307	CBasePlayer::SetFlashlightEnabled(bool)&lt;br /&gt;
308	CBasePlayer::FlashlightIsOn(void)&lt;br /&gt;
309	CBasePlayer::FlashlightTurnOn(void)&lt;br /&gt;
310	CBasePlayer::FlashlightTurnOff(void)&lt;br /&gt;
311	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
312	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
313	CBasePlayer::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
314	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
315	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
316	CBasePlayer::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
317	CBasePlayer::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
318	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
319	CBasePlayer::CheatImpulseCommands(int)&lt;br /&gt;
320	CBasePlayer::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
321	CBasePlayer::StartObserverMode(int)&lt;br /&gt;
322	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
323	CBasePlayer::ModeWantsSpectatorGUI(int)&lt;br /&gt;
324	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
325	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
326	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
327	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
328	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
329	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
330	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
331	CBasePlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
332	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
333	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
334	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
335	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
336	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
337	CBasePlayer::AttemptToExitFreezeCam(void)&lt;br /&gt;
338	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
339	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
340	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
341	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
342	CBasePlayer::CreateCorpse(void)&lt;br /&gt;
343	CBasePlayer::EntSelectSpawnPoint(void)&lt;br /&gt;
344	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
345	CBasePlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
346	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
347	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
348	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
349	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
350	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
351	CBasePlayer::ItemPostFrame(void)&lt;br /&gt;
352	CBasePlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
353	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
354	CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
355	CBasePlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
356	CBasePlayer::PlayerUse(void)&lt;br /&gt;
357	CBasePlayer::PlayUseDenySound(void)&lt;br /&gt;
358	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
359	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
360	CBasePlayer::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
361	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
362	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
363	CBasePlayer::GetHeldObject(void)&lt;br /&gt;
364	CBasePlayer::CheckSuitUpdate(void)&lt;br /&gt;
365	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
366	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
367	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
368	CBasePlayer::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
369	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
370	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
371	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
372	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
373	CBasePlayer::ChangeTeam(int,bool,bool)&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::ArmorValue(void)const&lt;br /&gt;
385	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
386	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
387	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
388	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
389	CBasePlayer::ResetScores(void)&lt;br /&gt;
390	CBasePlayer::EquipSuit(bool)&lt;br /&gt;
391	CBasePlayer::RemoveSuit(void)&lt;br /&gt;
392	CBasePlayer::CommitSuicide(bool,bool)&lt;br /&gt;
393	CBasePlayer::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
394	CBasePlayer::CommitSuicide_Kill(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
395	CBasePlayer::IsBot(void)const&lt;br /&gt;
396	CBasePlayer::GetExpresser(void)&lt;br /&gt;
397	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
398	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
399	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MadKat</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=7603</id>
		<title>CPVK2Player Offset List (Pirates, Vikings, and Knights II)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=7603"/>
		<updated>2010-03-25T02:34:01Z</updated>

		<summary type="html">&lt;p&gt;MadKat: &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 September 13 2008&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x00D2C980&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::ShouldTraceToOwner(void)const&lt;br /&gt;
17	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
18	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
19	CBasePlayer::UpdateTransmitState(void)&lt;br /&gt;
20	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
21	CBasePlayer::GetTracerType(void)&lt;br /&gt;
22	CBasePlayer::Spawn(void)&lt;br /&gt;
23	CBasePlayer::Precache(void)&lt;br /&gt;
24	CBasePlayer::SetModel(char  const*)&lt;br /&gt;
25	CBaseEntity::PostConstructor(char  const*)&lt;br /&gt;
26	CBaseEntity::PostClientActive(void)&lt;br /&gt;
27	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
28	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
29	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
30	CBaseEntity::KeyValue(char  const*,Vector  const&amp;amp;)&lt;br /&gt;
31	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
32	CBasePlayer::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	CBasePlayer::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	CBasePlayer::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	CBasePlayer::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	CBaseEntity::GetBeamTraceFilter(void)&lt;br /&gt;
58	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
59	CBasePlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
60	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
61	CBasePlayer::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
62	CBasePlayer::TakeHealth(float,int)&lt;br /&gt;
63	CBaseEntity::IsAlive(void)&lt;br /&gt;
64	CBasePlayer::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
66	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
67	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
68	CBaseEntity::IsNPC(void)const&lt;br /&gt;
69	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
70	CBaseEntity::GetDelay(void)&lt;br /&gt;
71	CBaseEntity::IsMoving(void)&lt;br /&gt;
72	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
73	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
74	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
75	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
76	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
77	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
78	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
79	CBaseEntity::IsTemplate(void)&lt;br /&gt;
80	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
81	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
82	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
83	CBaseEntity::IsViewable(void)&lt;br /&gt;
84	CBasePlayer::ChangeTeam(int)&lt;br /&gt;
85	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
86	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
87	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
88	CBaseEntity::GetEnemy(void)&lt;br /&gt;
89	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
90	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
91	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
92	CBasePlayer::Touch(CBaseEntity *)&lt;br /&gt;
93	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
94	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
95	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
96	CBaseEntity::EndBlocked(void)&lt;br /&gt;
97	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
98	CBasePlayer::UpdateOnRemove(void)&lt;br /&gt;
99	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
100	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
101	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
102	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
103	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
104	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
