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		<id>https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(Zombie_Panic:_Source)&amp;diff=6315</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=6315"/>
		<updated>2008-10-04T19:51:33Z</updated>

		<summary type="html">&lt;p&gt;Noob cannon lol: &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 04 Oct 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 @ 0x010DA080&lt;br /&gt;
// from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CHL2MP_Player::~CHL2MP_Player()&lt;br /&gt;
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
2	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
3	CBaseEntity::GetCollideable(void)&lt;br /&gt;
4	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
5	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
6	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
7	CBaseEntity::GetModelName(void)const&lt;br /&gt;
8	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
9	CHL2MP_Player::GetServerClass(void)&lt;br /&gt;
10	CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
11	CHL2MP_Player::GetDataDescMap(void)&lt;br /&gt;
12	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
13	CHL2_Player::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
15	CHL2MP_Player::ShouldCollide(int,int)const&lt;br /&gt;
16	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
17	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
18	CBasePlayer::UpdateTransmitState(void)&lt;br /&gt;
19	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
20	CBasePlayer::GetTracerType(void)&lt;br /&gt;
21	CHL2MP_Player::Spawn(void)&lt;br /&gt;
22	CHL2MP_Player::Precache(void)&lt;br /&gt;
23	CBasePlayer::SetModel(char  const*)&lt;br /&gt;
24	CBaseEntity::PostConstructor(char  const*)&lt;br /&gt;
25	CBaseEntity::PostClientActive(void)&lt;br /&gt;
26	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
27	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
28	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
29	CBaseEntity::KeyValue(char  const*,Vector  const&amp;amp;)&lt;br /&gt;
30	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
31	CHL2_Player::Activate(void)&lt;br /&gt;
32	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
33	CBasePlayer::ObjectCaps(void)&lt;br /&gt;
34	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
35	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
36	CHL2_Player::DrawDebugGeometryOverlays(void)&lt;br /&gt;
37	CBaseAnimating::DrawDebugTextOverlays(void)&lt;br /&gt;
38	CBasePlayer::Save(ISave &amp;amp;)&lt;br /&gt;
39	CBasePlayer::Restore(IRestore &amp;amp;)&lt;br /&gt;
40	CBasePlayer::ShouldSavePhysics(void)&lt;br /&gt;
41	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
42	CHL2_Player::OnRestore(void)&lt;br /&gt;
43	CBasePlayer::RequiredEdictIndex(void)&lt;br /&gt;
44	CBaseEntity::MoveDone(void)&lt;br /&gt;
45	CBaseEntity::Think(void)&lt;br /&gt;
46	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
48	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
49	CBaseEntity::GetResponseSystem(void)&lt;br /&gt;
50	CBaseEntity::DispatchResponse(char  const*)&lt;br /&gt;
51	CHL2_Player::Classify(void)&lt;br /&gt;
52	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
53	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
54	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
55	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
56	CBaseEntity::GetBeamTraceFilter(void)&lt;br /&gt;
57	CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
58	CBasePlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
60	CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
61	CHL2MP_Player::TakeHealth(float,int)&lt;br /&gt;
62	CBaseEntity::IsAlive(void)&lt;br /&gt;
63	CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
64	CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
66	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
67	CBaseEntity::IsNPC(void)const&lt;br /&gt;
68	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
69	CBaseEntity::GetDelay(void)&lt;br /&gt;
70	CBaseEntity::IsMoving(void)&lt;br /&gt;
71	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
72	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
73	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
74	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
75	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
76	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
77	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
78	CBaseEntity::IsTemplate(void)&lt;br /&gt;
79	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
80	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
81	CBaseEntity::IsPlayerUsableItem(void)&lt;br /&gt;
82	CBaseEntity::GetItemTypeID(void)&lt;br /&gt;
83	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
84	CBaseEntity::IsViewable(void)&lt;br /&gt;
85	CHL2MP_Player::ChangeTeam(int)&lt;br /&gt;
86	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
87	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
88	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
89	CBaseEntity::GetEnemy(void)&lt;br /&gt;
90	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
91	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
92	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
93	CBasePlayer::Touch(CBaseEntity *)&lt;br /&gt;
94	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
95	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
96	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
97	CBaseEntity::EndBlocked(void)&lt;br /&gt;
98	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
99	CHL2MP_Player::UpdateOnRemove(void)&lt;br /&gt;
100	CHL2_Player::StopLoopingSounds(void)&lt;br /&gt;
101	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
102	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
103	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
104	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
105	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
106	CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
107	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
108	CBaseEntity::Respawn(void)&lt;br /&gt;
109	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
110	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
111	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
112	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
113	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
114	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
115	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
116	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
117	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
118	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
119	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
120	CBaseEntity::GetDamage(void)&lt;br /&gt;
121	CBaseEntity::SetDamage(float)&lt;br /&gt;
122	CBasePlayer::EyePosition(void)&lt;br /&gt;
123	CBasePlayer::EyeAngles(void)&lt;br /&gt;
124	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
125	CBaseEntity::EarPosition(void)&lt;br /&gt;
126	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
127	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
128	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
129	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
130	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
131	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
132	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
133	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
134	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
135	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
136	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
137	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
138	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
139	CHL2_Player::Splash(void)&lt;br /&gt;
140	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
141	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
142	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
143	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
144	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
145	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
146	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
147	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
148	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
149	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
150	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
151	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
152	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
153	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
154	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
155	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
156	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
157	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
158	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
159	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
160	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
161	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
173	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
174	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
175	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
176	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
177	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
178	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
179	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
180	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
181	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
182	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
183	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
184	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
185	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
186	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
187	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
188	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
189	CBasePlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
190	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
191	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
192	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
193	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
194	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
195	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
196	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
197	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
198	CBaseAnimating::Extinguish(void)&lt;br /&gt;
199	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
200	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
201	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
202	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
203	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
204	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
205	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
