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	<updated>2026-06-07T02:57:11Z</updated>
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	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Virtual_Offsets_(Source_Mods)&amp;diff=5521</id>
		<title>Virtual Offsets (Source Mods)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Virtual_Offsets_(Source_Mods)&amp;diff=5521"/>
		<updated>2008-01-06T21:05:19Z</updated>

		<summary type="html">&lt;p&gt;Mooman2: /* Offset Lists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Metamod:Source Development]]&lt;br /&gt;
== Calling virtual functions ==&lt;br /&gt;
I got this method from [[User:Mani|Mani]], who I believe got it from [[User:PM|Pavol Marko]]. Thank you!&lt;br /&gt;
&lt;br /&gt;
I hope to expand on an actual explanation when I have the time (and understand it better). Hopefully, someone can expand on this, but for now I'll just post the examples and a list of the CCSPlayer virtual function table offsets.&lt;br /&gt;
&lt;br /&gt;
== Offset Lists ==&lt;br /&gt;
==== Counter-Strike: Source ====&lt;br /&gt;
* [[CCSPlayer offset list (SourceMM)|CCSPlayer]]&lt;br /&gt;
* [[CBaseCombatWeapon CSS offset list (SourceMM)|CBaseCombatWeapon]]&lt;br /&gt;
&lt;br /&gt;
==== Day of Defeat: Source ====&lt;br /&gt;
* [[CDODPlayer offset list (SourceMM)|CDODPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Dystopia ====&lt;br /&gt;
* [[Dystopia CDYSPlayer offset list (SourceMM)|CDYSPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Empires ====&lt;br /&gt;
* [[Empires CSDKPlayer offset list (SourceMM)|CSDKPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Fortress Forever ====&lt;br /&gt;
* [[FortressForever CFFPlayer offset list|CFFPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Half-Life 2: Capture the Flag ====&lt;br /&gt;
* [[HL2CTF CHL2_Player offset list (SourceMM)|CHL2_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Half-Life 2: Deathmatch ====&lt;br /&gt;
* [[CHL2MP_Player offset list (SourceMM)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Insurgency ====&lt;br /&gt;
* [[Insurgency CINSPlayer offset list (SourceMM)|CINSPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Pirates, Vikings, and Knights II ====&lt;br /&gt;
* [[PVK II CPVK2Player offset list (SourceMM)|CPVK2Player]]&lt;br /&gt;
&lt;br /&gt;
==== The Ship ====&lt;br /&gt;
* [[The Ship CShipPlayer offset list (SourceMM)|CShipPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== SourceForts ====&lt;br /&gt;
* [[SourceForts CHL2MP Player offset list (SourceMM)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Team Fortress 2 ====&lt;br /&gt;
* [[Team Fortress 2 CTFPlayer offset list (SourceMM)|CTFPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Zombie Panic: Source ====&lt;br /&gt;
* [[ZPS CHL2MP Player offset list (SourceMM)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
== How to use the examples ==&lt;br /&gt;
&lt;br /&gt;
Basically, this lets you call any [[virtual function]] by knowing it's offset. A table is created for each class that lists the address of the function for each virtual function. This method takes advantage of that to call those addresses.&lt;br /&gt;
&lt;br /&gt;
Look at the examples below and edit to match the function you want to call:&lt;br /&gt;
Use the offset for the function you want to call in this line. ([[CCSPlayer_offset_list_(SourceMM)]])&lt;br /&gt;
&amp;lt;cpp&amp;gt;void *func = vtable[m_Off_GiveNamedItem];&amp;lt;/cpp&amp;gt;&lt;br /&gt;
Change this line to match your return type and parameters:&lt;br /&gt;
&amp;lt;cpp&amp;gt;union {CBaseEntity *(VfuncEmptyClass::*mfpnew)(const char *, int );&amp;lt;/cpp&amp;gt;&lt;br /&gt;
Call the original function with your parameters (change the return type to match the function you're calling):&lt;br /&gt;
&amp;lt;cpp&amp;gt;return (CBaseEntity *) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)(ItemName, iSubType);&amp;lt;/cpp&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You'll need to add an empty class for the union. Something like this:&lt;br /&gt;
&amp;lt;cpp&amp;gt;class VfuncEmptyClass {};&amp;lt;/cpp&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
These examples are for CSS. Mani has created a set of macros to make this easier. If you ask nicely, maybe he'll give them to you or let you post them here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;cpp&amp;gt;datamap_t *VFuncs::GetDataDescMap(CBaseEntity *pThisPtr)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_GetDataDescMap]; &lt;br /&gt;
&lt;br /&gt;
	union {datamap_t *(VfuncEmptyClass::*mfpnew)();&lt;br /&gt;
#ifndef __linux__&lt;br /&gt;
        void *addr;	} u; 	u.addr = func;&lt;br /&gt;
#else /* GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 */&lt;br /&gt;
			struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
	return (datamap_t *) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)();&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void VFuncs::SetModel(CBaseEntity *pThisPtr, const char *ModelName)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_SetModel]; &lt;br /&gt;
&lt;br /&gt;
	union {void (VfuncEmptyClass::*mfpnew)(const char *);&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	(void) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)(ModelName);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void VFuncs::Teleport(CBaseEntity *pThisPtr, const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_Teleport]; &lt;br /&gt;
&lt;br /&gt;
	union {void (VfuncEmptyClass::*mfpnew)(const Vector *, const QAngle *, const Vector *);&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	(void) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)(newPosition, newAngles, newVelocity);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
