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	<id>https://wiki.alliedmods.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Olly</id>
	<title>AlliedModders Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.alliedmods.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Olly"/>
	<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/Special:Contributions/Olly"/>
	<updated>2026-07-28T19:02:44Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Counter-Strike:_Source_Events&amp;diff=4814</id>
		<title>Counter-Strike: Source Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Counter-Strike:_Source_Events&amp;diff=4814"/>
		<updated>2007-07-01T00:43:01Z</updated>

		<summary type="html">&lt;p&gt;Olly: /* bomb_plant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Refer back to [[Game Events (Source)]] for more events.''&lt;br /&gt;
&lt;br /&gt;
=== player_death ===&lt;br /&gt;
{{qnotice|When a client dies}}&lt;br /&gt;
{{begin-hl2msg|player_death|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|attacker}}&lt;br /&gt;
{{hl2msg|string|weapon}}&lt;br /&gt;
{{hl2msg|bool|headshot}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_hurt ===&lt;br /&gt;
{{qnotice|When a client is damaged}}&lt;br /&gt;
{{begin-hl2msg|player_hurt|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|attacker}}&lt;br /&gt;
{{hl2msg|byte|health}}&lt;br /&gt;
{{hl2msg|byte|armor}}&lt;br /&gt;
{{hl2msg|string|weapon}}&lt;br /&gt;
{{hl2msg|byte|dmg_health}}&lt;br /&gt;
{{hl2msg|byte|dmg_armor}}&lt;br /&gt;
{{hl2msg|byte|hitgroup}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== bomb_beginplant ===&lt;br /&gt;
{{qnotice|When the bomb is starting to get planted}}&lt;br /&gt;
{{begin-hl2msg|bomb_beginplant|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|site}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== bomb_abortplant ===&lt;br /&gt;
{{qnotice|When the bomb planter stops planting the bomb}}&lt;br /&gt;
{{begin-hl2msg|bomb_abortplant|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|site}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== bomb_planted ===&lt;br /&gt;
{{qnotice|When the bomb has been planted}}&lt;br /&gt;
{{begin-hl2msg|bomb_planted|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|site}}&lt;br /&gt;
{{hl2msg|short|posx}}&lt;br /&gt;
{{hl2msg|short|posy}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== bomb_defused ===&lt;br /&gt;
{{qnotice|When the bomb has been defused}}&lt;br /&gt;
{{begin-hl2msg|bomb_defused|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|site}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== bomb_exploded ===&lt;br /&gt;
{{qnotice|When the bomb explodes}}&lt;br /&gt;
{{begin-hl2msg|bomb_exploded|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|site}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== bomb_dropped ===&lt;br /&gt;
{{qnotice|When the bomb is dropped by a client}}&lt;br /&gt;
{{begin-hl2msg|bomb_dropped|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== bomb_pickup ===&lt;br /&gt;
{{qnotice|When the bomb is picked up by a client}}&lt;br /&gt;
{{begin-hl2msg|bomb_pickup|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== bomb_begindefuse ===&lt;br /&gt;
{{qnotice|When the bomb is started to be defused}}&lt;br /&gt;
{{begin-hl2msg|bomb_begindefuse|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|bool|haskit}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== bomb_abortdefuse ===&lt;br /&gt;
{{qnotice|When the bomb defusal is stopped}}&lt;br /&gt;
{{begin-hl2msg|bomb_abortdefuse|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== hostage_follows ===&lt;br /&gt;
{{qnotice|When the hostage begins following a client}}&lt;br /&gt;
{{begin-hl2msg|hostage_follows|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|hostage}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== hostage_hurt ===&lt;br /&gt;
{{qnotice|When a hostage is damaged}}&lt;br /&gt;
{{begin-hl2msg|hostage_hurt|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|hostage}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== hostage_killed ===&lt;br /&gt;
{{qnotice|When a hostage is killed}}&lt;br /&gt;
{{begin-hl2msg|hostage_killed|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|hostage}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== hostage_rescued ===&lt;br /&gt;
{{qnotice|When a hostage is rescued}}&lt;br /&gt;
{{begin-hl2msg|hostage_rescued|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|hostage}}&lt;br /&gt;
{{hl2msg|short|site}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== hostage_stops_following ===&lt;br /&gt;
{{qnotice|When a hostage stops following a client}}&lt;br /&gt;
{{begin-hl2msg|hostage_stops_following|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|hostage}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== hostage_rescued_all ===&lt;br /&gt;
{{qnotice|When all the hostages are rescued}}&lt;br /&gt;
{{begin-hl2msg|hostage_rescued_all|string}}&lt;br /&gt;
{{hl2msg|''none''|''none''}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== hostage_call_for_help ===&lt;br /&gt;
{{qnotice|When the hostage calls for help}}&lt;br /&gt;
{{begin-hl2msg|hostage_call_for_help|string}}&lt;br /&gt;
{{hl2msg|short|hostage}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== vip_escaped ===&lt;br /&gt;
{{qnotice|When the VIP escapes}}&lt;br /&gt;
{{begin-hl2msg|vip_escaped|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== vip_killed ===&lt;br /&gt;
{{qnotice|When the VIP is killed}}&lt;br /&gt;
{{begin-hl2msg|vip_killed|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|attacker}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_radio ===&lt;br /&gt;
{{qnotice|When the player uses radio commands}}&lt;br /&gt;
{{begin-hl2msg|player_radio|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|short|slot}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== bomb_beep ===&lt;br /&gt;
{{qnotice|Every time the bomb beep sound happens}}&lt;br /&gt;
{{begin-hl2msg|bomb_beep|string}}&lt;br /&gt;
{{hl2msg|long|entindex}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== weapon_fire ===&lt;br /&gt;
{{qnotice|Every time a client fires their weapon}}&lt;br /&gt;
{{begin-hl2msg|weapon_fire|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|string|weapon}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== weapon_fire_on_empty ===&lt;br /&gt;
{{qnotice|Every time a client fires their weapon and it's empty}}&lt;br /&gt;
{{begin-hl2msg|weapon_fire_on_empty|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|string|weapon}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== weapon_reload ===&lt;br /&gt;
{{qnotice|Every time a client reloads their weapon}}&lt;br /&gt;
{{begin-hl2msg|weapon_reload|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== weapon_zoom ===&lt;br /&gt;
{{qnotice|Every time a client zooms a scoped weapon}}&lt;br /&gt;
{{begin-hl2msg|weapon_zoom|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== item_pickup ===&lt;br /&gt;
{{qnotice|Every time an item is picked up (generally weapons)}}&lt;br /&gt;
{{begin-hl2msg|item_pickup|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|string|item}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== grenade_bounce ===&lt;br /&gt;
{{qnotice|Every time a grenade bounces}}&lt;br /&gt;
{{begin-hl2msg|grenade_bounce|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== hegrenade_detonate ===&lt;br /&gt;
{{qnotice|Every time a hegrenade explodes}}&lt;br /&gt;
{{begin-hl2msg|hegrenade_detonate|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== flashbang_detonate ===&lt;br /&gt;
{{qnotice|Every time a flashbang detonates}}&lt;br /&gt;
{{begin-hl2msg|flashbang_detonate|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== smokegrenade_detonate ===&lt;br /&gt;
{{qnotice|Every time a smokegrenade detonates}}&lt;br /&gt;
{{begin-hl2msg|flashbang_detonate|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== bullet_impact ===&lt;br /&gt;
{{qnotice|Every time a bullet hits something}}&lt;br /&gt;
{{begin-hl2msg|bullet_impact}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|float|x}}&lt;br /&gt;
{{hl2msg|float|y}}&lt;br /&gt;
{{hl2msg|float|z}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_footstep ===&lt;br /&gt;
{{qnotice|Every time a player takes a step}}&lt;br /&gt;
{{begin-hl2msg|player_footstep|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_jump ===&lt;br /&gt;
{{qnotice|Every time a player jumps}}&lt;br /&gt;
{{begin-hl2msg|player_jump|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_blind ===&lt;br /&gt;
{{qnotice|Every time a player is blinded by a flashbang}}&lt;br /&gt;
{{begin-hl2msg|player_blind|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_falldamage ===&lt;br /&gt;
{{qnotice|Every time a player takes damage due to a fall}}&lt;br /&gt;
{{begin-hl2msg|player_falldamage|string}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{hl2msg|float|damage}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== door_moving ===&lt;br /&gt;
{{qnotice|Every time a door is put in motion (opened)}}&lt;br /&gt;
{{begin-hl2msg|door_moving|string}}&lt;br /&gt;
{{hl2msg|long|entindex}}&lt;br /&gt;
{{hl2msg|short|userid}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== round_freeze_end ===&lt;br /&gt;
{{qnotice|When the round's mp_freezetime is up}}&lt;br /&gt;
{{begin-hl2msg|round_freeze_end|string}}&lt;br /&gt;
{{hl2msg|none|none}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== nav_blocked ===&lt;br /&gt;
{{qnotice|''Guess: Called when an area is blocked by the nav of a map''}}&lt;br /&gt;
{{begin-hl2msg|nav_blocked|string}}&lt;br /&gt;
{{hl2msg|long|area}}&lt;br /&gt;
{{hl2msg|bool|blocked}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== nav_generate ===&lt;br /&gt;
{{qnotice|Called when a nav file does not exist for a map and bots are added}}&lt;br /&gt;
{{begin-hl2msg|nav_generate|string}}&lt;br /&gt;
{{hl2msg|none|none}}&lt;br /&gt;
{{end-hl2msg}}&lt;/div&gt;</summary>
		<author><name>Olly</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4569</id>
		<title>Useful Signatures (Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4569"/>
		<updated>2007-05-29T00:08:03Z</updated>

		<summary type="html">&lt;p&gt;Olly: /* CreateEntityByName */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
I have posted this page here so I can share some useful [http://wiki.alliedmods.net/Signature_Scanning sigscan] signatures. With these, and the use of [http://forums.alliedmods.net/showthread.php?t=53893 PimpinJuice's SigOffset Extension] you can call some very useful functions from within [[SourceMod]] plugins.&lt;br /&gt;
&lt;br /&gt;
=Function Signatures=&lt;br /&gt;
This is the list of all of the functions that we have signatures for.&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Spawn==&lt;br /&gt;
This function is used to spawn player entities into the game. Either after creation, or re-spawn the player back to their spawn point. This function is good to call once you have changed the value of 'm_iTeamNum'. Once you have changed this value, you will need to call this function so the swapped player has the right skin and game rules associated.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x2c\x53\x55\x56\x57\x68\x2c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b\x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x52\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00\x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\xed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x00\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
107&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity5SpawnEv&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Teleport==&lt;br /&gt;
This function will teleport an entity to a certain place in the world with a given vector. Useful for moving things across the world, or 'pushing' with a given force&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1C\x82\x74\x09\x83\xC0\x01\x3B\xC1\x7C\xF4\xEB\x08\x3B\xC6\x0F\x8D\x17\x01\x00\x00\x55\x57\x8D\x44\x24\x10\x50\x51\xB9\x6C\xB2\x46\x22\x89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x24\x14\x51\x53\x89\x44\x24\x18\x89\x74\x24\x1C\x89\x74\x24\x20\x89\x74\x24\x24\x89\x74\x24\x28\x89\x74\x24\x2C&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxx?????????????xxx?????xx????xx??????x?????xx?????xxxx?????????xxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
106&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector newPosition'''&lt;br /&gt;
**The place to teleport to&lt;br /&gt;
*'''QAngle newAngles'''&lt;br /&gt;
**The new angle of the entity&lt;br /&gt;
*'''Vector newVelocity'''&lt;br /&gt;
**Directional vector for velocity&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;new Float:Pos[3];&lt;br /&gt;
new Float:Vel[3];&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_VECTOR, Pos, PARAM_QANGLE, -1, PARAM_VECTOR, Vel);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModel==&lt;br /&gt;
This function will set the model of the entity to the model that you specify. (Yes even player models ;))&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8b\x74\x24\x08\x57\x8b\xf9\x8b\x0d\x8c\x69\x5f\x22\x8b\x01\x56\xff\x50\x08\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\x52\x04\x85\xc0\x74\x20\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\xf2\x24\x83\xf8\x01&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxx?????????xxx???xx????????xxx??xxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
51&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8SetModelEPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''const char *szModelName'''&lt;br /&gt;
**The model to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;PrecacheModel(&amp;quot;models/Alyx.mdl&amp;quot;);&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CONST_CHAR_PTR, &amp;quot;models/Alyx.mdl&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModelIndex==&lt;br /&gt;
This function will set the model of the entity to the model index that you specify. To see a list of models currently cached and their id's type this into server console&lt;br /&gt;
&amp;lt;pawn&amp;gt;sv_cheats 1;listmodels;sv_cheats 0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x8b\x5c\x24\x08\x56\x57\x8b\xf9\x66\x8b\x4f\x1e\x8d\x77\x1e\x8d\x44\x24\x10\x66\x3b\x08\x74\x0c\x56\x8d\x4e\xe2\xe8\x4a\xe9\xfd\xff\x66\x89\x18\x8b\xcf&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxx????????????????????&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
39&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity13SetModelIndexEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int index '''&lt;br /&gt;
**The model index to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 123);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::DamageEffect==&lt;br /&gt;
This function shows an effect like you would get if you got damaged. Some options dont do anything, but others look kinda cool&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x44\x24\x08\x83\xec\x14\xa8\x01\x56\x57\xeb\xf1\x74\x36\x6a\x01\xb0\x80\x68\xcd\xcc\xcc\x3d\x88\x44\x24\x2c\x88\x44\x24\x2f\x68\x00\x00\x80\x3f\x8d\x44\x24\x30\x50\x56\xc6\x44\x24\x39\x00\xc6\x44\x24\x3a\x00\xe8\x46\x6d\x09\x00\x83\xc4\x14\x5f&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
62&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer12DamageEffectEfi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flDamage'''&lt;br /&gt;
**[not used]&lt;br /&gt;
*'''int fDamageType'''&lt;br /&gt;
**DMG_CRUSH (1&amp;lt;&amp;lt;0)&lt;br /&gt;
**DMG_DROWN (1&amp;lt;&amp;lt;14)&lt;br /&gt;
**DMG_SLASH (1&amp;lt;&amp;lt;2)&lt;br /&gt;
**DMG_PLASMA (1&amp;lt;&amp;lt;24)&lt;br /&gt;
**DMG_SONIC (1&amp;lt;&amp;lt;9)&lt;br /&gt;
**MG_BULLET (1&amp;lt;&amp;lt;1)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_FLOAT, 0, PARAM_INT, (1&amp;lt;&amp;lt;24));&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::SetFOV==&lt;br /&gt;
This function will change the players Field of View (FOV) with a given zoom rate&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x57\x8b\x7c\x24\x03\x85\xff\x8b\xd9\x75\x07\x5f\x32\xc0\x5b\xc2\x0c\x00\x8b\x83\x08\x0a\x00\x00\x83\xf8\xff\x56\x8d\xb3\x08\x0a\x00\x00&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxx????????xxxxxxxxx??????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