206	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
207	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
208	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
209	CHL2_Player::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
210	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
211	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
212	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
213	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
214	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)&lt;br /&gt;
215	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
216	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)&lt;br /&gt;
217	CBasePlayer::BodyAngles(void)&lt;br /&gt;
218	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
219	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
220	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
221	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
222	CHL2_Player::EyeDirection2D(void)&lt;br /&gt;
223	CHL2_Player::EyeDirection3D(void)&lt;br /&gt;
224	CHL2_Player::GiveAmmo(int,int,bool)&lt;br /&gt;
225	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
226	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
227	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
228	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
229	CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
230	CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
231	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
232	CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
233	CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int,bool)&lt;br /&gt;
234	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
235	CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
236	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
237	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
238	CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *)&lt;br /&gt;
239	CBaseCombatCharacter::Weapon_CleanupSlot(int)&lt;br /&gt;
240	CBaseCombatCharacter::Weapon_DeleteSlot(int)&lt;br /&gt;
241	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
242	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
243	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
244	CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
245	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
246	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
247	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
248	CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
249	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
250	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
251	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
252	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
253	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
254	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
255	CHL2MP_Player::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
256	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
257	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
258	CBasePlayer::Event_Dying(void)&lt;br /&gt;
259	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
260	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
261	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
262	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
263	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
264	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
265	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
266	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
267	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
268	CBasePlayer::GetVehicle(void)&lt;br /&gt;
269	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
270	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
271	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
272	CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
273	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
274	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
275	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
276	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
277	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
278	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
279	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
280	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
281	CHL2MP_Player::CreateViewModel(int)&lt;br /&gt;
282	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
283	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
284	CHL2MP_Player::SharedSpawn(void)&lt;br /&gt;
285	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
286	CBasePlayer::InitialSpawn(void)&lt;br /&gt;
287	CBasePlayer::InitHUD(void)&lt;br /&gt;
288	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
289	CHL2MP_Player::PlayerDeathThink(void)&lt;br /&gt;
290	CHL2MP_Player::Jump(void)&lt;br /&gt;
291	CBasePlayer::Duck(void)&lt;br /&gt;
292	CHL2MP_Player::PreThink(void)&lt;br /&gt;
293	CHL2MP_Player::PostThink(void)&lt;br /&gt;
294	CHL2MP_Player::DamageEffect(float,int)&lt;br /&gt;
295	CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
296	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
297	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
298	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
299	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
300	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
301	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
302	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
303	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
304	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
305	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
306	CHL2_Player::UpdateClientData(void)&lt;br /&gt;
307	CHL2_Player::ExitLadder(void)&lt;br /&gt;
308	CHL2_Player::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
309	CHL2_Player::SetFlashlightEnabled(bool)&lt;br /&gt;
310	CHL2MP_Player::FlashlightIsOn(void)&lt;br /&gt;
311	CHL2MP_Player::FlashlightTurnOn(void)&lt;br /&gt;
312	CHL2MP_Player::FlashlightTurnOff(void)&lt;br /&gt;
313	CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
314	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
315	CHL2MP_Player::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
316	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
317	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
318	CHL2MP_Player::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
319	CHL2MP_Player::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
320	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
321	CHL2_Player::CheatImpulseCommands(int)&lt;br /&gt;
322	CHL2MP_Player::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
323	CHL2MP_Player::StartObserverMode(int)&lt;br /&gt;
324	CHL2MP_Player::StopObserverMode(void)&lt;br /&gt;
325	CBasePlayer::ModeWantsSpectatorGUI(int)&lt;br /&gt;
326	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
327	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
328	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
329	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
330	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
331	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
332	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
333	CBasePlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
334	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
335	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
336	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
337	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
338	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
339	CBasePlayer::AttemptToExitFreezeCam(void)&lt;br /&gt;
340	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
341	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
342	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
343	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
344	CHL2_Player::CreateCorpse(void)&lt;br /&gt;
345	CHL2MP_Player::EntSelectSpawnPoint(void)&lt;br /&gt;
346	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
347	CBasePlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
348	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
349	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
350	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
351	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
352	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
353	CBasePlayer::SelectItem(int,int)&lt;br /&gt;
354	CHL2MP_Player::ItemPostFrame(void)&lt;br /&gt;
355	CBasePlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
356	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
357	CHL2_Player::SetPlayerUnderwater(bool)&lt;br /&gt;
358	CHL2MP_Player::CanBreatheUnderwater(void)const&lt;br /&gt;
359	CHL2MP_Player::PlayerUse(void)&lt;br /&gt;
360	CHL2_Player::PlayUseDenySound(void)&lt;br /&gt;
361	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
362	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
363	CHL2MP_Player::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
364	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
365	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
366	CHL2_Player::GetHeldObject(void)&lt;br /&gt;
367	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
368	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
369	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
370	CHL2_Player::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
371	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
372	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
373	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
374	CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
375	CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)&lt;br /&gt;
376	CBasePlayer::CanSpeak(void)&lt;br /&gt;
377	CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
378	CHL2MP_Player::CheckChatText(char *,int)&lt;br /&gt;
379	CHL2MP_Player::CreateRagdollEntity(void)&lt;br /&gt;
380	CBasePlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
381	CHL2_Player::OnDoneDamage(void)&lt;br /&gt;
382	CHL2_Player::IsWalking(void)&lt;br /&gt;
383	CHL2MP_Player::IsPracticallyZombie(void)const&lt;br /&gt;
384	CHL2_Player::IsFollowingPhysics(void)&lt;br /&gt;
385	CHL2_Player::InitVCollision(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
386	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
387	CBasePlayer::Hints(void)&lt;br /&gt;
388	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
389	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
390	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
391	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
392	CBasePlayer::ResetScores(void)&lt;br /&gt;
393	CHL2_Player::EquipSuit(bool)&lt;br /&gt;
394	CHL2_Player::RemoveSuit(void)&lt;br /&gt;
395	CHL2MP_Player::CommitSuicide(bool,bool)&lt;br /&gt;
396	CHL2MP_Player::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
397	CBasePlayer::IsBot(void)const&lt;br /&gt;
398	CHL2MP_Player::NotePlayerTalked(void)&lt;br /&gt;