Vector VFuncs::EyePosition( CBaseEntity *pThisPtr )&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_EyePosition]; &lt;br /&gt;
&lt;br /&gt;
	union {Vector (VfuncEmptyClass::*mfpnew)( void );&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	return (Vector) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)( );&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
QAngle &amp;amp;VFuncs::EyeAngles( CBaseEntity *pThisPtr )&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_EyeAngles]; &lt;br /&gt;
&lt;br /&gt;
	union {QAngle&amp;amp; (VfuncEmptyClass::*mfpnew)( void );&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	return (QAngle&amp;amp;) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)( );&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
void VFuncs::Ignite(CBaseEntity *pThisPtr, float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_Ignite]; &lt;br /&gt;
&lt;br /&gt;
	union {void (VfuncEmptyClass::*mfpnew)(float , bool , float , bool );&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	(void) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)(flFlameLifetime, bNPCOnly, flSize, bCalledByLevelDesigner);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
CBaseEntity *VFuncs::GiveNamedItem(CBaseEntity *pThisPtr, const char *ItemName, int iSubType)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_GiveNamedItem]; &lt;br /&gt;
&lt;br /&gt;
	union {CBaseEntity *(VfuncEmptyClass::*mfpnew)(const char *, int );&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	return (CBaseEntity *) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)(ItemName, iSubType);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void VFuncs::CommitSuicide(CBaseEntity *pThisPtr)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_CommitSuicide]; &lt;br /&gt;
&lt;br /&gt;
	union {CBaseEntity *(VfuncEmptyClass::*mfpnew)( void );&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	(reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)();&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/cpp&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mooman2</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(Zombie_Panic:_Source)&amp;diff=5520</id>
		<title>CHL2MP Player Offset List (Zombie Panic: Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(Zombie_Panic:_Source)&amp;diff=5520"/>
		<updated>2008-01-06T21:04:26Z</updated>

		<summary type="html">&lt;p&gt;Mooman2: New page: Also for use when using virtual offsets.  These are the &amp;lt;b&amp;gt;Windows&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Linux offsets are 1 greater.&amp;lt;/b&amp;gt;  == The List == This comes from the sy...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].&lt;br /&gt;
&lt;br /&gt;
These are the &amp;lt;b&amp;gt;Windows&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Linux offsets are 1 greater.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated 06 Jan 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 @ 0x00EA0120&lt;br /&gt;
// from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CHL2MP_Player::~CHL2MP_Player()&lt;br /&gt;
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
2	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
3	CBaseEntity::GetCollideable(void)&lt;br /&gt;
4	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
5	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
6	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
7	CBaseEntity::GetModelName(void)const&lt;br /&gt;
8	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
9	CHL2MP_Player::_GetClassName(void)&lt;br /&gt;
10	CHL2MP_Player::GetServerClass(void)&lt;br /&gt;
11	CHL2MP_Player::GetClassName(void)&lt;br /&gt;
12	CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
13	CHL2MP_Player::GetDataDescMap(void)&lt;br /&gt;
14	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
15	CHL2_Player::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
16	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
17	CBaseEntity::ShouldCollide(int,int)const&lt;br /&gt;
18	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
19	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
20	CBasePlayer::UpdateTransmitState(void)&lt;br /&gt;
21	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
22	CBasePlayer::GetTracerType(void)&lt;br /&gt;
23	CHL2MP_Player::Spawn(void)&lt;br /&gt;
24	CHL2MP_Player::Precache(void)&lt;br /&gt;
25	CBaseFlex::SetModel(char  const*)&lt;br /&gt;
26	CBaseEntity::PostConstructor(char  const*)&lt;br /&gt;
27	CBaseEntity::PostClientActive(void)&lt;br /&gt;
28	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
29	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
30	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
31	CBaseEntity::KeyValue(char  const*,Vector)&lt;br /&gt;
32	CHL2_Player::Activate(void)&lt;br /&gt;
33	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
34	CBasePlayer::ObjectCaps(void)&lt;br /&gt;
35	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
36	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
37	CHL2_Player::DrawDebugGeometryOverlays(void)&lt;br /&gt;
38	CBaseAnimating::DrawDebugTextOverlays(void)&lt;br /&gt;
39	CBasePlayer::Save(ISave &amp;amp;)&lt;br /&gt;
40	CBasePlayer::Restore(IRestore &amp;amp;)&lt;br /&gt;
41	CBasePlayer::ShouldSavePhysics(void)&lt;br /&gt;
42	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
43	CHL2_Player::OnRestore(void)&lt;br /&gt;
44	CBasePlayer::RequiredEdictIndex(void)&lt;br /&gt;
45	CBaseEntity::MoveDone(void)&lt;br /&gt;
46	CBaseEntity::Think(void)&lt;br /&gt;
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
49	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