35&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer13SetDefaultFOVEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pRequester'''&lt;br /&gt;
**The entity of the player to change FOV of&lt;br /&gt;
*'''int FOV'''&lt;br /&gt;
**The FOV value (0-360) anything over 180 goes foobar (default 90)&lt;br /&gt;
*'''Float zoomRate'''&lt;br /&gt;
**Time it takes for the new FOV to zoom in/out&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CBASEENTITY, client, PARAM_INT, 95, PARAM_FLOAT, 2.0);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CCSPlayer::SwitchTeam (CS:S ONLY)==&lt;br /&gt;
This function will switch team of the player entity. It wont re-spawn the player, but it will switch the player to the new team without them dyeing.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x10\x56\x57\x8B\x7C\x24\x1C\x57\x8B\xF1\xE8\x7F\xE8\xF9\xFF\x83\xC4\x04\x85\xC0\x0F\x84\xEA\x00\x00\x00\x83\xFF\x03\x74\x09\x83\xFF\x02\x0F\x85\xDC\x00\x00\x00\x8B\xCE\xE8\xAF\x22\xE1\xFF\x3B\xF8\x0F\x84\xDC\x00\x00\x00\x57\x8B\xCE\xC6\x86\x14\x0E&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxxxxxxxxxx??&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
64&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN9CCSPlayer10SwitchTeamEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int iTeamIndex'''&lt;br /&gt;
**The new team index of the player&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 2);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseAnimating::Ignite==&lt;br /&gt;
This function will ignite the entity (duh)&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8B\xF1\x8B\x86\xBC\x00\x00\x00\xC1\xE8\x1B\xA8\x01\x0F\x85\x9A\x00\x00\x00\x8B\x16\xFF\x92\xF0\x00\x00\x00\x80\x7C\x24\x0C\x00\x74\x08\x84\xC0\x0F\x84\x83\x00\x00\x00\x3C\x01\x75\x20\x80\x7C\x24\x14\x00\x75\x19\x8B\xCE\xE8\x83\x1A\x01\x00\x85\xC0\x74\x0E\x8B\x10\x8B\xC8\xFF\x92\x08\x05\x00\x00\x84\xC0\x74\x5F\x57\x6A\x01\x56\xE8\x48\xEA\x07\x00\x8B\xF8\x83\xC4\x08\x85\xFF\x74\x3D\x8B\x44\x24\x0C\x50\x8B\xCF\xE8\x83\xE5\x07\x00\x68\x00\x00\x00\x08\x8B\xCE&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxx?????????????????xxx????????????xx??????xx??xxxxx??xxx????????xxxxx?????xx??xxxxx????xxxxxxx??xxxxxxxx????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
116&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN14CBaseAnimating6IgniteEfbfb&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flFlameLifetime'''&lt;br /&gt;
**The time the fire should burn&lt;br /&gt;
*'''bool bNPCOnly'''&lt;br /&gt;
**I assume only NPC's get burnt&lt;br /&gt;
*'''float flSize'''&lt;br /&gt;
**Size of the flames&lt;br /&gt;
*'''bool bCalledByLevelDesigner'''&lt;br /&gt;
**Dont know what this is; I suggest setting to 0 because you are not the level designer :P&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEANIMATING, PARAM_FLOAT, 25.0, PARAM_INT, 0, PARAM_FLOAT, 100.0, PARAM_INT, 0);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CGib::SpawnRandomGibs==&lt;br /&gt;
This function will spawn head gibs from the entity. Even though the signature says 'RandomGibs' the code is only setup to spawn head gibs. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x51\x8b\x44\x24\x0c\x85\xc0\x0f\x8e\x30\x01\x00\x00\x53\x55\x56\x57\x89\x44\x24\x1c\xbb\x01\x00\x00\x00\xed\x9b\x00\x00\x00\x00\x6a\x00\x68\xd8\xeb\x58\x22\x68\x20\x73\x57\x22\x6a\x00\x6a\xff\x68\xdc\x57\x4c\x22\xe8\x46\x55\x01\x00\x83\xc4\x08&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxxxxxxxx???????????????????xxxx??????????xxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
61&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN4CGib15SpawnRandomGibsEP11CBaseEntityi9Gib&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pVictim'''&lt;br /&gt;
**The entity to spawn gibs from&lt;br /&gt;
*'''int cGibs'''&lt;br /&gt;
**The amount of gibs to spawn, I suggest anything over 1000000 ^^&lt;br /&gt;
*'''GibType_e eGibType'''&lt;br /&gt;
**GIB_HUMAN = 0 (Head gib)&lt;br /&gt;
**GIB_ALIEN = 1 (Head gib with some blood splatter) MUST PRECACHE &amp;quot;models/gibs/agibs.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client, PARAM_INT, 10, PARAM_INT, 1);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodDrips==&lt;br /&gt;
This function will spawn a small 'splash' of blood under the entity. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x57\x8b\x7c\x24\x10\x83\xff\xff\x0f\x84\xe5\x00\x00\x00\x81\xff\xf7\x00\x00\x00\x75\x0b\xa1\x18\xa6\x61\x22\x83\x78\x2c\x00\xeb\x0a\x8b\x0d\xa8\xa6\x61\x22\x83\x79\x2c\x00\x0f\x95\xc0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxxxxx???????xxxx????????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
46&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z15UTIL_BloodDripsRK6VectorS1_ii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The location to spawn the effect&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**Dont know what this is, i set it same as origin&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, origin, PARAM_INT, 247);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodStream==&lt;br /&gt;
Creates a moving stream of blood (like someone threw a bucket of water). Only shows pink/black (missing texture) still fun though. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x44\x24\x0c\x83\xec\x20\x50\xe8\x53\x5c\x00\x00\x83\xc4\x04\x84\xc0\x74\x61\x56\x8d\x4c\x24\x04\xe8\x42\x0b\xfa\xff\x8b\x74\x24\x28\x56\x8d\x4c\x24\x08\xc7\x44\x24\x08\x7c\x99\x4b\x22\xe8\x4c\x12\xfa\xff\x8b\x44\x24\x34\x3d\xff\x00\x00\x00&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx?????xxxxx??xxxxx?????xxxxxxxxx?????????????xxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
61&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z16UTIL_BloodStreamRK6VectorS1_ii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The place the blood starts&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**The place the blood lands (close to)&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
*'''int amount'''&lt;br /&gt;
**Dunno what this is (alpha?) set to 255&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
new Float:direction[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, direction, PARAM_INT, 247, PARAM_INT, 255);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodSpray==&lt;br /&gt;
Makes a blood spray (duh!)'''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x4c\x24\x0c\x83\xec\x60\x83\xf9\xff\x0f\x84\xa7\x00\x00\x00\x33\xc0\xdb\x44\x24\x70\x89\x44\x24\x34\x89\x44\x24\x44\x66\x89\x44\x24\x48\xd9\x5c\x24\x38\x89\x44\x24\x3c\x89\x44\x24\x40\x89\x44\x24\x4c&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxx??????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
51&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z15UTIL_BloodSprayRK6VectorS1_iii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The place the blood starts&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**The place the blood lands (close to)&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
*'''int amount'''&lt;br /&gt;
**Dunno what this is (alpha?) set to 255&lt;br /&gt;
*'''int flags'''&lt;br /&gt;
**0 nothing&lt;br /&gt;
**1 makes a baseball bat like blood spray&lt;br /&gt;
**2 makes a ring of blood mist&lt;br /&gt;
**3 makes an upward spray&lt;br /&gt;
**4 makes clouds of blood mist&lt;br /&gt;
**5 seems to be a mixture of the above&lt;br /&gt;
**6 seems to be a thicker cloud of dust&lt;br /&gt;
**(i cant be bothered to check any more. go experament)&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
new Float:direction[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, direction, PARAM_INT, 247, PARAM_INT, 255, PARAM_INT, 5);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_Tracer (NOT CS:S)==&lt;br /&gt;
Uhh.. dont know  i assume its for tracer stuff ^^ i guess someone will have a use for it :P '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x60\x8b\x44\x24\x64\x8b\x10\x89\x54\x24\x0c\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x14\x8b\x44\x24\x68\x89\x54\x24\x10\x8b\x10\x33\xc9\x38\x4c\x24\x78\x89\x14\x24\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x08\x8b\x44\x24\x97\x89&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
54&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z11UTIL_TracerRK6VectorS1_iifbPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector vecStart'''&lt;br /&gt;
**Starting Vector (duh)&lt;br /&gt;
*'''Vector vecEnd'''&lt;br /&gt;
**Ending Vector&lt;br /&gt;
*'''int EntIndex'''&lt;br /&gt;
**Entity index using the tracer&lt;br /&gt;
*'''int iAttachment'''&lt;br /&gt;
**Dont know (-1 for no attachement)&lt;br /&gt;
*'''float flVelocity'''&lt;br /&gt;
**Velocity the tracer moves at (m/s?)&lt;br /&gt;
*'''bool bWhiz'''&lt;br /&gt;
**I assume it emmits a sound?&lt;br /&gt;
*'''char ptr pCustomTracerName'''&lt;br /&gt;
**A nice name for your tracer &lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:start[3];&lt;br /&gt;
new Float:end[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, start, PARAM_VECTOR, end, PARAM_INT, client, PARAM_INT, -1, PARAM_FLOAT, 10.0, PARAM_INT, 1, PARAM_CONST_CHAR_PTR, &amp;quot;OLLY&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SetMinMaxSize==&lt;br /&gt;
Sets the size of the collision box around a Physics entity '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x8b\x5c\x24\x0c\x55\x8b\x6c\x24\x14\x56\x57\x8b\xf5\x2b\xdd\xbf\x03\x00\x00\x00\xd9\x04\x33\xd8\x1e\xdf\xe0\xf6\xc4\x41\x75\x23\x8b\x4c\x24\x14\x85\xc9&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
39&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt; [cant find someone help me out?] &amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pEnt'''&lt;br /&gt;
**The entity ptr of the entity you are working with&lt;br /&gt;
*'''Vector mins'''&lt;br /&gt;
**The minimum size the box will 'squash' to when you run into it&lt;br /&gt;
*'''Vector max'''&lt;br /&gt;
**The maximum size&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:min[3];&lt;br /&gt;
new Float:max[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client, PARAM_VECTOR, min, PARAM_VECTOR, max);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CreateEntityByName==&lt;br /&gt;
Creates a new entity from the classname specified (Does NOT spawn the entity) '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8b\x74\x24\x0c\x83\xfe\xff\x57\x8b\x7c\x24\x0c\x74\x25\x8b\x0d\x68\x69\x5f\x22\x8b\x01\x56\xff\x50\x54\x85\xc0\xa3\x9c\xfa\x5c\x22\x75\x10\x56\x57\x68\x08\x6d\x4e\x22\xff\x15\xfc\xb1\x48\x22\x83\xc4\x0c&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxx??xxxxxxxxx???xx???????xx???????????xxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
52&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z18CreateEntityByNamePKci&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''char ptr classname'''&lt;br /&gt;
**The classname of the entity to make&lt;br /&gt;
*'''int iForceEdictIndex'''&lt;br /&gt;
**Manually set the edict ID (dont set for auto) (MUST BE &amp;gt; 64)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CONST_CHAR_PTR, &amp;quot;hostage_entity&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Result'''&lt;br /&gt;
[[Image:De_dust0012.jpg]]&lt;br /&gt;
&lt;br /&gt;
==DispatchSpawn==&lt;br /&gt;
Used to spawn created entities, or to respawn players '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x55\x56\x8b\x74\x24\x10\x85\xf6\x57\x0f\x84\x3a\x01\x00\x00\x8b\x1d\xa4\x69\x5f\x22\x8b\x03\x8b\xcb\xff\x50\x60\x8b\x16\x8b\xce\xff\x52\x08\x8b\x0d\xa4\x69\x5f\x22\x8b\x28&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxx????????????xxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
44&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z13DispatchSpawnP11CBaseEntity&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pEntity'''&lt;br /&gt;
**The entity to spawn&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
&amp;lt;pawn&amp;gt;//Yarrrr!&amp;lt;/pawn&amp;gt;&lt;br /&gt;
[[Category:SourceMod Scripting]]&lt;/div&gt;</summary>
		<author><name>Olly</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=File:De_dust0012.jpg&amp;diff=4568</id>
		<title>File:De dust0012.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=File:De_dust0012.jpg&amp;diff=4568"/>
		<updated>2007-05-29T00:05:43Z</updated>

		<summary type="html">&lt;p&gt;Olly: :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:P&lt;/div&gt;</summary>
		<author><name>Olly</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4567</id>
		<title>Useful Signatures (Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4567"/>
		<updated>2007-05-29T00:04:28Z</updated>

		<summary type="html">&lt;p&gt;Olly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
I have posted this page here so I can share some useful [http://wiki.alliedmods.net/Signature_Scanning sigscan] signatures. With these, and the use of [http://forums.alliedmods.net/showthread.php?t=53893 PimpinJuice's SigOffset Extension] you can call some very useful functions from within [[SourceMod]] plugins.&lt;br /&gt;
&lt;br /&gt;
=Function Signatures=&lt;br /&gt;
This is the list of all of the functions that we have signatures for.&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Spawn==&lt;br /&gt;
This function is used to spawn player entities into the game. Either after creation, or re-spawn the player back to their spawn point. This function is good to call once you have changed the value of 'm_iTeamNum'. Once you have changed this value, you will need to call this function so the swapped player has the right skin and game rules associated.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x2c\x53\x55\x56\x57\x68\x2c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b\x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x52\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00\x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\xed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x00\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
107&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity5SpawnEv&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Teleport==&lt;br /&gt;
This function will teleport an entity to a certain place in the world with a given vector. Useful for moving things across the world, or 'pushing' with a given force&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1C\x82\x74\x09\x83\xC0\x01\x3B\xC1\x7C\xF4\xEB\x08\x3B\xC6\x0F\x8D\x17\x01\x00\x00\x55\x57\x8D\x44\x24\x10\x50\x51\xB9\x6C\xB2\x46\x22\x89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x24\x14\x51\x53\x89\x44\x24\x18\x89\x74\x24\x1C\x89\x74\x24\x20\x89\x74\x24\x24\x89\x74\x24\x28\x89\x74\x24\x2C&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxx?????????????xxx?????xx????xx??????x?????xx?????xxxx?????????xxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
106&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector newPosition'''&lt;br /&gt;
**The place to teleport to&lt;br /&gt;
*'''QAngle newAngles'''&lt;br /&gt;
**The new angle of the entity&lt;br /&gt;
*'''Vector newVelocity'''&lt;br /&gt;
**Directional vector for velocity&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;new Float:Pos[3];&lt;br /&gt;
new Float:Vel[3];&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_VECTOR, Pos, PARAM_QANGLE, -1, PARAM_VECTOR, Vel);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModel==&lt;br /&gt;
This function will set the model of the entity to the model that you specify. (Yes even player models ;))&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8b\x74\x24\x08\x57\x8b\xf9\x8b\x0d\x8c\x69\x5f\x22\x8b\x01\x56\xff\x50\x08\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\x52\x04\x85\xc0\x74\x20\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\xf2\x24\x83\xf8\x01&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxx?????????xxx???xx????????xxx??xxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