399	CBasePlayer::GetExpresser(void)&lt;br /&gt;
400	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
401	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
402	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
403	CHL2_Player::SuspendUse(float)&lt;br /&gt;
404	CHL2_Player::CommanderMode(void)&lt;br /&gt;
405	CHL2MP_Player::StartSprinting(void)&lt;br /&gt;
406	CHL2_Player::GetIdleTime(void)const&lt;br /&gt;
407	CHL2_Player::GetMoveTime(void)const&lt;br /&gt;
408	CHL2_Player::GetLastDamageTime(void)const&lt;br /&gt;
409	CHL2_Player::IsDucking(void)const&lt;br /&gt;
410	CHL2_Player::Weapon_Lower(void)&lt;br /&gt;
411	CHL2_Player::Weapon_Ready(void)&lt;br /&gt;
412	CHL2_Player::IsHoldingEntity(CBaseEntity *)&lt;br /&gt;
413	CHL2_Player::UpdateWeaponPosture(void)&lt;br /&gt;
414	CHL2_Player::NetworkStateChanged_m_fIsWalking(void)&lt;br /&gt;
415	CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)&lt;br /&gt;
416	CHL2MP_Player::GhostSpawn(void)&lt;br /&gt;
417	CHL2MP_Player::WaitSpawn(void)&lt;br /&gt;
418	CHL2MP_Player::ObserverSpawn(void)&lt;br /&gt;
419	CHL2MP_Player::HandleCommand_JoinTeam(int)&lt;br /&gt;
420	CHL2MP_Player::CanHearChatFrom(CBasePlayer *)&lt;br /&gt;
421	CHL2MP_Player::RemoveWeight(float)&lt;br /&gt;
422	CHL2MP_Player::RemoveAllItems(void)&lt;br /&gt;
423	CHL2MP_Player::ItemReticleSearch(void)&lt;br /&gt;
424	CHL2MP_Player::InventoryStatus(void)&lt;br /&gt;
425	CHL2MP_Player::GiveNamedItem(char  const*)&lt;br /&gt;
426	CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)&lt;br /&gt;
427	CHL2MP_Player::GiveEmptyHands(void)&lt;br /&gt;
428	CHL2MP_Player::SetPlayerTeamModel(int)&lt;br /&gt;
429	CHL2MP_Player::ShowBriefingMenu(void)&lt;br /&gt;
430	CHL2MP_Player::HideBriefingMenu(void)&lt;br /&gt;
431	CHL2MP_Player::CreateAmmo(char  const*)&lt;br /&gt;
432	CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)&lt;br /&gt;
433	CHL2MP_Player::ScootInventory(void)&lt;br /&gt;
434	CHL2MP_Player::PlayerDropWeapon(void)&lt;br /&gt;
435	CHL2MP_Player::PlayerUnloadWeapon(void)&lt;br /&gt;
436	CHL2MP_Player::PlayerCycleAmmoType(void)&lt;br /&gt;
437	CHL2MP_Player::PlayerCycleDropAmount(void)&lt;br /&gt;
438	CHL2MP_Player::PrepAmmoForDrop(CItem *)&lt;br /&gt;
439	CHL2MP_Player::PlayerDropAmmo(void)&lt;br /&gt;
440	CHL2MP_Player::GiveAmmoToPlayer(void)&lt;br /&gt;
441	CHL2MP_Player::Panic(bool)&lt;br /&gt;
442	CHL2MP_Player::Melee(bool)&lt;br /&gt;
443	CHL2MP_Player::VoiceMenu(char  const*)&lt;br /&gt;
444	CHL2MP_Player::Taunt(bool)&lt;br /&gt;
445	CHL2MP_Player::Go(void)&lt;br /&gt;
446	CHL2MP_Player::Camp(void)&lt;br /&gt;
447	CHL2MP_Player::HolsterWeapon(void)&lt;br /&gt;
448	CHL2MP_Player::Trace(void)&lt;br /&gt;
449	CHL2MP_Player::IsOnATeam(void)&lt;br /&gt;
450	RandomSeed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noob cannon lol</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=6160</id>
		<title>CPVK2Player Offset List (Pirates, Vikings, and Knights II)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=6160"/>
		<updated>2008-09-14T02:29:10Z</updated>

		<summary type="html">&lt;p&gt;Noob cannon lol: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].&lt;br /&gt;
&lt;br /&gt;
These are the &amp;lt;b&amp;gt;Windows&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Linux offsets are 1 greater.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated September 13 2008&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x00A402A0&lt;br /&gt;
// from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CPVK2Player::~CPVK2Player()&lt;br /&gt;
1	CPVK2Player::~CPVK2Player()&lt;br /&gt;
2	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
3	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
4	CBaseEntity::GetCollideable(void)&lt;br /&gt;
5	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
6	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
7	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
8	CBaseEntity::GetModelName(void)const&lt;br /&gt;
9	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
10	CPVK2Player::_GetClassName(void)&lt;br /&gt;
11	CPVK2Player::GetServerClass(void)&lt;br /&gt;
12	CPVK2Player::GetClassName(void)&lt;br /&gt;
13	CPVK2Player::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
14	CPVK2Player::GetDataDescMap(void)&lt;br /&gt;
15	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
16	CBaseAnimating::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
17	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
18	CBaseEntity::ShouldCollide(int,int)const&lt;br /&gt;
19	CBaseEntity::ShouldTraceToOwner(void)const&lt;br /&gt;
20	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
21	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
22	CBasePlayer::UpdateTransmitState(void)&lt;br /&gt;
23	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
24	CBasePlayer::GetTracerType(void)&lt;br /&gt;
25	CPVK2Player::Spawn(void)&lt;br /&gt;
26	CPVK2Player::Precache(void)&lt;br /&gt;
27	CBaseFlex::SetModel(char  const*)&lt;br /&gt;
28	CBaseEntity::PostConstructor(char  const*)&lt;br /&gt;
29	CBaseEntity::PostClientActive(void)&lt;br /&gt;
30	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
31	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
32	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
33	CBaseEntity::KeyValue(char  const*,Vector)&lt;br /&gt;
34	CBasePlayer::Activate(void)&lt;br /&gt;
35	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
36	CBasePlayer::ObjectCaps(void)&lt;br /&gt;
37	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
38	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
39	CBasePlayer::DrawDebugGeometryOverlays(void)&lt;br /&gt;
40	CBaseAnimating::DrawDebugTextOverlays(void)&lt;br /&gt;
41	CBasePlayer::Save(ISave &amp;amp;)&lt;br /&gt;
42	CBasePlayer::Restore(IRestore &amp;amp;)&lt;br /&gt;
43	CBasePlayer::ShouldSavePhysics(void)&lt;br /&gt;
44	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
45	CBasePlayer::OnRestore(void)&lt;br /&gt;
46	CBasePlayer::RequiredEdictIndex(void)&lt;br /&gt;
47	CBaseEntity::MoveDone(void)&lt;br /&gt;
48	CBaseEntity::Think(void)&lt;br /&gt;
49	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
50	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
51	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
52	CBaseEntity::GetResponseSystem(void)&lt;br /&gt;
53	CBaseEntity::DispatchResponse(char  const*)&lt;br /&gt;
54	CBasePlayer::Classify(void)&lt;br /&gt;
55	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
56	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
57	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
58	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
59	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
60	CPVK2Player::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
61	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
62	CPVK2Player::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
63	CPVK2Player::TakeHealth(float,int)&lt;br /&gt;
64	CPVK2Player::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
66	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
67	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
68	CBaseEntity::IsNPC(void)const&lt;br /&gt;
69	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
70	CBaseEntity::GetDelay(void)&lt;br /&gt;
71	CBaseEntity::IsMoving(void)&lt;br /&gt;
72	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
73	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
74	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
75	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
76	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
77	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
78	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
79	CBaseEntity::IsTemplate(void)&lt;br /&gt;
80	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
81	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
82	CBaseEntity::IsViewable(void)&lt;br /&gt;
83	CPVK2Player::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	CPVK2Player::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	CPVK2Player::UpdateOnRemove(void)&lt;br /&gt;
98	CBaseEntity::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	CPVK2Player::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	CPVK2Player::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	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
206	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
207	CBaseCombatCharacter::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	CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
214	CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
215	CPVK2Player::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	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
219	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
220	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
221	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
222	CPVK2Player::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
223	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
224	CBaseCombatCharacter::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::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
228	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
229	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
230	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
231	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
232	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
233	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
234	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
235	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
236	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
237	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
238	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
239	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
240	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
241	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
242	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
243	CPVK2Player::Event_Dying(void)&lt;br /&gt;
244	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
245	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
246	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
247	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
248	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;
249	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
250	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
251	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
252	CBaseCombatCharacter::IsInAVehicle(void)&lt;br /&gt;
253	CBasePlayer::GetVehicle(void)&lt;br /&gt;
254	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
255	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
256	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
257	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
258	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
259	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
260	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
261	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
