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	<updated>2026-05-06T10:42:42Z</updated>
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	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(Obsidian_Conflict)&amp;diff=7732</id>
		<title>CHL2MP Player Offset List (Obsidian Conflict)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(Obsidian_Conflict)&amp;diff=7732"/>
		<updated>2010-06-02T08:37:10Z</updated>

		<summary type="html">&lt;p&gt;Neico: &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 for Obsidian Conflict 1.35. &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 2 May 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 @ 0x1062854C&lt;br /&gt;
// from &amp;quot;server.dll&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CHL2MP_Player::`vector deleting destructor'&lt;br /&gt;
1	CBaseEntity::SetRefEHandle&lt;br /&gt;
2	CBaseEntity::GetRefEHandle&lt;br /&gt;
3	CBaseEntity::GetCollideable&lt;br /&gt;
4	CBaseEntity::GetNetworkable&lt;br /&gt;
5	CChoreoActor__GetName&lt;br /&gt;
6	CBaseEntity::GetModelIndex&lt;br /&gt;
7	CBaseEntity::GetModelName&lt;br /&gt;
8	CBaseEntity::SetModelIndex&lt;br /&gt;
9	CHL2MP_Player::GetServerClass&lt;br /&gt;
10	DefaultCompletionFunc&lt;br /&gt;
11	CHL2MP_Player::GetDataDescMap&lt;br /&gt;
12	CBaseAnimating::TestCollision&lt;br /&gt;
13	CHL2_Player::TestHitboxes&lt;br /&gt;
14	CHL2MP_Player::PlantFootprint&lt;br /&gt;
15	CBasePlayer::ShouldCollide&lt;br /&gt;
16	CBaseEntity::SetOwnerEntity&lt;br /&gt;
17	CHL2MP_Player::ShouldTransmit&lt;br /&gt;
18	CBasePlayer::UpdateTransmitState&lt;br /&gt;
19	CBaseCombatCharacter::SetTransmit&lt;br /&gt;
20	CBasePlayer::GetTracerType&lt;br /&gt;
21	CHL2MP_Player::Spawn&lt;br /&gt;
22	CHL2MP_Player::Precache&lt;br /&gt;
23	CBasePlayer::SetModel&lt;br /&gt;
24	CBaseEntity::PostConstructor&lt;br /&gt;
25	CDataManagerBase__Unlock&lt;br /&gt;
26	CBaseEntity::ParseMapData&lt;br /&gt;
27	CBaseEntity::KeyValue&lt;br /&gt;
28	CBaseEntity::KeyValue&lt;br /&gt;
29	CBaseEntity::KeyValue&lt;br /&gt;
30	CBaseEntity::GetKeyValue&lt;br /&gt;
31	CHL2_Player::Activate&lt;br /&gt;
32	CBaseEntity::SetParent&lt;br /&gt;
33	CTeam::ObjectCaps&lt;br /&gt;
34	CBaseEntity::AcceptInput&lt;br /&gt;
35	CBaseAnimating::GetInputDispatchEffectPosition&lt;br /&gt;
36	CHL2_Player::DrawDebugGeometryOverlays&lt;br /&gt;
37	CBaseAnimating::DrawDebugTextOverlays&lt;br /&gt;
38	CBasePlayer::Save&lt;br /&gt;
39	CBasePlayer::Restore&lt;br /&gt;
40	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
41	CBaseEntity::OnSave&lt;br /&gt;
42	CHL2_Player::OnRestore&lt;br /&gt;
43	CBaseEntity::entindex&lt;br /&gt;
44	CBaseEntity::MoveDone&lt;br /&gt;
45	CBaseEntity::Think&lt;br /&gt;
46	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
47	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
48	CChoreoActor__GetName&lt;br /&gt;
49	DefaultCompletionFunc&lt;br /&gt;
50	CBaseEntity::DispatchResponse&lt;br /&gt;
51	CHL2_Player::Classify&lt;br /&gt;
52	CEmptyConVar__SetValue&lt;br /&gt;
53	CBaseEntity::ShouldAttractAutoAim&lt;br /&gt;
54	CBaseEntity::GetAutoAimRadius&lt;br /&gt;
55	CBaseEntity::GetAutoAimCenter&lt;br /&gt;
56	DefaultCompletionFunc&lt;br /&gt;
57	CHL2_Player::PassesDamageFilter&lt;br /&gt;
58	CHL2MP_Player::TraceAttack&lt;br /&gt;
59	CHL2MP_Player::BecomeRagdollOnClient&lt;br /&gt;
60	CHL2MP_Player::OnTakeDamage&lt;br /&gt;
61	CBasePlayer::TakeHealth&lt;br /&gt;
62	CBaseEntity::IsAlive&lt;br /&gt;
63	CHL2MP_Player::Event_Killed&lt;br /&gt;
64	CHL2_Player::Event_KilledOther&lt;br /&gt;
65	CBaseCombatCharacter::BloodColor&lt;br /&gt;
66	CHL2MP_Player::BecomeRagdollOnClient&lt;br /&gt;
67	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
68	CChoreoActor__GetName&lt;br /&gt;
69	CBaseHL2MPCombatWeapon::CalcViewmodelBob&lt;br /&gt;
70	CBaseEntity::IsMoving&lt;br /&gt;
71	CBaseEntity::DamageDecal&lt;br /&gt;
72	CBaseEntity::DecalTrace&lt;br /&gt;
73	CHL2MP_Player::ImpactTrace&lt;br /&gt;
74	CEmptyConVar__IsFlagSet&lt;br /&gt;
75	CBaseEntity::HasTarget&lt;br /&gt;
76	ConCommandBase__IsCommand&lt;br /&gt;
77	ConCommandBase__IsCommand&lt;br /&gt;
78	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
79	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
80	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
81	DefaultCompletionFunc&lt;br /&gt;
82	CBaseEntity::IsViewable&lt;br /&gt;
83	CHL2MP_Player::ChangeTeam&lt;br /&gt;
84	CBaseEntity::OnEntityEvent&lt;br /&gt;
85	CBaseEntity::CanStandOn&lt;br /&gt;
86	CBaseEntity::CanStandOn&lt;br /&gt;
87	DefaultCompletionFunc&lt;br /&gt;
88	DefaultCompletionFunc&lt;br /&gt;
89	CBaseEntity::Use&lt;br /&gt;
90	CBaseEntity::StartTouch&lt;br /&gt;
91	CBasePlayer::Touch&lt;br /&gt;
92	CBaseEntity::EndTouch&lt;br /&gt;
93	CEmptyConVar__SetValue&lt;br /&gt;
94	CBaseEntity::Blocked&lt;br /&gt;
95	CDataManagerBase__Unlock&lt;br /&gt;
96	CBasePlayer::PhysicsSimulate&lt;br /&gt;
97	CHL2MP_Player::UpdateOnRemove&lt;br /&gt;
98	CHL2_Player::StopLoopingSounds&lt;br /&gt;
99	CBaseEntity::SUB_AllowedToFade&lt;br /&gt;
100	CBaseFlex::Teleport&lt;br /&gt;
101	CPropVehicleChoreoGeneric::FinishMove&lt;br /&gt;
102	CAI_BaseNPC::MakeTracer&lt;br /&gt;
103	CBaseEntity::GetTracerAttachment&lt;br /&gt;
104	CHL2MP_Player::FireBullets&lt;br /&gt;
105	CAI_BaseNPC::DoImpactEffect&lt;br /&gt;
106	DefaultCompletionFunc&lt;br /&gt;
107	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
108	CBaseAnimating::ModifyOrAppendCriteria&lt;br /&gt;
109	CEmptyConVar__SetValue&lt;br /&gt;
110	CDataManagerBase__Unlock&lt;br /&gt;
111	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
112	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
113	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
114	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
115	DefaultCompletionFunc&lt;br /&gt;
116	CBaseHL2MPCombatWeapon::CalcViewmodelBob&lt;br /&gt;
117	CEmptyConVar__SetValue&lt;br /&gt;
118	CBasePlayer::EyePosition&lt;br /&gt;
119	CBasePlayer::EyeAngles&lt;br /&gt;
120	CBasePlayer::LocalEyeAngles&lt;br /&gt;
121	CBaseEntity::EarPosition&lt;br /&gt;
122	CBasePlayer::BodyTarget&lt;br /&gt;
123	CBaseEntity::HeadTarget&lt;br /&gt;
124	CBaseEntity::GetVectors&lt;br /&gt;
125	CBaseEntity::GetViewOffset&lt;br /&gt;
126	CBasePlayer::GetSmoothedVelocity&lt;br /&gt;
127	CBaseAnimating::GetVelocity&lt;br /&gt;
128	CBaseCombatCharacter::FVisible&lt;br /&gt;
129	CBaseCombatCharacter::FVisible&lt;br /&gt;
130	CHL2MP_Player::BecomeRagdollOnClient&lt;br /&gt;
131	CBaseEntity::GetAttackDamageScale&lt;br /&gt;
132	CBaseEntity::GetReceivedDamageScale&lt;br /&gt;
133	CBaseEntity::GetGroundVelocityToApply&lt;br /&gt;
134	CAI_DefMovementSink::OnMoveExecuteFailed&lt;br /&gt;
135	CHL2_Player::Splash&lt;br /&gt;
136	CBaseEntity::WorldSpaceCenter&lt;br /&gt;
137	CBaseEntity::GetAutoAimCenter&lt;br /&gt;
138	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
139	CEmptyConVar__IsFlagSet&lt;br /&gt;
140	CBasePlayer::VPhysicsDestroyObject&lt;br /&gt;
141	CBasePlayer::VPhysicsUpdate&lt;br /&gt;
142	CBaseEntity::VPhysicsTakeDamage&lt;br /&gt;
143	CBaseCombatCharacter::VPhysicsShadowCollision&lt;br /&gt;
144	CBasePlayer::VPhysicsShadowUpdate&lt;br /&gt;
145	CHL2MP_Player::PlantFootprint&lt;br /&gt;
146	CBaseEntity::VPhysicsFriction&lt;br /&gt;
147	CBaseEntity::UpdatePhysicsShadowToCurrentPosition&lt;br /&gt;
148	CBaseEntity::VPhysicsGetObjectList&lt;br /&gt;
149	CBaseEntity::VPhysicsIsFlesh&lt;br /&gt;
150	CChildOperatorDefinition__CreateInstance&lt;br /&gt;
151	CBasePlayer::PhysicsSolidMaskForEntity&lt;br /&gt;
152	CBaseEntity::ResolveFlyCollisionCustom&lt;br /&gt;
153	CNPC_ManhackWeap::Ignite&lt;br /&gt;
154	CBaseAnimating::GetStepOrigin&lt;br /&gt;
155	CBaseAnimating::GetStepAngles&lt;br /&gt;
156	ConCommandBase__IsCommand&lt;br /&gt;
157	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
158	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
159	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
160	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
161	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
163	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
165	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
167	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
169	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
171	CBaseAnimating::GetIdealSpeed&lt;br /&gt;