105	CBaseEntity::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
106	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
107	CBaseEntity::Respawn(void)&lt;br /&gt;
108	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
109	CBaseEntity::GetMaxHealth(void)const&lt;br /&gt;
110	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
111	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
112	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
113	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
114	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
115	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
116	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
117	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
118	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
119	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
120	CBaseEntity::GetDamage(void)&lt;br /&gt;
121	CBaseEntity::SetDamage(float)&lt;br /&gt;
122	CBasePlayer::EyePosition(void)&lt;br /&gt;
123	CBasePlayer::EyeAngles(void)&lt;br /&gt;
124	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
125	CBaseEntity::EarPosition(void)&lt;br /&gt;
126	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
127	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
128	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
129	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
130	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
131	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
132	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
133	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
134	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
135	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
136	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
137	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
138	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
139	CBaseEntity::Splash(void)&lt;br /&gt;
140	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
141	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
142	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
143	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
144	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
145	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
146	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
147	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
148	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
149	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
150	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
151	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
152	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
153	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
154	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
155	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
156	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
157	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
158	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
159	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
160	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
161	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
173	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
174	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
175	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
176	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
177	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
178	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
179	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
180	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
181	CBaseAnimating::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
182	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
183	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
184	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
185	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
186	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
187	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
188	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
189	CBasePlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
190	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
191	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
192	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
193	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
194	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
195	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
196	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
197	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
198	CBaseAnimating::Extinguish(void)&lt;br /&gt;
199	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
200	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
201	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
202	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
203	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
204	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
205	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
206	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
207	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
208	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
209	CBasePlayer::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
210	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
211	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
212	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
213	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
214	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
215	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
216	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)&lt;br /&gt;
217	CBasePlayer::BodyAngles(void)&lt;br /&gt;
218	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
219	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
220	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
221	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
222	CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
223	CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
224	CBaseCombatCharacter::GiveAmmo(int,int,bool)&lt;br /&gt;
225	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
226	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
227	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
228	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
229	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
230	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
231	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
232	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
233	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
234	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
235	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
236	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
237	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
238	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
239	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
240	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
241	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
242	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
243	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
244	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
245	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
246	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
247	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
248	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
249	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
250	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
251	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
252	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
253	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
254	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
255	CBasePlayer::Event_Dying(void)&lt;br /&gt;
256	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
257	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
258	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
259	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
260	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;
261	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
262	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
263	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
264	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
265	CBasePlayer::GetVehicle(void)&lt;br /&gt;
266	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
267	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
268	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
269	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
270	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
271	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
272	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