262	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
263	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
264	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
265	CPVK2Player::CreateViewModel(int)&lt;br /&gt;
266	CPVK2Player::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
267	CPVK2Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
268	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
269	CPVK2Player::InitialSpawn(void)&lt;br /&gt;
270	CBasePlayer::InitHUD(void)&lt;br /&gt;
271	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
272	CPVK2Player::PlayerDeathThink(void)&lt;br /&gt;
273	CBasePlayer::Jump(void)&lt;br /&gt;
274	CBasePlayer::Duck(void)&lt;br /&gt;
275	CPVK2Player::PreThink(void)&lt;br /&gt;
276	CPVK2Player::PostThink(void)&lt;br /&gt;
277	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
278	CPVK2Player::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
279	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
280	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
281	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
282	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
283	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
284	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
285	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
286	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
287	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
288	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
289	CPVK2Player::UpdateClientData(void)&lt;br /&gt;
290	CBasePlayer::ExitLadder(void)&lt;br /&gt;
291	CPVK2Player::FlashlightIsOn(void)&lt;br /&gt;
292	CPVK2Player::FlashlightTurnOn(void)&lt;br /&gt;
293	CPVK2Player::FlashlightTurnOff(void)&lt;br /&gt;
294	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
295	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
296	CPVK2Player::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
297	CPVK2Player::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
298	CPVK2Player::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
299	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
300	CPVK2Player::CheatImpulseCommands(int)&lt;br /&gt;
301	CPVK2Player::ClientCommand(char  const*)&lt;br /&gt;
302	CBasePlayer::StartObserverMode(int)&lt;br /&gt;
303	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
304	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
305	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
306	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
307	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
308	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
309	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
310	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
311	CPVK2Player::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
312	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
313	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
314	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
315	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
316	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
317	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
318	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
319	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
320	CBasePlayer::CreateCorpse(void)&lt;br /&gt;
321	CPVK2Player::EntSelectSpawnPoint(void)&lt;br /&gt;
322	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
323	CPVK2Player::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
324	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
325	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
326	CPVK2Player::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
327	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
328	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
329	CBasePlayer::ItemPostFrame(void)&lt;br /&gt;
330	CPVK2Player::GiveNamedItem(char  const*,int)&lt;br /&gt;
331	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
332	CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
333	CBasePlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
334	CBasePlayer::PlayerUse(void)&lt;br /&gt;
335	CBasePlayer::PlayUseDenySound(void)&lt;br /&gt;
336	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
337	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
338	CBasePlayer::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
339	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
340	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
341	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
342	CPVK2Player::GetAutoaimVector(float)&lt;br /&gt;
343	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
344	CBasePlayer::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
345	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
346	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
347	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
348	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
349	CBasePlayer::CanSpeak(void)&lt;br /&gt;
350	CBasePlayer::CanHearChatFrom(CBasePlayer*)&lt;br /&gt;
351	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
352	CBasePlayer::CheckChatText(char *,int)&lt;br /&gt;
353	CBasePlayer::IsFollowingPhysics(void)&lt;br /&gt;
354	CBasePlayer::InitVCollision(void)&lt;br /&gt;
355	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
356	CBasePlayer::EquipSuit(bool)&lt;br /&gt;
357	CBasePlayer::RemoveSuit(void)&lt;br /&gt;
358	CPVK2Player::CommitSuicide(void)&lt;br /&gt;
359	CBasePlayer::IsBot(void)const&lt;br /&gt;
360	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
361	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
362	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
363	CPVK2Player::HandleSpeedChanges(void)&lt;br /&gt;
364	CPVK2Player::Event_Falling(float,float,int,Vector *,QAngle *)&lt;br /&gt;
365	CPVK2Player::SetMaxArmor(int)&lt;br /&gt;
366	CPVK2Player::GetMaxArmor(void)&lt;br /&gt;
367	CPVK2Player::SetSpecial(int)&lt;br /&gt;
368	CPVK2Player::GetSpecial(void)const&lt;br /&gt;
369	CPVK2Player::IncrementSpecial(int)&lt;br /&gt;
370	CPVK2Player::ReduceSpecial(int)&lt;br /&gt;
371	CPVK2Player::Knockback(float,CPVK2Player*)&lt;br /&gt;
372	CPVK2Player::IsGrenadeFrame(void)&lt;br /&gt;
373	CPVK2Player::GetRespawnTime(void)&lt;br /&gt;
374	CPVK2Player::IsBerserking(void)&lt;br /&gt;
375	CPVK2Player::SetBerserkTime(float)&lt;br /&gt;
376	CPVK2Player::GetBerserkTime(void)&lt;br /&gt;
377	CPVK2Player::SetAngleLimit(float,float)&lt;br /&gt;
378	CPVK2Player::DisableAngleLimit(void)&lt;br /&gt;
379	CPVK2Player::CanBeStunned(void)&lt;br /&gt;
380	CPVK2Player::SetSummonedNPC(CBaseEntity *)&lt;br /&gt;
381	CPVK2Player::GetSummonedNPC(void)&lt;br /&gt;
382	CPVK2Player::SetCarriedItem(CBaseEntity *)&lt;br /&gt;
383	CPVK2Player::GetCarriedItem(void)&lt;br /&gt;
384	CPVK2Player::IsCarryingItem(void)&lt;br /&gt;
385	CPVK2Player::SetDevStatus(int)&lt;br /&gt;
386	CPVK2Player::GetDevstatus(void)&lt;br /&gt;
387	CPVK2Player::SetSummonedName(char  const*)&lt;br /&gt;
388	CPVK2Player::GetSummonedName(void)&lt;br /&gt;
389	CPVK2Player::SDKAnim_GetActiveWeapon(void)&lt;br /&gt;
390	CPVK2Player::SDKAnim_CanMove(void)&lt;br /&gt;
391	CPVK2Player::NoteWeaponFired(void)&lt;br /&gt;
392	CPVK2Player::StartInitialObserver(void)&lt;br /&gt;
393	CPVK2Player::ChangeClass(int)&lt;br /&gt;
394	CPVK2Player::InitClass(int)&lt;br /&gt;
395	CPVK2Player::YellSound(int)&lt;br /&gt;
396	CPVK2Player::SetDefaultSpeed(float)&lt;br /&gt;
397	CPVK2Player::GetDefaultSpeed(void)const&lt;br /&gt;
398	CPVK2Player::GetPlayerClass(void)const&lt;br /&gt;
399	CPVK2Player::ClearAttachedModels(void)&lt;br /&gt;
400	CPVK2Player::AddAttachedModel(char  const*,char  const*)&lt;br /&gt;
401	CPVK2Player::ReAttachModels(void)&lt;br /&gt;
402	CPVK2Player::GetAttachedModel(char  const*)&lt;br /&gt;
403	CPVK2Player::SetKnockbackTime(float)&lt;br /&gt;
404	CPVK2Player::IsStunned(void)&lt;br /&gt;
405	CPVK2Player::GetStunAmount(void)&lt;br /&gt;
406	CPVK2Player::StartBerserk(void)&lt;br /&gt;
407	CPVK2Player::StopBerserk(void)&lt;br /&gt;
408	CPVK2Player::ResetTeamChanges(void)&lt;br /&gt;
409	CPVK2Player::ForceTeam(int)&lt;br /&gt;
410	CPVK2Player::GetForcedTeam(void)const&lt;br /&gt;
411	CPVK2Player::DelayRemoveBuffs(void)&lt;br /&gt;
412	CPVK2Player::CreateRagdollEntity(void)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noob cannon lol</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(Zombie_Panic:_Source)&amp;diff=5798</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=5798"/>
		<updated>2008-05-05T02:51:53Z</updated>

		<summary type="html">&lt;p&gt;Noob cannon lol: /* The List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].&lt;br /&gt;
&lt;br /&gt;
These are the &amp;lt;b&amp;gt;Windows&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Linux offsets are 1 greater.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated 04 May 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 @ 0x00E8D440&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,bool)&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	CHL2_Player::NotePlayerTalked(void)&lt;br /&gt;
364	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
365	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
366	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
367	CHL2_Player::SuspendUse(float)&lt;br /&gt;
368	CHL2_Player::CommanderMode(void)&lt;br /&gt;
369	CHL2MP_Player::StartSprinting(void)&lt;br /&gt;
370	CHL2_Player::GetIdleTime(void)const&lt;br /&gt;
371	CHL2_Player::GetMoveTime(void)const&lt;br /&gt;
372	CHL2_Player::GetLastDamageTime(void)const&lt;br /&gt;
373	CHL2_Player::IsDucking(void)const&lt;br /&gt;
374	CHL2_Player::OnDoneDamage(void)&lt;br /&gt;
375	CHL2_Player::Weapon_Lower(void)&lt;br /&gt;
376	CHL2_Player::Weapon_Ready(void)&lt;br /&gt;
377	CHL2_Player::IsHoldingEntity(CBaseEntity *)&lt;br /&gt;
378	CHL2_Player::UpdateWeaponPosture(void)&lt;br /&gt;
379	CHL2MP_Player::GhostSpawn(void)&lt;br /&gt;
380	CHL2MP_Player::WaitSpawn(void)&lt;br /&gt;
381	CHL2MP_Player::ObserverSpawn(void)&lt;br /&gt;
382	CHL2MP_Player::HandleCommand_JoinTeam(int)&lt;br /&gt;
383	CHL2MP_Player::RemoveWeight(float)&lt;br /&gt;
384	CHL2MP_Player::RemoveAllItems(void)&lt;br /&gt;
385	CHL2MP_Player::ItemReticleSearch(void)&lt;br /&gt;
386	CHL2MP_Player::InventoryStatus(void)&lt;br /&gt;
387	CHL2MP_Player::GiveNamedItem(char  const*)&lt;br /&gt;
388	CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)&lt;br /&gt;
389	CHL2MP_Player::GiveEmptyHands(void)&lt;br /&gt;
390	CHL2MP_Player::SetPlayerTeamModel(int)&lt;br /&gt;
391	CHL2MP_Player::ShowBriefingMenu(void)&lt;br /&gt;
392	CHL2MP_Player::HideBriefingMenu(void)&lt;br /&gt;
393	CHL2MP_Player::CreateAmmo(char  const*)&lt;br /&gt;
394	CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)&lt;br /&gt;
395	CHL2MP_Player::PlayerDropWeapon(void)&lt;br /&gt;
396	CHL2MP_Player::PlayerUnloadWeapon(void)&lt;br /&gt;
397	CHL2MP_Player::PlayerCycleAmmoType(void)&lt;br /&gt;
398	CHL2MP_Player::PlayerCycleDropAmount(void)&lt;br /&gt;
399	CHL2MP_Player::PrepAmmoForDrop(CItem *)&lt;br /&gt;