51&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8SetModelEPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''const char *szModelName'''&lt;br /&gt;
**The model to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;PrecacheModel(&amp;quot;models/Alyx.mdl&amp;quot;);&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CONST_CHAR_PTR, &amp;quot;models/Alyx.mdl&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModelIndex==&lt;br /&gt;
This function will set the model of the entity to the model index that you specify. To see a list of models currently cached and their id's type this into server console&lt;br /&gt;
&amp;lt;pawn&amp;gt;sv_cheats 1;listmodels;sv_cheats 0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x8b\x5c\x24\x08\x56\x57\x8b\xf9\x66\x8b\x4f\x1e\x8d\x77\x1e\x8d\x44\x24\x10\x66\x3b\x08\x74\x0c\x56\x8d\x4e\xe2\xe8\x4a\xe9\xfd\xff\x66\x89\x18\x8b\xcf&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxx????????????????????&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
39&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity13SetModelIndexEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int index '''&lt;br /&gt;
**The model index to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 123);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::DamageEffect==&lt;br /&gt;
This function shows an effect like you would get if you got damaged. Some options dont do anything, but others look kinda cool&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x44\x24\x08\x83\xec\x14\xa8\x01\x56\x57\xeb\xf1\x74\x36\x6a\x01\xb0\x80\x68\xcd\xcc\xcc\x3d\x88\x44\x24\x2c\x88\x44\x24\x2f\x68\x00\x00\x80\x3f\x8d\x44\x24\x30\x50\x56\xc6\x44\x24\x39\x00\xc6\x44\x24\x3a\x00\xe8\x46\x6d\x09\x00\x83\xc4\x14\x5f&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
62&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer12DamageEffectEfi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flDamage'''&lt;br /&gt;
**[not used]&lt;br /&gt;
*'''int fDamageType'''&lt;br /&gt;
**DMG_CRUSH (1&amp;lt;&amp;lt;0)&lt;br /&gt;
**DMG_DROWN (1&amp;lt;&amp;lt;14)&lt;br /&gt;
**DMG_SLASH (1&amp;lt;&amp;lt;2)&lt;br /&gt;
**DMG_PLASMA (1&amp;lt;&amp;lt;24)&lt;br /&gt;
**DMG_SONIC (1&amp;lt;&amp;lt;9)&lt;br /&gt;
**MG_BULLET (1&amp;lt;&amp;lt;1)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_FLOAT, 0, PARAM_INT, (1&amp;lt;&amp;lt;24));&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::SetFOV==&lt;br /&gt;
This function will change the players Field of View (FOV) with a given zoom rate&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x57\x8b\x7c\x24\x03\x85\xff\x8b\xd9\x75\x07\x5f\x32\xc0\x5b\xc2\x0c\x00\x8b\x83\x08\x0a\x00\x00\x83\xf8\xff\x56\x8d\xb3\x08\x0a\x00\x00&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxx????????xxxxxxxxx??????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
35&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer13SetDefaultFOVEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pRequester'''&lt;br /&gt;
**The entity of the player to change FOV of&lt;br /&gt;
*'''int FOV'''&lt;br /&gt;
**The FOV value (0-360) anything over 180 goes foobar (default 90)&lt;br /&gt;
*'''Float zoomRate'''&lt;br /&gt;
**Time it takes for the new FOV to zoom in/out&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CBASEENTITY, client, PARAM_INT, 95, PARAM_FLOAT, 2.0);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CCSPlayer::SwitchTeam (CS:S ONLY)==&lt;br /&gt;
This function will switch team of the player entity. It wont re-spawn the player, but it will switch the player to the new team without them dyeing.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x10\x56\x57\x8B\x7C\x24\x1C\x57\x8B\xF1\xE8\x7F\xE8\xF9\xFF\x83\xC4\x04\x85\xC0\x0F\x84\xEA\x00\x00\x00\x83\xFF\x03\x74\x09\x83\xFF\x02\x0F\x85\xDC\x00\x00\x00\x8B\xCE\xE8\xAF\x22\xE1\xFF\x3B\xF8\x0F\x84\xDC\x00\x00\x00\x57\x8B\xCE\xC6\x86\x14\x0E&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxxxxxxxxxx??&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
64&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN9CCSPlayer10SwitchTeamEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int iTeamIndex'''&lt;br /&gt;
**The new team index of the player&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 2);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseAnimating::Ignite==&lt;br /&gt;
This function will ignite the entity (duh)&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8B\xF1\x8B\x86\xBC\x00\x00\x00\xC1\xE8\x1B\xA8\x01\x0F\x85\x9A\x00\x00\x00\x8B\x16\xFF\x92\xF0\x00\x00\x00\x80\x7C\x24\x0C\x00\x74\x08\x84\xC0\x0F\x84\x83\x00\x00\x00\x3C\x01\x75\x20\x80\x7C\x24\x14\x00\x75\x19\x8B\xCE\xE8\x83\x1A\x01\x00\x85\xC0\x74\x0E\x8B\x10\x8B\xC8\xFF\x92\x08\x05\x00\x00\x84\xC0\x74\x5F\x57\x6A\x01\x56\xE8\x48\xEA\x07\x00\x8B\xF8\x83\xC4\x08\x85\xFF\x74\x3D\x8B\x44\x24\x0C\x50\x8B\xCF\xE8\x83\xE5\x07\x00\x68\x00\x00\x00\x08\x8B\xCE&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxx?????????????????xxx????????????xx??????xx??xxxxx??xxx????????xxxxx?????xx??xxxxx????xxxxxxx??xxxxxxxx????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
116&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN14CBaseAnimating6IgniteEfbfb&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flFlameLifetime'''&lt;br /&gt;
**The time the fire should burn&lt;br /&gt;
*'''bool bNPCOnly'''&lt;br /&gt;
**I assume only NPC's get burnt&lt;br /&gt;
*'''float flSize'''&lt;br /&gt;
**Size of the flames&lt;br /&gt;
*'''bool bCalledByLevelDesigner'''&lt;br /&gt;
**Dont know what this is; I suggest setting to 0 because you are not the level designer :P&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEANIMATING, PARAM_FLOAT, 25.0, PARAM_INT, 0, PARAM_FLOAT, 100.0, PARAM_INT, 0);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CGib::SpawnRandomGibs==&lt;br /&gt;
This function will spawn head gibs from the entity. Even though the signature says 'RandomGibs' the code is only setup to spawn head gibs. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x51\x8b\x44\x24\x0c\x85\xc0\x0f\x8e\x30\x01\x00\x00\x53\x55\x56\x57\x89\x44\x24\x1c\xbb\x01\x00\x00\x00\xed\x9b\x00\x00\x00\x00\x6a\x00\x68\xd8\xeb\x58\x22\x68\x20\x73\x57\x22\x6a\x00\x6a\xff\x68\xdc\x57\x4c\x22\xe8\x46\x55\x01\x00\x83\xc4\x08&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxxxxxxxx???????????????????xxxx??????????xxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
61&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN4CGib15SpawnRandomGibsEP11CBaseEntityi9Gib&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pVictim'''&lt;br /&gt;
**The entity to spawn gibs from&lt;br /&gt;
*'''int cGibs'''&lt;br /&gt;
**The amount of gibs to spawn, I suggest anything over 1000000 ^^&lt;br /&gt;
*'''GibType_e eGibType'''&lt;br /&gt;
**GIB_HUMAN = 0 (Head gib)&lt;br /&gt;
**GIB_ALIEN = 1 (Head gib with some blood splatter) MUST PRECACHE &amp;quot;models/gibs/agibs.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client, PARAM_INT, 10, PARAM_INT, 1);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodDrips==&lt;br /&gt;
This function will spawn a small 'splash' of blood under the entity. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x57\x8b\x7c\x24\x10\x83\xff\xff\x0f\x84\xe5\x00\x00\x00\x81\xff\xf7\x00\x00\x00\x75\x0b\xa1\x18\xa6\x61\x22\x83\x78\x2c\x00\xeb\x0a\x8b\x0d\xa8\xa6\x61\x22\x83\x79\x2c\x00\x0f\x95\xc0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxxxxx???????xxxx????????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
46&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z15UTIL_BloodDripsRK6VectorS1_ii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The location to spawn the effect&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**Dont know what this is, i set it same as origin&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, origin, PARAM_INT, 247);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodStream==&lt;br /&gt;
Creates a moving stream of blood (like someone threw a bucket of water). Only shows pink/black (missing texture) still fun though. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x44\x24\x0c\x83\xec\x20\x50\xe8\x53\x5c\x00\x00\x83\xc4\x04\x84\xc0\x74\x61\x56\x8d\x4c\x24\x04\xe8\x42\x0b\xfa\xff\x8b\x74\x24\x28\x56\x8d\x4c\x24\x08\xc7\x44\x24\x08\x7c\x99\x4b\x22\xe8\x4c\x12\xfa\xff\x8b\x44\x24\x34\x3d\xff\x00\x00\x00&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx?????xxxxx??xxxxx?????xxxxxxxxx?????????????xxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
61&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z16UTIL_BloodStreamRK6VectorS1_ii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The place the blood starts&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**The place the blood lands (close to)&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
*'''int amount'''&lt;br /&gt;
**Dunno what this is (alpha?) set to 255&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
new Float:direction[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, direction, PARAM_INT, 247, PARAM_INT, 255);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodSpray==&lt;br /&gt;
Makes a blood spray (duh!)'''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x4c\x24\x0c\x83\xec\x60\x83\xf9\xff\x0f\x84\xa7\x00\x00\x00\x33\xc0\xdb\x44\x24\x70\x89\x44\x24\x34\x89\x44\x24\x44\x66\x89\x44\x24\x48\xd9\x5c\x24\x38\x89\x44\x24\x3c\x89\x44\x24\x40\x89\x44\x24\x4c&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxx??????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
51&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z15UTIL_BloodSprayRK6VectorS1_iii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The place the blood starts&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**The place the blood lands (close to)&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
*'''int amount'''&lt;br /&gt;
**Dunno what this is (alpha?) set to 255&lt;br /&gt;
*'''int flags'''&lt;br /&gt;
**0 nothing&lt;br /&gt;
**1 makes a baseball bat like blood spray&lt;br /&gt;
**2 makes a ring of blood mist&lt;br /&gt;
**3 makes an upward spray&lt;br /&gt;
**4 makes clouds of blood mist&lt;br /&gt;
**5 seems to be a mixture of the above&lt;br /&gt;
**6 seems to be a thicker cloud of dust&lt;br /&gt;
**(i cant be bothered to check any more. go experament)&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
new Float:direction[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, direction, PARAM_INT, 247, PARAM_INT, 255, PARAM_INT, 5);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_Tracer (NOT CS:S)==&lt;br /&gt;
Uhh.. dont know  i assume its for tracer stuff ^^ i guess someone will have a use for it :P '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x60\x8b\x44\x24\x64\x8b\x10\x89\x54\x24\x0c\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x14\x8b\x44\x24\x68\x89\x54\x24\x10\x8b\x10\x33\xc9\x38\x4c\x24\x78\x89\x14\x24\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x08\x8b\x44\x24\x97\x89&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
54&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z11UTIL_TracerRK6VectorS1_iifbPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector vecStart'''&lt;br /&gt;
**Starting Vector (duh)&lt;br /&gt;
*'''Vector vecEnd'''&lt;br /&gt;
**Ending Vector&lt;br /&gt;
*'''int EntIndex'''&lt;br /&gt;
**Entity index using the tracer&lt;br /&gt;
*'''int iAttachment'''&lt;br /&gt;
**Dont know (-1 for no attachement)&lt;br /&gt;
*'''float flVelocity'''&lt;br /&gt;
**Velocity the tracer moves at (m/s?)&lt;br /&gt;
*'''bool bWhiz'''&lt;br /&gt;
**I assume it emmits a sound?&lt;br /&gt;
*'''char ptr pCustomTracerName'''&lt;br /&gt;
**A nice name for your tracer &lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:start[3];&lt;br /&gt;
new Float:end[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, start, PARAM_VECTOR, end, PARAM_INT, client, PARAM_INT, -1, PARAM_FLOAT, 10.0, PARAM_INT, 1, PARAM_CONST_CHAR_PTR, &amp;quot;OLLY&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SetMinMaxSize==&lt;br /&gt;
Sets the size of the collision box around a Physics entity '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x8b\x5c\x24\x0c\x55\x8b\x6c\x24\x14\x56\x57\x8b\xf5\x2b\xdd\xbf\x03\x00\x00\x00\xd9\x04\x33\xd8\x1e\xdf\xe0\xf6\xc4\x41\x75\x23\x8b\x4c\x24\x14\x85\xc9&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
39&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt; [cant find someone help me out?] &amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pEnt'''&lt;br /&gt;
**The entity ptr of the entity you are working with&lt;br /&gt;
*'''Vector mins'''&lt;br /&gt;
**The minimum size the box will 'squash' to when you run into it&lt;br /&gt;
*'''Vector max'''&lt;br /&gt;
**The maximum size&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:min[3];&lt;br /&gt;
new Float:max[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client, PARAM_VECTOR, min, PARAM_VECTOR, max);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CreateEntityByName==&lt;br /&gt;
Creates a new entity from the classname specified (Does NOT spawn the entity) '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8b\x74\x24\x0c\x83\xfe\xff\x57\x8b\x7c\x24\x0c\x74\x25\x8b\x0d\x68\x69\x5f\x22\x8b\x01\x56\xff\x50\x54\x85\xc0\xa3\x9c\xfa\x5c\x22\x75\x10\x56\x57\x68\x08\x6d\x4e\x22\xff\x15\xfc\xb1\x48\x22\x83\xc4\x0c&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxx??xxxxxxxxx???xx???????xx???????????xxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
52&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z18CreateEntityByNamePKci&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''char ptr classname'''&lt;br /&gt;
**The classname of the entity to make&lt;br /&gt;
*'''int iForceEdictIndex'''&lt;br /&gt;
**Manually set the edict ID (dont set for auto) (MUST BE &amp;gt; 64)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CONST_CHAR_PTR, &amp;quot;hostage_entity&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Result'''&lt;br /&gt;
[[Image:De_dust0011.jpg]]&lt;br /&gt;
&lt;br /&gt;
==DispatchSpawn==&lt;br /&gt;
Used to spawn created entities, or to respawn players '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x55\x56\x8b\x74\x24\x10\x85\xf6\x57\x0f\x84\x3a\x01\x00\x00\x8b\x1d\xa4\x69\x5f\x22\x8b\x03\x8b\xcb\xff\x50\x60\x8b\x16\x8b\xce\xff\x52\x08\x8b\x0d\xa4\x69\x5f\x22\x8b\x28&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxx????????????xxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
44&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z13DispatchSpawnP11CBaseEntity&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pEntity'''&lt;br /&gt;
**The entity to spawn&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
&amp;lt;pawn&amp;gt;//Yarrrr!&amp;lt;/pawn&amp;gt;&lt;br /&gt;
[[Category:SourceMod Scripting]]&lt;/div&gt;</summary>
		<author><name>Olly</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4566</id>
		<title>Useful Signatures (Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4566"/>
		<updated>2007-05-29T00:01:58Z</updated>

		<summary type="html">&lt;p&gt;Olly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
I have posted this page here so I can share some useful [http://wiki.alliedmods.net/Signature_Scanning sigscan] signatures. With these, and the use of [http://forums.alliedmods.net/showthread.php?t=53893 PimpinJuice's SigOffset Extension] you can call some very useful functions from within [[SourceMod]] plugins.&lt;br /&gt;
&lt;br /&gt;
=Function Signatures=&lt;br /&gt;
This is the list of all of the functions that we have signatures for.&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Spawn==&lt;br /&gt;
This function is used to spawn player entities into the game. Either after creation, or re-spawn the player back to their spawn point. This function is good to call once you have changed the value of 'm_iTeamNum'. Once you have changed this value, you will need to call this function so the swapped player has the right skin and game rules associated.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x2c\x53\x55\x56\x57\x68\x2c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b\x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x52\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00\x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\xed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x00\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