273	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
274	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
275	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
276	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
277	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
278	CBasePlayer::CreateViewModel(int)&lt;br /&gt;
279	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
280	CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
281	CBasePlayer::WantsLagCompensationOnNPC(CBaseEntity  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
282	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
283	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
284	CBasePlayer::InitialSpawn(void)&lt;br /&gt;
285	CBasePlayer::InitHUD(void)&lt;br /&gt;
286	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
287	CBasePlayer::PlayerDeathThink(void)&lt;br /&gt;
288	CBasePlayer::Jump(void)&lt;br /&gt;
289	CBasePlayer::Duck(void)&lt;br /&gt;
290	CBasePlayer::PreThink(void)&lt;br /&gt;
291	CBasePlayer::PostThink(void)&lt;br /&gt;
292	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
293	CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
294	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
295	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
296	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
297	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
298	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
299	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
300	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
301	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
302	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
303	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
304	CBasePlayer::UpdateClientData(void)&lt;br /&gt;
305	CBasePlayer::ExitLadder(void)&lt;br /&gt;
306	CBasePlayer::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
307	CBasePlayer::SetFlashlightEnabled(bool)&lt;br /&gt;
308	CBasePlayer::FlashlightIsOn(void)&lt;br /&gt;
309	CBasePlayer::FlashlightTurnOn(void)&lt;br /&gt;
310	CBasePlayer::FlashlightTurnOff(void)&lt;br /&gt;
311	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
312	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
313	CBasePlayer::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
314	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
315	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
316	CBasePlayer::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
317	CBasePlayer::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
318	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
319	CBasePlayer::CheatImpulseCommands(int)&lt;br /&gt;
320	CBasePlayer::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
321	CBasePlayer::StartObserverMode(int)&lt;br /&gt;
322	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
323	CBasePlayer::ModeWantsSpectatorGUI(int)&lt;br /&gt;
324	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
325	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
326	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
327	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
328	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
329	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
330	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
331	CBasePlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
332	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
333	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
334	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
335	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
336	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
337	CBasePlayer::AttemptToExitFreezeCam(void)&lt;br /&gt;
338	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
339	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
340	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
341	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
342	CBasePlayer::CreateCorpse(void)&lt;br /&gt;
343	CBasePlayer::EntSelectSpawnPoint(void)&lt;br /&gt;
344	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
345	CBasePlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
346	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
347	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
348	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
349	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
350	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
351	CBasePlayer::ItemPostFrame(void)&lt;br /&gt;
352	CBasePlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
353	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
354	CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
355	CBasePlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
356	CBasePlayer::PlayerUse(void)&lt;br /&gt;
357	CBasePlayer::PlayUseDenySound(void)&lt;br /&gt;
358	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
359	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
360	CBasePlayer::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
361	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
362	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
363	CBasePlayer::GetHeldObject(void)&lt;br /&gt;
364	CBasePlayer::CheckSuitUpdate(void)&lt;br /&gt;
365	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
366	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
367	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
368	CBasePlayer::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
369	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
370	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
371	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
372	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
373	CBasePlayer::ChangeTeam(int,bool,bool)&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::ArmorValue(void)const&lt;br /&gt;
385	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
386	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
387	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
388	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
389	CBasePlayer::ResetScores(void)&lt;br /&gt;
390	CBasePlayer::EquipSuit(bool)&lt;br /&gt;
391	CBasePlayer::RemoveSuit(void)&lt;br /&gt;
392	CBasePlayer::CommitSuicide(bool,bool)&lt;br /&gt;
393	CBasePlayer::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
394	CBasePlayer::CommitSuicide_Kill(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
395	CBasePlayer::IsBot(void)const&lt;br /&gt;
396	CBasePlayer::GetExpresser(void)&lt;br /&gt;
397	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
398	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
399	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MadKat</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Category:Game_Resources&amp;diff=7559</id>
		<title>Category:Game Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Category:Game_Resources&amp;diff=7559"/>
		<updated>2010-03-23T22:01:05Z</updated>

		<summary type="html">&lt;p&gt;MadKat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this category you can find resources for specific mods.&lt;br /&gt;
&lt;br /&gt;
For a list of all the events look [http://wiki.alliedmods.net/Game_Events_(Source) here].&lt;br /&gt;
&lt;br /&gt;
==Left 4 Dead==&lt;br /&gt;
[[Left_4_Dead_Events|Events]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Left_4_Voting|Voting]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Left_4_Dead_Netprops|NetProps]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://wiki.alliedmods.net/images/L4DDatamaps_6_16_09.txt DataMaps - Updated 16/06/09]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Team Fortress 2==&lt;br /&gt;
[[Team_Fortress_2_Events|Events]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://alliedmods.net/~pred/tf2classes.txt Classnames]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://alliedmods.net/~pred/ctfplayer-vtable-220509.txt CTFPlayer Virtual Functions] - Updated 22/05/09&amp;lt;br&amp;gt;&lt;br /&gt;
[http://alliedmods.net/~pred/tf-net-220509.txt Entity Net Properties] - Updated 22/05/09&amp;lt;br&amp;gt;&lt;br /&gt;
[http://alliedmods.net/~pred/tf-data-220509.txt DataMap Properties] - Updated 22/05/09&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mod_TempEnt_List_(Source)#Team_Fortress_2|Temp Ents]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://alliedmods.net/~pred/CTFKnife%20vtable.txt CTFKnife Virtual Functions]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://alliedmods.net/~pred/CTFWeaponBase%20Vtable.txt CTFWeaponBase Virtual Functions]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Achievement IDs]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Team_Fortress_2_Weapons|Team Fortress 2 Weapon Entity Names]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Team Fortress 2 Item Definition Indexes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Counter-Strike: Source==&lt;br /&gt;