400	CHL2MP_Player::PlayerDropAmmo(void)&lt;br /&gt;
401	CHL2MP_Player::GiveAmmoToPlayer(void)&lt;br /&gt;
402	CHL2MP_Player::Panic(bool)&lt;br /&gt;
403	CHL2MP_Player::Melee(bool)&lt;br /&gt;
404	CHL2MP_Player::VoiceMenu(char  const*)&lt;br /&gt;
405	CHL2MP_Player::Taunt(bool)&lt;br /&gt;
406	CHL2MP_Player::Go(void)&lt;br /&gt;
407	CHL2MP_Player::Camp(void)&lt;br /&gt;
408	CHL2MP_Player::HolsterWeapon(void)&lt;br /&gt;
409	CHL2MP_Player::Trace(void)&lt;br /&gt;
410	CHL2MP_Player::IsOnATeam(void)&lt;br /&gt;
411	std::bad_cast::~bad_cast()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noob cannon lol</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=5683</id>
		<title>CPVK2Player Offset List (Pirates, Vikings, and Knights II)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=5683"/>
		<updated>2008-03-26T20:17:11Z</updated>

		<summary type="html">&lt;p&gt;Noob cannon lol: /* The List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].&lt;br /&gt;
&lt;br /&gt;
These are the &amp;lt;b&amp;gt;Windows&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Linux offsets are 1 greater.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated March 26 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 @ 0x009FEAE0&lt;br /&gt;
// from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CPVK2Player::~CPVK2Player()&lt;br /&gt;
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
2	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
3	CBaseEntity::GetCollideable(void)&lt;br /&gt;
4	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
5	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
6	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
7	CBaseEntity::GetModelName(void)const&lt;br /&gt;
8	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
9	CPVK2Player::_GetClassName(void)&lt;br /&gt;
10	CPVK2Player::GetServerClass(void)&lt;br /&gt;
11	CPVK2Player::GetClassName(void)&lt;br /&gt;
12	CPVK2Player::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
13	CPVK2Player::GetDataDescMap(void)&lt;br /&gt;
14	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
15	CBaseAnimating::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	CPVK2Player::Spawn(void)&lt;br /&gt;
24	CPVK2Player::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	CBasePlayer::Activate(void)&lt;br /&gt;
33	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
34	CBasePlayer::ObjectCaps(void)&lt;br /&gt;
35	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
36	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
37	CBasePlayer::DrawDebugGeometryOverlays(void)&lt;br /&gt;
38	CBaseAnimating::DrawDebugTextOverlays(void)&lt;br /&gt;
39	CBasePlayer::Save(ISave &amp;amp;)&lt;br /&gt;
40	CBasePlayer::Restore(IRestore &amp;amp;)&lt;br /&gt;
41	CBasePlayer::ShouldSavePhysics(void)&lt;br /&gt;
42	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
43	CBasePlayer::OnRestore(void)&lt;br /&gt;
44	CBasePlayer::RequiredEdictIndex(void)&lt;br /&gt;
45	CBaseEntity::MoveDone(void)&lt;br /&gt;
46	CBaseEntity::Think(void)&lt;br /&gt;
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
49	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
50	CBaseEntity::GetResponseSystem(void)&lt;br /&gt;
51	CBaseEntity::DispatchResponse(char  const*)&lt;br /&gt;
52	CBasePlayer::Classify(void)&lt;br /&gt;
53	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
55	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
56	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
57	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
58	CPVK2Player::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
60	CPVK2Player::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
61	CBasePlayer::TakeHealth(float,int)&lt;br /&gt;
62	CPVK2Player::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
63	CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
64	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
65	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
66	CBaseEntity::IsNPC(void)const&lt;br /&gt;
67	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
68	CBaseEntity::GetDelay(void)&lt;br /&gt;
69	CBaseEntity::IsMoving(void)&lt;br /&gt;
70	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
71	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
72	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
73	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
74	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
75	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
76	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
77	CBaseEntity::IsTemplate(void)&lt;br /&gt;
78	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
79	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
80	CBaseEntity::IsViewable(void)&lt;br /&gt;
81	CPVK2Player::ChangeTeam(int)&lt;br /&gt;
82	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
83	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
84	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
85	CBaseEntity::GetEnemy(void)&lt;br /&gt;
86	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
87	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
88	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
89	CPVK2Player::Touch(CBaseEntity *)&lt;br /&gt;
90	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
91	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
92	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
93	CBaseEntity::EndBlocked(void)&lt;br /&gt;
94	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
95	CPVK2Player::UpdateOnRemove(void)&lt;br /&gt;
96	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
97	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
98	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
99	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
100	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
101	CPVK2Player::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
102	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
103	CBaseEntity::Respawn(void)&lt;br /&gt;
104	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
105	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
106	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
107	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
108	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
109	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
110	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
111	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
112	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
113	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
114	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
115	CBaseEntity::GetDamage(void)&lt;br /&gt;
116	CBaseEntity::SetDamage(float)&lt;br /&gt;
117	CBasePlayer::EyePosition(void)&lt;br /&gt;
118	CBasePlayer::EyeAngles(void)&lt;br /&gt;
119	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
120	CBaseEntity::EarPosition(void)&lt;br /&gt;
121	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
122	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
123	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
124	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
125	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
126	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
127	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
128	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
129	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
130	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
131	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
132	CBaseEntity::CanBePoweredUp(void)&lt;br /&gt;
133	CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)&lt;br /&gt;
134	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
135	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
136	CBaseEntity::Splash(void)&lt;br /&gt;
137	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
138	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
139	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
140	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
141	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
142	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
143	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
144	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
145	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
146	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
147	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
148	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
149	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
150	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
151	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
152	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
153	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
154	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
155	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
156	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
157	CBaseEntity::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
158	CBaseEntity::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
159	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
160	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
161	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
171	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
172	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
173	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
174	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
175	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
176	CPVK2Player::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
177	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
178	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
179	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
180	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
181	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
182	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
183	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
184	CBaseAnimating::HandleAnimEvent(animevent_t *)&lt;br /&gt;
185	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
186	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
187	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
188	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
189	CBaseAnimating::Extinguish(void)&lt;br /&gt;
190	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
191	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
192	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
193	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
194	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
195	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
196	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
197	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
198	CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
199	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
200	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