107&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity5SpawnEv&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Teleport==&lt;br /&gt;
This function will teleport an entity to a certain place in the world with a given vector. Useful for moving things across the world, or 'pushing' with a given force&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1C\x82\x74\x09\x83\xC0\x01\x3B\xC1\x7C\xF4\xEB\x08\x3B\xC6\x0F\x8D\x17\x01\x00\x00\x55\x57\x8D\x44\x24\x10\x50\x51\xB9\x6C\xB2\x46\x22\x89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x24\x14\x51\x53\x89\x44\x24\x18\x89\x74\x24\x1C\x89\x74\x24\x20\x89\x74\x24\x24\x89\x74\x24\x28\x89\x74\x24\x2C&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxx?????????????xxx?????xx????xx??????x?????xx?????xxxx?????????xxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
106&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector newPosition'''&lt;br /&gt;
**The place to teleport to&lt;br /&gt;
*'''QAngle newAngles'''&lt;br /&gt;
**The new angle of the entity&lt;br /&gt;
*'''Vector newVelocity'''&lt;br /&gt;
**Directional vector for velocity&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;new Float:Pos[3];&lt;br /&gt;
new Float:Vel[3];&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_VECTOR, Pos, PARAM_QANGLE, -1, PARAM_VECTOR, Vel);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModel==&lt;br /&gt;
This function will set the model of the entity to the model that you specify. (Yes even player models ;))&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8b\x74\x24\x08\x57\x8b\xf9\x8b\x0d\x8c\x69\x5f\x22\x8b\x01\x56\xff\x50\x08\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\x52\x04\x85\xc0\x74\x20\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\xf2\x24\x83\xf8\x01&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxx?????????xxx???xx????????xxx??xxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
51&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8SetModelEPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''const char *szModelName'''&lt;br /&gt;
**The model to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;PrecacheModel(&amp;quot;models/Alyx.mdl&amp;quot;);&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CONST_CHAR_PTR, &amp;quot;models/Alyx.mdl&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModelIndex==&lt;br /&gt;
This function will set the model of the entity to the model index that you specify. To see a list of models currently cached and their id's type this into server console&lt;br /&gt;
&amp;lt;pawn&amp;gt;sv_cheats 1;listmodels;sv_cheats 0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x8b\x5c\x24\x08\x56\x57\x8b\xf9\x66\x8b\x4f\x1e\x8d\x77\x1e\x8d\x44\x24\x10\x66\x3b\x08\x74\x0c\x56\x8d\x4e\xe2\xe8\x4a\xe9\xfd\xff\x66\x89\x18\x8b\xcf&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxx????????????????????&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
39&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity13SetModelIndexEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int index '''&lt;br /&gt;
**The model index to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 123);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::DamageEffect==&lt;br /&gt;
This function shows an effect like you would get if you got damaged. Some options dont do anything, but others look kinda cool&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x44\x24\x08\x83\xec\x14\xa8\x01\x56\x57\xeb\xf1\x74\x36\x6a\x01\xb0\x80\x68\xcd\xcc\xcc\x3d\x88\x44\x24\x2c\x88\x44\x24\x2f\x68\x00\x00\x80\x3f\x8d\x44\x24\x30\x50\x56\xc6\x44\x24\x39\x00\xc6\x44\x24\x3a\x00\xe8\x46\x6d\x09\x00\x83\xc4\x14\x5f&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
62&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer12DamageEffectEfi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flDamage'''&lt;br /&gt;
**[not used]&lt;br /&gt;
*'''int fDamageType'''&lt;br /&gt;
**DMG_CRUSH (1&amp;lt;&amp;lt;0)&lt;br /&gt;
**DMG_DROWN (1&amp;lt;&amp;lt;14)&lt;br /&gt;
**DMG_SLASH (1&amp;lt;&amp;lt;2)&lt;br /&gt;
**DMG_PLASMA (1&amp;lt;&amp;lt;24)&lt;br /&gt;
**DMG_SONIC (1&amp;lt;&amp;lt;9)&lt;br /&gt;
**MG_BULLET (1&amp;lt;&amp;lt;1)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_FLOAT, 0, PARAM_INT, (1&amp;lt;&amp;lt;24));&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::SetFOV==&lt;br /&gt;
This function will change the players Field of View (FOV) with a given zoom rate&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x57\x8b\x7c\x24\x03\x85\xff\x8b\xd9\x75\x07\x5f\x32\xc0\x5b\xc2\x0c\x00\x8b\x83\x08\x0a\x00\x00\x83\xf8\xff\x56\x8d\xb3\x08\x0a\x00\x00&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxx????????xxxxxxxxx??????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
35&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer13SetDefaultFOVEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pRequester'''&lt;br /&gt;
**The entity of the player to change FOV of&lt;br /&gt;
*'''int FOV'''&lt;br /&gt;
**The FOV value (0-360) anything over 180 goes foobar (default 90)&lt;br /&gt;
*'''Float zoomRate'''&lt;br /&gt;
**Time it takes for the new FOV to zoom in/out&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CBASEENTITY, client, PARAM_INT, 95, PARAM_FLOAT, 2.0);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CCSPlayer::SwitchTeam (CS:S ONLY)==&lt;br /&gt;
This function will switch team of the player entity. It wont re-spawn the player, but it will switch the player to the new team without them dyeing.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x10\x56\x57\x8B\x7C\x24\x1C\x57\x8B\xF1\xE8\x7F\xE8\xF9\xFF\x83\xC4\x04\x85\xC0\x0F\x84\xEA\x00\x00\x00\x83\xFF\x03\x74\x09\x83\xFF\x02\x0F\x85\xDC\x00\x00\x00\x8B\xCE\xE8\xAF\x22\xE1\xFF\x3B\xF8\x0F\x84\xDC\x00\x00\x00\x57\x8B\xCE\xC6\x86\x14\x0E&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxxxxxxxxxx??&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
64&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN9CCSPlayer10SwitchTeamEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int iTeamIndex'''&lt;br /&gt;
**The new team index of the player&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 2);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseAnimating::Ignite==&lt;br /&gt;
This function will ignite the entity (duh)&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8B\xF1\x8B\x86\xBC\x00\x00\x00\xC1\xE8\x1B\xA8\x01\x0F\x85\x9A\x00\x00\x00\x8B\x16\xFF\x92\xF0\x00\x00\x00\x80\x7C\x24\x0C\x00\x74\x08\x84\xC0\x0F\x84\x83\x00\x00\x00\x3C\x01\x75\x20\x80\x7C\x24\x14\x00\x75\x19\x8B\xCE\xE8\x83\x1A\x01\x00\x85\xC0\x74\x0E\x8B\x10\x8B\xC8\xFF\x92\x08\x05\x00\x00\x84\xC0\x74\x5F\x57\x6A\x01\x56\xE8\x48\xEA\x07\x00\x8B\xF8\x83\xC4\x08\x85\xFF\x74\x3D\x8B\x44\x24\x0C\x50\x8B\xCF\xE8\x83\xE5\x07\x00\x68\x00\x00\x00\x08\x8B\xCE&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxx?????????????????xxx????????????xx??????xx??xxxxx??xxx????????xxxxx?????xx??xxxxx????xxxxxxx??xxxxxxxx????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
116&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN14CBaseAnimating6IgniteEfbfb&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flFlameLifetime'''&lt;br /&gt;
**The time the fire should burn&lt;br /&gt;
*'''bool bNPCOnly'''&lt;br /&gt;
**I assume only NPC's get burnt&lt;br /&gt;
*'''float flSize'''&lt;br /&gt;
**Size of the flames&lt;br /&gt;
*'''bool bCalledByLevelDesigner'''&lt;br /&gt;
**Dont know what this is; I suggest setting to 0 because you are not the level designer :P&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEANIMATING, PARAM_FLOAT, 25.0, PARAM_INT, 0, PARAM_FLOAT, 100.0, PARAM_INT, 0);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CGib::SpawnRandomGibs==&lt;br /&gt;
This function will spawn head gibs from the entity. Even though the signature says 'RandomGibs' the code is only setup to spawn head gibs. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x51\x8b\x44\x24\x0c\x85\xc0\x0f\x8e\x30\x01\x00\x00\x53\x55\x56\x57\x89\x44\x24\x1c\xbb\x01\x00\x00\x00\xed\x9b\x00\x00\x00\x00\x6a\x00\x68\xd8\xeb\x58\x22\x68\x20\x73\x57\x22\x6a\x00\x6a\xff\x68\xdc\x57\x4c\x22\xe8\x46\x55\x01\x00\x83\xc4\x08&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxxxxxxxx???????????????????xxxx??????????xxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
61&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN4CGib15SpawnRandomGibsEP11CBaseEntityi9Gib&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pVictim'''&lt;br /&gt;
**The entity to spawn gibs from&lt;br /&gt;
*'''int cGibs'''&lt;br /&gt;
**The amount of gibs to spawn, I suggest anything over 1000000 ^^&lt;br /&gt;
*'''GibType_e eGibType'''&lt;br /&gt;
**GIB_HUMAN = 0 (Head gib)&lt;br /&gt;
**GIB_ALIEN = 1 (Head gib with some blood splatter) MUST PRECACHE &amp;quot;models/gibs/agibs.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client, PARAM_INT, 10, PARAM_INT, 1);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodDrips==&lt;br /&gt;
This function will spawn a small 'splash' of blood under the entity. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x57\x8b\x7c\x24\x10\x83\xff\xff\x0f\x84\xe5\x00\x00\x00\x81\xff\xf7\x00\x00\x00\x75\x0b\xa1\x18\xa6\x61\x22\x83\x78\x2c\x00\xeb\x0a\x8b\x0d\xa8\xa6\x61\x22\x83\x79\x2c\x00\x0f\x95\xc0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxxxxx???????xxxx????????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
46&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z15UTIL_BloodDripsRK6VectorS1_ii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The location to spawn the effect&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**Dont know what this is, i set it same as origin&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, origin, PARAM_INT, 247);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodStream==&lt;br /&gt;
Creates a moving stream of blood (like someone threw a bucket of water). Only shows pink/black (missing texture) still fun though. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x44\x24\x0c\x83\xec\x20\x50\xe8\x53\x5c\x00\x00\x83\xc4\x04\x84\xc0\x74\x61\x56\x8d\x4c\x24\x04\xe8\x42\x0b\xfa\xff\x8b\x74\x24\x28\x56\x8d\x4c\x24\x08\xc7\x44\x24\x08\x7c\x99\x4b\x22\xe8\x4c\x12\xfa\xff\x8b\x44\x24\x34\x3d\xff\x00\x00\x00&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx?????xxxxx??xxxxx?????xxxxxxxxx?????????????xxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
61&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z16UTIL_BloodStreamRK6VectorS1_ii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The place the blood starts&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**The place the blood lands (close to)&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
*'''int amount'''&lt;br /&gt;
**Dunno what this is (alpha?) set to 255&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
new Float:direction[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, direction, PARAM_INT, 247, PARAM_INT, 255);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodSpray==&lt;br /&gt;
Makes a blood spray (duh!)'''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x4c\x24\x0c\x83\xec\x60\x83\xf9\xff\x0f\x84\xa7\x00\x00\x00\x33\xc0\xdb\x44\x24\x70\x89\x44\x24\x34\x89\x44\x24\x44\x66\x89\x44\x24\x48\xd9\x5c\x24\x38\x89\x44\x24\x3c\x89\x44\x24\x40\x89\x44\x24\x4c&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxx??????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
51&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z15UTIL_BloodSprayRK6VectorS1_iii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The place the blood starts&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**The place the blood lands (close to)&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
*'''int amount'''&lt;br /&gt;
**Dunno what this is (alpha?) set to 255&lt;br /&gt;
*'''int flags'''&lt;br /&gt;
**0 nothing&lt;br /&gt;
**1 makes a baseball bat like blood spray&lt;br /&gt;
**2 makes a ring of blood mist&lt;br /&gt;
**3 makes an upward spray&lt;br /&gt;
**4 makes clouds of blood mist&lt;br /&gt;
**5 seems to be a mixture of the above&lt;br /&gt;
**6 seems to be a thicker cloud of dust&lt;br /&gt;
**(i cant be bothered to check any more. go experament)&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
new Float:direction[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, direction, PARAM_INT, 247, PARAM_INT, 255, PARAM_INT, 5);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_Tracer (NOT CS:S)==&lt;br /&gt;
Uhh.. dont know  i assume its for tracer stuff ^^ i guess someone will have a use for it :P '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x60\x8b\x44\x24\x64\x8b\x10\x89\x54\x24\x0c\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x14\x8b\x44\x24\x68\x89\x54\x24\x10\x8b\x10\x33\xc9\x38\x4c\x24\x78\x89\x14\x24\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x08\x8b\x44\x24\x97\x89&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
54&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z11UTIL_TracerRK6VectorS1_iifbPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector vecStart'''&lt;br /&gt;
**Starting Vector (duh)&lt;br /&gt;
*'''Vector vecEnd'''&lt;br /&gt;
**Ending Vector&lt;br /&gt;
*'''int EntIndex'''&lt;br /&gt;
**Entity index using the tracer&lt;br /&gt;
*'''int iAttachment'''&lt;br /&gt;
**Dont know (-1 for no attachement)&lt;br /&gt;
*'''float flVelocity'''&lt;br /&gt;
**Velocity the tracer moves at (m/s?)&lt;br /&gt;
*'''bool bWhiz'''&lt;br /&gt;
**I assume it emmits a sound?&lt;br /&gt;
*'''char ptr pCustomTracerName'''&lt;br /&gt;
**A nice name for your tracer &lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:start[3];&lt;br /&gt;
new Float:end[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, start, PARAM_VECTOR, end, PARAM_INT, client, PARAM_INT, -1, PARAM_FLOAT, 10.0, PARAM_INT, 1, PARAM_CONST_CHAR_PTR, &amp;quot;OLLY&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SetMinMaxSize==&lt;br /&gt;
Sets the size of the collision box around a Physics entity '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x8b\x5c\x24\x0c\x55\x8b\x6c\x24\x14\x56\x57\x8b\xf5\x2b\xdd\xbf\x03\x00\x00\x00\xd9\x04\x33\xd8\x1e\xdf\xe0\xf6\xc4\x41\x75\x23\x8b\x4c\x24\x14\x85\xc9&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
39&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt; [cant find someone help me out?] &amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pEnt'''&lt;br /&gt;
**The entity ptr of the entity you are working with&lt;br /&gt;
*'''Vector mins'''&lt;br /&gt;
**The minimum size the box will 'squash' to when you run into it&lt;br /&gt;
*'''Vector max'''&lt;br /&gt;
**The maximum size&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:min[3];&lt;br /&gt;
new Float:max[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client, PARAM_VECTOR, min, PARAM_VECTOR, max);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CreateEntityByName==&lt;br /&gt;
Creates a new entity from the classname specified (Does NOT spawn the entity) '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8b\x74\x24\x0c\x83\xfe\xff\x57\x8b\x7c\x24\x0c\x74\x25\x8b\x0d\x68\x69\x5f\x22\x8b\x01\x56\xff\x50\x54\x85\xc0\xa3\x9c\xfa\x5c\x22\x75\x10\x56\x57\x68\x08\x6d\x4e\x22\xff\x15\xfc\xb1\x48\x22\x83\xc4\x0c&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxx??xxxxxxxxx???xx???????xx???????????xxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
52&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z18CreateEntityByNamePKci&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''char ptr classname'''&lt;br /&gt;
**The classname of the entity to make&lt;br /&gt;
*'''int iForceEdictIndex'''&lt;br /&gt;