172	CBaseAnimating::GetIdealAccel&lt;br /&gt;
173	CBaseAnimatingOverlay::StudioFrameAdvance&lt;br /&gt;
174	CBaseAnimating::IsActivityFinished&lt;br /&gt;
175	CBaseAnimating::GetSequenceGroundSpeed&lt;br /&gt;
176	CBaseAnimating::ClampRagdollForce&lt;br /&gt;
177	CHL2MP_Player::BecomeRagdollOnClient&lt;br /&gt;
178	CBaseAnimating::IsRagdoll&lt;br /&gt;
179	CBaseAnimating::CanBecomeRagdoll&lt;br /&gt;
180	CBaseAnimatingOverlay::GetSkeleton&lt;br /&gt;
181	CBaseAnimating::GetBoneTransform&lt;br /&gt;
182	CBaseAnimating::SetupBones&lt;br /&gt;
183	CBaseAnimating::CalculateIKLocks&lt;br /&gt;
184	CBaseAnimatingOverlay::DispatchAnimEvents&lt;br /&gt;
185	CBasePlayer::HandleAnimEvent&lt;br /&gt;
186	CDataManagerBase__Unlock&lt;br /&gt;
187	CBaseAnimating::GetAttachment&lt;br /&gt;
188	CBaseAnimating::InitBoneControllers&lt;br /&gt;
189	CBaseAnimating::GetGroundSpeedVelocity&lt;br /&gt;
190	CBaseAnimating::Ignite&lt;br /&gt;
191	CBaseAnimating::IgniteLifetime&lt;br /&gt;
192	CBaseAnimating::IgniteNumHitboxFires&lt;br /&gt;
193	CBaseAnimating::IgniteHitboxFireScale&lt;br /&gt;
194	CBaseAnimating::Extinguish&lt;br /&gt;
195	CBaseCombatCharacter::SetLightingOriginRelative&lt;br /&gt;
196	CBaseAnimating::SetLightingOrigin&lt;br /&gt;
197	CBaseFlex::SetViewtarget&lt;br /&gt;
198	CBaseFlex::StartSceneEvent&lt;br /&gt;
199	CBaseFlex::ProcessSceneEvents&lt;br /&gt;
200	CBaseFlex::ProcessSceneEvent&lt;br /&gt;
201	CBaseFlex::ClearSceneEvent&lt;br /&gt;
202	CBaseFlex::CheckSceneEventCompletion&lt;br /&gt;
203	CBaseFlex::PlayScene&lt;br /&gt;
204	CBaseFlex::PlayAutoGeneratedSoundScene&lt;br /&gt;
205	CEmptyConVar__SetValue&lt;br /&gt;
206	CDataManagerBase__Unlock&lt;br /&gt;
207	CHL2_Player::GetPhysicsImpactDamageTable&lt;br /&gt;
208	CBaseCombatCharacter::FInViewCone&lt;br /&gt;
209	CBaseCombatCharacter::FInViewCone&lt;br /&gt;
210	CBaseCombatCharacter::FInAimCone&lt;br /&gt;
211	CBaseCombatCharacter::FInAimCone&lt;br /&gt;
212	CHL2_Player::ShouldShootMissTarget&lt;br /&gt;
213	CBaseCombatCharacter::FindMissTarget&lt;br /&gt;
214	CHL2_Player::HandleInteraction&lt;br /&gt;
215	CBasePlayer::BodyAngles&lt;br /&gt;
216	CBaseCombatCharacter::BodyDirection2D&lt;br /&gt;
217	CBaseCombatCharacter::BodyDirection3D&lt;br /&gt;
218	CBaseCombatCharacter::HeadDirection2D&lt;br /&gt;
219	CBaseCombatCharacter::HeadDirection2D&lt;br /&gt;
220	CHL2_Player::EyeDirection2D&lt;br /&gt;
221	CHL2_Player::EyeDirection3D&lt;br /&gt;
222	CHL2_Player::GiveAmmo&lt;br /&gt;
223	CNPCSimpleTalker::FriendNumber&lt;br /&gt;
224	CBaseCombatCharacter::Weapon_TranslateActivity&lt;br /&gt;
225	CBaseCombatCharacter::Weapon_FrameUpdate&lt;br /&gt;
226	CBaseCombatCharacter::Weapon_HandleAnimEvent&lt;br /&gt;
227	CHL2_Player::Weapon_CanUse&lt;br /&gt;
228	CHL2_Player::Weapon_Equip&lt;br /&gt;
229	CBaseCombatCharacter::Weapon_EquipAmmoOnly&lt;br /&gt;
230	CHL2MP_Player::Weapon_Drop&lt;br /&gt;
231	CHL2MP_Player::Weapon_Switch&lt;br /&gt;
232	CBaseEntity::EarPosition&lt;br /&gt;
233	CHL2_Player::Weapon_CanSwitchTo&lt;br /&gt;
234	CBaseCombatCharacter::Weapon_SlotOccupied&lt;br /&gt;
235	CBaseCombatCharacter::Weapon_GetSlot&lt;br /&gt;
236	CEmptyConVar__IsFlagSet&lt;br /&gt;
237	CBasePlayer::RemovePlayerItem&lt;br /&gt;
238	ConCommandBase__IsCommand&lt;br /&gt;
239	CHL2_Player::OnTakeDamage_Alive&lt;br /&gt;
240	CTeamplayRules::GetCaptureValueForPlayer&lt;br /&gt;
241	CBaseCombatCharacter::OnTakeDamage_Dead&lt;br /&gt;
242	CHL2MP_Player::PlantFootprint&lt;br /&gt;
243	CHL2_Player::NotifyFriendsOfDamage&lt;br /&gt;
244	CHL2MP_Player::PlantFootprint&lt;br /&gt;
245	CBaseCombatCharacter::GetDeathActivity&lt;br /&gt;
246	CHL2MP_Player::CorpseGib&lt;br /&gt;
247	CBaseCombatCharacter::CorpseFade&lt;br /&gt;
248	CBaseCombatCharacter::HasHumanGibs&lt;br /&gt;
249	CBaseCombatCharacter::HasAlienGibs&lt;br /&gt;
250	CHL2MP_Player::ShouldGib&lt;br /&gt;
251	CEmptyConVar__SetValue&lt;br /&gt;
252	CHL2MP_Player::Event_Gibbed&lt;br /&gt;
253	CBasePlayer::Event_Dying&lt;br /&gt;
254	CBaseCombatCharacter::BecomeRagdoll&lt;br /&gt;
255	CBaseCombatCharacter::FixupBurningServerRagdoll&lt;br /&gt;
256	CBaseCombatCharacter::BecomeRagdollBoogie&lt;br /&gt;
257	CBaseCombatCharacter::CheckTraceHullAttack&lt;br /&gt;
258	CNPC_MetroPolice::CheckTraceHullAttack&lt;br /&gt;
259	CEmptyConVar__SetValue&lt;br /&gt;
260	CBaseCombatCharacter::IRelationType&lt;br /&gt;
261	CBaseCombatCharacter::IRelationPriority&lt;br /&gt;
262	CBasePlayer::IsInAVehicle&lt;br /&gt;
263	CBasePlayer::GetVehicle&lt;br /&gt;
264	CBasePlayer::GetVehicleEntity&lt;br /&gt;
265	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
266	CHL2MP_Player::IncrementFragCount&lt;br /&gt;
267	CHL2_Player::CalcWeaponProficiency&lt;br /&gt;
268	CHL2MP_Player::GetAttackSpread&lt;br /&gt;
269	CBaseCombatCharacter::GetSpreadBias&lt;br /&gt;
270	CBasePlayer::DoMuzzleFlash&lt;br /&gt;
271	CBaseCombatCharacter::AddEntityRelationship&lt;br /&gt;
272	CBaseCombatCharacter::RemoveEntityRelationship&lt;br /&gt;
273	CBaseCombatCharacter::AddClassRelationship&lt;br /&gt;
274	CHL2MP_Player::PlantFootprint&lt;br /&gt;
275	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
276	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
277	CHL2MP_Player::CreateViewModel&lt;br /&gt;
278	CHL2_Player::SetupVisibility&lt;br /&gt;
279	CHL2MP_Player::WantsLagCompensationOnEntity&lt;br /&gt;
280	CHL2MP_Player::WantsLagCompensationOnNPC&lt;br /&gt;
281	CBasePlayer::SharedSpawn&lt;br /&gt;
282	CBasePlayer::ForceRespawn&lt;br /&gt;
283	CBasePlayer::InitialSpawn&lt;br /&gt;
284	CDataManagerBase__Unlock&lt;br /&gt;
285	CBasePlayer::ShowViewPortPanel&lt;br /&gt;
286	CHL2MP_Player::PlayerDeathThink&lt;br /&gt;
287	CDataManagerBase__Unlock&lt;br /&gt;
288	CBasePlayer::Duck&lt;br /&gt;
289	CHL2MP_Player::PreThink&lt;br /&gt;
290	CHL2MP_Player::PostThink&lt;br /&gt;
291	CBasePlayer::DamageEffect&lt;br /&gt;
292	CHL2_Player::OnDamagedByExplosion&lt;br /&gt;
293	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
294	CBasePlayer::IsBot&lt;br /&gt;
295	CBasePlayer::GetPlayerMins&lt;br /&gt;
296	CBasePlayer::GetPlayerMaxs&lt;br /&gt;
297	CBasePlayer::CalcRoll&lt;br /&gt;
298	CBasePlayer::PackDeadPlayerItems&lt;br /&gt;
299	CHL2MP_Player::RemoveAllItems&lt;br /&gt;
300	CBasePlayer::Weapon_SetLast&lt;br /&gt;
301	CGameRules::FPlayerCanTakeDamage&lt;br /&gt;
302	CBasePlayer::Weapon_ShouldSelectItem&lt;br /&gt;
303	CHL2_Player::UpdateClientData&lt;br /&gt;
304	CHL2_Player::ExitLadder&lt;br /&gt;
305	CHL2_Player::GetLadderSurface&lt;br /&gt;
306	CHL2_Player::SetFlashlightEnabled&lt;br /&gt;
307	CHL2_Player::FlashlightIsOn&lt;br /&gt;
308	CHL2MP_Player::FlashlightTurnOn&lt;br /&gt;
309	CHL2MP_Player::FlashlightTurnOff&lt;br /&gt;
310	CHL2_Player::IsIlluminatedByFlashlight&lt;br /&gt;
311	CBasePlayer::UpdateStepSound&lt;br /&gt;
312	CHL2MP_Player::PlayStepSound&lt;br /&gt;
313	CBasePlayer::GetStepSoundVelocities&lt;br /&gt;
314	CBasePlayer::SetStepSoundTime&lt;br /&gt;
315	CHL2MP_Player::DeathSound&lt;br /&gt;
316	CHL2MP_Player::SetAnimation&lt;br /&gt;
317	CBasePlayer::ImpulseCommands&lt;br /&gt;
318	CHL2MP_Player::CheatImpulseCommands&lt;br /&gt;
319	CHL2MP_Player::ClientCommand&lt;br /&gt;
320	CHL2MP_Player::StartObserverMode&lt;br /&gt;
321	CHL2MP_Player::StopObserverMode&lt;br /&gt;
322	CHL2MP_Player::BecomeRagdollOnClient&lt;br /&gt;
323	CBasePlayer::SetObserverMode&lt;br /&gt;
324	CBasePlayer::GetObserverMode&lt;br /&gt;
325	CBasePlayer::SetObserverTarget&lt;br /&gt;
326	CBasePlayer::ObserverUse&lt;br /&gt;
327	CBasePlayer::GetObserverTarget&lt;br /&gt;
328	CBasePlayer::FindNextObserverTarget&lt;br /&gt;
329	CBasePlayer::GetNextObserverSearchStartPoint&lt;br /&gt;
330	CBasePlayer::IsValidObserverTarget&lt;br /&gt;
331	CBasePlayer::CheckObserverSettings&lt;br /&gt;
332	CBasePlayer::JumptoPosition&lt;br /&gt;
333	CBasePlayer::ForceObserverMode&lt;br /&gt;
334	CBasePlayer::ResetObserverMode&lt;br /&gt;
335	CBasePlayer::ValidateCurrentObserverTarget&lt;br /&gt;
336	CBasePlayer::AttemptToExitFreezeCam&lt;br /&gt;
337	CBasePlayer::StartReplayMode&lt;br /&gt;
338	CBasePlayer::StopReplayMode&lt;br /&gt;
339	CBasePlayer::GetDelayTicks&lt;br /&gt;
340	CBasePlayer::GetReplayEntity&lt;br /&gt;
341	CHL2_Player::CreateCorpse&lt;br /&gt;
342	CHL2MP_Player::EntSelectSpawnPoint&lt;br /&gt;