[[Counter-Strike:_Source_Events|Events]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://alliedmods.net/~pred/csclasses.txt Classnames]&amp;lt;br&amp;gt;&lt;br /&gt;
[[CCSPlayer_offset_list_(SourceMM)|CCSPlayer Virtual Functions]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[CBaseCombatWeapon_CSS_offset_list_(SourceMM)|CBaseCombatWeapon Virtual Functions]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://alliedmods.net/~pred/csdump.txt Entity Net Properties]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://alliedmods.net/~pred/csdatamaps.txt DataMap Properties]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mod_TempEnt_List_(Source)#Counter-Strike:_Source|Temp Ents]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Counter-Strike:_Source_Weapons| Counter-Strike: Source Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://wiki.alliedmods.net/images/Counter-Strike_Source_-_Cvar_List.txt Cvar List]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pirates, Vikings, Knights II==&lt;br /&gt;
[[Pirates,_Vikings,_Knights_II_Events|Events]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)|Offset List]]&lt;/div&gt;</summary>
		<author><name>MadKat</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Pirates,_Vikings,_Knights_II_Events&amp;diff=7558</id>
		<title>Pirates, Vikings, Knights II Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Pirates,_Vikings,_Knights_II_Events&amp;diff=7558"/>
		<updated>2010-03-23T19:58:04Z</updated>

		<summary type="html">&lt;p&gt;MadKat: Filled out all of the PVK2 events&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Refer back to [[Game Events (Source)]] for more events.''&lt;br /&gt;
&lt;br /&gt;
=== player_death ===&lt;br /&gt;
{{qnotice|When player dies}}&lt;br /&gt;
{{begin-hl2msg|player_death|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|attacker|}}&lt;br /&gt;
{{hl2msg|short|assistid|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|bool|special|Death by special}}&lt;br /&gt;
{{hl2msg|bool|grail|Death counted toward grail score}}&lt;br /&gt;
{{hl2msg|bool|suiassist|Suicide assist}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_changeteam ===&lt;br /&gt;
{{begin-hl2msg|player_changeteam}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|oldteam|}}&lt;br /&gt;
{{hl2msg|short|newteam|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_changeclass ===&lt;br /&gt;
{{begin-hl2msg|player_changeclass}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|old_class|}}&lt;br /&gt;
{{hl2msg|short|new_class|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_spawn ===&lt;br /&gt;
{{begin-hl2msg|player_spawn}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_objective ===&lt;br /&gt;
{{qnotice|Occurs when player completes an objective}}&lt;br /&gt;
{{begin-hl2msg|player_objective}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|groupids|List of userids for players doing objective}}&lt;br /&gt;
{{hl2msg|short|assistid|Assistant (0 means unused)}}&lt;br /&gt;
{{hl2msg|short|enemyid|Possible enemy (0 means unused)}}&lt;br /&gt;
{{hl2msg|string|extra|String of extra data placed in #EXTRA# section of score string}}&lt;br /&gt;
{{hl2msg|string|text|Text to append to userid's name (#I# is userid, #ASSIST# is assistid, #ENEMY# is enemyid)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_points ===&lt;br /&gt;
{{qnotice|Occurs when player gains points}}&lt;br /&gt;
{{begin-hl2msg|player_points}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|float|points|Number of points gained}}&lt;br /&gt;
{{hl2msg|short|sid|Score ID}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_stats_updated ===&lt;br /&gt;
{{begin-hl2msg|player_stats_updated}}&lt;br /&gt;
{{hl2msg|bool|forceupload|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_nemesis ===&lt;br /&gt;
{{begin-hl2msg|player_nemesis}}&lt;br /&gt;
{{hl2msg|short|userid|Player who caused the nemesis}}&lt;br /&gt;
{{hl2msg|short|victim|Victim of the nemesis}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_revenge ===&lt;br /&gt;
{{begin-hl2msg|player_revenge}}&lt;br /&gt;
{{hl2msg|short|userid|Player who achieved revenge}}&lt;br /&gt;
{{hl2msg|short|victim|Player who was the nemesis}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== npc_death ===&lt;br /&gt;
{{qnotice|Occurs when an npc dies (e.g. parrot)}}&lt;br /&gt;
{{begin-hl2msg|npc_death}}&lt;br /&gt;
{{hl2msg|short|userid|userid of the NPC/parrot owner}}&lt;br /&gt;
{{hl2msg|short|attacker|userid that killed the NPC}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|bool|special|}}&lt;br /&gt;
{{hl2msg|string|type|Classname of the npc entity (npc_parrot/npc_vulture)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_hurt ===&lt;br /&gt;
{{qnotice|Occurs when a player takes damage}}&lt;br /&gt;
{{begin-hl2msg|player_hurt}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|health|}}&lt;br /&gt;
{{hl2msg|short|priority|}}&lt;br /&gt;
{{hl2msg|short|attacker|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_special ===&lt;br /&gt;
{{qnotice|Occurs when a player uses a special}}&lt;br /&gt;
{{begin-hl2msg|player_special}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_throw_explosive ===&lt;br /&gt;
{{begin-hl2msg|player_throw_explosive}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_bomb_explode ===&lt;br /&gt;
{{begin-hl2msg|player_bomb_explode}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|victims|List of userids hit by explosive}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|float|damage|Total damage done}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_melee_swing ===&lt;br /&gt;
{{begin-hl2msg|player_melee_swing}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|victims|List of userids hit by swing}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|short|atkdir|Direction of attack}}&lt;br /&gt;
{{hl2msg|float|damage|Total damage}}&lt;br /&gt;
{{hl2msg|float|hitper|Percentage of swing arc that hit targets}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_ranged_impact ===&lt;br /&gt;
{{qnotice|Occurs on ranged weapon impact. Also occurs on keg impact and chest impact (thrownkeg and chest respectively)}}&lt;br /&gt;
{{begin-hl2msg|player_ranged_impact}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|victim|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|float|damage|Damage dealt (0 if missed or blocked)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_ranged_impale ===&lt;br /&gt;
{{qnotice|Occurs when a player is impaled to a surface by a projectile}}&lt;br /&gt;
{{qnotice|A player_ranged_impact event just prior to this event with a matching victim will give complete information}}&lt;br /&gt;
{{begin-hl2msg|player_ranged_impale}}&lt;br /&gt;
{{hl2msg|short|victim|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== projectile_bounce ===&lt;br /&gt;
{{qnotice|Listen for a player_ranged_impact event immediately after this one, with matching userid, for complete impact information}}&lt;br /&gt;
{{begin-hl2msg|projectile_bounce}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_healtheffect ===&lt;br /&gt;
{{begin-hl2msg|player_healtheffect}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|float|health|}}&lt;br /&gt;
{{hl2msg|float|duration|}}&lt;br /&gt;
{{hl2msg|short|type|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== item_pickup ===&lt;br /&gt;
{{begin-hl2msg|item_pickup}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|type|Type of pickup; 0 - Food, 1 - Armor, 2 - Ranged Ammo}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== chest_pickup ===&lt;br /&gt;
{{begin-hl2msg|chest_pickup}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|chestid|}}&lt;br /&gt;
{{hl2msg|byte|last_owner|Last team that controlled it; 1 - None, 2 - Pirates, 3 - Vikings, 4 - Knights}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== chest_drop===&lt;br /&gt;
{{begin-hl2msg|chest_drop}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|chestid|}}&lt;br /&gt;
{{hl2msg|short|oldid|Chests get a new index every time that they are dropped}}&lt;br /&gt;
{{hl2msg|byte|last_owner|Last team that controlled it; 1 - None, 2 - Pirates, 3 - Vikings, 4 - Knights}}&lt;br /&gt;
{{hl2msg|short|bashid|userid of player that bashed the carrier to drop it (if any)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== chest_capture ===&lt;br /&gt;
{{begin-hl2msg|chest_capture}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|chestid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== chest_respawn ===&lt;br /&gt;
{{begin-hl2msg|chest_respawn}}&lt;br /&gt;
{{hl2msg|short|chestid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== chest_special ===&lt;br /&gt;
{{qnotice|Occurs when player uses special while carrying a chest}}&lt;br /&gt;
{{begin-hl2msg|chest_special}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|chestid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== grail_pickup ===&lt;br /&gt;
{{begin-hl2msg|grail_pickup}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|victim|}}&lt;br /&gt;