50	CBaseEntity::GetResponseSystem(void)&lt;br /&gt;
51	CBaseEntity::DispatchResponse(char  const*)&lt;br /&gt;
52	CHL2_Player::Classify(void)&lt;br /&gt;
53	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
55	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
56	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
57	CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
58	CBasePlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
60	CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
61	CHL2MP_Player::TakeHealth(float,int)&lt;br /&gt;
62	CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
63	CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
64	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
65	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
66	CBaseEntity::IsNPC(void)const&lt;br /&gt;
67	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
68	CBaseEntity::GetDelay(void)&lt;br /&gt;
69	CBaseEntity::IsMoving(void)&lt;br /&gt;
70	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
71	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
72	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
73	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
74	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
75	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
76	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
77	CBaseEntity::IsTemplate(void)&lt;br /&gt;
78	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
79	CBaseEntity::IsPlayerUsableItem(void)&lt;br /&gt;
80	CBaseEntity::GetItemTypeID(void)&lt;br /&gt;
81	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
82	CBaseEntity::IsViewable(void)&lt;br /&gt;
83	CHL2MP_Player::ChangeTeam(int)&lt;br /&gt;
84	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
85	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
86	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
87	CBaseEntity::GetEnemy(void)&lt;br /&gt;
88	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
89	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
90	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
91	CBasePlayer::Touch(CBaseEntity *)&lt;br /&gt;
92	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
93	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
94	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
95	CBaseEntity::EndBlocked(void)&lt;br /&gt;
96	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
97	CHL2MP_Player::UpdateOnRemove(void)&lt;br /&gt;
98	CHL2_Player::StopLoopingSounds(void)&lt;br /&gt;
99	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
100	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
101	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
102	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
103	CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
104	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
105	CBaseEntity::Respawn(void)&lt;br /&gt;
106	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
107	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
108	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
109	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
110	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
111	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
112	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
113	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
114	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
115	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
116	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
117	CBaseEntity::GetDamage(void)&lt;br /&gt;
118	CBaseEntity::SetDamage(float)&lt;br /&gt;
119	CBasePlayer::EyePosition(void)&lt;br /&gt;
120	CBasePlayer::EyeAngles(void)&lt;br /&gt;
121	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
122	CBaseEntity::EarPosition(void)&lt;br /&gt;
123	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
124	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
125	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
126	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
127	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
128	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
129	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
130	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
131	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
132	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
133	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
134	CBaseEntity::CanBePoweredUp(void)&lt;br /&gt;
135	CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)&lt;br /&gt;
136	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
137	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
138	CBaseEntity::Splash(void)&lt;br /&gt;
139	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
140	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
141	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
142	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
143	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
144	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
145	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
146	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
147	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
148	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
149	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
150	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
151	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
152	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
153	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
154	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
155	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