201	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
202	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
203	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
204	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
205	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)&lt;br /&gt;
206	CBasePlayer::BodyAngles(void)&lt;br /&gt;
207	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
208	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
209	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
210	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
211	CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
212	CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
213	CBaseCombatCharacter::GiveAmmo(int,int,bool)&lt;br /&gt;
214	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
215	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
216	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
217	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
218	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
219	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
220	CPVK2Player::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
221	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
222	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
223	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
224	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
225	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
226	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
227	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
228	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
229	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
230	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
231	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
232	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
233	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
234	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
235	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
236	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
237	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
238	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
239	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
240	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
241	CPVK2Player::Event_Dying(void)&lt;br /&gt;
242	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
243	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
244	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
245	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
246	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
247	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
248	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
249	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
250	CBaseCombatCharacter::IsInAVehicle(void)&lt;br /&gt;
251	CBasePlayer::GetVehicle(void)&lt;br /&gt;
252	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
253	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
254	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
255	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
256	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
257	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
258	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
259	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
260	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
261	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
262	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
263	CPVK2Player::CreateViewModel(int)&lt;br /&gt;
264	CPVK2Player::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
265	CPVK2Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
266	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
267	CPVK2Player::InitialSpawn(void)&lt;br /&gt;
268	CBasePlayer::InitHUD(void)&lt;br /&gt;
269	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
270	CBasePlayer::PlayerDeathThink(void)&lt;br /&gt;
271	CBasePlayer::Jump(void)&lt;br /&gt;
272	CBasePlayer::Duck(void)&lt;br /&gt;
273	CPVK2Player::PreThink(void)&lt;br /&gt;
274	CPVK2Player::PostThink(void)&lt;br /&gt;
275	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
276	CPVK2Player::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
277	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
278	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
279	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
280	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
281	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
282	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
283	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
284	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
285	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
286	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
287	CPVK2Player::UpdateClientData(void)&lt;br /&gt;
288	CBasePlayer::ExitLadder(void)&lt;br /&gt;
289	CPVK2Player::FlashlightIsOn(void)&lt;br /&gt;
290	CPVK2Player::FlashlightTurnOn(void)&lt;br /&gt;
291	CPVK2Player::FlashlightTurnOff(void)&lt;br /&gt;
292	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
293	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
294	CPVK2Player::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
295	CPVK2Player::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
296	CPVK2Player::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
297	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
298	CPVK2Player::CheatImpulseCommands(int)&lt;br /&gt;
299	CPVK2Player::ClientCommand(char  const*)&lt;br /&gt;
300	CBasePlayer::StartObserverMode(int)&lt;br /&gt;
301	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
302	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
303	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
304	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
305	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
306	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
307	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
308	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
309	CPVK2Player::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
310	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
311	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
312	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
313	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
314	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
315	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
316	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
317	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
318	CBasePlayer::CreateCorpse(void)&lt;br /&gt;
319	CPVK2Player::EntSelectSpawnPoint(void)&lt;br /&gt;
320	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
321	CPVK2Player::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
322	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
323	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
324	CPVK2Player::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
325	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
326	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
327	CBasePlayer::ItemPostFrame(void)&lt;br /&gt;
328	CPVK2Player::GiveNamedItem(char  const*,int)&lt;br /&gt;
329	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
330	CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
331	CBasePlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
332	CBasePlayer::PlayerUse(void)&lt;br /&gt;
333	CBasePlayer::PlayUseDenySound(void)&lt;br /&gt;
334	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
335	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
336	CBasePlayer::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
337	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
338	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
339	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
340	CPVK2Player::GetAutoaimVector(float)&lt;br /&gt;
341	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
342	CBasePlayer::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
343	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
344	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
345	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
346	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
347	CBasePlayer::CanSpeak(void)&lt;br /&gt;
348	CBasePlayer::CanHearChatFrom(CBasePlayer*)&lt;br /&gt;
349	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
350	CBasePlayer::CheckChatText(char *,int)&lt;br /&gt;
351	CBasePlayer::IsFollowingPhysics(void)&lt;br /&gt;
352	CBasePlayer::InitVCollision(void)&lt;br /&gt;
353	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
354	CBasePlayer::EquipSuit(bool)&lt;br /&gt;
355	CBasePlayer::RemoveSuit(void)&lt;br /&gt;
356	CBasePlayer::CommitSuicide(void)&lt;br /&gt;
357	CBasePlayer::IsBot(void)const&lt;br /&gt;
358	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
359	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
360	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
361	CPVK2Player::HandleSpeedChanges(void)&lt;br /&gt;
362	CPVK2Player::SetMaxArmor(int)&lt;br /&gt;
363	CPVK2Player::GetMaxArmor(void)&lt;br /&gt;
364	CPVK2Player::SetSpecial(int)&lt;br /&gt;
365	CPVK2Player::GetSpecial(void)const&lt;br /&gt;
366	CPVK2Player::IncrementSpecial(int)&lt;br /&gt;
367	CPVK2Player::ReduceSpecial(int)&lt;br /&gt;
368	CPVK2Player::Knockback(float,CPVK2Player*)&lt;br /&gt;
369	CPVK2Player::IsGrenadeFrame(void)&lt;br /&gt;
370	CPVK2Player::GetRespawnTime(void)&lt;br /&gt;
371	CPVK2Player::IsBerserking(void)&lt;br /&gt;
372	CPVK2Player::SetBerserkTime(float)&lt;br /&gt;
373	CPVK2Player::GetBerserkTime(void)&lt;br /&gt;
374	CPVK2Player::SetAngleLimit(float,float)&lt;br /&gt;
375	CPVK2Player::DisableAngleLimit(void)&lt;br /&gt;
376	CPVK2Player::CanBeStunned(void)&lt;br /&gt;
377	CPVK2Player::SetSummonedNPC(CBaseEntity *)&lt;br /&gt;
378	CPVK2Player::GetSummonedNPC(void)&lt;br /&gt;
379	CPVK2Player::SetCarriedFlag(CBaseEntity *)&lt;br /&gt;
380	CPVK2Player::GetCarriedFlag(void)&lt;br /&gt;
381	CPVK2Player::IsCarryingFlag(void)&lt;br /&gt;
382	CPVK2Player::SDKAnim_GetActiveWeapon(void)&lt;br /&gt;
383	CPVK2Player::SDKAnim_CanMove(void)&lt;br /&gt;
384	CPVK2Player::NoteWeaponFired(void)&lt;br /&gt;
385	CPVK2Player::StartInitialObserver(void)&lt;br /&gt;
386	CPVK2Player::ChangeClass(int)&lt;br /&gt;
387	CPVK2Player::InitClass(int)&lt;br /&gt;
388	CPVK2Player::YellSound(int)&lt;br /&gt;
389	CPVK2Player::SetDefaultSpeed(float)&lt;br /&gt;
390	CPVK2Player::GetDefaultSpeed(void)const&lt;br /&gt;
391	CPVK2Player::GetPlayerClass(void)const&lt;br /&gt;
392	CPVK2Player::ClearAttachedModels(void)&lt;br /&gt;
393	CPVK2Player::AddAttachedModel(char  const*,char  const*)&lt;br /&gt;
394	CPVK2Player::ReAttachModels(void)&lt;br /&gt;
395	CPVK2Player::GetAttachedModel(char  const*)&lt;br /&gt;
396	CPVK2Player::SetKnockbackTime(float)&lt;br /&gt;
397	CPVK2Player::IsStunned(void)&lt;br /&gt;