{{hl2msg|short|assistid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== grail_drop ===&lt;br /&gt;
{{qnotice|Not fired when a grail carrier dies}}&lt;br /&gt;
{{begin-hl2msg|grail_drop}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== grail_grace ===&lt;br /&gt;
{{begin-hl2msg|grail_grace}}&lt;br /&gt;
{{hl2msg|short|userid|Player that is getting grace points}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== round_end ===&lt;br /&gt;
{{begin-hl2msg|round_end|string}}&lt;br /&gt;
{{hl2msg|short|winner|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_suddendeath_begin ===&lt;br /&gt;
{{qnotice|Fired when Sudden Death begins in Last Team Standing game mode}}&lt;br /&gt;
{{begin-hl2msg|gamemode_suddendeath_begin}}&lt;br /&gt;
{{hl2msg|short|plpirate|Number of pirates left alive}}&lt;br /&gt;
{{hl2msg|short|plviking|Number of vikings left alive}}&lt;br /&gt;
{{hl2msg|short|plknight|Number of knights left alive}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_roundrestart ===&lt;br /&gt;
{{begin-hl2msg|gamemode_roundrestart}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_firstround_wait_begin ===&lt;br /&gt;
{{begin-hl2msg|gamemode_firstround_wait_begin}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_firstround_wait_end ===&lt;br /&gt;
{{begin-hl2msg|gamemode_firstround_wait_end}}&lt;br /&gt;
{{hl2msg|short|plpirate|Number of pirates}}&lt;br /&gt;
{{hl2msg|short|plviking|Number of vikings}}&lt;br /&gt;
{{hl2msg|short|plknight|Number of knights}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_territory_capture ===&lt;br /&gt;
{{begin-hl2msg|gamemode_territory_capture}}&lt;br /&gt;
{{hl2msg|string|userids|List of players that participated in the capture}}&lt;br /&gt;
{{hl2msg|short|team|}}&lt;br /&gt;
{{hl2msg|short|tindex|Territory that was captured}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_territory_guard ===&lt;br /&gt;
{{begin-hl2msg|gamemode_territory_guard}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_territory_contested ===&lt;br /&gt;
{{begin-hl2msg|gamemode_territory_contested}}&lt;br /&gt;
{{hl2msg|bool|pirates|}}&lt;br /&gt;
{{hl2msg|bool|vikings|}}&lt;br /&gt;
{{hl2msg|bool|knights|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== game_end ===&lt;br /&gt;
{{begin-hl2msg|game_end}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== update_mvp_panel ===&lt;br /&gt;
{{begin-hl2msg|update_mvp_panel}}&lt;br /&gt;
{{hl2msg|short|winner|}}&lt;br /&gt;
{{hl2msg|short|pid_1|}}&lt;br /&gt;
{{hl2msg|short|pid_2|}}&lt;br /&gt;
{{hl2msg|short|pid_3|}}&lt;br /&gt;
{{hl2msg|short|pscore_1|}}&lt;br /&gt;
{{hl2msg|short|pscore_2|}}&lt;br /&gt;
{{hl2msg|short|pscore_3|}}&lt;br /&gt;
{{hl2msg|float|pdmg_1|}}&lt;br /&gt;
{{hl2msg|float|pdmg_2|}}&lt;br /&gt;
{{hl2msg|float|pdmg_3|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== spec_target_updated ===&lt;br /&gt;
{{begin-hl2msg|spec_target_updated }}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== achievement_earned ===&lt;br /&gt;
{{begin-hl2msg|achievement_earned}}&lt;br /&gt;
{{hl2msg|byte|player|entindex of the player}}&lt;br /&gt;
{{hl2msg|short|achievement|Achievement ID}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== achievement_event_almost ===&lt;br /&gt;
{{begin-hl2msg|achievement_event_almost}}&lt;br /&gt;
{{hl2msg|string|achivement_name|}}&lt;br /&gt;
{{hl2msg|short|my_val|}}&lt;br /&gt;
{{hl2msg|short|req_val|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== achievement_event ===&lt;br /&gt;
{{begin-hl2msg|achievement_event}}&lt;br /&gt;
{{hl2msg|string|achivement_name|}}&lt;br /&gt;
{{hl2msg|short|cur_val|}}&lt;br /&gt;
{{hl2msg|short|max_val|}}&lt;br /&gt;
{{end-hl2msg}}&lt;/div&gt;</summary>
		<author><name>MadKat</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Pirates,_Vikings,_Knights_II_Events&amp;diff=7557</id>
		<title>Pirates, Vikings, Knights II Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Pirates,_Vikings,_Knights_II_Events&amp;diff=7557"/>
		<updated>2010-03-23T19:56:23Z</updated>

		<summary type="html">&lt;p&gt;MadKat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Refer back to [[Game Events (Source)]] for more events.''&lt;br /&gt;
&lt;br /&gt;
=== player_death ===&lt;br /&gt;
{{qnotice|When player dies}}&lt;br /&gt;
{{begin-hl2msg|player_death|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|attacker|}}&lt;br /&gt;
{{hl2msg|short|assistid|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|bool|special|Death by special}}&lt;br /&gt;
{{hl2msg|bool|grail|Death counted toward grail score}}&lt;br /&gt;
{{hl2msg|bool|suiassist|Suicide assist}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_changeteam ===&lt;br /&gt;
{{begin-hl2msg|player_changeteam}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|oldteam|}}&lt;br /&gt;
{{hl2msg|short|newteam|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_changeclass ===&lt;br /&gt;
{{begin-hl2msg|player_changeclass}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|old_class|}}&lt;br /&gt;
{{hl2msg|short|new_class|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_spawn ===&lt;br /&gt;
{{begin-hl2msg|player_spawn}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_objective ===&lt;br /&gt;
{{qnotice|Occurs when player completes an objective}}&lt;br /&gt;
{{begin-hl2msg|player_objective}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|groupids|List of userids for players doing objective}}&lt;br /&gt;
{{hl2msg|short|assistid|Assistant (0 means unused)}}&lt;br /&gt;
{{hl2msg|short|enemyid|Possible enemy (0 means unused)}}&lt;br /&gt;
{{hl2msg|string|extra|String of extra data placed in #EXTRA# section of score string}}&lt;br /&gt;
{{hl2msg|string|text|Text to append to userid's name (#I# is userid, #ASSIST# is assistid, #ENEMY# is enemyid)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_points ===&lt;br /&gt;
{{qnotice|Occurs when player gains points}}&lt;br /&gt;
{{begin-hl2msg|player_points}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|float|points|Number of points gained}}&lt;br /&gt;
{{hl2msg|short|sid|Score ID}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_stats_updated ===&lt;br /&gt;
{{begin-hl2msg|player_stats_updated}}&lt;br /&gt;
{{hl2msg|bool|forceupload|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_nemesis ===&lt;br /&gt;
{{begin-hl2msg|player_nemesis}}&lt;br /&gt;
{{hl2msg|short|userid|Player who caused the nemesis}}&lt;br /&gt;
{{hl2msg|short|victim|Victim of the nemesis}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_revenge ===&lt;br /&gt;
{{begin-hl2msg|player_revenge}}&lt;br /&gt;
{{hl2msg|short|userid|Player who achieved revenge}}&lt;br /&gt;
{{hl2msg|short|victim|Player who was the nemesis}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== npc_death ===&lt;br /&gt;
{{qnotice|Occurs when an npc dies (e.g. parrot)}}&lt;br /&gt;
{{begin-hl2msg|npc_death}}&lt;br /&gt;
{{hl2msg|short|userid|userid of the NPC/parrot owner}}&lt;br /&gt;
{{hl2msg|short|attacker|userid that killed the NPC}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|bool|special|}}&lt;br /&gt;
{{hl2msg|string|type|Classname of the npc entity (npc_parrot/npc_vulture)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_hurt ===&lt;br /&gt;
{{qnotice|Occurs when a player takes damage}}&lt;br /&gt;
{{begin-hl2msg|player_hurt}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|health|}}&lt;br /&gt;
{{hl2msg|short|priority|}}&lt;br /&gt;
{{hl2msg|short|attacker|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_special ===&lt;br /&gt;
{{qnotice|Occurs when a player uses a special}}&lt;br /&gt;
{{begin-hl2msg|player_special}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_throw_explosive ===&lt;br /&gt;
{{begin-hl2msg|player_throw_explosive}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_bomb_explode ===&lt;br /&gt;
{{begin-hl2msg|player_bomb_explode}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|victims|List of userids hit by explosive}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|float|damage|Total damage done}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_melee_swing ===&lt;br /&gt;
{{begin-hl2msg|player_melee_swing}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|victims|List of userids hit by swing}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|short|atkdir|Direction of attack}}&lt;br /&gt;
{{hl2msg|float|damage|Total damage}}&lt;br /&gt;
{{hl2msg|float|hitper|Percentage of swing arc that hit targets}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_ranged_impact ===&lt;br /&gt;
{{qnotice|Occurs on ranged weapon impact. Also occurs on keg impact and chest impact (thrownkeg and chest respectively)}}&lt;br /&gt;
{{begin-hl2msg|player_ranged_impact}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|victim|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|float|damage|Damage dealt (0 if missed or blocked)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_ranged_impale ===&lt;br /&gt;
{{qnotice|Occurs when a player is impaled to a surface by a projectile}}&lt;br /&gt;