**Manually set the edict ID (dont set for auto) (MUST BE &amp;gt; 64)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CONST_CHAR_PTR, &amp;quot;hostage_entity&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Result'''&lt;br /&gt;
[[Image:http://img514.imageshack.us/img514/2426/dedust0012or9.jpg]]&lt;br /&gt;
&lt;br /&gt;
==DispatchSpawn==&lt;br /&gt;
Used to spawn created entities, or to respawn players '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x55\x56\x8b\x74\x24\x10\x85\xf6\x57\x0f\x84\x3a\x01\x00\x00\x8b\x1d\xa4\x69\x5f\x22\x8b\x03\x8b\xcb\xff\x50\x60\x8b\x16\x8b\xce\xff\x52\x08\x8b\x0d\xa4\x69\x5f\x22\x8b\x28&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxx????????????xxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
44&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z13DispatchSpawnP11CBaseEntity&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pEntity'''&lt;br /&gt;
**The entity to spawn&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
&amp;lt;pawn&amp;gt;//Yarrrr!&amp;lt;/pawn&amp;gt;&lt;br /&gt;
[[Category:SourceMod Scripting]]&lt;/div&gt;</summary>
		<author><name>Olly</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4565</id>
		<title>Useful Signatures (Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4565"/>
		<updated>2007-05-28T23:55:41Z</updated>

		<summary type="html">&lt;p&gt;Olly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
I have posted this page here so I can share some useful [http://wiki.alliedmods.net/Signature_Scanning sigscan] signatures. With these, and the use of [http://forums.alliedmods.net/showthread.php?t=53893 PimpinJuice's SigOffset Extension] you can call some very useful functions from within [[SourceMod]] plugins.&lt;br /&gt;
&lt;br /&gt;
=Function Signatures=&lt;br /&gt;
This is the list of all of the functions that we have signatures for.&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Spawn==&lt;br /&gt;
This function is used to spawn player entities into the game. Either after creation, or re-spawn the player back to their spawn point. This function is good to call once you have changed the value of 'm_iTeamNum'. Once you have changed this value, you will need to call this function so the swapped player has the right skin and game rules associated.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x2c\x53\x55\x56\x57\x68\x2c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b\x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x52\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00\x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\xed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x00\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
107&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity5SpawnEv&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Teleport==&lt;br /&gt;
This function will teleport an entity to a certain place in the world with a given vector. Useful for moving things across the world, or 'pushing' with a given force&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1C\x82\x74\x09\x83\xC0\x01\x3B\xC1\x7C\xF4\xEB\x08\x3B\xC6\x0F\x8D\x17\x01\x00\x00\x55\x57\x8D\x44\x24\x10\x50\x51\xB9\x6C\xB2\x46\x22\x89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x24\x14\x51\x53\x89\x44\x24\x18\x89\x74\x24\x1C\x89\x74\x24\x20\x89\x74\x24\x24\x89\x74\x24\x28\x89\x74\x24\x2C&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxx?????????????xxx?????xx????xx??????x?????xx?????xxxx?????????xxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
106&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector newPosition'''&lt;br /&gt;
**The place to teleport to&lt;br /&gt;
*'''QAngle newAngles'''&lt;br /&gt;
**The new angle of the entity&lt;br /&gt;
*'''Vector newVelocity'''&lt;br /&gt;
**Directional vector for velocity&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;new Float:Pos[3];&lt;br /&gt;
new Float:Vel[3];&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_VECTOR, Pos, PARAM_QANGLE, -1, PARAM_VECTOR, Vel);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModel==&lt;br /&gt;
This function will set the model of the entity to the model that you specify. (Yes even player models ;))&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8b\x74\x24\x08\x57\x8b\xf9\x8b\x0d\x8c\x69\x5f\x22\x8b\x01\x56\xff\x50\x08\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\x52\x04\x85\xc0\x74\x20\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\xf2\x24\x83\xf8\x01&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxx?????????xxx???xx????????xxx??xxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
51&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8SetModelEPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''const char *szModelName'''&lt;br /&gt;
**The model to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;PrecacheModel(&amp;quot;models/Alyx.mdl&amp;quot;);&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CONST_CHAR_PTR, &amp;quot;models/Alyx.mdl&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModelIndex==&lt;br /&gt;
This function will set the model of the entity to the model index that you specify. To see a list of models currently cached and their id's type this into server console&lt;br /&gt;
&amp;lt;pawn&amp;gt;sv_cheats 1;listmodels;sv_cheats 0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x8b\x5c\x24\x08\x56\x57\x8b\xf9\x66\x8b\x4f\x1e\x8d\x77\x1e\x8d\x44\x24\x10\x66\x3b\x08\x74\x0c\x56\x8d\x4e\xe2\xe8\x4a\xe9\xfd\xff\x66\x89\x18\x8b\xcf&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxx????????????????????&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
39&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity13SetModelIndexEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int index '''&lt;br /&gt;
**The model index to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 123);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::DamageEffect==&lt;br /&gt;
This function shows an effect like you would get if you got damaged. Some options dont do anything, but others look kinda cool&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x44\x24\x08\x83\xec\x14\xa8\x01\x56\x57\xeb\xf1\x74\x36\x6a\x01\xb0\x80\x68\xcd\xcc\xcc\x3d\x88\x44\x24\x2c\x88\x44\x24\x2f\x68\x00\x00\x80\x3f\x8d\x44\x24\x30\x50\x56\xc6\x44\x24\x39\x00\xc6\x44\x24\x3a\x00\xe8\x46\x6d\x09\x00\x83\xc4\x14\x5f&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
62&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer12DamageEffectEfi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flDamage'''&lt;br /&gt;
**[not used]&lt;br /&gt;
*'''int fDamageType'''&lt;br /&gt;
**DMG_CRUSH (1&amp;lt;&amp;lt;0)&lt;br /&gt;
**DMG_DROWN (1&amp;lt;&amp;lt;14)&lt;br /&gt;
**DMG_SLASH (1&amp;lt;&amp;lt;2)&lt;br /&gt;
**DMG_PLASMA (1&amp;lt;&amp;lt;24)&lt;br /&gt;
**DMG_SONIC (1&amp;lt;&amp;lt;9)&lt;br /&gt;
**MG_BULLET (1&amp;lt;&amp;lt;1)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_FLOAT, 0, PARAM_INT, (1&amp;lt;&amp;lt;24));&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::SetFOV==&lt;br /&gt;
This function will change the players Field of View (FOV) with a given zoom rate&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x57\x8b\x7c\x24\x03\x85\xff\x8b\xd9\x75\x07\x5f\x32\xc0\x5b\xc2\x0c\x00\x8b\x83\x08\x0a\x00\x00\x83\xf8\xff\x56\x8d\xb3\x08\x0a\x00\x00&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxx????????xxxxxxxxx??????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
35&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer13SetDefaultFOVEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pRequester'''&lt;br /&gt;
**The entity of the player to change FOV of&lt;br /&gt;
*'''int FOV'''&lt;br /&gt;
**The FOV value (0-360) anything over 180 goes foobar (default 90)&lt;br /&gt;
*'''Float zoomRate'''&lt;br /&gt;
**Time it takes for the new FOV to zoom in/out&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CBASEENTITY, client, PARAM_INT, 95, PARAM_FLOAT, 2.0);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CCSPlayer::SwitchTeam (CS:S ONLY)==&lt;br /&gt;
This function will switch team of the player entity. It wont re-spawn the player, but it will switch the player to the new team without them dyeing.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x10\x56\x57\x8B\x7C\x24\x1C\x57\x8B\xF1\xE8\x7F\xE8\xF9\xFF\x83\xC4\x04\x85\xC0\x0F\x84\xEA\x00\x00\x00\x83\xFF\x03\x74\x09\x83\xFF\x02\x0F\x85\xDC\x00\x00\x00\x8B\xCE\xE8\xAF\x22\xE1\xFF\x3B\xF8\x0F\x84\xDC\x00\x00\x00\x57\x8B\xCE\xC6\x86\x14\x0E&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxxxxxxxxxx??&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
64&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN9CCSPlayer10SwitchTeamEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int iTeamIndex'''&lt;br /&gt;
**The new team index of the player&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 2);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseAnimating::Ignite==&lt;br /&gt;
This function will ignite the entity (duh)&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8B\xF1\x8B\x86\xBC\x00\x00\x00\xC1\xE8\x1B\xA8\x01\x0F\x85\x9A\x00\x00\x00\x8B\x16\xFF\x92\xF0\x00\x00\x00\x80\x7C\x24\x0C\x00\x74\x08\x84\xC0\x0F\x84\x83\x00\x00\x00\x3C\x01\x75\x20\x80\x7C\x24\x14\x00\x75\x19\x8B\xCE\xE8\x83\x1A\x01\x00\x85\xC0\x74\x0E\x8B\x10\x8B\xC8\xFF\x92\x08\x05\x00\x00\x84\xC0\x74\x5F\x57\x6A\x01\x56\xE8\x48\xEA\x07\x00\x8B\xF8\x83\xC4\x08\x85\xFF\x74\x3D\x8B\x44\x24\x0C\x50\x8B\xCF\xE8\x83\xE5\x07\x00\x68\x00\x00\x00\x08\x8B\xCE&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxx?????????????????xxx????????????xx??????xx??xxxxx??xxx????????xxxxx?????xx??xxxxx????xxxxxxx??xxxxxxxx????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
116&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN14CBaseAnimating6IgniteEfbfb&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flFlameLifetime'''&lt;br /&gt;
**The time the fire should burn&lt;br /&gt;
*'''bool bNPCOnly'''&lt;br /&gt;
**I assume only NPC's get burnt&lt;br /&gt;
*'''float flSize'''&lt;br /&gt;
**Size of the flames&lt;br /&gt;
*'''bool bCalledByLevelDesigner'''&lt;br /&gt;
**Dont know what this is; I suggest setting to 0 because you are not the level designer :P&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEANIMATING, PARAM_FLOAT, 25.0, PARAM_INT, 0, PARAM_FLOAT, 100.0, PARAM_INT, 0);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CGib::SpawnRandomGibs==&lt;br /&gt;
This function will spawn head gibs from the entity. Even though the signature says 'RandomGibs' the code is only setup to spawn head gibs. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x51\x8b\x44\x24\x0c\x85\xc0\x0f\x8e\x30\x01\x00\x00\x53\x55\x56\x57\x89\x44\x24\x1c\xbb\x01\x00\x00\x00\xed\x9b\x00\x00\x00\x00\x6a\x00\x68\xd8\xeb\x58\x22\x68\x20\x73\x57\x22\x6a\x00\x6a\xff\x68\xdc\x57\x4c\x22\xe8\x46\x55\x01\x00\x83\xc4\x08&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxxxxxxxx???????????????????xxxx??????????xxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
61&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN4CGib15SpawnRandomGibsEP11CBaseEntityi9Gib&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pVictim'''&lt;br /&gt;
**The entity to spawn gibs from&lt;br /&gt;
*'''int cGibs'''&lt;br /&gt;
**The amount of gibs to spawn, I suggest anything over 1000000 ^^&lt;br /&gt;
*'''GibType_e eGibType'''&lt;br /&gt;
**GIB_HUMAN = 0 (Head gib)&lt;br /&gt;
**GIB_ALIEN = 1 (Head gib with some blood splatter) MUST PRECACHE &amp;quot;models/gibs/agibs.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client, PARAM_INT, 10, PARAM_INT, 1);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodDrips==&lt;br /&gt;
This function will spawn a small 'splash' of blood under the entity. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x57\x8b\x7c\x24\x10\x83\xff\xff\x0f\x84\xe5\x00\x00\x00\x81\xff\xf7\x00\x00\x00\x75\x0b\xa1\x18\xa6\x61\x22\x83\x78\x2c\x00\xeb\x0a\x8b\x0d\xa8\xa6\x61\x22\x83\x79\x2c\x00\x0f\x95\xc0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxxxxx???????xxxx????????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
46&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z15UTIL_BloodDripsRK6VectorS1_ii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The location to spawn the effect&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**Dont know what this is, i set it same as origin&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, origin, PARAM_INT, 247);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodStream==&lt;br /&gt;
Creates a moving stream of blood (like someone threw a bucket of water). Only shows pink/black (missing texture) still fun though. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x44\x24\x0c\x83\xec\x20\x50\xe8\x53\x5c\x00\x00\x83\xc4\x04\x84\xc0\x74\x61\x56\x8d\x4c\x24\x04\xe8\x42\x0b\xfa\xff\x8b\x74\x24\x28\x56\x8d\x4c\x24\x08\xc7\x44\x24\x08\x7c\x99\x4b\x22\xe8\x4c\x12\xfa\xff\x8b\x44\x24\x34\x3d\xff\x00\x00\x00&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx?????xxxxx??xxxxx?????xxxxxxxxx?????????????xxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
61&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z16UTIL_BloodStreamRK6VectorS1_ii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The place the blood starts&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**The place the blood lands (close to)&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
*'''int amount'''&lt;br /&gt;
**Dunno what this is (alpha?) set to 255&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
new Float:direction[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, direction, PARAM_INT, 247, PARAM_INT, 255);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodSpray==&lt;br /&gt;
Makes a blood spray (duh!)'''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x4c\x24\x0c\x83\xec\x60\x83\xf9\xff\x0f\x84\xa7\x00\x00\x00\x33\xc0\xdb\x44\x24\x70\x89\x44\x24\x34\x89\x44\x24\x44\x66\x89\x44\x24\x48\xd9\x5c\x24\x38\x89\x44\x24\x3c\x89\x44\x24\x40\x89\x44\x24\x4c&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxx??????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
51&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z15UTIL_BloodSprayRK6VectorS1_iii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The place the blood starts&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**The place the blood lands (close to)&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
*'''int amount'''&lt;br /&gt;
**Dunno what this is (alpha?) set to 255&lt;br /&gt;
*'''int flags'''&lt;br /&gt;
**0 nothing&lt;br /&gt;
**1 makes a baseball bat like blood spray&lt;br /&gt;
**2 makes a ring of blood mist&lt;br /&gt;
**3 makes an upward spray&lt;br /&gt;
**4 makes clouds of blood mist&lt;br /&gt;
**5 seems to be a mixture of the above&lt;br /&gt;
**6 seems to be a thicker cloud of dust&lt;br /&gt;
**(i cant be bothered to check any more. go experament)&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
new Float:direction[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, direction, PARAM_INT, 247, PARAM_INT, 255, PARAM_INT, 5);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_Tracer (NOT CS:S)==&lt;br /&gt;
Uhh.. dont know  i assume its for tracer stuff ^^ i guess someone will have a use for it :P '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x60\x8b\x44\x24\x64\x8b\x10\x89\x54\x24\x0c\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x14\x8b\x44\x24\x68\x89\x54\x24\x10\x8b\x10\x33\xc9\x38\x4c\x24\x78\x89\x14\x24\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x08\x8b\x44\x24\x97\x89&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
54&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z11UTIL_TracerRK6VectorS1_iifbPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector vecStart'''&lt;br /&gt;
**Starting Vector (duh)&lt;br /&gt;
*'''Vector vecEnd'''&lt;br /&gt;
**Ending Vector&lt;br /&gt;
*'''int EntIndex'''&lt;br /&gt;
**Entity index using the tracer&lt;br /&gt;
*'''int iAttachment'''&lt;br /&gt;
**Dont know (-1 for no attachement)&lt;br /&gt;
*'''float flVelocity'''&lt;br /&gt;
**Velocity the tracer moves at (m/s?)&lt;br /&gt;
*'''bool bWhiz'''&lt;br /&gt;