343	CBasePlayer::GetInVehicle&lt;br /&gt;
344	CBasePlayer::LeaveVehicle&lt;br /&gt;
345	CDataManagerBase__Unlock&lt;br /&gt;
346	CEmptyConVar__SetValue&lt;br /&gt;
347	CHL2MP_Player::BumpWeapon&lt;br /&gt;
348	CBasePlayer::SelectLastItem&lt;br /&gt;
349	CBasePlayer::SelectItem&lt;br /&gt;
350	CHL2_Player::ItemPostFrame&lt;br /&gt;
351	CBasePlayer::GiveNamedItem&lt;br /&gt;
352	CBasePlayer::CheckTrainUpdate&lt;br /&gt;
353	CHL2_Player::SetPlayerUnderwater&lt;br /&gt;
354	CHL2_Player::CanBreatheUnderwater&lt;br /&gt;
355	CHL2_Player::PlayerUse&lt;br /&gt;
356	CHL2_Player::PlayUseDenySound&lt;br /&gt;
357	CBasePlayer::FindUseEntity&lt;br /&gt;
358	CBasePlayer::IsUseableEntity&lt;br /&gt;
359	CHL2MP_Player::PickupObject&lt;br /&gt;
360	CBasePlayer::IsHoldingEntity&lt;br /&gt;
361	CHL2_Player::ForceDropOfCarriedPhysObjects&lt;br /&gt;
362	CHL2_Player::GetHeldObjectMass&lt;br /&gt;
363	CHL2_Player::GetHeldObject&lt;br /&gt;
364	CBasePlayer::UpdateGeigerCounter&lt;br /&gt;
365	CHL2_Player::GetAutoaimVector&lt;br /&gt;
366	CBasePlayer::GetAutoaimVector&lt;br /&gt;
367	CBasePlayer::GetAutoaimVector&lt;br /&gt;
368	CBasePlayer::ShouldAutoaim&lt;br /&gt;
369	CBasePlayer::ForceClientDllUpdate&lt;br /&gt;
370	CBasePlayer::ProcessUsercmds&lt;br /&gt;
371	CHL2_Player::PlayerRunCommand&lt;br /&gt;
372	CHL2MP_Player::CanHearAndReadChatFrom&lt;br /&gt;
373	ConCommandBase__IsCommand&lt;br /&gt;
374	CHL2_Player::ModifyOrAppendPlayerCriteria&lt;br /&gt;
375	CHL2MP_Player::CheckChatText&lt;br /&gt;
376	CDataManagerBase__Unlock&lt;br /&gt;
377	ConCommandBase__IsCommand&lt;br /&gt;
378	CBasePlayer::SetHealerAmmoRechargeTime&lt;br /&gt;
379	CBasePlayer::ClearSway&lt;br /&gt;
380	CBasePlayer::SetSway&lt;br /&gt;
381	CBaseCombatWeapon::GetMinRestTime&lt;br /&gt;
382	CHL2_Player::IsFollowingPhysics&lt;br /&gt;
383	CHL2_Player::InitVCollision&lt;br /&gt;
384	CBasePlayer::UpdatePhysicsShadowToCurrentPosition&lt;br /&gt;
385	DefaultCompletionFunc&lt;br /&gt;
386	ConCommandBase__IsCommand&lt;br /&gt;
387	ConCommandBase__IsCommand&lt;br /&gt;
388	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
389	CDataManagerBase__Unlock&lt;br /&gt;
390	CBasePlayer::ResetScores&lt;br /&gt;
391	CBasePlayer::IncrementLivesCount&lt;br /&gt;
392	CHL2MP_Player::EvaluateUserData&lt;br /&gt;
393	CHL2_Player::EquipSuit&lt;br /&gt;
394	CHL2_Player::RemoveSuit&lt;br /&gt;
395	CBasePlayer::CommitSuicide&lt;br /&gt;
396	CBasePlayer::CommitSuicide&lt;br /&gt;
397	CBasePlayer::IsBot&lt;br /&gt;
398	DefaultCompletionFunc&lt;br /&gt;
399	DefaultCompletionFunc&lt;br /&gt;
400	CEmptyConVar__SetValue&lt;br /&gt;
401	CDataManagerBase__Unlock&lt;br /&gt;
402	CHL2_Player::SuspendUse&lt;br /&gt;
403	CHL2_Player::CommanderMode&lt;br /&gt;
404	CHL2_Player::GetIdleTime&lt;br /&gt;
405	CHL2_Player::GetMoveTime&lt;br /&gt;
406	CHL2_Player::GetLastDamageTime&lt;br /&gt;
407	CHL2_Player::IsDucking&lt;br /&gt;
408	CHL2_Player::Weapon_Lower&lt;br /&gt;
409	CHL2_Player::Weapon_Ready&lt;br /&gt;
410	CDataManagerBase__Unlock&lt;br /&gt;
411	CEmptyConVar__SetValue&lt;br /&gt;
412	CDataManagerBase__Unlock&lt;br /&gt;
413	CHL2MP_Player::HandleCommand_JoinTeam&lt;br /&gt;
414	CHL2MP_Player::PlantFootprint&lt;br /&gt;
415	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
416	CHL2MP_Player::Weapon_DropByCommand&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Neico</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Finding_Virtual_Offsets&amp;diff=6559</id>
		<title>Finding Virtual Offsets</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Finding_Virtual_Offsets&amp;diff=6559"/>
		<updated>2008-12-03T14:10:29Z</updated>

		<summary type="html">&lt;p&gt;Neico: /* Conclusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
Finding virtual offsets provides us a way to access functions in the games that we otherwise would not be able access. Using either SDKCalls, Extensions, or MM:S Plugins, we can make use of these virtual offsets to give us a massive amount of functionality that is not included with Sourcemod out of the box.&lt;br /&gt;
&lt;br /&gt;
For this example, you will need a copy of IDA Disassembler. We will be using IDA Pro 5.2 but any of the more recent versions should work fine. You will also need to grab this [http://hg.alliedmods.net/sourcemod-central/file/5f0dcfc72e44/editor/ida/linux_vtable_dump.idc linux_vtable_dump.idc] file and install it into your IDA/idc/ directory. Lastly, you will need to get a copy of the Linux server file for the game you want to find the offsets for. This will generally be in the 'bin' directory of your game folder and the file will be named server_i486.so along with some other similar files.&lt;br /&gt;
&lt;br /&gt;
=Finding Offsets=&lt;br /&gt;
&lt;br /&gt;
'''Disassemble the Linux Server''':&lt;br /&gt;
&lt;br /&gt;
Now that your files are setup appropriately, you can start the IDA Disassembler. On the Welcome to IDA box that opens initially, you will want to click the &amp;quot;New&amp;quot; button. This will allow us to add a new file for it to disassemble. After you initially disassemble the file, you will be able to reload it without any hassle by using the 'Previous' button and selecting the file on this screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ida welcomescreen.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you click the New Button, the application will open. It will prompt you to choose a specific type of file from a box, however you can just close this as we do not need it. The screen should now say &amp;quot;Drag a File Here to disassemble&amp;quot;. Open your folder containing the server_i486.so and drag drop this file in now. This will start the disassembling process, and depending on hardware, can take anywhere from 15-30 minutes to completely finish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Find the Virtual Table:''':&lt;br /&gt;
&lt;br /&gt;
You will want to be in IDA View-A and make sure you can see both the IDA View-A window as well as the Names window to make this easier on yourself. For this example, we will be finding the Virtual Offset for the function CBasePlayer::ChangeTeam. Our first step is to locate this function in the Names window. (The search hotkey combination is Alt+T) Now once you find this function, in the Names window, double click it, and it should select a line in the IDA View-A window that looks something similar to this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ida changeteamscreen.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From here we are going to want to go to the Jump Menu up top, and select Jump to Cross Reference. (The hotkey is CTRL+X) This will find the reference files for this paticular function. You will want to make sure that you find the line with `vtable at the start of it, as this will be the Virtual Table file that contains the offsets for us.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ida crossjump.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Save the Virtual Table file:''':&lt;br /&gt;
&lt;br /&gt;
Now double click the line that says `vtable for'CBasePlayer and you will be brought back to the IDA View-A window. This time your cursor will be on the line with the VTable information. You have now successfully located the file you need, and you are ready to get the offsets. Making sure that your cursor is still somewhere in that line, go to...&lt;br /&gt;
&lt;br /&gt;
File -&amp;gt; IDC File&lt;br /&gt;
&lt;br /&gt;
and browse to the linux_vtable_dump.idc file that we placed in the IDA directory earlier. Load this file and click OK, and it will now ask you to enter a number for VTable's entries to ingore indexing. We will leave this alone and just click OK again. It will run your IDC script file, and give you another dialog box. This time it wants you to choose the location for the dump file. Browse to your desktop, and enter anything for the File Name box, and click Save.&lt;br /&gt;
You now have a text file on your desktop will all of the CBaseEntity offsets inside of it that you can use.&lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
&lt;br /&gt;