156	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
157	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
158	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
159	CBaseEntity::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
160	CBaseEntity::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
161	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
173	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
174	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
175	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
176	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
177	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
178	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
179	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
180	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
181	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
182	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
183	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
184	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
185	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
186	CBaseAnimating::HandleAnimEvent(animevent_t *)&lt;br /&gt;
187	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
188	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
189	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
190	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
191	CBaseAnimating::Extinguish(void)&lt;br /&gt;
192	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
193	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
194	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
195	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
196	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
197	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
198	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
199	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
200	CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
201	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
202	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
203	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
204	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
205	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)&lt;br /&gt;
206	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
207	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)&lt;br /&gt;
208	CBasePlayer::BodyAngles(void)&lt;br /&gt;
209	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
210	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
211	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
212	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
213	CHL2_Player::EyeDirection2D(void)&lt;br /&gt;
214	CHL2_Player::EyeDirection3D(void)&lt;br /&gt;
215	CHL2_Player::GiveAmmo(int,int,bool)&lt;br /&gt;
216	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
217	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
218	CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
219	CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
220	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
221	CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
222	CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
223	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
224	CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
225	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
226	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
227	CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *)&lt;br /&gt;
228	CBaseCombatCharacter::Weapon_DeleteSlot(int)&lt;br /&gt;
229	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
230	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
231	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
232	CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
233	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
234	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
235	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
236	CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
237	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
238	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
239	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
240	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
241	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
242	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
243	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
244	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
245	CBasePlayer::Event_Dying(void)&lt;br /&gt;
246	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
247	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
248	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
249	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
250	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;
251	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
252	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
253	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
254	CBaseCombatCharacter::IsInAVehicle(void)&lt;br /&gt;
255	CBasePlayer::GetVehicle(void)&lt;br /&gt;
256	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
257	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
258	CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
259	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
260	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
261	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
262	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
263	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
264	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