{{qnotice|A player_ranged_impact event just prior to this event with a matching victim will give complete information}}&lt;br /&gt;
{{begin-hl2msg|player_ranged_impale}}&lt;br /&gt;
{{hl2msg|short|victim|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== projectile_bounce ===&lt;br /&gt;
{{qnotice|Listen for a player_ranged_impact event immediately after this one, with matching userid, for complete impact information}}&lt;br /&gt;
{{begin-hl2msg|projectile_bounce}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_healtheffect ===&lt;br /&gt;
{{begin-hl2msg|player_healtheffect}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|float|health|}}&lt;br /&gt;
{{hl2msg|float|duration|}}&lt;br /&gt;
{{hl2msg|short|type|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== item_pickup ===&lt;br /&gt;
{{begin-hl2msg|item_pickup}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|type|Type of pickup; 0 - Food, 1 - Armor, 2 - Ranged Ammo}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== chest_pickup ===&lt;br /&gt;
{{begin-hl2msg|chest_pickup}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|chestid|}}&lt;br /&gt;
{{hl2msg|byte|last_owner|Last team that controlled it; 1 - None, 2 - Pirates, 3 - Vikings, 4 - Knights}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== chest_drop===&lt;br /&gt;
{{begin-hl2msg|chest_drop}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|chestid|}}&lt;br /&gt;
{{hl2msg|short|oldid|Chests get a new index every time that they are dropped}}&lt;br /&gt;
{{hl2msg|byte|last_owner|Last team that controlled it; 1 - None, 2 - Pirates, 3 - Vikings, 4 - Knights}}&lt;br /&gt;
{{hl2msg|short|bashid|userid of player that bashed the carrier to drop it (if any)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== chest_capture ===&lt;br /&gt;
{{begin-hl2msg|chest_capture}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|chestid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== chest_respawn ===&lt;br /&gt;
{{begin-hl2msg|chest_respawn}}&lt;br /&gt;
{{hl2msg|short|chestid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== chest_special ===&lt;br /&gt;
{{qnotice|Occurs when player uses special while carrying a chest}}&lt;br /&gt;
{{begin-hl2msg|chest_special}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|chestid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== grail_pickup ===&lt;br /&gt;
{{begin-hl2msg|grail_pickup}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|victim|}}&lt;br /&gt;
{{hl2msg|short|assistid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== grail_drop ===&lt;br /&gt;
{{qnotice|Not fired when a grail carrier dies}}&lt;br /&gt;
{{begin-hl2msg|grail_drop}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== grail_grace ===&lt;br /&gt;
{{begin-hl2msg|grail_grace}}&lt;br /&gt;
{{hl2msg|short|userid|Player that is getting grace points}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== round_end ===&lt;br /&gt;
{{begin-hl2msg|round_end|string}}&lt;br /&gt;
{{hl2msg|short|winner|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_suddendeath_begin ===&lt;br /&gt;
{{qnotice|Fired when Sudden Death begins in Last Team Standing game mode}}&lt;br /&gt;
{{begin-hl2msg|gamemode_suddendeath_begin}}&lt;br /&gt;
{{hl2msg|short|plpirate|Number of pirates left alive}}&lt;br /&gt;
{{hl2msg|short|plviking|Number of vikings left alive}}&lt;br /&gt;
{{hl2msg|short|plknight|Number of knights left alive}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_roundrestart ===&lt;br /&gt;
{{begin-hl2msg|gamemode_roundrestart}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_firstround_wait_begin ===&lt;br /&gt;
{{begin-hl2msg|gamemode_firstround_wait_begin}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_firstround_wait_end ===&lt;br /&gt;
{{begin-hl2msg|gamemode_firstround_wait_end}}&lt;br /&gt;
{{hl2msg|short|plpirate|Number of pirates}}&lt;br /&gt;
{{hl2msg|short|plviking|Number of vikings}}&lt;br /&gt;
{{hl2msg|short|plknight|Number of knights}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_territory_capture ===&lt;br /&gt;
{{begin-hl2msg|gamemode_territory_capture}}&lt;br /&gt;
{{hl2msg|string|userids|List of players that participated in the capture}}&lt;br /&gt;
{{hl2msg|short|team|}}&lt;br /&gt;
{{hl2msg|short|tindex|Territory that was captured}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_territory_guard ===&lt;br /&gt;
{{begin-hl2msg|gamemode_territory_guard}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gamemode_territory_contested ===&lt;br /&gt;
{{begin-hl2msg|gamemode_territory_contested}}&lt;br /&gt;
{{hl2msg|bool|pirates|}}&lt;br /&gt;
{{hl2msg|bool|vikings|}}&lt;br /&gt;
{{hl2msg|bool|knights|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== game_end ===&lt;br /&gt;
{{begin-hl2msg|game_end}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== update_mvp_panel ===&lt;br /&gt;
{{begin-hl2msg|update_mvp_panel}}&lt;br /&gt;
{{hl2msg|short|winner|}}&lt;br /&gt;
{{hl2msg|short|pid_1|}}&lt;br /&gt;
{{hl2msg|short|pid_2|}}&lt;br /&gt;
{{hl2msg|short|pid_3|}}&lt;br /&gt;
{{hl2msg|short|pscore_1|}}&lt;br /&gt;
{{hl2msg|short|pscore_2|}}&lt;br /&gt;
{{hl2msg|short|pscore_3|}}&lt;br /&gt;
{{hl2msg|float|pdmg_1|}}&lt;br /&gt;
{{hl2msg|float|pdmg_2|}}&lt;br /&gt;
{{hl2msg|float|pdmg_3|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== spec_target_updated ===&lt;br /&gt;
{{begin-hl2msg|spec_target_updated }}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== achievement_earned ===&lt;br /&gt;
{{begin-hl2msg|achievement_earned}}&lt;br /&gt;
{{hl2msg|byte|player|entindex of the player}}&lt;br /&gt;
{{hl2msg|short|achievement|Achievement ID}}&lt;br /&gt;
{{end-hl2msg}}&lt;/div&gt;</summary>
		<author><name>MadKat</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Pirates,_Vikings,_Knights_II_Events&amp;diff=7556</id>
		<title>Pirates, Vikings, Knights II Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Pirates,_Vikings,_Knights_II_Events&amp;diff=7556"/>
		<updated>2010-03-23T19:43:44Z</updated>

		<summary type="html">&lt;p&gt;MadKat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Refer back to [[Game Events (Source)]] for more events.''&lt;br /&gt;
&lt;br /&gt;
=== player_death ===&lt;br /&gt;
{{qnotice|When player dies}}&lt;br /&gt;
{{begin-hl2msg|player_death|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|attacker|}}&lt;br /&gt;
{{hl2msg|short|assistid|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|bool|special|Death by special}}&lt;br /&gt;
{{hl2msg|bool|grail|Death counted toward grail score}}&lt;br /&gt;
{{hl2msg|bool|suiassist|Suicide assist}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== round_end ===&lt;br /&gt;
{{qnotice|When round ends}}&lt;br /&gt;
{{begin-hl2msg|round_end|string}}&lt;br /&gt;
{{hl2msg|short|winner}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_changeteam ===&lt;br /&gt;
{{begin-hl2msg|player_changeteam}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|oldteam|}}&lt;br /&gt;
{{hl2msg|short|newteam|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_changeclass ===&lt;br /&gt;
{{begin-hl2msg|player_changeclass}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|old_class|}}&lt;br /&gt;
{{hl2msg|short|new_class|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_spawn ===&lt;br /&gt;
{{begin-hl2msg|player_spawn}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_objective ===&lt;br /&gt;
{{qnotice|Occurs when player completes an objective}}&lt;br /&gt;
{{begin-hl2msg|player_objective}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|groupids|List of userids for players doing objective}}&lt;br /&gt;
{{hl2msg|short|assistid|Assistant (0 means unused)}}&lt;br /&gt;
{{hl2msg|short|enemyid|Possible enemy (0 means unused)}}&lt;br /&gt;
{{hl2msg|string|extra|String of extra data placed in #EXTRA# section of score string}}&lt;br /&gt;
{{hl2msg|string|text|Text to append to userid's name (#I# is userid, #ASSIST# is assistid, #ENEMY# is enemyid)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_points ===&lt;br /&gt;
{{qnotice|Occurs when player gains points}}&lt;br /&gt;
{{begin-hl2msg|player_points}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|float|points|Number of points gained}}&lt;br /&gt;
{{hl2msg|short|sid|Score ID}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_stats_updated ===&lt;br /&gt;
{{begin-hl2msg|player_stats_updated}}&lt;br /&gt;
{{hl2msg|bool|forceupload|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_nemesis ===&lt;br /&gt;
{{begin-hl2msg|player_nemesis}}&lt;br /&gt;
{{hl2msg|short|userid|Player who caused the nemesis}}&lt;br /&gt;
{{hl2msg|short|victim|Victim of the nemesis}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_revenge ===&lt;br /&gt;
{{begin-hl2msg|player_revenge}}&lt;br /&gt;
{{hl2msg|short|userid|Player who achieved revenge}}&lt;br /&gt;
{{hl2msg|short|victim|Player who was the nemesis}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== npc_death ===&lt;br /&gt;
{{qnotice|Occurs when an npc dies (e.g. parrot)}}&lt;br /&gt;