That is all there is to it. Keep in mind that even though this is the Linux server file, the offsets listed in the dump file are for windows. You will just need to add +1 to these offsets to obtain the Linux offset. Make sure that you are using the Linux server file when you disassemble as well, because the Windows server does not have symbols or readable names, and you will not be able to find the offsets with it (unless you have the .pdb files for it, which only the Developers of the Game / Mod should have).&lt;/div&gt;</summary>
		<author><name>Neico</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(Obsidian_Conflict)&amp;diff=6558</id>
		<title>CHL2MP Player Offset List (Obsidian Conflict)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(Obsidian_Conflict)&amp;diff=6558"/>
		<updated>2008-12-03T00:47:40Z</updated>

		<summary type="html">&lt;p&gt;Neico: Updated with current idc file and current OC Dev DLLs (shouldn't differ much from the final release)&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 for Obsidian Conflict 1.34. &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;
'''Note''': The server.pdb seems to can't print out all of those functions so some may be missing (most of the missing ones are CBaseEntity__NetworkStateChanged_m_vecVelocity anyways, but i'm not entirly sure about that). --[[User:Neico|Neico]] 20:50, 15 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated 3 December 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 @ 0x10603FC4&lt;br /&gt;
// from &amp;quot;server.dll&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CHL2MP_Player::`vector deleting destructor'&lt;br /&gt;
1	CBaseEntity::SetRefEHandle&lt;br /&gt;
2	CBaseEntity::GetRefEHandle&lt;br /&gt;
3	CBaseEntity::GetCollideable&lt;br /&gt;
4	CBaseEntity::GetNetworkable&lt;br /&gt;
5	CChoreoActor__GetName&lt;br /&gt;
6	CBaseEntity::GetModelIndex&lt;br /&gt;
7	CBaseEntity::GetModelName&lt;br /&gt;
8	CBaseEntity::SetModelIndex&lt;br /&gt;
9	CHL2MP_Player::GetServerClass&lt;br /&gt;
10	DefaultCompletionFunc&lt;br /&gt;
11	CHL2MP_Player::GetDataDescMap&lt;br /&gt;
12	CBaseAnimating::TestCollision&lt;br /&gt;
13	CHL2_Player::TestHitboxes&lt;br /&gt;
14	CHL2MP_Player::PlantFootprint&lt;br /&gt;
15	CBasePlayer::ShouldCollide&lt;br /&gt;
16	CBaseEntity::SetOwnerEntity&lt;br /&gt;
17	CHL2MP_Player::ShouldTransmit&lt;br /&gt;
18	CBasePlayer::UpdateTransmitState&lt;br /&gt;
19	CBaseCombatCharacter::SetTransmit&lt;br /&gt;
20	CBasePlayer::GetTracerType&lt;br /&gt;
21	CHL2MP_Player::Spawn&lt;br /&gt;
22	CHL2MP_Player::Precache&lt;br /&gt;
23	CBasePlayer::SetModel&lt;br /&gt;
24	CBaseEntity::PostConstructor&lt;br /&gt;
25	CDataManagerBase__Unlock&lt;br /&gt;
26	CBaseEntity::ParseMapData&lt;br /&gt;
27	CBaseEntity::KeyValue&lt;br /&gt;
28	CBaseEntity::KeyValue&lt;br /&gt;
29	CBaseEntity::KeyValue&lt;br /&gt;
30	CBaseEntity::GetKeyValue&lt;br /&gt;
31	CHL2_Player::Activate&lt;br /&gt;
32	CBaseEntity::SetParent&lt;br /&gt;
33	CTeam::ObjectCaps&lt;br /&gt;
34	CBaseEntity::AcceptInput&lt;br /&gt;
35	CBaseAnimating::GetInputDispatchEffectPosition&lt;br /&gt;
36	CHL2_Player::DrawDebugGeometryOverlays&lt;br /&gt;
37	CBaseAnimating::DrawDebugTextOverlays&lt;br /&gt;
38	CBasePlayer::Save&lt;br /&gt;
39	CBasePlayer::Restore&lt;br /&gt;
40	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
41	CBaseEntity::OnSave&lt;br /&gt;
42	CHL2_Player::OnRestore&lt;br /&gt;
43	CBaseEntity::entindex&lt;br /&gt;
44	CBaseEntity::MoveDone&lt;br /&gt;
45	CBaseEntity::Think&lt;br /&gt;
46	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
47	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
48	CChoreoActor__GetName&lt;br /&gt;
49	DefaultCompletionFunc&lt;br /&gt;
50	CBaseEntity::DispatchResponse&lt;br /&gt;
51	CHL2_Player::Classify&lt;br /&gt;
52	CEmptyConVar__SetValue&lt;br /&gt;
53	CBaseEntity::ShouldAttractAutoAim&lt;br /&gt;
54	CBaseEntity::GetAutoAimRadius&lt;br /&gt;
55	CBaseEntity::GetAutoAimCenter&lt;br /&gt;
56	DefaultCompletionFunc&lt;br /&gt;
57	CHL2_Player::PassesDamageFilter&lt;br /&gt;
58	CHL2MP_Player::TraceAttack&lt;br /&gt;
59	CHL2MP_Player::BecomeRagdollOnClient&lt;br /&gt;
60	CHL2MP_Player::OnTakeDamage&lt;br /&gt;
61	CBasePlayer::TakeHealth&lt;br /&gt;
62	CBaseEntity::IsAlive&lt;br /&gt;
63	CHL2MP_Player::Event_Killed&lt;br /&gt;
64	CHL2_Player::Event_KilledOther&lt;br /&gt;
65	CBaseCombatCharacter::BloodColor&lt;br /&gt;
66	CHL2MP_Player::BecomeRagdollOnClient&lt;br /&gt;
67	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
68	CChoreoActor__GetName&lt;br /&gt;
69	CBaseHL2MPCombatWeapon::CalcViewmodelBob&lt;br /&gt;
70	CBaseEntity::IsMoving&lt;br /&gt;
71	CBaseEntity::DamageDecal&lt;br /&gt;
72	CBaseEntity::DecalTrace&lt;br /&gt;
73	CHL2MP_Player::ImpactTrace&lt;br /&gt;
74	CEmptyConVar__IsFlagSet&lt;br /&gt;
75	CBaseEntity::HasTarget&lt;br /&gt;
76	ConCommandBase__IsCommand&lt;br /&gt;
77	ConCommandBase__IsCommand&lt;br /&gt;
78	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
79	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
80	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
81	DefaultCompletionFunc&lt;br /&gt;
82	CBaseEntity::IsViewable&lt;br /&gt;
83	CHL2MP_Player::ChangeTeam&lt;br /&gt;
84	CBaseEntity::OnEntityEvent&lt;br /&gt;
85	CBaseEntity::CanStandOn&lt;br /&gt;
86	CBaseEntity::CanStandOn&lt;br /&gt;
87	DefaultCompletionFunc&lt;br /&gt;
88	DefaultCompletionFunc&lt;br /&gt;
89	CBaseEntity::Use&lt;br /&gt;
90	CBaseEntity::StartTouch&lt;br /&gt;
91	CBasePlayer::Touch&lt;br /&gt;
92	CBaseEntity::EndTouch&lt;br /&gt;
93	CEmptyConVar__SetValue&lt;br /&gt;
94	CBaseEntity::Blocked&lt;br /&gt;
95	CDataManagerBase__Unlock&lt;br /&gt;
96	CBasePlayer::PhysicsSimulate&lt;br /&gt;
97	CHL2MP_Player::UpdateOnRemove&lt;br /&gt;
98	CHL2_Player::StopLoopingSounds&lt;br /&gt;
99	CBaseEntity::SUB_AllowedToFade&lt;br /&gt;
100	CBaseFlex::Teleport&lt;br /&gt;
101	CPropVehicleChoreoGeneric::FinishMove&lt;br /&gt;
102	CAI_BaseNPC::MakeTracer&lt;br /&gt;
103	CBaseEntity::GetTracerAttachment&lt;br /&gt;
104	CHL2MP_Player::FireBullets&lt;br /&gt;
105	CAI_BaseNPC::DoImpactEffect&lt;br /&gt;
106	DefaultCompletionFunc&lt;br /&gt;
107	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
108	CBaseAnimating::ModifyOrAppendCriteria&lt;br /&gt;
109	CEmptyConVar__SetValue&lt;br /&gt;
110	CDataManagerBase__Unlock&lt;br /&gt;
111	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
112	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
113	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
114	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
115	DefaultCompletionFunc&lt;br /&gt;
116	CBaseHL2MPCombatWeapon::CalcViewmodelBob&lt;br /&gt;
117	CEmptyConVar__SetValue&lt;br /&gt;
118	CBasePlayer::EyePosition&lt;br /&gt;
119	CBasePlayer::EyeAngles&lt;br /&gt;
120	CBasePlayer::LocalEyeAngles&lt;br /&gt;
121	CBaseEntity::EarPosition&lt;br /&gt;
122	CBasePlayer::BodyTarget&lt;br /&gt;
123	CBaseEntity::HeadTarget&lt;br /&gt;
124	CBaseEntity::GetVectors&lt;br /&gt;
125	CBaseEntity::GetViewOffset&lt;br /&gt;
126	CBasePlayer::GetSmoothedVelocity&lt;br /&gt;
127	CBaseAnimating::GetVelocity&lt;br /&gt;
128	CBaseCombatCharacter::FVisible&lt;br /&gt;
129	CBaseCombatCharacter::FVisible&lt;br /&gt;
130	CHL2MP_Player::BecomeRagdollOnClient&lt;br /&gt;
131	CBaseEntity::GetAttackDamageScale&lt;br /&gt;
132	CBaseEntity::GetReceivedDamageScale&lt;br /&gt;
133	CBaseEntity::GetGroundVelocityToApply&lt;br /&gt;
134	CAI_DefMovementSink::OnMoveExecuteFailed&lt;br /&gt;
135	CHL2_Player::Splash&lt;br /&gt;
136	CBaseEntity::WorldSpaceCenter&lt;br /&gt;
137	CBaseEntity::GetAutoAimCenter&lt;br /&gt;
138	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
139	CEmptyConVar__IsFlagSet&lt;br /&gt;
140	CBasePlayer::VPhysicsDestroyObject&lt;br /&gt;
141	CBasePlayer::VPhysicsUpdate&lt;br /&gt;
142	CBaseEntity::VPhysicsTakeDamage&lt;br /&gt;
143	CBaseCombatCharacter::VPhysicsShadowCollision&lt;br /&gt;
144	CBasePlayer::VPhysicsShadowUpdate&lt;br /&gt;
145	CHL2MP_Player::PlantFootprint&lt;br /&gt;
146	CBaseEntity::VPhysicsFriction&lt;br /&gt;
147	CBaseEntity::UpdatePhysicsShadowToCurrentPosition&lt;br /&gt;
148	CBaseEntity::VPhysicsGetObjectList&lt;br /&gt;
149	CBaseEntity::VPhysicsIsFlesh&lt;br /&gt;
150	CChildOperatorDefinition__CreateInstance&lt;br /&gt;
151	CBasePlayer::PhysicsSolidMaskForEntity&lt;br /&gt;
152	CBaseEntity::ResolveFlyCollisionCustom&lt;br /&gt;
153	CNPC_ManhackWeap::Ignite&lt;br /&gt;
154	CBaseAnimating::GetStepOrigin&lt;br /&gt;