265	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
266	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
267	CHL2MP_Player::CreateViewModel(int)&lt;br /&gt;
268	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
269	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
270	CHL2MP_Player::SharedSpawn(void)&lt;br /&gt;
271	CBasePlayer::InitialSpawn(void)&lt;br /&gt;
272	CBasePlayer::InitHUD(void)&lt;br /&gt;
273	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
274	CHL2MP_Player::PlayerDeathThink(void)&lt;br /&gt;
275	CHL2MP_Player::Jump(void)&lt;br /&gt;
276	CBasePlayer::Duck(void)&lt;br /&gt;
277	CHL2MP_Player::PreThink(void)&lt;br /&gt;
278	CHL2MP_Player::PostThink(void)&lt;br /&gt;
279	CHL2MP_Player::DamageEffect(float,int)&lt;br /&gt;
280	CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
281	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
282	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
283	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
284	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
285	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
286	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
287	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
288	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
289	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
290	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
291	CHL2_Player::UpdateClientData(void)&lt;br /&gt;
292	CHL2_Player::ExitLadder(void)&lt;br /&gt;
293	CHL2MP_Player::FlashlightIsOn(void)&lt;br /&gt;
294	CHL2MP_Player::FlashlightTurnOn(void)&lt;br /&gt;
295	CHL2MP_Player::FlashlightTurnOff(void)&lt;br /&gt;
296	CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
297	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
298	CHL2MP_Player::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
299	CHL2MP_Player::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
300	CHL2MP_Player::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
301	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
302	CHL2_Player::CheatImpulseCommands(int)&lt;br /&gt;
303	CHL2MP_Player::ClientCommand(char  const*)&lt;br /&gt;
304	CHL2MP_Player::StartObserverMode(int)&lt;br /&gt;
305	CHL2MP_Player::StopObserverMode(void)&lt;br /&gt;
306	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
307	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
308	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
309	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
310	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
311	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
312	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
313	CBasePlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
314	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
315	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
316	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
317	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
318	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
319	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
320	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
321	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
322	CHL2_Player::CreateCorpse(void)&lt;br /&gt;
323	CHL2MP_Player::EntSelectSpawnPoint(void)&lt;br /&gt;
324	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
325	CBasePlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
326	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
327	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
328	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
329	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
330	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
331	CBasePlayer::SelectItem(int,int)&lt;br /&gt;
332	CHL2MP_Player::ItemPostFrame(void)&lt;br /&gt;
333	CBasePlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
334	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
335	CHL2_Player::SetPlayerUnderwater(bool)&lt;br /&gt;
336	CHL2MP_Player::CanBreatheUnderwater(void)const&lt;br /&gt;
337	CHL2MP_Player::PlayerUse(void)&lt;br /&gt;
338	CHL2_Player::PlayUseDenySound(void)&lt;br /&gt;
339	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
340	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
341	CHL2MP_Player::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
342	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
343	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
344	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
345	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
346	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
347	CHL2_Player::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
348	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
349	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
350	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
351	CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
352	CBasePlayer::CanSpeak(void)&lt;br /&gt;
353	CHL2MP_Player::CanHearChatFrom(CBasePlayer *)&lt;br /&gt;
354	CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
355	CHL2MP_Player::CheckChatText(char *,int)&lt;br /&gt;
356	CHL2_Player::IsFollowingPhysics(void)&lt;br /&gt;
357	CHL2_Player::InitVCollision(void)&lt;br /&gt;
358	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
359	CHL2_Player::EquipSuit(bool)&lt;br /&gt;
360	CHL2_Player::RemoveSuit(void)&lt;br /&gt;
361	CHL2MP_Player::CommitSuicide(void)&lt;br /&gt;
362	CBasePlayer::IsBot(void)const&lt;br /&gt;
363	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
364	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
365	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
366	CHL2_Player::SuspendUse(float)&lt;br /&gt;