{{begin-hl2msg|npc_death}}&lt;br /&gt;
{{hl2msg|short|userid|userid of the NPC/parrot owner}}&lt;br /&gt;
{{hl2msg|short|attacker|userid that killed the NPC}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|bool|special|}}&lt;br /&gt;
{{hl2msg|string|type|Classname of the npc entity (npc_parrot/npc_vulture)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_hurt ===&lt;br /&gt;
{{qnotice|Occurs when a player takes damage}}&lt;br /&gt;
{{begin-hl2msg|player_hurt}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|health|}}&lt;br /&gt;
{{hl2msg|short|priority|}}&lt;br /&gt;
{{hl2msg|short|attacker|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_special ===&lt;br /&gt;
{{qnotice|Occurs when a player uses a special}}&lt;br /&gt;
{{begin-hl2msg|player_special}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_throw_explosive ===&lt;br /&gt;
{{begin-hl2msg|player_throw_explosive}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_bomb_explode ===&lt;br /&gt;
{{begin-hl2msg|player_bomb_explode}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|victims|List of userids hit by explosive}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|float|damage|Total damage done}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_melee_swing ===&lt;br /&gt;
{{begin-hl2msg|player_melee_swing}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|victims|List of userids hit by swing}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|short|atkdir|Direction of attack}}&lt;br /&gt;
{{hl2msg|float|damage|Total damage}}&lt;br /&gt;
{{hl2msg|float|hitper|Percentage of swing arc that hit targets}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_ranged_impact ===&lt;br /&gt;
{{qnotice|Occurs on ranged weapon impact. Also occurs on keg impact and chest impact (thrownkeg and chest respectively)}}&lt;br /&gt;
{{begin-hl2msg|player_ranged_impact}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|victim|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|float|damage|Damage dealt (0 if missed or blocked)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_ranged_impale ===&lt;br /&gt;
{{qnotice|Occurs when a player is impaled to a surface by a projectile}}&lt;br /&gt;
{{qnotice|A player_ranged_impact event just prior to this event with a matching victim will give complete information}}&lt;br /&gt;
{{begin-hl2msg|player_ranged_impale}}&lt;br /&gt;
{{hl2msg|short|victim|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== projectile_bounce ===&lt;br /&gt;
{{qnotice|Listen for a player_ranged_impact event immediately after this one, with matching userid, for complete impact information}}&lt;br /&gt;
{{begin-hl2msg|projectile_bounce}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_healtheffect ===&lt;br /&gt;
{{begin-hl2msg|player_healtheffect}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|float|health|}}&lt;br /&gt;
{{hl2msg|float|duration|}}&lt;br /&gt;
{{hl2msg|short|type|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== item_pickup ===&lt;br /&gt;
{{begin-hl2msg|item_pickup}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|type|Type of pickup; 0 - Food, 1 - Armor, 2 - Ranged Ammo}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== chest_pickup ===&lt;br /&gt;
{{begin-hl2msg|chest_pickup}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|chestid|}}&lt;br /&gt;
{{hl2msg|byte|last_owner|Last team that controlled it; 1 - None, 2 - Pirates, 3 - Vikings, 4 - Knights}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== chest_drop===&lt;br /&gt;
{{begin-hl2msg|chest_drop}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|chestid|}}&lt;br /&gt;
{{hl2msg|short|oldid|Chests get a new index every time that they are dropped}}&lt;br /&gt;
{{hl2msg|byte|last_owner|Last team that controlled it; 1 - None, 2 - Pirates, 3 - Vikings, 4 - Knights}}&lt;br /&gt;
{{hl2msg|short|bashid|userid of player that bashed the carrier to drop it (if any)}}&lt;br /&gt;
{{end-hl2msg}}&lt;/div&gt;</summary>
		<author><name>MadKat</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Pirates,_Vikings,_Knights_II_Events&amp;diff=7555</id>
		<title>Pirates, Vikings, Knights II Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Pirates,_Vikings,_Knights_II_Events&amp;diff=7555"/>
		<updated>2010-03-23T19:41:30Z</updated>

		<summary type="html">&lt;p&gt;MadKat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Refer back to [[Game Events (Source)]] for more events.''&lt;br /&gt;
&lt;br /&gt;
=== player_death ===&lt;br /&gt;
{{qnotice|When player dies}}&lt;br /&gt;
{{begin-hl2msg|player_death|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|attacker|}}&lt;br /&gt;
{{hl2msg|short|assistid|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|bool|special|Death by special}}&lt;br /&gt;
{{hl2msg|bool|grail|Death counted toward grail score}}&lt;br /&gt;
{{hl2msg|bool|suiassist|Suicide assist}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== round_end ===&lt;br /&gt;
{{qnotice|When round ends}}&lt;br /&gt;
{{begin-hl2msg|round_end|string}}&lt;br /&gt;
{{hl2msg|short|winner}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_changeteam ===&lt;br /&gt;
{{begin-hl2msg|player_changeteam}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|oldteam|}}&lt;br /&gt;
{{hl2msg|short|newteam|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_changeclass ===&lt;br /&gt;
{{begin-hl2msg|player_changeclass}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|old_class|}}&lt;br /&gt;
{{hl2msg|short|new_class|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_spawn ===&lt;br /&gt;
{{begin-hl2msg|player_spawn}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_objective ===&lt;br /&gt;
{{qnotice|Occurs when player completes an objective}}&lt;br /&gt;
{{begin-hl2msg|player_objective}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|groupids|List of userids for players doing objective}}&lt;br /&gt;
{{hl2msg|short|assistid|Assistant (0 means unused)}}&lt;br /&gt;
{{hl2msg|short|enemyid|Possible enemy (0 means unused)}}&lt;br /&gt;
{{hl2msg|string|extra|String of extra data placed in #EXTRA# section of score string}}&lt;br /&gt;
{{hl2msg|string|text|Text to append to userid's name (#I# is userid, #ASSIST# is assistid, #ENEMY# is enemyid)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_points ===&lt;br /&gt;
{{qnotice|Occurs when player gains points}}&lt;br /&gt;
{{begin-hl2msg|player_points}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|float|points|Number of points gained}}&lt;br /&gt;
{{hl2msg|short|sid|Score ID}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_stats_updated ===&lt;br /&gt;
{{begin-hl2msg|player_stats_updated}}&lt;br /&gt;
{{hl2msg|bool|forceupload|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_nemesis ===&lt;br /&gt;
{{begin-hl2msg|player_nemesis}}&lt;br /&gt;
{{hl2msg|short|userid|Player who caused the nemesis}}&lt;br /&gt;
{{hl2msg|short|victim|Victim of the nemesis}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_revenge ===&lt;br /&gt;
{{begin-hl2msg|player_revenge}}&lt;br /&gt;
{{hl2msg|short|userid|Player who achieved revenge}}&lt;br /&gt;
{{hl2msg|short|victim|Player who was the nemesis}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== npc_death ===&lt;br /&gt;
{{qnotice|Occurs when an npc dies (e.g. parrot)}}&lt;br /&gt;
{{begin-hl2msg|npc_death}}&lt;br /&gt;
{{hl2msg|short|userid|userid of the NPC/parrot owner}}&lt;br /&gt;
{{hl2msg|short|attacker|userid that killed the NPC}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|bool|special|}}&lt;br /&gt;
{{hl2msg|string|type|Classname of the npc entity (npc_parrot/npc_vulture)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_hurt ===&lt;br /&gt;
{{qnotice|Occurs when a player takes damage}}&lt;br /&gt;
{{begin-hl2msg|player_hurt}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|health|}}&lt;br /&gt;
{{hl2msg|short|priority|}}&lt;br /&gt;
{{hl2msg|short|attacker|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_special ===&lt;br /&gt;
{{qnotice|Occurs when a player uses a special}}&lt;br /&gt;
{{begin-hl2msg|player_special}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_throw_explosive ===&lt;br /&gt;
{{begin-hl2msg|player_throw_explosive}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_bomb_explode ===&lt;br /&gt;
{{begin-hl2msg|player_bomb_explode}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|victims|List of userids hit by explosive}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|float|damage|Total damage done}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_melee_swing ===&lt;br /&gt;
{{begin-hl2msg|player_melee_swing}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|victims|List of userids hit by swing}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|short|atkdir|Direction of attack}}&lt;br /&gt;
{{hl2msg|float|damage|Total damage}}&lt;br /&gt;
{{hl2msg|float|hitper|Percentage of swing arc that hit targets}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_ranged_impact ===&lt;br /&gt;