155	CBaseAnimating::GetStepAngles&lt;br /&gt;
156	ConCommandBase__IsCommand&lt;br /&gt;
157	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
158	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
159	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
160	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
161	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
163	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
165	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
167	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
169	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
171	CBaseAnimating::GetIdealSpeed&lt;br /&gt;
172	CBaseAnimating::GetIdealAccel&lt;br /&gt;
173	CBaseAnimatingOverlay::StudioFrameAdvance&lt;br /&gt;
174	CBaseAnimating::IsActivityFinished&lt;br /&gt;
175	CBaseAnimating::GetSequenceGroundSpeed&lt;br /&gt;
176	CBaseAnimating::ClampRagdollForce&lt;br /&gt;
177	CHL2MP_Player::BecomeRagdollOnClient&lt;br /&gt;
178	CBaseAnimating::IsRagdoll&lt;br /&gt;
179	CBaseAnimating::CanBecomeRagdoll&lt;br /&gt;
180	CBaseAnimatingOverlay::GetSkeleton&lt;br /&gt;
181	CBaseAnimating::GetBoneTransform&lt;br /&gt;
182	CBaseAnimating::SetupBones&lt;br /&gt;
183	CBaseAnimating::CalculateIKLocks&lt;br /&gt;
184	CBaseAnimatingOverlay::DispatchAnimEvents&lt;br /&gt;
185	CBasePlayer::HandleAnimEvent&lt;br /&gt;
186	CDataManagerBase__Unlock&lt;br /&gt;
187	CBaseAnimating::GetAttachment&lt;br /&gt;
188	CBaseAnimating::InitBoneControllers&lt;br /&gt;
189	CBaseAnimating::GetGroundSpeedVelocity&lt;br /&gt;
190	CBaseAnimating::Ignite&lt;br /&gt;
191	CBaseAnimating::IgniteLifetime&lt;br /&gt;
192	CBaseAnimating::IgniteNumHitboxFires&lt;br /&gt;
193	CBaseAnimating::IgniteHitboxFireScale&lt;br /&gt;
194	CBaseAnimating::Extinguish&lt;br /&gt;
195	CBaseCombatCharacter::SetLightingOriginRelative&lt;br /&gt;
196	CBaseAnimating::SetLightingOrigin&lt;br /&gt;
197	CBaseFlex::SetViewtarget&lt;br /&gt;
198	CBaseFlex::StartSceneEvent&lt;br /&gt;
199	CBaseFlex::ProcessSceneEvents&lt;br /&gt;
200	CBaseFlex::ProcessSceneEvent&lt;br /&gt;
201	CBaseFlex::ClearSceneEvent&lt;br /&gt;
202	CBaseFlex::CheckSceneEventCompletion&lt;br /&gt;
203	CBaseFlex::PlayScene&lt;br /&gt;
204	CBaseFlex::PlayAutoGeneratedSoundScene&lt;br /&gt;
205	CEmptyConVar__SetValue&lt;br /&gt;
206	CDataManagerBase__Unlock&lt;br /&gt;
207	CHL2_Player::GetPhysicsImpactDamageTable&lt;br /&gt;
208	CBaseCombatCharacter::FInViewCone&lt;br /&gt;
209	CBaseCombatCharacter::FInViewCone&lt;br /&gt;
210	CBaseCombatCharacter::FInAimCone&lt;br /&gt;
211	CBaseCombatCharacter::FInAimCone&lt;br /&gt;
212	CHL2_Player::ShouldShootMissTarget&lt;br /&gt;
213	CBaseCombatCharacter::FindMissTarget&lt;br /&gt;
214	CHL2_Player::HandleInteraction&lt;br /&gt;
215	CBasePlayer::BodyAngles&lt;br /&gt;
216	CBaseCombatCharacter::BodyDirection2D&lt;br /&gt;
217	CBaseCombatCharacter::BodyDirection3D&lt;br /&gt;
218	CBaseCombatCharacter::HeadDirection2D&lt;br /&gt;
219	CBaseCombatCharacter::HeadDirection2D&lt;br /&gt;
220	CHL2_Player::EyeDirection2D&lt;br /&gt;
221	CHL2_Player::EyeDirection3D&lt;br /&gt;
222	CHL2_Player::GiveAmmo&lt;br /&gt;
223	CNPCSimpleTalker::FriendNumber&lt;br /&gt;
224	CBaseCombatCharacter::Weapon_TranslateActivity&lt;br /&gt;
225	CBaseCombatCharacter::Weapon_FrameUpdate&lt;br /&gt;
226	CBaseCombatCharacter::Weapon_HandleAnimEvent&lt;br /&gt;
227	CHL2_Player::Weapon_CanUse&lt;br /&gt;
228	CHL2_Player::Weapon_Equip&lt;br /&gt;
229	CBaseCombatCharacter::Weapon_EquipAmmoOnly&lt;br /&gt;
230	CHL2MP_Player::Weapon_Drop&lt;br /&gt;
231	CHL2MP_Player::Weapon_Switch&lt;br /&gt;
232	CBaseEntity::EarPosition&lt;br /&gt;
233	CHL2_Player::Weapon_CanSwitchTo&lt;br /&gt;
234	CBaseCombatCharacter::Weapon_SlotOccupied&lt;br /&gt;
235	CBaseCombatCharacter::Weapon_GetSlot&lt;br /&gt;
236	CEmptyConVar__IsFlagSet&lt;br /&gt;
237	CBasePlayer::RemovePlayerItem&lt;br /&gt;
238	ConCommandBase__IsCommand&lt;br /&gt;
239	CHL2_Player::OnTakeDamage_Alive&lt;br /&gt;
240	CTeamplayRules::GetCaptureValueForPlayer&lt;br /&gt;
241	CBaseCombatCharacter::OnTakeDamage_Dead&lt;br /&gt;
242	CHL2MP_Player::PlantFootprint&lt;br /&gt;
243	CHL2_Player::NotifyFriendsOfDamage&lt;br /&gt;
244	CHL2MP_Player::PlantFootprint&lt;br /&gt;
245	CBaseCombatCharacter::GetDeathActivity&lt;br /&gt;
246	CHL2MP_Player::CorpseGib&lt;br /&gt;
247	CBaseCombatCharacter::CorpseFade&lt;br /&gt;
248	CBaseCombatCharacter::HasHumanGibs&lt;br /&gt;
249	CBaseCombatCharacter::HasAlienGibs&lt;br /&gt;
250	CHL2MP_Player::ShouldGib&lt;br /&gt;
251	CEmptyConVar__SetValue&lt;br /&gt;
252	CHL2MP_Player::Event_Gibbed&lt;br /&gt;
253	CBasePlayer::Event_Dying&lt;br /&gt;
254	CBaseCombatCharacter::BecomeRagdoll&lt;br /&gt;
255	CBaseCombatCharacter::FixupBurningServerRagdoll&lt;br /&gt;
256	CBaseCombatCharacter::BecomeRagdollBoogie&lt;br /&gt;
257	CBaseCombatCharacter::CheckTraceHullAttack&lt;br /&gt;
258	CNPC_MetroPolice::CheckTraceHullAttack&lt;br /&gt;
259	CEmptyConVar__SetValue&lt;br /&gt;
260	CBaseCombatCharacter::IRelationType&lt;br /&gt;
261	CBaseCombatCharacter::IRelationPriority&lt;br /&gt;
262	CBasePlayer::IsInAVehicle&lt;br /&gt;
263	CBasePlayer::GetVehicle&lt;br /&gt;
264	CBasePlayer::GetVehicleEntity&lt;br /&gt;
265	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
266	CHL2MP_Player::IncrementFragCount&lt;br /&gt;
267	CHL2_Player::CalcWeaponProficiency&lt;br /&gt;
268	CHL2MP_Player::GetAttackSpread&lt;br /&gt;
269	CBaseCombatCharacter::GetSpreadBias&lt;br /&gt;
270	CBasePlayer::DoMuzzleFlash&lt;br /&gt;
271	CBaseCombatCharacter::AddEntityRelationship&lt;br /&gt;
272	CBaseCombatCharacter::RemoveEntityRelationship&lt;br /&gt;
273	CBaseCombatCharacter::AddClassRelationship&lt;br /&gt;
274	CHL2MP_Player::PlantFootprint&lt;br /&gt;
275	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick&lt;br /&gt;
276	CBasePlayer::NetworkStateChanged_m_iHealth&lt;br /&gt;
277	CHL2MP_Player::CreateViewModel&lt;br /&gt;
278	CHL2_Player::SetupVisibility&lt;br /&gt;
279	CHL2MP_Player::WantsLagCompensationOnEntity&lt;br /&gt;
280	CHL2MP_Player::WantsLagCompensationOnNPC&lt;br /&gt;
281	CBasePlayer::SharedSpawn&lt;br /&gt;
282	CBasePlayer::ForceRespawn&lt;br /&gt;
283	CBasePlayer::InitialSpawn&lt;br /&gt;
284	CDataManagerBase__Unlock&lt;br /&gt;
285	CBasePlayer::ShowViewPortPanel&lt;br /&gt;
286	CHL2MP_Player::PlayerDeathThink&lt;br /&gt;
287	CDataManagerBase__Unlock&lt;br /&gt;
288	CBasePlayer::Duck&lt;br /&gt;
289	CHL2MP_Player::PreThink&lt;br /&gt;
290	CHL2MP_Player::PostThink&lt;br /&gt;
291	CBasePlayer::DamageEffect&lt;br /&gt;
292	CHL2_Player::OnDamagedByExplosion&lt;br /&gt;
293	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
294	CBasePlayer::IsBot&lt;br /&gt;
295	CBasePlayer::GetPlayerMins&lt;br /&gt;
296	CBasePlayer::GetPlayerMaxs&lt;br /&gt;
297	CBasePlayer::CalcRoll&lt;br /&gt;
298	CBasePlayer::PackDeadPlayerItems&lt;br /&gt;
299	CHL2MP_Player::RemoveAllItems&lt;br /&gt;
300	CBasePlayer::Weapon_SetLast&lt;br /&gt;
301	CGameRules::FPlayerCanTakeDamage&lt;br /&gt;
302	CBasePlayer::Weapon_ShouldSelectItem&lt;br /&gt;
303	CHL2_Player::UpdateClientData&lt;br /&gt;
304	CHL2_Player::ExitLadder&lt;br /&gt;
305	CHL2_Player::GetLadderSurface&lt;br /&gt;
306	CHL2_Player::SetFlashlightEnabled&lt;br /&gt;
307	CHL2_Player::FlashlightIsOn&lt;br /&gt;
308	CHL2MP_Player::FlashlightTurnOn&lt;br /&gt;
309	CHL2MP_Player::FlashlightTurnOff&lt;br /&gt;
310	CHL2_Player::IsIlluminatedByFlashlight&lt;br /&gt;
311	CBasePlayer::UpdateStepSound&lt;br /&gt;
312	CHL2MP_Player::PlayStepSound&lt;br /&gt;
313	CBasePlayer::GetStepSoundVelocities&lt;br /&gt;
314	CBasePlayer::SetStepSoundTime&lt;br /&gt;
315	CHL2MP_Player::DeathSound&lt;br /&gt;
316	CHL2MP_Player::SetAnimation&lt;br /&gt;
317	CBasePlayer::ImpulseCommands&lt;br /&gt;
318	CHL2MP_Player::CheatImpulseCommands&lt;br /&gt;
319	CHL2MP_Player::ClientCommand&lt;br /&gt;
320	CHL2MP_Player::StartObserverMode&lt;br /&gt;
321	CHL2MP_Player::StopObserverMode&lt;br /&gt;
322	CHL2MP_Player::BecomeRagdollOnClient&lt;br /&gt;
323	CBasePlayer::SetObserverMode&lt;br /&gt;
324	CBasePlayer::GetObserverMode&lt;br /&gt;
325	CBasePlayer::SetObserverTarget&lt;br /&gt;
326	CBasePlayer::ObserverUse&lt;br /&gt;
327	CBasePlayer::GetObserverTarget&lt;br /&gt;
328	CBasePlayer::FindNextObserverTarget&lt;br /&gt;