367	CHL2_Player::CommanderMode(void)&lt;br /&gt;
368	CHL2MP_Player::StartSprinting(void)&lt;br /&gt;
369	CHL2_Player::GetIdleTime(void)const&lt;br /&gt;
370	CHL2_Player::GetMoveTime(void)const&lt;br /&gt;
371	CHL2_Player::GetLastDamageTime(void)const&lt;br /&gt;
372	CHL2_Player::IsDucking(void)const&lt;br /&gt;
373	CHL2_Player::OnDoneDamage(void)&lt;br /&gt;
374	CHL2_Player::Weapon_Lower(void)&lt;br /&gt;
375	CHL2_Player::Weapon_Ready(void)&lt;br /&gt;
376	CHL2_Player::IsHoldingEntity(CBaseEntity *)&lt;br /&gt;
377	CHL2_Player::UpdateWeaponPosture(void)&lt;br /&gt;
378	CHL2MP_Player::GhostSpawn(void)&lt;br /&gt;
379	CHL2MP_Player::WaitSpawn(void)&lt;br /&gt;
380	CHL2MP_Player::ObserverSpawn(void)&lt;br /&gt;
381	CHL2MP_Player::HandleCommand_JoinTeam(int)&lt;br /&gt;
382	CHL2MP_Player::RemoveWeight(float)&lt;br /&gt;
383	CHL2MP_Player::RemoveAllItems(void)&lt;br /&gt;
384	CHL2MP_Player::ItemReticleSearch(void)&lt;br /&gt;
385	CHL2MP_Player::InventoryStatus(void)&lt;br /&gt;
386	CHL2MP_Player::GiveNamedItem(char  const*)&lt;br /&gt;
387	CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)&lt;br /&gt;
388	CHL2MP_Player::GiveEmptyHands(void)&lt;br /&gt;
389	CHL2MP_Player::SetPlayerTeamModel(int)&lt;br /&gt;
390	CHL2MP_Player::ShowBriefingMenu(void)&lt;br /&gt;
391	CHL2MP_Player::HideBriefingMenu(void)&lt;br /&gt;
392	CHL2MP_Player::CreateAmmo(char  const*)&lt;br /&gt;
393	CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)&lt;br /&gt;
394	CHL2MP_Player::PlayerDropWeapon(void)&lt;br /&gt;
395	CHL2MP_Player::PlayerUnloadWeapon(void)&lt;br /&gt;
396	CHL2MP_Player::PlayerCycleAmmoType(void)&lt;br /&gt;
397	CHL2MP_Player::PlayerCycleDropAmount(void)&lt;br /&gt;
398	CHL2MP_Player::PrepAmmoForDrop(CItem *)&lt;br /&gt;
399	CHL2MP_Player::PlayerDropAmmo(void)&lt;br /&gt;
400	CHL2MP_Player::GiveAmmoToPlayer(void)&lt;br /&gt;
401	CHL2MP_Player::Panic(void)&lt;br /&gt;
402	CHL2MP_Player::Melee(void)&lt;br /&gt;
403	CHL2MP_Player::VoiceMenu(char  const*)&lt;br /&gt;
404	CHL2MP_Player::Taunt(void)&lt;br /&gt;
405	CHL2MP_Player::Go(void)&lt;br /&gt;
406	CHL2MP_Player::HolsterWeapon(void)&lt;br /&gt;
407	CHL2MP_Player::Trace(void)&lt;br /&gt;
408	CHL2MP_Player::IsOnATeam(void)&lt;br /&gt;
409	std::bad_cast::~bad_cast()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mooman2</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Game_Events_(Source)&amp;diff=4633</id>
		<title>Game Events (Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Game_Events_(Source)&amp;diff=4633"/>
		<updated>2007-06-08T05:50:52Z</updated>

		<summary type="html">&lt;p&gt;Mooman2: /* break_breakable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Half-Life 2 Events =&lt;br /&gt;
&lt;br /&gt;
=== team_info ===&lt;br /&gt;
{{qnotice|Info about team}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|team_info|string}}&lt;br /&gt;
{{hl2msg|byte|teamid}}&lt;br /&gt;
{{hl2msg|string|teamname}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== team_score ===&lt;br /&gt;
{{qnotice|Team score changed}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|team_info|string}}&lt;br /&gt;
{{hl2msg|byte|teamid}}&lt;br /&gt;
{{hl2msg|short|score}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_team ===&lt;br /&gt;
{{qnotice|Player change his team}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_team|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|byte|team}}&lt;br /&gt;
{{hl2msg|byte|oldteam}}&lt;br /&gt;
{{hl2msg|bool|disconnect}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_class ===&lt;br /&gt;
{{qnotice|A player changed his class}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_class|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|string|class}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_death ===&lt;br /&gt;
{{qnotice|A game event, name may be 32 charaters long}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_death|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|attacker}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_hurt ===&lt;br /&gt;
{{qnotice|A player was hurt}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_hurt|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|attacker}}&lt;br /&gt;
{{hl2msg|byte|health}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_chat ===&lt;br /&gt;
{{qnotice|A public player chat}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_chat|string}}&lt;br /&gt;
{{hl2msg|bool|teamonly}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|string|text}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_score ===&lt;br /&gt;
{{qnotice|Players scores changed}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_score|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|kills}}&lt;br /&gt;
{{hl2msg|short|deaths}}&lt;br /&gt;
{{hl2msg|short|score}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_spawn ===&lt;br /&gt;
{{qnotice|player spawned in game}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_score|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_shoot ===&lt;br /&gt;
{{qnotice|Player shoot his weapon}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_shoot|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|byte|weapon}}&lt;br /&gt;
{{hl2msg|byte|mode}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_use ===&lt;br /&gt;
{{qnotice|When a player uses an option}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_use|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|entity}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_changename ===&lt;br /&gt;
{{qnotice|Player changed name}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_changename|string}}&lt;br /&gt;
{{hl2msg|string|userid}}&lt;br /&gt;
{{hl2msg|string|oldname}}&lt;br /&gt;