**I assume it emmits a sound?&lt;br /&gt;
*'''char ptr pCustomTracerName'''&lt;br /&gt;
**A nice name for your tracer &lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:start[3];&lt;br /&gt;
new Float:end[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, start, PARAM_VECTOR, end, PARAM_INT, client, PARAM_INT, -1, PARAM_FLOAT, 10.0, PARAM_INT, 1, PARAM_CONST_CHAR_PTR, &amp;quot;OLLY&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SetMinMaxSize==&lt;br /&gt;
Sets the size of the collision box around a Physics entity '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x8b\x5c\x24\x0c\x55\x8b\x6c\x24\x14\x56\x57\x8b\xf5\x2b\xdd\xbf\x03\x00\x00\x00\xd9\x04\x33\xd8\x1e\xdf\xe0\xf6\xc4\x41\x75\x23\x8b\x4c\x24\x14\x85\xc9&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
39&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt; [cant find someone help me out?] &amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pEnt'''&lt;br /&gt;
**The entity ptr of the entity you are working with&lt;br /&gt;
*'''Vector mins'''&lt;br /&gt;
**The minimum size the box will 'squash' to when you run into it&lt;br /&gt;
*'''Vector max'''&lt;br /&gt;
**The maximum size&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:min[3];&lt;br /&gt;
new Float:max[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client, PARAM_VECTOR, min, PARAM_VECTOR, max);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CreateEntityByName==&lt;br /&gt;
Creates a new entity from the classname specified (Does NOT spawn the entity) '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8b\x74\x24\x0c\x83\xfe\xff\x57\x8b\x7c\x24\x0c\x74\x25\x8b\x0d\x68\x69\x5f\x22\x8b\x01\x56\xff\x50\x54\x85\xc0\xa3\x9c\xfa\x5c\x22\x75\x10\x56\x57\x68\x08\x6d\x4e\x22\xff\x15\xfc\xb1\x48\x22\x83\xc4\x0c&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxx??xxxxxxxxx???xx???????xx???????????xxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
52&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z18CreateEntityByNamePKci&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''char ptr classname'''&lt;br /&gt;
**The classname of the entity to make&lt;br /&gt;
*'''int iForceEdictIndex'''&lt;br /&gt;
**Manually set the edict ID (dont set for auto) (MUST BE &amp;gt; 64)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CONST_CHAR_PTR, &amp;quot;hostage_entity&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DispatchSpawn==&lt;br /&gt;
Used to spawn created entities, or to respawn players '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x55\x56\x8b\x74\x24\x10\x85\xf6\x57\x0f\x84\x3a\x01\x00\x00\x8b\x1d\xa4\x69\x5f\x22\x8b\x03\x8b\xcb\xff\x50\x60\x8b\x16\x8b\xce\xff\x52\x08\x8b\x0d\xa4\x69\x5f\x22\x8b\x28&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxx????????????xxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
44&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z13DispatchSpawnP11CBaseEntity&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pEntity'''&lt;br /&gt;
**The entity to spawn&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
&amp;lt;pawn&amp;gt;//Yarrrr!&amp;lt;/pawn&amp;gt;&lt;br /&gt;
[[Category:SourceMod Scripting]]&lt;/div&gt;</summary>
		<author><name>Olly</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4563</id>
		<title>Useful Signatures (Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4563"/>
		<updated>2007-05-28T23:54:18Z</updated>

		<summary type="html">&lt;p&gt;Olly: Useful Signatures moved to Useful Signatures (Source): // Yarr!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
I have posted this page here so I can share some useful [http://wiki.alliedmods.net/Signature_Scanning sigscan] signatures. With these, and the use of [http://forums.alliedmods.net/showthread.php?t=53893 PimpinJuice's SigOffset Extension] you can call some very useful functions from within [[SourceMod]] plugins.&lt;br /&gt;
&lt;br /&gt;
=Function Signatures=&lt;br /&gt;
This is the list of all of the functions that we have signatures for.&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Spawn==&lt;br /&gt;
This function is used to spawn player entities into the game. Either after creation, or re-spawn the player back to their spawn point. This function is good to call once you have changed the value of 'm_iTeamNum'. Once you have changed this value, you will need to call this function so the swapped player has the right skin and game rules associated.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x2c\x53\x55\x56\x57\x68\x2c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b\x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x52\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00\x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\xed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x00\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
107&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity5SpawnEv&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Teleport==&lt;br /&gt;
This function will teleport an entity to a certain place in the world with a given vector. Useful for moving things across the world, or 'pushing' with a given force&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1C\x82\x74\x09\x83\xC0\x01\x3B\xC1\x7C\xF4\xEB\x08\x3B\xC6\x0F\x8D\x17\x01\x00\x00\x55\x57\x8D\x44\x24\x10\x50\x51\xB9\x6C\xB2\x46\x22\x89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x24\x14\x51\x53\x89\x44\x24\x18\x89\x74\x24\x1C\x89\x74\x24\x20\x89\x74\x24\x24\x89\x74\x24\x28\x89\x74\x24\x2C&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxx?????????????xxx?????xx????xx??????x?????xx?????xxxx?????????xxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
106&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector newPosition'''&lt;br /&gt;
**The place to teleport to&lt;br /&gt;
*'''QAngle newAngles'''&lt;br /&gt;
**The new angle of the entity&lt;br /&gt;
*'''Vector newVelocity'''&lt;br /&gt;
**Directional vector for velocity&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;new Float:Pos[3];&lt;br /&gt;
new Float:Vel[3];&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_VECTOR, Pos, PARAM_QANGLE, -1, PARAM_VECTOR, Vel);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModel==&lt;br /&gt;
This function will set the model of the entity to the model that you specify. (Yes even player models ;))&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8b\x74\x24\x08\x57\x8b\xf9\x8b\x0d\x8c\x69\x5f\x22\x8b\x01\x56\xff\x50\x08\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\x52\x04\x85\xc0\x74\x20\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\xf2\x24\x83\xf8\x01&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxx?????????xxx???xx????????xxx??xxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
51&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8SetModelEPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''const char *szModelName'''&lt;br /&gt;
**The model to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;PrecacheModel(&amp;quot;models/Alyx.mdl&amp;quot;);&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CONST_CHAR_PTR, &amp;quot;models/Alyx.mdl&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModelIndex==&lt;br /&gt;
This function will set the model of the entity to the model index that you specify. To see a list of models currently cached and their id's type this into server console&lt;br /&gt;
&amp;lt;pawn&amp;gt;sv_cheats 1;listmodels;sv_cheats 0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x8b\x5c\x24\x08\x56\x57\x8b\xf9\x66\x8b\x4f\x1e\x8d\x77\x1e\x8d\x44\x24\x10\x66\x3b\x08\x74\x0c\x56\x8d\x4e\xe2\xe8\x4a\xe9\xfd\xff\x66\x89\x18\x8b\xcf&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxx????????????????????&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
39&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity13SetModelIndexEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int index '''&lt;br /&gt;
**The model index to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 123);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::DamageEffect==&lt;br /&gt;
This function shows an effect like you would get if you got damaged. Some options dont do anything, but others look kinda cool&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x44\x24\x08\x83\xec\x14\xa8\x01\x56\x57\xeb\xf1\x74\x36\x6a\x01\xb0\x80\x68\xcd\xcc\xcc\x3d\x88\x44\x24\x2c\x88\x44\x24\x2f\x68\x00\x00\x80\x3f\x8d\x44\x24\x30\x50\x56\xc6\x44\x24\x39\x00\xc6\x44\x24\x3a\x00\xe8\x46\x6d\x09\x00\x83\xc4\x14\x5f&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
62&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer12DamageEffectEfi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flDamage'''&lt;br /&gt;
**[not used]&lt;br /&gt;
*'''int fDamageType'''&lt;br /&gt;
**DMG_CRUSH (1&amp;lt;&amp;lt;0)&lt;br /&gt;
**DMG_DROWN (1&amp;lt;&amp;lt;14)&lt;br /&gt;
**DMG_SLASH (1&amp;lt;&amp;lt;2)&lt;br /&gt;
**DMG_PLASMA (1&amp;lt;&amp;lt;24)&lt;br /&gt;
**DMG_SONIC (1&amp;lt;&amp;lt;9)&lt;br /&gt;
**MG_BULLET (1&amp;lt;&amp;lt;1)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_FLOAT, 0, PARAM_INT, (1&amp;lt;&amp;lt;24));&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::SetFOV==&lt;br /&gt;
This function will change the players Field of View (FOV) with a given zoom rate&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x57\x8b\x7c\x24\x03\x85\xff\x8b\xd9\x75\x07\x5f\x32\xc0\x5b\xc2\x0c\x00\x8b\x83\x08\x0a\x00\x00\x83\xf8\xff\x56\x8d\xb3\x08\x0a\x00\x00&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxx????????xxxxxxxxx??????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
35&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer13SetDefaultFOVEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pRequester'''&lt;br /&gt;
**The entity of the player to change FOV of&lt;br /&gt;
*'''int FOV'''&lt;br /&gt;
**The FOV value (0-360) anything over 180 goes foobar (default 90)&lt;br /&gt;
*'''Float zoomRate'''&lt;br /&gt;
**Time it takes for the new FOV to zoom in/out&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CBASEENTITY, client, PARAM_INT, 95, PARAM_FLOAT, 2.0);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CCSPlayer::SwitchTeam (CS:S ONLY)==&lt;br /&gt;
This function will switch team of the player entity. It wont re-spawn the player, but it will switch the player to the new team without them dyeing.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x10\x56\x57\x8B\x7C\x24\x1C\x57\x8B\xF1\xE8\x7F\xE8\xF9\xFF\x83\xC4\x04\x85\xC0\x0F\x84\xEA\x00\x00\x00\x83\xFF\x03\x74\x09\x83\xFF\x02\x0F\x85\xDC\x00\x00\x00\x8B\xCE\xE8\xAF\x22\xE1\xFF\x3B\xF8\x0F\x84\xDC\x00\x00\x00\x57\x8B\xCE\xC6\x86\x14\x0E&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxxxxxxxxxx??&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
64&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN9CCSPlayer10SwitchTeamEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int iTeamIndex'''&lt;br /&gt;
**The new team index of the player&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 2);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseAnimating::Ignite==&lt;br /&gt;
This function will ignite the entity (duh)&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8B\xF1\x8B\x86\xBC\x00\x00\x00\xC1\xE8\x1B\xA8\x01\x0F\x85\x9A\x00\x00\x00\x8B\x16\xFF\x92\xF0\x00\x00\x00\x80\x7C\x24\x0C\x00\x74\x08\x84\xC0\x0F\x84\x83\x00\x00\x00\x3C\x01\x75\x20\x80\x7C\x24\x14\x00\x75\x19\x8B\xCE\xE8\x83\x1A\x01\x00\x85\xC0\x74\x0E\x8B\x10\x8B\xC8\xFF\x92\x08\x05\x00\x00\x84\xC0\x74\x5F\x57\x6A\x01\x56\xE8\x48\xEA\x07\x00\x8B\xF8\x83\xC4\x08\x85\xFF\x74\x3D\x8B\x44\x24\x0C\x50\x8B\xCF\xE8\x83\xE5\x07\x00\x68\x00\x00\x00\x08\x8B\xCE&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxx?????????????????xxx????????????xx??????xx??xxxxx??xxx????????xxxxx?????xx??xxxxx????xxxxxxx??xxxxxxxx????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
116&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN14CBaseAnimating6IgniteEfbfb&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flFlameLifetime'''&lt;br /&gt;
**The time the fire should burn&lt;br /&gt;
*'''bool bNPCOnly'''&lt;br /&gt;
**I assume only NPC's get burnt&lt;br /&gt;
*'''float flSize'''&lt;br /&gt;
**Size of the flames&lt;br /&gt;
*'''bool bCalledByLevelDesigner'''&lt;br /&gt;
**Dont know what this is; I suggest setting to 0 because you are not the level designer :P&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEANIMATING, PARAM_FLOAT, 25.0, PARAM_INT, 0, PARAM_FLOAT, 100.0, PARAM_INT, 0);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CGib::SpawnRandomGibs==&lt;br /&gt;
This function will spawn head gibs from the entity. Even though the signature says 'RandomGibs' the code is only setup to spawn head gibs. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x51\x8b\x44\x24\x0c\x85\xc0\x0f\x8e\x30\x01\x00\x00\x53\x55\x56\x57\x89\x44\x24\x1c\xbb\x01\x00\x00\x00\xed\x9b\x00\x00\x00\x00\x6a\x00\x68\xd8\xeb\x58\x22\x68\x20\x73\x57\x22\x6a\x00\x6a\xff\x68\xdc\x57\x4c\x22\xe8\x46\x55\x01\x00\x83\xc4\x08&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxxxxxxxx???????????????????xxxx??????????xxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
61&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN4CGib15SpawnRandomGibsEP11CBaseEntityi9Gib&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pVictim'''&lt;br /&gt;
**The entity to spawn gibs from&lt;br /&gt;
*'''int cGibs'''&lt;br /&gt;
**The amount of gibs to spawn, I suggest anything over 1000000 ^^&lt;br /&gt;
*'''GibType_e eGibType'''&lt;br /&gt;
**GIB_HUMAN = 0 (Head gib)&lt;br /&gt;
**GIB_ALIEN = 1 (Head gib with some blood splatter) MUST PRECACHE &amp;quot;models/gibs/agibs.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client, PARAM_INT, 10, PARAM_INT, 1);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodDrips==&lt;br /&gt;
This function will spawn a small 'splash' of blood under the entity. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x57\x8b\x7c\x24\x10\x83\xff\xff\x0f\x84\xe5\x00\x00\x00\x81\xff\xf7\x00\x00\x00\x75\x0b\xa1\x18\xa6\x61\x22\x83\x78\x2c\x00\xeb\x0a\x8b\x0d\xa8\xa6\x61\x22\x83\x79\x2c\x00\x0f\x95\xc0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxxxxx???????xxxx????????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
46&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z15UTIL_BloodDripsRK6VectorS1_ii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The location to spawn the effect&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**Dont know what this is, i set it same as origin&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, origin, PARAM_INT, 247);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodStream==&lt;br /&gt;
Creates a moving stream of blood (like someone threw a bucket of water). Only shows pink/black (missing texture) still fun though. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x44\x24\x0c\x83\xec\x20\x50\xe8\x53\x5c\x00\x00\x83\xc4\x04\x84\xc0\x74\x61\x56\x8d\x4c\x24\x04\xe8\x42\x0b\xfa\xff\x8b\x74\x24\x28\x56\x8d\x4c\x24\x08\xc7\x44\x24\x08\x7c\x99\x4b\x22\xe8\x4c\x12\xfa\xff\x8b\x44\x24\x34\x3d\xff\x00\x00\x00&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx?????xxxxx??xxxxx?????xxxxxxxxx?????????????xxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
61&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z16UTIL_BloodStreamRK6VectorS1_ii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The place the blood starts&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**The place the blood lands (close to)&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
*'''int amount'''&lt;br /&gt;
**Dunno what this is (alpha?) set to 255&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
new Float:direction[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, direction, PARAM_INT, 247, PARAM_INT, 255);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodSpray==&lt;br /&gt;
Makes a blood spray (duh!)'''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x4c\x24\x0c\x83\xec\x60\x83\xf9\xff\x0f\x84\xa7\x00\x00\x00\x33\xc0\xdb\x44\x24\x70\x89\x44\x24\x34\x89\x44\x24\x44\x66\x89\x44\x24\x48\xd9\x5c\x24\x38\x89\x44\x24\x3c\x89\x44\x24\x40\x89\x44\x24\x4c&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxx??????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