329	CBasePlayer::GetNextObserverSearchStartPoint&lt;br /&gt;
330	CBasePlayer::IsValidObserverTarget&lt;br /&gt;
331	CBasePlayer::CheckObserverSettings&lt;br /&gt;
332	CBasePlayer::JumptoPosition&lt;br /&gt;
333	CBasePlayer::ForceObserverMode&lt;br /&gt;
334	CBasePlayer::ResetObserverMode&lt;br /&gt;
335	CBasePlayer::ValidateCurrentObserverTarget&lt;br /&gt;
336	CBasePlayer::AttemptToExitFreezeCam&lt;br /&gt;
337	CBasePlayer::StartReplayMode&lt;br /&gt;
338	CBasePlayer::StopReplayMode&lt;br /&gt;
339	CBasePlayer::GetDelayTicks&lt;br /&gt;
340	CBasePlayer::GetReplayEntity&lt;br /&gt;
341	CHL2_Player::CreateCorpse&lt;br /&gt;
342	CHL2MP_Player::EntSelectSpawnPoint&lt;br /&gt;
343	CBasePlayer::GetInVehicle&lt;br /&gt;
344	CBasePlayer::LeaveVehicle&lt;br /&gt;
345	CDataManagerBase__Unlock&lt;br /&gt;
346	CEmptyConVar__SetValue&lt;br /&gt;
347	CHL2MP_Player::BumpWeapon&lt;br /&gt;
348	CBasePlayer::SelectLastItem&lt;br /&gt;
349	CBasePlayer::SelectItem&lt;br /&gt;
350	CHL2_Player::ItemPostFrame&lt;br /&gt;
351	CBasePlayer::GiveNamedItem&lt;br /&gt;
352	CBasePlayer::CheckTrainUpdate&lt;br /&gt;
353	CHL2_Player::SetPlayerUnderwater&lt;br /&gt;
354	CHL2_Player::CanBreatheUnderwater&lt;br /&gt;
355	CHL2_Player::PlayerUse&lt;br /&gt;
356	CHL2_Player::PlayUseDenySound&lt;br /&gt;
357	CBasePlayer::FindUseEntity&lt;br /&gt;
358	CBasePlayer::IsUseableEntity&lt;br /&gt;
359	CHL2MP_Player::PickupObject&lt;br /&gt;
360	CBasePlayer::IsHoldingEntity&lt;br /&gt;
361	CHL2_Player::ForceDropOfCarriedPhysObjects&lt;br /&gt;
362	CHL2_Player::GetHeldObjectMass&lt;br /&gt;
363	CHL2_Player::GetHeldObject&lt;br /&gt;
364	CBasePlayer::UpdateGeigerCounter&lt;br /&gt;
365	CHL2_Player::GetAutoaimVector&lt;br /&gt;
366	CBasePlayer::GetAutoaimVector&lt;br /&gt;
367	CBasePlayer::GetAutoaimVector&lt;br /&gt;
368	CBasePlayer::ShouldAutoaim&lt;br /&gt;
369	CBasePlayer::ForceClientDllUpdate&lt;br /&gt;
370	CBasePlayer::ProcessUsercmds&lt;br /&gt;
371	CHL2_Player::PlayerRunCommand&lt;br /&gt;
372	CHL2MP_Player::CanHearAndReadChatFrom&lt;br /&gt;
373	ConCommandBase__IsCommand&lt;br /&gt;
374	CHL2_Player::ModifyOrAppendPlayerCriteria&lt;br /&gt;
375	CHL2MP_Player::CheckChatText&lt;br /&gt;
376	CHL2MP_Player::CreateRagdollEntity&lt;br /&gt;
377	ConCommandBase__IsCommand&lt;br /&gt;
378	CBasePlayer::SetHealerAmmoRechargeTime&lt;br /&gt;
379	CBasePlayer::ClearSway&lt;br /&gt;
380	CBasePlayer::SetSway&lt;br /&gt;
381	CBaseCombatWeapon::GetMinRestTime&lt;br /&gt;
382	CHL2_Player::IsFollowingPhysics&lt;br /&gt;
383	CHL2_Player::InitVCollision&lt;br /&gt;
384	CBasePlayer::UpdatePhysicsShadowToCurrentPosition&lt;br /&gt;
385	DefaultCompletionFunc&lt;br /&gt;
386	ConCommandBase__IsCommand&lt;br /&gt;
387	ConCommandBase__IsCommand&lt;br /&gt;
388	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
389	CDataManagerBase__Unlock&lt;br /&gt;
390	CBasePlayer::ResetScores&lt;br /&gt;
391	CHL2MP_Player::EvaluateUserData&lt;br /&gt;
392	CHL2_Player::EquipSuit&lt;br /&gt;
393	CHL2_Player::RemoveSuit&lt;br /&gt;
394	CBasePlayer::CommitSuicide&lt;br /&gt;
395	CBasePlayer::CommitSuicide&lt;br /&gt;
396	CBasePlayer::IsBot&lt;br /&gt;
397	DefaultCompletionFunc&lt;br /&gt;
398	DefaultCompletionFunc&lt;br /&gt;
399	CEmptyConVar__SetValue&lt;br /&gt;
400	CDataManagerBase__Unlock&lt;br /&gt;
401	CHL2_Player::SuspendUse&lt;br /&gt;
402	CHL2_Player::CommanderMode&lt;br /&gt;
403	CHL2_Player::GetIdleTime&lt;br /&gt;
404	CHL2_Player::GetMoveTime&lt;br /&gt;
405	CHL2_Player::GetLastDamageTime&lt;br /&gt;
406	CHL2_Player::IsDucking&lt;br /&gt;
407	CHL2_Player::Weapon_Lower&lt;br /&gt;
408	CHL2_Player::Weapon_Ready&lt;br /&gt;
409	CDataManagerBase__Unlock&lt;br /&gt;
410	CEmptyConVar__SetValue&lt;br /&gt;
411	CDataManagerBase__Unlock&lt;br /&gt;
412	CHL2MP_Player::HandleCommand_JoinTeam&lt;br /&gt;
413	CHL2MP_Player::PlantFootprint&lt;br /&gt;
414	CChildOperatorDefinition__IsObsolete&lt;br /&gt;
415	CHL2MP_Player::Weapon_DropByCommand&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Neico</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(Obsidian_Conflict)&amp;diff=6351</id>
		<title>CHL2MP Player Offset List (Obsidian Conflict)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(Obsidian_Conflict)&amp;diff=6351"/>
		<updated>2008-10-16T01:50:25Z</updated>

		<summary type="html">&lt;p&gt;Neico: New page: Also for use when using virtual offsets.  These are the &amp;lt;b&amp;gt;Windows&amp;lt;/b&amp;gt; offsets for Obsidian Conflict 1.34. &amp;lt;b&amp;gt;Linux offsets are 1 greater.&amp;lt;/b&amp;gt;  == The Lis...&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 for Obsidian Conflict 1.34. &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;
'''Note''': The server.pdb seems to can't print out all of those functions so some may be missing (most of the missing ones are CBaseEntity__NetworkStateChanged_m_vecVelocity anyways, but i'm not entirly sure about that). --[[User:Neico|Neico]] 20:50, 15 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated 16 October 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 @ 0x105FC524&lt;br /&gt;
// from &amp;quot;server.dll&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CHL2MP_Player___scalar_deleting_destructor_&lt;br /&gt;
1	CBaseEntity__SetRefEHandle&lt;br /&gt;
2	CBaseEntity__GetRefEHandle&lt;br /&gt;
3	CBaseEntity__GetCollideable&lt;br /&gt;
4	CBaseEntity__GetNetworkable&lt;br /&gt;
5	CChoreoActor__GetName&lt;br /&gt;
6	CBaseEntity__GetModelIndex&lt;br /&gt;
7	CBaseEntity__GetModelName&lt;br /&gt;
8	CBaseEntity__SetModelIndex&lt;br /&gt;
9	CHL2MP_Player__GetServerClass&lt;br /&gt;
10	CWeaponBugBait__YouForgotToImplementOrDeclareServerClass&lt;br /&gt;
11	CHL2MP_Player__GetDataDescMap&lt;br /&gt;
12	CBaseAnimating__TestCollision&lt;br /&gt;
13	CHL2_Player__TestHitboxes&lt;br /&gt;
14	CBaseEntityList__OnRemoveEntity&lt;br /&gt;
15	CBasePlayer__ShouldCollide&lt;br /&gt;
16	CBaseEntity__SetOwnerEntity&lt;br /&gt;
17	CHL2MP_Player__ShouldTransmit&lt;br /&gt;
18	CBasePlayer__UpdateTransmitState&lt;br /&gt;
19	CBaseCombatCharacter__SetTransmit&lt;br /&gt;
20	CAI_BaseNPC__GetTracerType&lt;br /&gt;
21	CHL2MP_Player__Spawn&lt;br /&gt;
22	CHL2MP_Player__Precache&lt;br /&gt;
23	CBasePlayer__SetModel&lt;br /&gt;
24	CBaseEntity__PostConstructor&lt;br /&gt;
25	CBaseEntity__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
26	CBaseEntity__ParseMapData&lt;br /&gt;
27	sub_100E26B0&lt;br /&gt;
28	CBaseEntity__KeyValue&lt;br /&gt;
29	sub_100E5500&lt;br /&gt;
30	CBaseEntity__GetKeyValue&lt;br /&gt;
31	CHL2_Player__Activate&lt;br /&gt;
32	sub_100DCFC0&lt;br /&gt;
33	CSpotlightEnd__ObjectCaps&lt;br /&gt;
34	CBaseEntity__AcceptInput&lt;br /&gt;
35	CBaseAnimating__GetInputDispatchEffectPosition&lt;br /&gt;
36	CHL2_Player__DrawDebugGeometryOverlays&lt;br /&gt;
37	CBaseAnimating__DrawDebugTextOverlays&lt;br /&gt;
38	CBasePlayer__Save&lt;br /&gt;
39	CBasePlayer__Restore&lt;br /&gt;
40	CAI_BaseNPC__IsCommandMoving&lt;br /&gt;
41	CBaseEntity__OnSave&lt;br /&gt;
42	CHL2_Player__OnRestore&lt;br /&gt;
43	CBasePlayer__RequiredEdictIndex&lt;br /&gt;
44	CBaseEntity__MoveDone&lt;br /&gt;
45	CBaseEntity__Think&lt;br /&gt;
46	sub_103B0B50&lt;br /&gt;
47	CBasePlayer__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
48	CChoreoActor__GetName&lt;br /&gt;
49	CWeaponBugBait__YouForgotToImplementOrDeclareServerClass&lt;br /&gt;
50	CBaseEntity__DispatchResponse&lt;br /&gt;
51	CHL2_Player__Classify&lt;br /&gt;
52	nullsub_1&lt;br /&gt;
53	CBaseEntity__ShouldAttractAutoAim&lt;br /&gt;
54	CBaseEntity__GetAutoAimRadius&lt;br /&gt;
55	CNPC_Dog__FacingPosition&lt;br /&gt;
56	CWeaponBugBait__YouForgotToImplementOrDeclareServerClass&lt;br /&gt;
57	CHL2_Player__PassesDamageFilter&lt;br /&gt;
58	CHL2MP_Player__TraceAttack&lt;br /&gt;
59	CBaseEntity__IsTriggered&lt;br /&gt;
60	CHL2MP_Player__OnTakeDamage&lt;br /&gt;
61	CBasePlayer__TakeHealth&lt;br /&gt;
62	CBaseEntity__IsAlive&lt;br /&gt;
63	CHL2MP_Player__Event_Killed&lt;br /&gt;
64	CHL2_Player__Event_KilledOther&lt;br /&gt;
65	CBaseCombatCharacter__BloodColor&lt;br /&gt;
66	CBaseEntity__IsTriggered&lt;br /&gt;
67	CAI_BaseNPC__IsCommandMoving&lt;br /&gt;
68	CChoreoActor__GetName&lt;br /&gt;
69	CBaseHLCombatWeapon__CalcViewmodelBob&lt;br /&gt;
70	CBaseEntity__IsMoving&lt;br /&gt;
71	CBaseEntity__DamageDecal&lt;br /&gt;