{{qnotice|Occurs on ranged weapon impact. Also occurs on keg impact and chest impact (thrownkeg and chest respectively)}}&lt;br /&gt;
{{begin-hl2msg|player_ranged_impact}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|victim|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|float|damage|Damage dealt (0 if missed or blocked)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_ranged_impale ===&lt;br /&gt;
{{qnotice|Occurs when a player is impaled to a surface by a projectile}}&lt;br /&gt;
{{qnotice|A player_ranged_impact event just prior to this event with a matching victim will give complete information}}&lt;br /&gt;
{{begin-hl2msg|player_ranged_impale}}&lt;br /&gt;
{{hl2msg|short|victim|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== projectile_bounce ===&lt;br /&gt;
{{qnotice|Listen for a player_ranged_impact event immediately after this one, with matching userid, for complete impact information}}&lt;br /&gt;
{{begin-hl2msg|projectile_bounce}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_healtheffect ===&lt;br /&gt;
{{begin-hl2msg|player_healtheffect}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|float|health|}}&lt;br /&gt;
{{hl2msg|float|duration|}}&lt;br /&gt;
{{hl2msg|short|type|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== item_pickup ===&lt;br /&gt;
{{begin-hl2msg|item_pickup}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|type|Type of pickup; 0 = Food, 1 = Armor, 2 = Ranged Ammo}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== chest_pickup ===&lt;br /&gt;
{{begin-hl2msg|chest_pickup}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|chestid|}}&lt;br /&gt;
{{hl2msg|byte|last_owner|Last team that controlled it; 1 = None, 2 = Pirates, 3 = Vikings, 4 = Knights}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== chest_drop===&lt;br /&gt;
{{begin-hl2msg|chest_drop}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|chestid|}}&lt;br /&gt;
{{hl2msg|short|oldid|Chests get a new index every time that they are dropped}}&lt;br /&gt;
{{hl2msg|byte|last_owner|Last team that controlled it; 1 = None, 2 = Pirates, 3 = Vikings, 4 = Knights}}&lt;br /&gt;
{{hl2msg|short|bashid|userid of player that bashed the carrier to drop it (if any)}}&lt;br /&gt;
{{end-hl2msg}}&lt;/div&gt;</summary>
		<author><name>MadKat</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Pirates,_Vikings,_Knights_II_Events&amp;diff=7554</id>
		<title>Pirates, Vikings, Knights II Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Pirates,_Vikings,_Knights_II_Events&amp;diff=7554"/>
		<updated>2010-03-23T19:10:53Z</updated>

		<summary type="html">&lt;p&gt;MadKat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Refer back to [[Game Events (Source)]] for more events.''&lt;br /&gt;
&lt;br /&gt;
=== player_death ===&lt;br /&gt;
{{qnotice|When player dies}}&lt;br /&gt;
{{begin-hl2msg|player_death|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|attacker|}}&lt;br /&gt;
{{hl2msg|short|assistid|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|bool|special|Death by special}}&lt;br /&gt;
{{hl2msg|bool|grail|Death counted toward grail score}}&lt;br /&gt;
{{hl2msg|bool|suiassist|Suicide assist}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== round_end ===&lt;br /&gt;
{{qnotice|When round ends}}&lt;br /&gt;
{{begin-hl2msg|round_end|string}}&lt;br /&gt;
{{hl2msg|short|winner}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_changeteam ===&lt;br /&gt;
{{begin-hl2msg|player_changeteam}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|oldteam|}}&lt;br /&gt;
{{hl2msg|short|newteam|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_changeclass ===&lt;br /&gt;
{{begin-hl2msg|player_changeclass}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|old_class|}}&lt;br /&gt;
{{hl2msg|short|new_class|}}&lt;br /&gt;
{{end-hl2msg}}&lt;/div&gt;</summary>
		<author><name>MadKat</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Pirates,_Vikings,_Knights_II_Events&amp;diff=7553</id>
		<title>Pirates, Vikings, Knights II Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Pirates,_Vikings,_Knights_II_Events&amp;diff=7553"/>
		<updated>2010-03-23T19:10:40Z</updated>

		<summary type="html">&lt;p&gt;MadKat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Refer back to [[Game Events (Source)]] for more events.''&lt;br /&gt;
&lt;br /&gt;
=== player_death ===&lt;br /&gt;
{{qnotice|When player dies}}&lt;br /&gt;
{{begin-hl2msg|player_death|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|attacker|}}&lt;br /&gt;
{{hl2msg|short|assistid|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|bool|special|Death by special}}&lt;br /&gt;
{{hl2msg|bool|grail|Death counted toward grail score}}&lt;br /&gt;
{{hl2msg|bool|suiassist|Suicide assist}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== round_end ===&lt;br /&gt;
{{qnotice|When round ends}}&lt;br /&gt;
{{begin-hl2msg|round_end|string}}&lt;br /&gt;
{{hl2msg|short|winner}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_changeteam ===&lt;br /&gt;
{{begin-hl2msg|player_changeteam}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|oldteam|}}&lt;br /&gt;
{{hl2msg|short|newteam|}}&lt;br /&gt;
&lt;br /&gt;
=== player_changeclass ===&lt;br /&gt;
{{begin-hl2msg|player_changeclass}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|old_class|}}&lt;br /&gt;
{{hl2msg|short|new_class|}}&lt;/div&gt;</summary>
		<author><name>MadKat</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Pirates,_Vikings,_Knights_II_Events&amp;diff=7552</id>
		<title>Pirates, Vikings, Knights II Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Pirates,_Vikings,_Knights_II_Events&amp;diff=7552"/>
		<updated>2010-03-23T19:09:42Z</updated>

		<summary type="html">&lt;p&gt;MadKat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Refer back to [[Game Events (Source)]] for more events.''&lt;br /&gt;
&lt;br /&gt;
=== player_death ===&lt;br /&gt;
{{qnotice|When player dies}}&lt;br /&gt;
{{begin-hl2msg|player_death|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|attacker|}}&lt;br /&gt;
{{hl2msg|short|assistid|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|bool|special|Death by special}}&lt;br /&gt;
{{hl2msg|bool|grail|Death counted toward grail score}}&lt;br /&gt;
{{hl2msg|bool|suiassist|Suicide assist}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== round_end ===&lt;br /&gt;
{{qnotice|When round ends}}&lt;br /&gt;
{{begin-hl2msg|round_end|string}}&lt;br /&gt;
{{hl2msg|short|winner}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_changeteam ===&lt;br /&gt;
{{begin-hl2msg|player_change_team}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|oldteam|}}&lt;br /&gt;
{{hl2msg|short|newteam|}}&lt;/div&gt;</summary>
		<author><name>MadKat</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Pirates,_Vikings,_Knights_II_Events&amp;diff=7551</id>
		<title>Pirates, Vikings, Knights II Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Pirates,_Vikings,_Knights_II_Events&amp;diff=7551"/>
		<updated>2010-03-23T19:07:34Z</updated>

		<summary type="html">&lt;p&gt;MadKat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Refer back to [[Game Events (Source)]] for more events.''&lt;br /&gt;
&lt;br /&gt;
=== player_death ===&lt;br /&gt;
{{qnotice|When player dies}}&lt;br /&gt;
{{begin-hl2msg|player_death|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|attacker|}}&lt;br /&gt;
{{hl2msg|short|assistid|}}&lt;br /&gt;
{{hl2msg|string|weapon|}}&lt;br /&gt;
{{hl2msg|bool|special|Death by special}}&lt;br /&gt;
{{hl2msg|bool|grail|Death counted toward grail score}}&lt;br /&gt;
{{hl2msg|bool|suiassist|Suicide assist}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== round_end ===&lt;br /&gt;
{{qnotice|When round ends}}&lt;br /&gt;
{{begin-hl2msg|round_end|string}}&lt;br /&gt;
{{hl2msg|short|winner}}&lt;br /&gt;
{{end-hl2msg}}&lt;/div&gt;</summary>
		<author><name>MadKat</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Pirates,_Vikings,_Knights_II_Events&amp;diff=7550</id>
		<title>Pirates, Vikings, Knights II Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Pirates,_Vikings,_Knights_II_Events&amp;diff=7550"/>
		<updated>2010-03-23T19:05:26Z</updated>

		<summary type="html">&lt;p&gt;MadKat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Refer back to [[Game Events (Source)]] for more events.''&lt;br /&gt;
&lt;br /&gt;
=== player_death ===&lt;br /&gt;
{{qnotice|When player dies}}&lt;br /&gt;
{{begin-hl2msg|player_death|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|attacker}}&lt;br /&gt;
{{hl2msg|short|assistid}}&lt;br /&gt;
{{hl2msg|string|weapon}}&lt;br /&gt;
{{hl2msg|bool|special}}&lt;br /&gt;
{{hl2msg|bool|grail}}&lt;br /&gt;
{{hl2msg|bool|suiassist}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== round_end ===&lt;br /&gt;
{{qnotice|When round ends}}&lt;br /&gt;
{{begin-hl2msg|round_end|string}}&lt;br /&gt;
{{hl2msg|short|winner}}&lt;br /&gt;
{{end-hl2msg}}&lt;/div&gt;</summary>
		<author><name>MadKat</name></author>
		
	</entry>
</feed>