51&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z15UTIL_BloodSprayRK6VectorS1_iii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The place the blood starts&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**The place the blood lands (close to)&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
*'''int amount'''&lt;br /&gt;
**Dunno what this is (alpha?) set to 255&lt;br /&gt;
*'''int flags'''&lt;br /&gt;
**0 nothing&lt;br /&gt;
**1 makes a baseball bat like blood spray&lt;br /&gt;
**2 makes a ring of blood mist&lt;br /&gt;
**3 makes an upward spray&lt;br /&gt;
**4 makes clouds of blood mist&lt;br /&gt;
**5 seems to be a mixture of the above&lt;br /&gt;
**6 seems to be a thicker cloud of dust&lt;br /&gt;
**(i cant be bothered to check any more. go experament)&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
new Float:direction[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, direction, PARAM_INT, 247, PARAM_INT, 255, PARAM_INT, 5);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_Tracer (NOT CS:S)==&lt;br /&gt;
Uhh.. dont know  i assume its for tracer stuff ^^ i guess someone will have a use for it :P '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x60\x8b\x44\x24\x64\x8b\x10\x89\x54\x24\x0c\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x14\x8b\x44\x24\x68\x89\x54\x24\x10\x8b\x10\x33\xc9\x38\x4c\x24\x78\x89\x14\x24\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x08\x8b\x44\x24\x97\x89&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
54&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z11UTIL_TracerRK6VectorS1_iifbPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector vecStart'''&lt;br /&gt;
**Starting Vector (duh)&lt;br /&gt;
*'''Vector vecEnd'''&lt;br /&gt;
**Ending Vector&lt;br /&gt;
*'''int EntIndex'''&lt;br /&gt;
**Entity index using the tracer&lt;br /&gt;
*'''int iAttachment'''&lt;br /&gt;
**Dont know (-1 for no attachement)&lt;br /&gt;
*'''float flVelocity'''&lt;br /&gt;
**Velocity the tracer moves at (m/s?)&lt;br /&gt;
*'''bool bWhiz'''&lt;br /&gt;
**I assume it emmits a sound?&lt;br /&gt;
*'''char ptr pCustomTracerName'''&lt;br /&gt;
**A nice name for your tracer &lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:start[3];&lt;br /&gt;
new Float:end[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, start, PARAM_VECTOR, end, PARAM_INT, client, PARAM_INT, -1, PARAM_FLOAT, 10.0, PARAM_INT, 1, PARAM_CONST_CHAR_PTR, &amp;quot;OLLY&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SetMinMaxSize==&lt;br /&gt;
Sets the size of the collision box around a Physics entity '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x8b\x5c\x24\x0c\x55\x8b\x6c\x24\x14\x56\x57\x8b\xf5\x2b\xdd\xbf\x03\x00\x00\x00\xd9\x04\x33\xd8\x1e\xdf\xe0\xf6\xc4\x41\x75\x23\x8b\x4c\x24\x14\x85\xc9&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
39&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt; [cant find someone help me out?] &amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pEnt'''&lt;br /&gt;
**The entity ptr of the entity you are working with&lt;br /&gt;
*'''Vector mins'''&lt;br /&gt;
**The minimum size the box will 'squash' to when you run into it&lt;br /&gt;
*'''Vector max'''&lt;br /&gt;
**The maximum size&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:min[3];&lt;br /&gt;
new Float:max[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client, PARAM_VECTOR, min, PARAM_VECTOR, max);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CreateEntityByName==&lt;br /&gt;
Creates a new entity from the classname specified (Does NOT spawn the entity) '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8b\x74\x24\x0c\x83\xfe\xff\x57\x8b\x7c\x24\x0c\x74\x25\x8b\x0d\x68\x69\x5f\x22\x8b\x01\x56\xff\x50\x54\x85\xc0\xa3\x9c\xfa\x5c\x22\x75\x10\x56\x57\x68\x08\x6d\x4e\x22\xff\x15\xfc\xb1\x48\x22\x83\xc4\x0c&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxx??xxxxxxxxx???xx???????xx???????????xxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
52&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z18CreateEntityByNamePKci&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''char ptr classname'''&lt;br /&gt;
**The classname of the entity to make&lt;br /&gt;
*'''int iForceEdictIndex'''&lt;br /&gt;
**Manually set the edict ID (dont set for auto) (MUST BE &amp;gt; 64)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CONST_CHAR_PTR, &amp;quot;hostage_entity&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DispatchSpawn==&lt;br /&gt;
Used to spawn created entities, or to respawn players '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x55\x56\x8b\x74\x24\x10\x85\xf6\x57\x0f\x84\x3a\x01\x00\x00\x8b\x1d\xa4\x69\x5f\x22\x8b\x03\x8b\xcb\xff\x50\x60\x8b\x16\x8b\xce\xff\x52\x08\x8b\x0d\xa4\x69\x5f\x22\x8b\x28&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxx????????????xxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
44&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z13DispatchSpawnP11CBaseEntity&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pEntity'''&lt;br /&gt;
**The entity to spawn&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client);&amp;lt;/pawn&amp;gt;&lt;/div&gt;</summary>
		<author><name>Olly</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Useful_Signatures&amp;diff=4564</id>
		<title>Useful Signatures</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Useful_Signatures&amp;diff=4564"/>
		<updated>2007-05-28T23:54:18Z</updated>

		<summary type="html">&lt;p&gt;Olly: Useful Signatures moved to Useful Signatures (Source): // Yarr!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Useful Signatures (Source)]]&lt;/div&gt;</summary>
		<author><name>Olly</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4562</id>
		<title>Useful Signatures (Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4562"/>
		<updated>2007-05-28T23:52:30Z</updated>

		<summary type="html">&lt;p&gt;Olly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
I have posted this page here so I can share some useful [http://wiki.alliedmods.net/Signature_Scanning sigscan] signatures. With these, and the use of [http://forums.alliedmods.net/showthread.php?t=53893 PimpinJuice's SigOffset Extension] you can call some very useful functions from within [[SourceMod]] plugins.&lt;br /&gt;
&lt;br /&gt;
=Function Signatures=&lt;br /&gt;
This is the list of all of the functions that we have signatures for.&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Spawn==&lt;br /&gt;
This function is used to spawn player entities into the game. Either after creation, or re-spawn the player back to their spawn point. This function is good to call once you have changed the value of 'm_iTeamNum'. Once you have changed this value, you will need to call this function so the swapped player has the right skin and game rules associated.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x2c\x53\x55\x56\x57\x68\x2c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b\x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x52\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00\x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\xed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x00\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
107&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity5SpawnEv&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Teleport==&lt;br /&gt;
This function will teleport an entity to a certain place in the world with a given vector. Useful for moving things across the world, or 'pushing' with a given force&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1C\x82\x74\x09\x83\xC0\x01\x3B\xC1\x7C\xF4\xEB\x08\x3B\xC6\x0F\x8D\x17\x01\x00\x00\x55\x57\x8D\x44\x24\x10\x50\x51\xB9\x6C\xB2\x46\x22\x89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x24\x14\x51\x53\x89\x44\x24\x18\x89\x74\x24\x1C\x89\x74\x24\x20\x89\x74\x24\x24\x89\x74\x24\x28\x89\x74\x24\x2C&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxx?????????????xxx?????xx????xx??????x?????xx?????xxxx?????????xxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
106&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector newPosition'''&lt;br /&gt;
**The place to teleport to&lt;br /&gt;
*'''QAngle newAngles'''&lt;br /&gt;
**The new angle of the entity&lt;br /&gt;
*'''Vector newVelocity'''&lt;br /&gt;
**Directional vector for velocity&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;new Float:Pos[3];&lt;br /&gt;
new Float:Vel[3];&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_VECTOR, Pos, PARAM_QANGLE, -1, PARAM_VECTOR, Vel);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModel==&lt;br /&gt;
This function will set the model of the entity to the model that you specify. (Yes even player models ;))&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8b\x74\x24\x08\x57\x8b\xf9\x8b\x0d\x8c\x69\x5f\x22\x8b\x01\x56\xff\x50\x08\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\x52\x04\x85\xc0\x74\x20\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\xf2\x24\x83\xf8\x01&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxx?????????xxx???xx????????xxx??xxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
51&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8SetModelEPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''const char *szModelName'''&lt;br /&gt;
**The model to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;PrecacheModel(&amp;quot;models/Alyx.mdl&amp;quot;);&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CONST_CHAR_PTR, &amp;quot;models/Alyx.mdl&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModelIndex==&lt;br /&gt;
This function will set the model of the entity to the model index that you specify. To see a list of models currently cached and their id's type this into server console&lt;br /&gt;
&amp;lt;pawn&amp;gt;sv_cheats 1;listmodels;sv_cheats 0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x8b\x5c\x24\x08\x56\x57\x8b\xf9\x66\x8b\x4f\x1e\x8d\x77\x1e\x8d\x44\x24\x10\x66\x3b\x08\x74\x0c\x56\x8d\x4e\xe2\xe8\x4a\xe9\xfd\xff\x66\x89\x18\x8b\xcf&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxx????????????????????&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
39&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity13SetModelIndexEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int index '''&lt;br /&gt;
**The model index to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 123);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::DamageEffect==&lt;br /&gt;
This function shows an effect like you would get if you got damaged. Some options dont do anything, but others look kinda cool&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x44\x24\x08\x83\xec\x14\xa8\x01\x56\x57\xeb\xf1\x74\x36\x6a\x01\xb0\x80\x68\xcd\xcc\xcc\x3d\x88\x44\x24\x2c\x88\x44\x24\x2f\x68\x00\x00\x80\x3f\x8d\x44\x24\x30\x50\x56\xc6\x44\x24\x39\x00\xc6\x44\x24\x3a\x00\xe8\x46\x6d\x09\x00\x83\xc4\x14\x5f&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
62&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer12DamageEffectEfi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flDamage'''&lt;br /&gt;
**[not used]&lt;br /&gt;
*'''int fDamageType'''&lt;br /&gt;
**DMG_CRUSH (1&amp;lt;&amp;lt;0)&lt;br /&gt;
**DMG_DROWN (1&amp;lt;&amp;lt;14)&lt;br /&gt;
**DMG_SLASH (1&amp;lt;&amp;lt;2)&lt;br /&gt;
**DMG_PLASMA (1&amp;lt;&amp;lt;24)&lt;br /&gt;
**DMG_SONIC (1&amp;lt;&amp;lt;9)&lt;br /&gt;
**MG_BULLET (1&amp;lt;&amp;lt;1)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_FLOAT, 0, PARAM_INT, (1&amp;lt;&amp;lt;24));&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::SetFOV==&lt;br /&gt;
This function will change the players Field of View (FOV) with a given zoom rate&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x57\x8b\x7c\x24\x03\x85\xff\x8b\xd9\x75\x07\x5f\x32\xc0\x5b\xc2\x0c\x00\x8b\x83\x08\x0a\x00\x00\x83\xf8\xff\x56\x8d\xb3\x08\x0a\x00\x00&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxx????????xxxxxxxxx??????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
35&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer13SetDefaultFOVEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pRequester'''&lt;br /&gt;
**The entity of the player to change FOV of&lt;br /&gt;
*'''int FOV'''&lt;br /&gt;
**The FOV value (0-360) anything over 180 goes foobar (default 90)&lt;br /&gt;
*'''Float zoomRate'''&lt;br /&gt;
**Time it takes for the new FOV to zoom in/out&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CBASEENTITY, client, PARAM_INT, 95, PARAM_FLOAT, 2.0);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CCSPlayer::SwitchTeam (CS:S ONLY)==&lt;br /&gt;
This function will switch team of the player entity. It wont re-spawn the player, but it will switch the player to the new team without them dyeing.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x10\x56\x57\x8B\x7C\x24\x1C\x57\x8B\xF1\xE8\x7F\xE8\xF9\xFF\x83\xC4\x04\x85\xC0\x0F\x84\xEA\x00\x00\x00\x83\xFF\x03\x74\x09\x83\xFF\x02\x0F\x85\xDC\x00\x00\x00\x8B\xCE\xE8\xAF\x22\xE1\xFF\x3B\xF8\x0F\x84\xDC\x00\x00\x00\x57\x8B\xCE\xC6\x86\x14\x0E&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxxxxxxxxxx??&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
64&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN9CCSPlayer10SwitchTeamEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int iTeamIndex'''&lt;br /&gt;
**The new team index of the player&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 2);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseAnimating::Ignite==&lt;br /&gt;
This function will ignite the entity (duh)&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8B\xF1\x8B\x86\xBC\x00\x00\x00\xC1\xE8\x1B\xA8\x01\x0F\x85\x9A\x00\x00\x00\x8B\x16\xFF\x92\xF0\x00\x00\x00\x80\x7C\x24\x0C\x00\x74\x08\x84\xC0\x0F\x84\x83\x00\x00\x00\x3C\x01\x75\x20\x80\x7C\x24\x14\x00\x75\x19\x8B\xCE\xE8\x83\x1A\x01\x00\x85\xC0\x74\x0E\x8B\x10\x8B\xC8\xFF\x92\x08\x05\x00\x00\x84\xC0\x74\x5F\x57\x6A\x01\x56\xE8\x48\xEA\x07\x00\x8B\xF8\x83\xC4\x08\x85\xFF\x74\x3D\x8B\x44\x24\x0C\x50\x8B\xCF\xE8\x83\xE5\x07\x00\x68\x00\x00\x00\x08\x8B\xCE&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxx?????????????????xxx????????????xx??????xx??xxxxx??xxx????????xxxxx?????xx??xxxxx????xxxxxxx??xxxxxxxx????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
116&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN14CBaseAnimating6IgniteEfbfb&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flFlameLifetime'''&lt;br /&gt;
**The time the fire should burn&lt;br /&gt;
*'''bool bNPCOnly'''&lt;br /&gt;
**I assume only NPC's get burnt&lt;br /&gt;
*'''float flSize'''&lt;br /&gt;
**Size of the flames&lt;br /&gt;
*'''bool bCalledByLevelDesigner'''&lt;br /&gt;
**Dont know what this is; I suggest setting to 0 because you are not the level designer :P&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEANIMATING, PARAM_FLOAT, 25.0, PARAM_INT, 0, PARAM_FLOAT, 100.0, PARAM_INT, 0);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CGib::SpawnRandomGibs==&lt;br /&gt;
This function will spawn head gibs from the entity. Even though the signature says 'RandomGibs' the code is only setup to spawn head gibs. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x51\x8b\x44\x24\x0c\x85\xc0\x0f\x8e\x30\x01\x00\x00\x53\x55\x56\x57\x89\x44\x24\x1c\xbb\x01\x00\x00\x00\xed\x9b\x00\x00\x00\x00\x6a\x00\x68\xd8\xeb\x58\x22\x68\x20\x73\x57\x22\x6a\x00\x6a\xff\x68\xdc\x57\x4c\x22\xe8\x46\x55\x01\x00\x83\xc4\x08&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxxxxxxxx???????????????????xxxx??????????xxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
61&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN4CGib15SpawnRandomGibsEP11CBaseEntityi9Gib&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pVictim'''&lt;br /&gt;
**The entity to spawn gibs from&lt;br /&gt;
*'''int cGibs'''&lt;br /&gt;
**The amount of gibs to spawn, I suggest anything over 1000000 ^^&lt;br /&gt;
*'''GibType_e eGibType'''&lt;br /&gt;