72	CBaseEntity__DecalTrace&lt;br /&gt;
73	CHL2MP_Player__ImpactTrace&lt;br /&gt;
74	CBaseEntity__OnControls&lt;br /&gt;
75	CBaseEntity__HasTarget&lt;br /&gt;
76	CMultiplayRules__IsDeathmatch&lt;br /&gt;
77	CMultiplayRules__IsDeathmatch&lt;br /&gt;
78	CAI_BaseNPC__IsCommandMoving&lt;br /&gt;
79	CAI_BaseNPC__IsCommandMoving&lt;br /&gt;
80	CAI_BaseNPC__IsCommandMoving&lt;br /&gt;
81	CWeaponBugBait__YouForgotToImplementOrDeclareServerClass&lt;br /&gt;
82	CBaseEntity__IsViewable&lt;br /&gt;
83	CHL2MP_Player__ChangeTeam&lt;br /&gt;
84	CBaseEntity__OnEntityEvent&lt;br /&gt;
85	CBaseEntity__CanStandOn&lt;br /&gt;
86	sub_1003DAB0&lt;br /&gt;
87	CWeaponBugBait__YouForgotToImplementOrDeclareServerClass&lt;br /&gt;
88	CWeaponBugBait__YouForgotToImplementOrDeclareServerClass&lt;br /&gt;
89	CBaseEntity&lt;br /&gt;
90	CBaseEntity__StartTouch&lt;br /&gt;
91	CBasePlayer__Touch&lt;br /&gt;
92	CBaseEntity__EndTouch&lt;br /&gt;
93	nullsub_1&lt;br /&gt;
94	CBaseEntity__Blocked&lt;br /&gt;
95	CBaseEntity__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
96	CBasePlayer__PhysicsSimulate&lt;br /&gt;
97	CHL2MP_Player__UpdateOnRemove&lt;br /&gt;
98	CHL2_Player__StopLoopingSounds&lt;br /&gt;
99	CBaseEntity__SUB_AllowedToFade&lt;br /&gt;
100	CBaseFlex__Teleport&lt;br /&gt;
101	CWeaponUzi__MakeTracer&lt;br /&gt;
102	CAI_BaseNPC__MakeTracer&lt;br /&gt;
103	CBaseEntity__GetTracerAttachment&lt;br /&gt;
104	CHL2MP_Player__FireBullets&lt;br /&gt;
105	CAI_BaseNPC__DoImpactEffect&lt;br /&gt;
106	CWeaponBugBait__YouForgotToImplementOrDeclareServerClass&lt;br /&gt;
107	CAI_BaseNPC__IsCommandMoving&lt;br /&gt;
108	CBaseAnimating__ModifyOrAppendCriteria&lt;br /&gt;
109	nullsub_1&lt;br /&gt;
110	CBaseEntity__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
111	sub_103B0B50&lt;br /&gt;
112	CBasePlayer__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
113	sub_103B0B50&lt;br /&gt;
114	CBasePlayer__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
115	CWeaponBugBait__YouForgotToImplementOrDeclareServerClass&lt;br /&gt;
116	CBaseHLCombatWeapon__CalcViewmodelBob&lt;br /&gt;
117	nullsub_1&lt;br /&gt;
118	CBasePlayer__EyePosition&lt;br /&gt;
119	CBasePlayer__EyeAngles&lt;br /&gt;
120	CBasePlayer__LocalEyeAngles&lt;br /&gt;
121	CBaseEntity__EarPosition&lt;br /&gt;
122	CBasePlayer__BodyTarget&lt;br /&gt;
123	CBaseEntity__HeadTarget&lt;br /&gt;
124	CBaseEntity__GetVectors&lt;br /&gt;
125	CBaseEntity__GetViewOffset&lt;br /&gt;
126	CBasePlayer__GetSmoothedVelocity&lt;br /&gt;
127	CBaseAnimating__GetVelocity&lt;br /&gt;
128	CBaseCombatCharacter&lt;br /&gt;
129	CNPC_Hunter__FVisible_0&lt;br /&gt;
130	CBaseEntity__IsTriggered&lt;br /&gt;
131	CBaseEntity__GetAttackDamageScale&lt;br /&gt;
132	CBaseEntity__GetReceivedDamageScale&lt;br /&gt;
133	CBaseEntity__GetGroundVelocityToApply&lt;br /&gt;
134	CAI_BaseNPC__MovementCost&lt;br /&gt;
135	CHL2_Player__Splash&lt;br /&gt;
136	CBaseEntity__WorldSpaceCenter&lt;br /&gt;
137	CNPC_Dog__FacingPosition&lt;br /&gt;
138	CAI_BaseNPC__IsCommandMoving&lt;br /&gt;
139	CBaseEntity__OnControls&lt;br /&gt;
140	CBasePlayer__VPhysicsDestroyObject&lt;br /&gt;
141	CBasePlayer__VPhysicsUpdate&lt;br /&gt;
142	CBaseEntity__VPhysicsTakeDamage&lt;br /&gt;
143	CBaseCombatCharacter__VPhysicsShadowCollision&lt;br /&gt;
144	CBasePlayer__VPhysicsShadowUpdate&lt;br /&gt;
145	CBaseEntityList__OnRemoveEntity&lt;br /&gt;
146	CBaseEntity__VPhysicsFriction&lt;br /&gt;
147	CBaseEntity__UpdatePhysicsShadowToCurrentPosition&lt;br /&gt;
148	CBaseEntity__VPhysicsGetObjectList&lt;br /&gt;
149	CBaseEntity__VPhysicsIsFlesh&lt;br /&gt;
150	CFire__OnTakeDamage&lt;br /&gt;
151	CGameMovement__LadderMask&lt;br /&gt;
152	CBaseEntity__ResolveFlyCollisionCustom&lt;br /&gt;
153	CBaseEntity__PerformCustomPhysics&lt;br /&gt;
154	CBaseAnimating__GetStepOrigin&lt;br /&gt;
155	CBaseEntity__GetStepAngles&lt;br /&gt;
156	CMultiplayRules__IsDeathmatch&lt;br /&gt;
157	sub_103B0B50&lt;br /&gt;
158	CBasePlayer__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
159	sub_103B0B50&lt;br /&gt;
160	CBasePlayer__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
161	sub_103B0B50&lt;br /&gt;
162	CBasePlayer__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
163	sub_103B0B50&lt;br /&gt;
164	CBasePlayer__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
165	sub_103B0B50&lt;br /&gt;
166	CBasePlayer__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
167	sub_103B0B50&lt;br /&gt;
168	CBasePlayer__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
169	sub_103B0B50&lt;br /&gt;
170	CBasePlayer__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
171	CAI_PoliceGoal__GetRadius&lt;br /&gt;
172	CBaseAnimating__GetIdealAccel&lt;br /&gt;
173	CBaseAnimatingOverlay__StudioFrameAdvance&lt;br /&gt;
174	CBaseAnimating__IsActivityFinished&lt;br /&gt;
175	sub_100BA980&lt;br /&gt;
176	CBaseAnimating__ClampRagdollForce&lt;br /&gt;
177	CBaseEntity__IsTriggered&lt;br /&gt;
178	CBaseAnimating__IsRagdoll&lt;br /&gt;
179	CBaseAnimating__CanBecomeRagdoll&lt;br /&gt;
180	CBaseAnimatingOverlay__GetSkeleton&lt;br /&gt;
181	CBaseAnimating__GetBoneTransform&lt;br /&gt;
182	CBaseAnimating__SetupBones&lt;br /&gt;
183	CBaseAnimating__CalculateIKLocks&lt;br /&gt;
184	CBaseAnimatingOverlay__DispatchAnimEvents&lt;br /&gt;
185	CBasePlayer__HandleAnimEvent&lt;br /&gt;
186	CBaseEntity__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
187	sub_100BB1F0&lt;br /&gt;
188	CBaseAnimating__InitBoneControllers&lt;br /&gt;
189	CBaseAnimating__GetGroundSpeedVelocity&lt;br /&gt;
190	CBaseAnimating__Ignite&lt;br /&gt;
191	CBaseAnimating__IgniteLifetime&lt;br /&gt;
192	CBaseAnimating__IgniteNumHitboxFires&lt;br /&gt;
193	CBaseAnimating__IgniteHitboxFireScale&lt;br /&gt;
194	CBaseAnimating__Extinguish&lt;br /&gt;
195	CBaseCombatCharacter__SetLightingOriginRelative&lt;br /&gt;
196	CBaseAnimating__SetLightingOrigin&lt;br /&gt;
197	CBaseFlex__SetViewtarget&lt;br /&gt;
198	CBaseFlex__StartSceneEvent&lt;br /&gt;
199	CBaseFlex__ProcessSceneEvents&lt;br /&gt;
200	CBaseFlex__ProcessSceneEvent&lt;br /&gt;
201	CBaseFlex__ClearSceneEvent&lt;br /&gt;
202	CBaseFlex__CheckSceneEventCompletion&lt;br /&gt;
203	CBaseFlex__PlayScene&lt;br /&gt;
204	CBaseFlex__PlayAutoGeneratedSoundScene&lt;br /&gt;
205	nullsub_1&lt;br /&gt;
206	CBaseEntity__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
207	CHL2_Player__GetPhysicsImpactDamageTable&lt;br /&gt;
208	sub_100C26C0&lt;br /&gt;
209	CBaseCombatCharacter__FInViewCone&lt;br /&gt;
210	sub_100C2750&lt;br /&gt;
211	CBaseCombatCharacter__FInAimCone&lt;br /&gt;
212	CHL2_Player__ShouldShootMissTarget&lt;br /&gt;
213	CBaseCombatCharacter__FindMissTarget&lt;br /&gt;
214	CHL2_Player__HandleInteraction&lt;br /&gt;
215	CBasePlayer__BodyAngles&lt;br /&gt;
216	CBaseCombatCharacter__BodyDirection2D&lt;br /&gt;
217	CBaseCombatCharacter__BodyDirection3D&lt;br /&gt;
218	CBaseCombatCharacter__HeadDirection3D&lt;br /&gt;
219	CBaseCombatCharacter__HeadDirection3D&lt;br /&gt;
220	CAI_BaseActor__EyeDirection2D&lt;br /&gt;
221	CHL2_Player__EyeDirection3D&lt;br /&gt;
222	CHL2_Player__GiveAmmo&lt;br /&gt;
223	CBaseCombatCharacter__NPC_TranslateActivity&lt;br /&gt;
224	CBaseCombatCharacter__Weapon_TranslateActivity&lt;br /&gt;
225	CBaseCombatCharacter__Weapon_FrameUpdate&lt;br /&gt;
226	CBaseCombatCharacter__Weapon_HandleAnimEvent&lt;br /&gt;
227	CHL2_Player__Weapon_CanUse&lt;br /&gt;
228	CHL2_Player__Weapon_Equip&lt;br /&gt;
229	CBaseCombatCharacter__Weapon_EquipAmmoOnly&lt;br /&gt;
230	CHL2MP_Player__Weapon_Drop&lt;br /&gt;
231	CHL2MP_Player__Weapon_Switch&lt;br /&gt;
232	CBaseEntity__EarPosition&lt;br /&gt;
233	CHL2_Player__Weapon_CanSwitchTo&lt;br /&gt;
234	CBaseCombatCharacter__Weapon_SlotOccupied&lt;br /&gt;
235	CBaseCombatCharacter__Weapon_GetSlot&lt;br /&gt;
236	CBaseEntity__OnControls&lt;br /&gt;
237	CBasePlayer__RemovePlayerItem&lt;br /&gt;
238	CMultiplayRules__IsDeathmatch&lt;br /&gt;
239	CHL2_Player__OnTakeDamage_Alive&lt;br /&gt;
240	CBaseCombatCharacter__CalcWeaponProficiency&lt;br /&gt;
241	CBaseCombatCharacter__OnTakeDamage_Dead&lt;br /&gt;
242	CBaseEntityList__OnRemoveEntity&lt;br /&gt;
243	CHL2_Player__NotifyFriendsOfDamage&lt;br /&gt;
244	CBaseEntityList__OnRemoveEntity&lt;br /&gt;
245	CBaseCombatCharacter__GetDeathActivity&lt;br /&gt;
246	CHL2MP_Player__CorpseGib&lt;br /&gt;
247	CBaseCombatCharacter__CorpseFade&lt;br /&gt;