{{hl2msg|string|newname}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== game_newmap ===&lt;br /&gt;
{{qnotice|Send when new map is completely loaded}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|game_newmap|string}}&lt;br /&gt;
{{hl2msg|string|mapname}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== game_start ===&lt;br /&gt;
{{qnotice|A new game starts}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|game_start|string}}&lt;br /&gt;
{{hl2msg|long|roundslimit}}&lt;br /&gt;
{{hl2msg|long|timelimit}}&lt;br /&gt;
{{hl2msg|long|fraglimit}}&lt;br /&gt;
{{hl2msg|string|objective}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== game_end ===&lt;br /&gt;
{{qnotice|A game ended}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|game_end|string}}&lt;br /&gt;
{{hl2msg|byte|winner}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== round_start ===&lt;br /&gt;
{{qnotice|The round started}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_changename|string}}&lt;br /&gt;
{{hl2msg|long|timelimit}}&lt;br /&gt;
{{hl2msg|long|fraglimit}}&lt;br /&gt;
{{hl2msg|string|objective}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== round_end ===&lt;br /&gt;
{{qnotice|The round ended}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|round_end|string}}&lt;br /&gt;
{{hl2msg|byte|winner}}&lt;br /&gt;
{{hl2msg|byte|reason}}&lt;br /&gt;
{{hl2msg|string|message}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== game_message ===&lt;br /&gt;
{{qnotice|A game message}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|game_message|string}}&lt;br /&gt;
{{hl2msg|byte|target}}&lt;br /&gt;
{{hl2msg|string|text}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== break_breakable ===&lt;br /&gt;
{{qnotice|A breakable (func_break) is broken.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|break_breakable|string}}&lt;br /&gt;
{{hl2msg|long|entindex}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|byte|material}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== break_prop ===&lt;br /&gt;
{{qnotice|A breakable prop is broken.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|break_prop|string}}&lt;br /&gt;
{{hl2msg|long|entindex}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
= Half-Life 2 Server Events =&lt;br /&gt;
=== server_spawn ===&lt;br /&gt;
{{qnotice|Send once a server starts}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|server_start|string}}&lt;br /&gt;
{{hl2msg|string|hostname}}&lt;br /&gt;
{{hl2msg|string|address}}&lt;br /&gt;
{{hl2msg|string|port}}&lt;br /&gt;
{{hl2msg|string|game}}&lt;br /&gt;
{{hl2msg|string|mapname}}&lt;br /&gt;
{{hl2msg|long|maxplayers}}&lt;br /&gt;
{{hl2msg|string|os}}&lt;br /&gt;
{{hl2msg|bool|dedicated}}&lt;br /&gt;
{{hl2msg|bool|password}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== server_shutdown ===&lt;br /&gt;
{{qnotice|Server shut down}}&lt;br /&gt;
{{begin-hl2msg|server_shutdown|string}}&lt;br /&gt;
{{hl2msg|string|reason}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== server_cvar ===&lt;br /&gt;
{{qnotice|A server console var has changed}}&lt;br /&gt;
{{begin-hl2msg|server_cvar|string}}&lt;br /&gt;
{{hl2msg|string|cvarname}}&lt;br /&gt;
{{hl2msg|string|cvarvalue}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== server_msg ===&lt;br /&gt;
{{qnotice|A generic server message}}&lt;br /&gt;
{{begin-hl2msg|server_message|string}}&lt;br /&gt;
{{hl2msg|string|text}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== server_addban ===&lt;br /&gt;
{{qnotice|When the server has a ban added}}&lt;br /&gt;
{{begin-hl2msg|server_addban|string}}&lt;br /&gt;
{{hl2msg|string|name}}&lt;br /&gt;
{{hl2msg|string|userid}}&lt;br /&gt;
{{hl2msg|string|networkid}}&lt;br /&gt;
{{hl2msg|string|ip}}&lt;br /&gt;
{{hl2msg|string|duration}}&lt;br /&gt;
{{hl2msg|string|by}}&lt;br /&gt;
{{hl2msg|bool|kicked}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== server_removeban ===&lt;br /&gt;
{{qnotice|When the server has a ban removed}}&lt;br /&gt;
{{begin-hl2msg|server_removeban|string}}&lt;br /&gt;
{{hl2msg|string|networkid}}&lt;br /&gt;
{{hl2msg|string|ip}}&lt;br /&gt;
{{hl2msg|stsring|by}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_connect ===&lt;br /&gt;
{{qnotice|A new player connected}}&lt;br /&gt;
{{begin-hl2msg|player_connect|string}}&lt;br /&gt;
{{hl2msg|string|name}}&lt;br /&gt;
{{hl2msg|byte|index}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|string|networkid}}&lt;br /&gt;
{{hl2msg|string|address}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_info ===&lt;br /&gt;
{{qnotice|A player changed his name}}&lt;br /&gt;
{{begin-hl2msg|player_info|string}}&lt;br /&gt;
{{hl2msg|string|name}}&lt;br /&gt;
{{hl2msg|byte|index}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|string|networkid}}&lt;br /&gt;
{{hl2msg|bool|bot}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_disconnect ===&lt;br /&gt;
{{qnotice|A client was disconnected}}&lt;br /&gt;
{{begin-hl2msg|player_disconnect|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|string|reason}}&lt;br /&gt;
{{hl2msg|string|name}}&lt;br /&gt;
{{hl2msg|string|networkid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_activate ===&lt;br /&gt;
{{qnotice|A client has entered the game (connected and loaded)}}&lt;br /&gt;
{{begin-hl2msg|player_activate|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_say ===&lt;br /&gt;
{{qnotice|When a client sends a message in chat}}&lt;br /&gt;
{{begin-hl2msg|player_say|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|string|text}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
= Counter-Strike: Source Events =&lt;br /&gt;
=== player_death ===&lt;br /&gt;