398	CPVK2Player::GetStunAmount(void)&lt;br /&gt;
399	CPVK2Player::StartBerserk(void)&lt;br /&gt;
400	CPVK2Player::StopBerserk(void)&lt;br /&gt;
401	CPVK2Player::ResetTeamChanges(void)&lt;br /&gt;
402	CPVK2Player::ForceTeam(int)&lt;br /&gt;
403	CPVK2Player::GetForcedTeam(void)const&lt;br /&gt;
404	CPVK2Player::CreateRagdollEntity(void)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noob cannon lol</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=5682</id>
		<title>CPVK2Player Offset List (Pirates, Vikings, and Knights II)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=5682"/>
		<updated>2008-03-26T20:16:55Z</updated>

		<summary type="html">&lt;p&gt;Noob cannon lol: &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 08 July 2007&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x009FEAE0&lt;br /&gt;
// from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CPVK2Player::~CPVK2Player()&lt;br /&gt;
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
2	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
3	CBaseEntity::GetCollideable(void)&lt;br /&gt;
4	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
5	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
6	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
7	CBaseEntity::GetModelName(void)const&lt;br /&gt;
8	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
9	CPVK2Player::_GetClassName(void)&lt;br /&gt;
10	CPVK2Player::GetServerClass(void)&lt;br /&gt;
11	CPVK2Player::GetClassName(void)&lt;br /&gt;
12	CPVK2Player::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
13	CPVK2Player::GetDataDescMap(void)&lt;br /&gt;
14	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
15	CBaseAnimating::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	CPVK2Player::Spawn(void)&lt;br /&gt;
24	CPVK2Player::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	CBasePlayer::Activate(void)&lt;br /&gt;
33	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
34	CBasePlayer::ObjectCaps(void)&lt;br /&gt;
35	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
36	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
37	CBasePlayer::DrawDebugGeometryOverlays(void)&lt;br /&gt;
38	CBaseAnimating::DrawDebugTextOverlays(void)&lt;br /&gt;
39	CBasePlayer::Save(ISave &amp;amp;)&lt;br /&gt;
40	CBasePlayer::Restore(IRestore &amp;amp;)&lt;br /&gt;
41	CBasePlayer::ShouldSavePhysics(void)&lt;br /&gt;
42	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
43	CBasePlayer::OnRestore(void)&lt;br /&gt;
44	CBasePlayer::RequiredEdictIndex(void)&lt;br /&gt;
45	CBaseEntity::MoveDone(void)&lt;br /&gt;
46	CBaseEntity::Think(void)&lt;br /&gt;
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
49	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
50	CBaseEntity::GetResponseSystem(void)&lt;br /&gt;
51	CBaseEntity::DispatchResponse(char  const*)&lt;br /&gt;
52	CBasePlayer::Classify(void)&lt;br /&gt;
53	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
55	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
56	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
57	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
58	CPVK2Player::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
60	CPVK2Player::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
61	CBasePlayer::TakeHealth(float,int)&lt;br /&gt;
62	CPVK2Player::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
63	CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
64	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
65	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
66	CBaseEntity::IsNPC(void)const&lt;br /&gt;
67	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
68	CBaseEntity::GetDelay(void)&lt;br /&gt;
69	CBaseEntity::IsMoving(void)&lt;br /&gt;
70	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
71	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
72	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
73	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
74	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
75	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
76	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
77	CBaseEntity::IsTemplate(void)&lt;br /&gt;
78	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
79	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
80	CBaseEntity::IsViewable(void)&lt;br /&gt;
81	CPVK2Player::ChangeTeam(int)&lt;br /&gt;
82	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
83	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
84	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
85	CBaseEntity::GetEnemy(void)&lt;br /&gt;
86	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
87	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
88	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
89	CPVK2Player::Touch(CBaseEntity *)&lt;br /&gt;
90	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
91	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
92	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
93	CBaseEntity::EndBlocked(void)&lt;br /&gt;
94	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
95	CPVK2Player::UpdateOnRemove(void)&lt;br /&gt;
96	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
97	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
98	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
99	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
100	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
101	CPVK2Player::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
102	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
103	CBaseEntity::Respawn(void)&lt;br /&gt;
104	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
105	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
106	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
107	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
108	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
109	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
110	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
111	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
112	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
113	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
114	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
115	CBaseEntity::GetDamage(void)&lt;br /&gt;
116	CBaseEntity::SetDamage(float)&lt;br /&gt;
117	CBasePlayer::EyePosition(void)&lt;br /&gt;
118	CBasePlayer::EyeAngles(void)&lt;br /&gt;
119	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
120	CBaseEntity::EarPosition(void)&lt;br /&gt;
121	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
122	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
123	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
124	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
125	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
126	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
127	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
128	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
129	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
130	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
131	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
132	CBaseEntity::CanBePoweredUp(void)&lt;br /&gt;
133	CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)&lt;br /&gt;
134	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
135	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
136	CBaseEntity::Splash(void)&lt;br /&gt;
137	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
138	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
139	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
140	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
141	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
142	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
143	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
144	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
145	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
146	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
147	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
148	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
149	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
150	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
151	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
152	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
153	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
154	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
155	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
156	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
157	CBaseEntity::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
158	CBaseEntity::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
159	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
160	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
161	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
171	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
172	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
173	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
174	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
175	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
176	CPVK2Player::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
177	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
178	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
179	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
180	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
181	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
182	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
183	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
184	CBaseAnimating::HandleAnimEvent(animevent_t *)&lt;br /&gt;
185	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
186	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
187	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
188	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
189	CBaseAnimating::Extinguish(void)&lt;br /&gt;
190	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
191	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
192	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
193	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
194	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
195	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
196	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
197	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
198	CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
199	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
200	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
201	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
202	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
203	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
204	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
205	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)&lt;br /&gt;
206	CBasePlayer::BodyAngles(void)&lt;br /&gt;
207	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
208	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