248	CBaseCombatCharacter__HasHumanGibs&lt;br /&gt;
249	CBaseCombatCharacter__HasAlienGibs&lt;br /&gt;
250	CHL2MP_Player__ShouldGib&lt;br /&gt;
251	nullsub_1&lt;br /&gt;
252	CHL2MP_Player__Event_Gibbed&lt;br /&gt;
253	CBasePlayer__Event_Dying&lt;br /&gt;
254	CBaseCombatCharacter__BecomeRagdoll&lt;br /&gt;
255	CBaseCombatCharacter__FixupBurningServerRagdoll&lt;br /&gt;
256	CBaseCombatCharacter__BecomeRagdollBoogie&lt;br /&gt;
257	sub_100C61D0&lt;br /&gt;
258	CBaseCombatCharacter__CheckTraceHullAttack&lt;br /&gt;
259	nullsub_1&lt;br /&gt;
260	CBaseCombatCharacter__IRelationType&lt;br /&gt;
261	CBaseCombatCharacter__IRelationPriority&lt;br /&gt;
262	CBasePlayer__IsInAVehicle&lt;br /&gt;
263	CBasePlayer__GetVehicle&lt;br /&gt;
264	CBasePlayer__GetVehicleEntity&lt;br /&gt;
265	CAI_BaseNPC__IsCommandMoving&lt;br /&gt;
266	CHL2MP_Player__IncrementFragCount&lt;br /&gt;
267	CHL2_Player__CalcWeaponProficiency&lt;br /&gt;
268	CHL2MP_Player__GetAttackSpread&lt;br /&gt;
269	CBaseCombatCharacter__GetSpreadBias&lt;br /&gt;
270	CBasePlayer__DoMuzzleFlash&lt;br /&gt;
271	CBaseCombatCharacter__AddEntityRelationship&lt;br /&gt;
272	CBaseCombatCharacter__RemoveEntityRelationship&lt;br /&gt;
273	CBaseCombatCharacter__AddClassRelationship&lt;br /&gt;
274	CBaseEntityList__OnRemoveEntity&lt;br /&gt;
275	sub_103B0B50&lt;br /&gt;
276	CBasePlayer__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
277	CHL2MP_Player__CreateViewModel&lt;br /&gt;
278	CHL2_Player__SetupVisibility&lt;br /&gt;
279	CHL2MP_Player__WantsLagCompensationOnEntity&lt;br /&gt;
280	CHL2MP_Player__WantsLagCompensationOnNPC&lt;br /&gt;
281	CBasePlayer__SharedSpawn&lt;br /&gt;
282	CBasePlayer__ForceRespawn&lt;br /&gt;
283	CBasePlayer__InitialSpawn&lt;br /&gt;
284	CBaseEntity__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
285	CBasePlayer__ShowViewPortPanel&lt;br /&gt;
286	CHL2MP_Player__PlayerDeathThink&lt;br /&gt;
287	CBaseEntity__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
288	CBasePlayer__Duck&lt;br /&gt;
289	CHL2MP_Player__PreThink&lt;br /&gt;
290	CHL2MP_Player__PostThink&lt;br /&gt;
291	CBasePlayer__DamageEffect&lt;br /&gt;
292	CHL2_Player__OnDamagedByExplosion&lt;br /&gt;
293	CAI_BaseNPC__IsCommandMoving&lt;br /&gt;
294	CBasePlayer__IsFakeClient&lt;br /&gt;
295	CBasePlayer__GetPlayerMins&lt;br /&gt;
296	CBasePlayer__GetPlayerMaxs&lt;br /&gt;
297	CGameMovement__CalcRoll&lt;br /&gt;
298	CBasePlayer__PackDeadPlayerItems&lt;br /&gt;
299	CHL2MP_Player__RemoveAllItems&lt;br /&gt;
300	CBasePlayer__Weapon_SetLast&lt;br /&gt;
301	CBasePlayer__Weapon_ShouldSetLast&lt;br /&gt;
302	CBasePlayer__Weapon_ShouldSelectItem&lt;br /&gt;
303	CHL2_Player__UpdateClientData&lt;br /&gt;
304	CHL2_Player__ExitLadder&lt;br /&gt;
305	CHL2_Player__GetLadderSurface&lt;br /&gt;
306	CHL2_Player__SetFlashlightEnabled&lt;br /&gt;
307	CHL2MP_Player__FlashlightIsOn&lt;br /&gt;
308	CHL2MP_Player__FlashlightTurnOn&lt;br /&gt;
309	CHL2MP_Player__FlashlightTurnOff&lt;br /&gt;
310	CHL2_Player__IsIlluminatedByFlashlight&lt;br /&gt;
311	CBasePlayer__UpdateStepSound&lt;br /&gt;
312	CHL2MP_Player__PlayStepSound&lt;br /&gt;
313	CBasePlayer__GetStepSoundVelocities&lt;br /&gt;
314	CBasePlayer__SetStepSoundTime&lt;br /&gt;
315	CHL2MP_Player__DeathSound&lt;br /&gt;
316	CHL2MP_Player__SetAnimation&lt;br /&gt;
317	CBasePlayer__ImpulseCommands&lt;br /&gt;
318	CHL2MP_Player__CheatImpulseCommands&lt;br /&gt;
319	CHL2MP_Player__ClientCommand&lt;br /&gt;
320	CHL2MP_Player__StartObserverMode&lt;br /&gt;
321	CHL2MP_Player__StopObserverMode&lt;br /&gt;
322	CBaseEntity__IsTriggered&lt;br /&gt;
323	CBasePlayer__SetObserverMode&lt;br /&gt;
324	CBasePlayer__GetObserverMode&lt;br /&gt;
325	CBasePlayer__SetObserverTarget&lt;br /&gt;
326	CBasePlayer__ObserverUse&lt;br /&gt;
327	CBasePlayer__GetObserverTarget&lt;br /&gt;
328	CBasePlayer__FindNextObserverTarget&lt;br /&gt;
329	CBasePlayer__GetNextObserverSearchStartPoint&lt;br /&gt;
330	CBasePlayer__IsValidObserverTarget&lt;br /&gt;
331	CBasePlayer__CheckObserverSettings&lt;br /&gt;
332	CBasePlayer__JumptoPosition&lt;br /&gt;
333	CBasePlayer__ForceObserverMode&lt;br /&gt;
334	CBasePlayer__ResetObserverMode&lt;br /&gt;
335	CBasePlayer__ValidateCurrentObserverTarget&lt;br /&gt;
336	CBasePlayer__AttemptToExitFreezeCam&lt;br /&gt;
337	CBasePlayer__StartReplayMode&lt;br /&gt;
338	CBasePlayer__StopReplayMode&lt;br /&gt;
339	CBasePlayer__GetDelayTicks&lt;br /&gt;
340	CBasePlayer__GetReplayEntity&lt;br /&gt;
341	CHL2_Player__CreateCorpse&lt;br /&gt;
342	CHL2MP_Player__EntSelectSpawnPoint&lt;br /&gt;
343	CBasePlayer__GetInVehicle&lt;br /&gt;
344	CBasePlayer__LeaveVehicle&lt;br /&gt;
345	CBaseEntity__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
346	nullsub_1&lt;br /&gt;
347	CHL2MP_Player__BumpWeapon&lt;br /&gt;
348	CBasePlayer__SelectLastItem&lt;br /&gt;
349	CBasePlayer__SelectItem&lt;br /&gt;
350	CHL2_Player__ItemPostFrame&lt;br /&gt;
351	CBasePlayer__GiveNamedItem&lt;br /&gt;
352	CBasePlayer__CheckTrainUpdate&lt;br /&gt;
353	CHL2_Player__SetPlayerUnderwater&lt;br /&gt;
354	CHL2_Player__CanBreatheUnderwater&lt;br /&gt;
355	CHL2_Player__PlayerUse&lt;br /&gt;
356	CHL2_Player__PlayUseDenySound&lt;br /&gt;
357	CBasePlayer__FindUseEntity&lt;br /&gt;
358	CBasePlayer__IsUseableEntity&lt;br /&gt;
359	CHL2MP_Player__PickupObject&lt;br /&gt;
360	CBasePlayer__IsHoldingEntity&lt;br /&gt;
361	CHL2_Player__ForceDropOfCarriedPhysObjects&lt;br /&gt;
362	CHL2_Player__GetHeldObjectMass&lt;br /&gt;
363	CHL2_Player__GetHeldObject&lt;br /&gt;
364	CBasePlayer__UpdateGeigerCounter&lt;br /&gt;
365	CHL2_Player__GetAutoaimVector&lt;br /&gt;
366	CBasePlayer__GetAutoaimVector&lt;br /&gt;
367	sub_101D3FA0&lt;br /&gt;
368	CBasePlayer__ShouldAutoaim&lt;br /&gt;
369	CBasePlayer__ForceClientDllUpdate&lt;br /&gt;
370	CBasePlayer__ProcessUsercmds&lt;br /&gt;
371	CHL2_Player__PlayerRunCommand&lt;br /&gt;
372	CHL2MP_Player__CanHearAndReadChatFrom&lt;br /&gt;
373	CMultiplayRules__IsDeathmatch&lt;br /&gt;
374	CHL2_Player__ModifyOrAppendPlayerCriteria&lt;br /&gt;
375	CHL2MP_Player__CheckChatText&lt;br /&gt;
376	CHL2MP_Player__CreateRagdollEntity&lt;br /&gt;
377	CMultiplayRules__IsDeathmatch&lt;br /&gt;
378	CBasePlayer__SetHealerAmmoRechargeTime&lt;br /&gt;
379	CBasePlayer__ClearSway&lt;br /&gt;
380	CBasePlayer__SetSway&lt;br /&gt;
381	CAI_BaseActor__GetHeadDebounce&lt;br /&gt;
382	CHL2_Player__IsFollowingPhysics&lt;br /&gt;
383	CHL2_Player__InitVCollision&lt;br /&gt;
384	CBasePlayer__UpdatePhysicsShadowToCurrentPosition&lt;br /&gt;
385	CWeaponBugBait__YouForgotToImplementOrDeclareServerClass&lt;br /&gt;
386	CMultiplayRules__IsDeathmatch&lt;br /&gt;
387	CMultiplayRules__IsDeathmatch&lt;br /&gt;
388	CAI_BaseNPC__IsCommandMoving&lt;br /&gt;
389	CBaseEntity__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
390	CBasePlayer__ResetScores&lt;br /&gt;
391	CHL2MP_Player__EvaluateUserData&lt;br /&gt;
392	CHL2_Player__EquipSuit&lt;br /&gt;
393	CHL2_Player__RemoveSuit&lt;br /&gt;
394	CBasePlayer__CommitSuicide&lt;br /&gt;
395	sub_101D6400&lt;br /&gt;
396	CBasePlayer__IsFakeClient&lt;br /&gt;
397	CWeaponBugBait__YouForgotToImplementOrDeclareServerClass&lt;br /&gt;
398	CWeaponBugBait__YouForgotToImplementOrDeclareServerClass&lt;br /&gt;
399	nullsub_1&lt;br /&gt;
400	CBaseEntity__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
401	CHL2_Player__SuspendUse&lt;br /&gt;
402	CHL2_Player__CommanderMode&lt;br /&gt;
403	CHL2_Player__GetIdleTime&lt;br /&gt;
404	CHL2_Player__GetMoveTime&lt;br /&gt;
405	CHL2_Player__GetLastDamageTime&lt;br /&gt;
406	CHL2_Player__IsDucking&lt;br /&gt;
407	CHL2_Player__Weapon_Lower&lt;br /&gt;
408	CHL2_Player__Weapon_Ready&lt;br /&gt;
409	CBaseEntity__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
410	nullsub_1&lt;br /&gt;
411	CBaseEntity__NetworkStateChanged_m_vecVelocity&lt;br /&gt;
412	CHL2MP_Player__HandleCommand_JoinTeam&lt;br /&gt;
413	CBaseEntityList__OnRemoveEntity&lt;br /&gt;
414	CAI_BaseNPC__IsCommandMoving&lt;br /&gt;
415	CHL2MP_Player__Weapon_DropByCommand&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Neico</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Virtual_Offsets_(Source_Mods)&amp;diff=6350</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=6350"/>
		<updated>2008-10-16T01:42:53Z</updated>

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