{{qnotice|When a client 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|string|weapon}}&lt;br /&gt;
{{hl2msg|bool|headshot}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_hurt ===&lt;br /&gt;
{{qnotice|When a client is damaged}}&lt;br /&gt;
{{begin-hl2msg|player_hurt|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|attacker}}&lt;br /&gt;
{{hl2msg|byte|health}}&lt;br /&gt;
{{hl2msg|byte|armor}}&lt;br /&gt;
{{hl2msg|string|weapon}}&lt;br /&gt;
{{hl2msg|byte|dmg_health}}&lt;br /&gt;
{{hl2msg|byte|dmg_armor}}&lt;br /&gt;
{{hl2msg|byte|hitgroup}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== bomb_beginplant ===&lt;br /&gt;
{{qnotice|When the bomb is starting to get planted}}&lt;br /&gt;
{{begin-hl2msg|bomb_beginplant|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|site}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== bomb_abortplant ===&lt;br /&gt;
{{qnotice|When the bomb planter stops planting the bomb}}&lt;br /&gt;
{{begin-hl2msg|bomb_abortplant|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|site}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== bomb_plant ===&lt;br /&gt;
{{qnotice|When the bomb has been planted}}&lt;br /&gt;
{{begin-hl2msg|bomb_planted|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|site}}&lt;br /&gt;
{{hl2msg|short|posx}}&lt;br /&gt;
{{hl2msg|short|posy}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== bomb_defused ===&lt;br /&gt;
{{qnotice|When the bomb has been defused}}&lt;br /&gt;
{{begin-hl2msg|bomb_defused|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|site}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== bomb_exploded ===&lt;br /&gt;
{{qnotice|When the bomb explodes}}&lt;br /&gt;
{{begin-hl2msg|bomb_exploded|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|site}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== bomb_dropped ===&lt;br /&gt;
{{qnotice|When the bomb is dropped by a client}}&lt;br /&gt;
{{begin-hl2msg|bomb_dropped|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== bomb_pickup ===&lt;br /&gt;
{{qnotice|When the bomb is picked up by a client}}&lt;br /&gt;
{{begin-hl2msg|bomb_pickup|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== bomb_begindefuse ===&lt;br /&gt;
{{qnotice|When the bomb is started to be defused}}&lt;br /&gt;
{{begin-hl2msg|bomb_begindefuse|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|bool|haskit}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== bomb_abortdefuse ===&lt;br /&gt;
{{qnotice|When the bomb defusal is stopped}}&lt;br /&gt;
{{begin-hl2msg|bomb_abortdefuse|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== hostage_follows ===&lt;br /&gt;
{{qnotice|When the hostage begins following a client}}&lt;br /&gt;
{{begin-hl2msg|hostage_follows|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|hostage}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== hostage_hurt ===&lt;br /&gt;
{{qnotice|When a hostage is damaged}}&lt;br /&gt;
{{begin-hl2msg|hostage_hurt|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|hostage}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== hostage_killed ===&lt;br /&gt;
{{qnotice|When a hostage is killed}}&lt;br /&gt;
{{begin-hl2msg|hostage_killed|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|hostage}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== hostage_rescued ===&lt;br /&gt;
{{qnotice|When a hostage is rescued}}&lt;br /&gt;
{{begin-hl2msg|hostage_rescued|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|hostage}}&lt;br /&gt;
{{hl2msg|short|site}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== hostage_stops_following ===&lt;br /&gt;
{{qnotice|When a hostage stops following a client}}&lt;br /&gt;
{{begin-hl2msg|hostage_stops_following|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|hostage}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== hostage_rescued_all ===&lt;br /&gt;
{{qnotice|When all the hostages are rescued}}&lt;br /&gt;
{{begin-hl2msg|hostage_rescued_all|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;/div&gt;</summary>
		<author><name>Mooman2</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Supported_Games_(Metamod:Source)&amp;diff=4487</id>
		<title>Supported Games (Metamod:Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Supported_Games_(Metamod:Source)&amp;diff=4487"/>
		<updated>2007-05-01T01:10:36Z</updated>

		<summary type="html">&lt;p&gt;Mooman2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Metamod:Source]] generally tries to support all Source engine based games. However, some API features may only be supported by some games. This does not mean these features will not work on games not listed here, but that games listed here are specifically known and tested to work.&lt;br /&gt;
&lt;br /&gt;
The only Source-based game completely unsupported by [[Metamod:Source]] is Dark Messiah.&lt;br /&gt;
&lt;br /&gt;
*'''[[Introduction to SourceMM Coding#User_Message_Enumeration|User Message API Functions]]''' - &amp;lt;tt&amp;gt;GetUserMessageCount()&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;FindUserMessage()&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;GetUserMessage()&amp;lt;/tt&amp;gt;&lt;br /&gt;
**Battle Grounds 2&lt;br /&gt;
**Counter-Strike: Source&lt;br /&gt;
**Day of Defeat: Source&lt;br /&gt;
**Dystopia&lt;br /&gt;
**Garry's Mod 10&lt;br /&gt;
**Half-Life 2: Capture the Flag&lt;br /&gt;
**Half-Life 2: Deathmatch&lt;br /&gt;
**The Hidden: Source&lt;br /&gt;
**Jailbreak!&lt;br /&gt;
**Pirates, Vikings, and Knights II&lt;br /&gt;
**The Ship&lt;br /&gt;
**SourceForts&lt;br /&gt;
**Zombie Master&lt;br /&gt;
&lt;br /&gt;
[[Category:Documentation (SourceMM)]]&lt;/div&gt;</summary>
		<author><name>Mooman2</name></author>
		
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