209	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
210	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
211	CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
212	CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
213	CBaseCombatCharacter::GiveAmmo(int,int,bool)&lt;br /&gt;
214	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
215	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
216	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
217	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
218	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
219	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
220	CPVK2Player::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
221	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
222	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
223	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
224	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
225	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
226	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
227	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
228	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
229	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
230	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
231	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
232	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
233	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
234	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
235	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
236	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
237	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
238	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
239	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
240	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
241	CPVK2Player::Event_Dying(void)&lt;br /&gt;
242	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
243	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
244	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
245	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
246	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
247	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
248	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
249	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
250	CBaseCombatCharacter::IsInAVehicle(void)&lt;br /&gt;
251	CBasePlayer::GetVehicle(void)&lt;br /&gt;
252	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
253	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
254	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
255	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
256	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
257	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
258	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
259	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
260	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
261	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
262	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
263	CPVK2Player::CreateViewModel(int)&lt;br /&gt;
264	CPVK2Player::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
265	CPVK2Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
266	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
267	CPVK2Player::InitialSpawn(void)&lt;br /&gt;
268	CBasePlayer::InitHUD(void)&lt;br /&gt;
269	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
270	CBasePlayer::PlayerDeathThink(void)&lt;br /&gt;
271	CBasePlayer::Jump(void)&lt;br /&gt;
272	CBasePlayer::Duck(void)&lt;br /&gt;
273	CPVK2Player::PreThink(void)&lt;br /&gt;
274	CPVK2Player::PostThink(void)&lt;br /&gt;
275	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
276	CPVK2Player::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
277	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
278	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
279	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
280	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
281	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
282	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
283	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
284	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
285	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
286	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
287	CPVK2Player::UpdateClientData(void)&lt;br /&gt;
288	CBasePlayer::ExitLadder(void)&lt;br /&gt;
289	CPVK2Player::FlashlightIsOn(void)&lt;br /&gt;
290	CPVK2Player::FlashlightTurnOn(void)&lt;br /&gt;
291	CPVK2Player::FlashlightTurnOff(void)&lt;br /&gt;
292	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
293	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
294	CPVK2Player::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
295	CPVK2Player::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
296	CPVK2Player::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
297	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
298	CPVK2Player::CheatImpulseCommands(int)&lt;br /&gt;
299	CPVK2Player::ClientCommand(char  const*)&lt;br /&gt;
300	CBasePlayer::StartObserverMode(int)&lt;br /&gt;
301	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
302	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
303	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
304	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
305	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
306	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
307	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
308	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
309	CPVK2Player::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
310	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
311	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
312	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
313	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
314	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
315	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
316	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
317	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
318	CBasePlayer::CreateCorpse(void)&lt;br /&gt;
319	CPVK2Player::EntSelectSpawnPoint(void)&lt;br /&gt;
320	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
321	CPVK2Player::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
322	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
323	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
324	CPVK2Player::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
325	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
326	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
327	CBasePlayer::ItemPostFrame(void)&lt;br /&gt;
328	CPVK2Player::GiveNamedItem(char  const*,int)&lt;br /&gt;
329	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
330	CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
331	CBasePlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
332	CBasePlayer::PlayerUse(void)&lt;br /&gt;
333	CBasePlayer::PlayUseDenySound(void)&lt;br /&gt;
334	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
335	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
336	CBasePlayer::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
337	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
338	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
339	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
340	CPVK2Player::GetAutoaimVector(float)&lt;br /&gt;
341	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
342	CBasePlayer::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
343	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
344	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
345	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
346	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
347	CBasePlayer::CanSpeak(void)&lt;br /&gt;
348	CBasePlayer::CanHearChatFrom(CBasePlayer*)&lt;br /&gt;
349	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
350	CBasePlayer::CheckChatText(char *,int)&lt;br /&gt;
351	CBasePlayer::IsFollowingPhysics(void)&lt;br /&gt;
352	CBasePlayer::InitVCollision(void)&lt;br /&gt;
353	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
354	CBasePlayer::EquipSuit(bool)&lt;br /&gt;
355	CBasePlayer::RemoveSuit(void)&lt;br /&gt;
356	CBasePlayer::CommitSuicide(void)&lt;br /&gt;
357	CBasePlayer::IsBot(void)const&lt;br /&gt;
358	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
359	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
360	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
361	CPVK2Player::HandleSpeedChanges(void)&lt;br /&gt;
362	CPVK2Player::SetMaxArmor(int)&lt;br /&gt;
363	CPVK2Player::GetMaxArmor(void)&lt;br /&gt;
364	CPVK2Player::SetSpecial(int)&lt;br /&gt;
365	CPVK2Player::GetSpecial(void)const&lt;br /&gt;
366	CPVK2Player::IncrementSpecial(int)&lt;br /&gt;
367	CPVK2Player::ReduceSpecial(int)&lt;br /&gt;
368	CPVK2Player::Knockback(float,CPVK2Player*)&lt;br /&gt;
369	CPVK2Player::IsGrenadeFrame(void)&lt;br /&gt;
370	CPVK2Player::GetRespawnTime(void)&lt;br /&gt;
371	CPVK2Player::IsBerserking(void)&lt;br /&gt;
372	CPVK2Player::SetBerserkTime(float)&lt;br /&gt;
373	CPVK2Player::GetBerserkTime(void)&lt;br /&gt;
374	CPVK2Player::SetAngleLimit(float,float)&lt;br /&gt;
375	CPVK2Player::DisableAngleLimit(void)&lt;br /&gt;
376	CPVK2Player::CanBeStunned(void)&lt;br /&gt;
377	CPVK2Player::SetSummonedNPC(CBaseEntity *)&lt;br /&gt;
378	CPVK2Player::GetSummonedNPC(void)&lt;br /&gt;
379	CPVK2Player::SetCarriedFlag(CBaseEntity *)&lt;br /&gt;
380	CPVK2Player::GetCarriedFlag(void)&lt;br /&gt;
381	CPVK2Player::IsCarryingFlag(void)&lt;br /&gt;
382	CPVK2Player::SDKAnim_GetActiveWeapon(void)&lt;br /&gt;
383	CPVK2Player::SDKAnim_CanMove(void)&lt;br /&gt;
384	CPVK2Player::NoteWeaponFired(void)&lt;br /&gt;
385	CPVK2Player::StartInitialObserver(void)&lt;br /&gt;
386	CPVK2Player::ChangeClass(int)&lt;br /&gt;
387	CPVK2Player::InitClass(int)&lt;br /&gt;
388	CPVK2Player::YellSound(int)&lt;br /&gt;
389	CPVK2Player::SetDefaultSpeed(float)&lt;br /&gt;
390	CPVK2Player::GetDefaultSpeed(void)const&lt;br /&gt;
391	CPVK2Player::GetPlayerClass(void)const&lt;br /&gt;
392	CPVK2Player::ClearAttachedModels(void)&lt;br /&gt;
393	CPVK2Player::AddAttachedModel(char  const*,char  const*)&lt;br /&gt;
394	CPVK2Player::ReAttachModels(void)&lt;br /&gt;
395	CPVK2Player::GetAttachedModel(char  const*)&lt;br /&gt;
396	CPVK2Player::SetKnockbackTime(float)&lt;br /&gt;
397	CPVK2Player::IsStunned(void)&lt;br /&gt;
398	CPVK2Player::GetStunAmount(void)&lt;br /&gt;
399	CPVK2Player::StartBerserk(void)&lt;br /&gt;
400	CPVK2Player::StopBerserk(void)&lt;br /&gt;
401	CPVK2Player::ResetTeamChanges(void)&lt;br /&gt;
402	CPVK2Player::ForceTeam(int)&lt;br /&gt;
403	CPVK2Player::GetForcedTeam(void)const&lt;br /&gt;
404	CPVK2Player::CreateRagdollEntity(void)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noob cannon lol</name></author>
		
	</entry>
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