**GIB_HUMAN = 0 (Head gib)&lt;br /&gt;
**GIB_ALIEN = 1 (Head gib with some blood splatter) MUST PRECACHE &amp;quot;models/gibs/agibs.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client, PARAM_INT, 10, PARAM_INT, 1);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodDrips==&lt;br /&gt;
This function will spawn a small 'splash' of blood under the entity. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x57\x8b\x7c\x24\x10\x83\xff\xff\x0f\x84\xe5\x00\x00\x00\x81\xff\xf7\x00\x00\x00\x75\x0b\xa1\x18\xa6\x61\x22\x83\x78\x2c\x00\xeb\x0a\x8b\x0d\xa8\xa6\x61\x22\x83\x79\x2c\x00\x0f\x95\xc0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxxxxx???????xxxx????????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
46&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z15UTIL_BloodDripsRK6VectorS1_ii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The location to spawn the effect&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**Dont know what this is, i set it same as origin&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, origin, PARAM_INT, 247);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodStream==&lt;br /&gt;
Creates a moving stream of blood (like someone threw a bucket of water). Only shows pink/black (missing texture) still fun though. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x44\x24\x0c\x83\xec\x20\x50\xe8\x53\x5c\x00\x00\x83\xc4\x04\x84\xc0\x74\x61\x56\x8d\x4c\x24\x04\xe8\x42\x0b\xfa\xff\x8b\x74\x24\x28\x56\x8d\x4c\x24\x08\xc7\x44\x24\x08\x7c\x99\x4b\x22\xe8\x4c\x12\xfa\xff\x8b\x44\x24\x34\x3d\xff\x00\x00\x00&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx?????xxxxx??xxxxx?????xxxxxxxxx?????????????xxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
61&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z16UTIL_BloodStreamRK6VectorS1_ii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The place the blood starts&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**The place the blood lands (close to)&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
*'''int amount'''&lt;br /&gt;
**Dunno what this is (alpha?) set to 255&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
new Float:direction[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, direction, PARAM_INT, 247, PARAM_INT, 255);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodSpray==&lt;br /&gt;
Makes a blood spray (duh!)'''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x4c\x24\x0c\x83\xec\x60\x83\xf9\xff\x0f\x84\xa7\x00\x00\x00\x33\xc0\xdb\x44\x24\x70\x89\x44\x24\x34\x89\x44\x24\x44\x66\x89\x44\x24\x48\xd9\x5c\x24\x38\x89\x44\x24\x3c\x89\x44\x24\x40\x89\x44\x24\x4c&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxx??????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
51&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z15UTIL_BloodSprayRK6VectorS1_iii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The place the blood starts&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**The place the blood lands (close to)&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
*'''int amount'''&lt;br /&gt;
**Dunno what this is (alpha?) set to 255&lt;br /&gt;
*'''int flags'''&lt;br /&gt;
**0 nothing&lt;br /&gt;
**1 makes a baseball bat like blood spray&lt;br /&gt;
**2 makes a ring of blood mist&lt;br /&gt;
**3 makes an upward spray&lt;br /&gt;
**4 makes clouds of blood mist&lt;br /&gt;
**5 seems to be a mixture of the above&lt;br /&gt;
**6 seems to be a thicker cloud of dust&lt;br /&gt;
**(i cant be bothered to check any more. go experament)&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
new Float:direction[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, direction, PARAM_INT, 247, PARAM_INT, 255, PARAM_INT, 5);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_Tracer (NOT CS:S)==&lt;br /&gt;
Uhh.. dont know  i assume its for tracer stuff ^^ i guess someone will have a use for it :P '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x60\x8b\x44\x24\x64\x8b\x10\x89\x54\x24\x0c\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x14\x8b\x44\x24\x68\x89\x54\x24\x10\x8b\x10\x33\xc9\x38\x4c\x24\x78\x89\x14\x24\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x08\x8b\x44\x24\x97\x89&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
54&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z11UTIL_TracerRK6VectorS1_iifbPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector vecStart'''&lt;br /&gt;
**Starting Vector (duh)&lt;br /&gt;
*'''Vector vecEnd'''&lt;br /&gt;
**Ending Vector&lt;br /&gt;
*'''int EntIndex'''&lt;br /&gt;
**Entity index using the tracer&lt;br /&gt;
*'''int iAttachment'''&lt;br /&gt;
**Dont know (-1 for no attachement)&lt;br /&gt;
*'''float flVelocity'''&lt;br /&gt;
**Velocity the tracer moves at (m/s?)&lt;br /&gt;
*'''bool bWhiz'''&lt;br /&gt;
**I assume it emmits a sound?&lt;br /&gt;
*'''char ptr pCustomTracerName'''&lt;br /&gt;
**A nice name for your tracer &lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:start[3];&lt;br /&gt;
new Float:end[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, start, PARAM_VECTOR, end, PARAM_INT, client, PARAM_INT, -1, PARAM_FLOAT, 10.0, PARAM_INT, 1, PARAM_CONST_CHAR_PTR, &amp;quot;OLLY&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SetMinMaxSize==&lt;br /&gt;
Sets the size of the collision box around a Physics entity '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x8b\x5c\x24\x0c\x55\x8b\x6c\x24\x14\x56\x57\x8b\xf5\x2b\xdd\xbf\x03\x00\x00\x00\xd9\x04\x33\xd8\x1e\xdf\xe0\xf6\xc4\x41\x75\x23\x8b\x4c\x24\x14\x85\xc9&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
39&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt; [cant find someone help me out?] &amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pEnt'''&lt;br /&gt;
**The entity ptr of the entity you are working with&lt;br /&gt;
*'''Vector mins'''&lt;br /&gt;
**The minimum size the box will 'squash' to when you run into it&lt;br /&gt;
*'''Vector max'''&lt;br /&gt;
**The maximum size&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:min[3];&lt;br /&gt;
new Float:max[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client, PARAM_VECTOR, min, PARAM_VECTOR, max);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CreateEntityByName==&lt;br /&gt;
Creates a new entity from the classname specified (Does NOT spawn the entity) '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8b\x74\x24\x0c\x83\xfe\xff\x57\x8b\x7c\x24\x0c\x74\x25\x8b\x0d\x68\x69\x5f\x22\x8b\x01\x56\xff\x50\x54\x85\xc0\xa3\x9c\xfa\x5c\x22\x75\x10\x56\x57\x68\x08\x6d\x4e\x22\xff\x15\xfc\xb1\x48\x22\x83\xc4\x0c&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxx??xxxxxxxxx???xx???????xx???????????xxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
52&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z18CreateEntityByNamePKci&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''char ptr classname'''&lt;br /&gt;
**The classname of the entity to make&lt;br /&gt;
*'''int iForceEdictIndex'''&lt;br /&gt;
**Manually set the edict ID (dont set for auto) (MUST BE &amp;gt; 64)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CONST_CHAR_PTR, &amp;quot;hostage_entity&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DispatchSpawn==&lt;br /&gt;
Used to spawn created entities, or to respawn players '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x55\x56\x8b\x74\x24\x10\x85\xf6\x57\x0f\x84\x3a\x01\x00\x00\x8b\x1d\xa4\x69\x5f\x22\x8b\x03\x8b\xcb\xff\x50\x60\x8b\x16\x8b\xce\xff\x52\x08\x8b\x0d\xa4\x69\x5f\x22\x8b\x28&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxx????????????xxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
44&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z13DispatchSpawnP11CBaseEntity&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pEntity'''&lt;br /&gt;
**The entity to spawn&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client);&amp;lt;/pawn&amp;gt;&lt;/div&gt;</summary>
		<author><name>Olly</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4561</id>
		<title>Useful Signatures (Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4561"/>
		<updated>2007-05-28T23:37:55Z</updated>

		<summary type="html">&lt;p&gt;Olly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
I have posted this page here so I can share some useful [http://wiki.alliedmods.net/Signature_Scanning sigscan] signatures. With these, and the use of [http://forums.alliedmods.net/showthread.php?t=53893 PimpinJuice's SigOffset Extension] you can call some very useful functions from within [[SourceMod]] plugins.&lt;br /&gt;
&lt;br /&gt;
=Function Signatures=&lt;br /&gt;
This is the list of all of the functions that we have signatures for.&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Spawn==&lt;br /&gt;
This function is used to spawn player entities into the game. Either after creation, or re-spawn the player back to their spawn point. This function is good to call once you have changed the value of 'm_iTeamNum'. Once you have changed this value, you will need to call this function so the swapped player has the right skin and game rules associated.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x2c\x53\x55\x56\x57\x68\x2c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b\x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x52\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00\x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\xed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x00\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
107&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity5SpawnEv&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Teleport==&lt;br /&gt;
This function will teleport an entity to a certain place in the world with a given vector. Useful for moving things across the world, or 'pushing' with a given force&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1C\x82\x74\x09\x83\xC0\x01\x3B\xC1\x7C\xF4\xEB\x08\x3B\xC6\x0F\x8D\x17\x01\x00\x00\x55\x57\x8D\x44\x24\x10\x50\x51\xB9\x6C\xB2\x46\x22\x89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x24\x14\x51\x53\x89\x44\x24\x18\x89\x74\x24\x1C\x89\x74\x24\x20\x89\x74\x24\x24\x89\x74\x24\x28\x89\x74\x24\x2C&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxx?????????????xxx?????xx????xx??????x?????xx?????xxxx?????????xxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
106&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector newPosition'''&lt;br /&gt;
**The place to teleport to&lt;br /&gt;
*'''QAngle newAngles'''&lt;br /&gt;
**The new angle of the entity&lt;br /&gt;
*'''Vector newVelocity'''&lt;br /&gt;
**Directional vector for velocity&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;new Float:Pos[3];&lt;br /&gt;
new Float:Vel[3];&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_VECTOR, Pos, PARAM_QANGLE, -1, PARAM_VECTOR, Vel);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModel==&lt;br /&gt;
This function will set the model of the entity to the model that you specify. (Yes even player models ;))&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8b\x74\x24\x08\x57\x8b\xf9\x8b\x0d\x8c\x69\x5f\x22\x8b\x01\x56\xff\x50\x08\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\x52\x04\x85\xc0\x74\x20\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\xf2\x24\x83\xf8\x01&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxx?????????xxx???xx????????xxx??xxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
51&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8SetModelEPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''const char *szModelName'''&lt;br /&gt;
**The model to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;PrecacheModel(&amp;quot;models/Alyx.mdl&amp;quot;);&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CONST_CHAR_PTR, &amp;quot;models/Alyx.mdl&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModelIndex==&lt;br /&gt;
This function will set the model of the entity to the model index that you specify. To see a list of models currently cached and their id's type this into server console&lt;br /&gt;
&amp;lt;pawn&amp;gt;sv_cheats 1;listmodels;sv_cheats 0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x8b\x5c\x24\x08\x56\x57\x8b\xf9\x66\x8b\x4f\x1e\x8d\x77\x1e\x8d\x44\x24\x10\x66\x3b\x08\x74\x0c\x56\x8d\x4e\xe2\xe8\x4a\xe9\xfd\xff\x66\x89\x18\x8b\xcf&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxx????????????????????&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
39&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity13SetModelIndexEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int index '''&lt;br /&gt;
**The model index to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 123);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::DamageEffect==&lt;br /&gt;
This function shows an effect like you would get if you got damaged. Some options dont do anything, but others look kinda cool&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x44\x24\x08\x83\xec\x14\xa8\x01\x56\x57\xeb\xf1\x74\x36\x6a\x01\xb0\x80\x68\xcd\xcc\xcc\x3d\x88\x44\x24\x2c\x88\x44\x24\x2f\x68\x00\x00\x80\x3f\x8d\x44\x24\x30\x50\x56\xc6\x44\x24\x39\x00\xc6\x44\x24\x3a\x00\xe8\x46\x6d\x09\x00\x83\xc4\x14\x5f&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
62&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer12DamageEffectEfi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flDamage'''&lt;br /&gt;
**[not used]&lt;br /&gt;
*'''int fDamageType'''&lt;br /&gt;
**DMG_CRUSH (1&amp;lt;&amp;lt;0)&lt;br /&gt;
**DMG_DROWN (1&amp;lt;&amp;lt;14)&lt;br /&gt;
**DMG_SLASH (1&amp;lt;&amp;lt;2)&lt;br /&gt;
**DMG_PLASMA (1&amp;lt;&amp;lt;24)&lt;br /&gt;
**DMG_SONIC (1&amp;lt;&amp;lt;9)&lt;br /&gt;
**MG_BULLET (1&amp;lt;&amp;lt;1)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_FLOAT, 0, PARAM_INT, (1&amp;lt;&amp;lt;24));&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::SetFOV==&lt;br /&gt;
This function will change the players Field of View (FOV) with a given zoom rate&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x57\x8b\x7c\x24\x03\x85\xff\x8b\xd9\x75\x07\x5f\x32\xc0\x5b\xc2\x0c\x00\x8b\x83\x08\x0a\x00\x00\x83\xf8\xff\x56\x8d\xb3\x08\x0a\x00\x00&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxx????????xxxxxxxxx??????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
35&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer13SetDefaultFOVEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pRequester'''&lt;br /&gt;
**The entity of the player to change FOV of&lt;br /&gt;
*'''int FOV'''&lt;br /&gt;
**The FOV value (0-360) anything over 180 goes foobar (default 90)&lt;br /&gt;
*'''Float zoomRate'''&lt;br /&gt;
**Time it takes for the new FOV to zoom in/out&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CBASEENTITY, client, PARAM_INT, 95, PARAM_FLOAT, 2.0);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CCSPlayer::SwitchTeam (CS:S ONLY)==&lt;br /&gt;
This function will switch team of the player entity. It wont re-spawn the player, but it will switch the player to the new team without them dyeing.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x10\x56\x57\x8B\x7C\x24\x1C\x57\x8B\xF1\xE8\x7F\xE8\xF9\xFF\x83\xC4\x04\x85\xC0\x0F\x84\xEA\x00\x00\x00\x83\xFF\x03\x74\x09\x83\xFF\x02\x0F\x85\xDC\x00\x00\x00\x8B\xCE\xE8\xAF\x22\xE1\xFF\x3B\xF8\x0F\x84\xDC\x00\x00\x00\x57\x8B\xCE\xC6\x86\x14\x0E&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxxxxxxxxxx??&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
64&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN9CCSPlayer10SwitchTeamEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int iTeamIndex'''&lt;br /&gt;
**The new team index of the player&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 2);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseAnimating::Ignite==&lt;br /&gt;
This function will ignite the entity (duh)&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8B\xF1\x8B\x86\xBC\x00\x00\x00\xC1\xE8\x1B\xA8\x01\x0F\x85\x9A\x00\x00\x00\x8B\x16\xFF\x92\xF0\x00\x00\x00\x80\x7C\x24\x0C\x00\x74\x08\x84\xC0\x0F\x84\x83\x00\x00\x00\x3C\x01\x75\x20\x80\x7C\x24\x14\x00\x75\x19\x8B\xCE\xE8\x83\x1A\x01\x00\x85\xC0\x74\x0E\x8B\x10\x8B\xC8\xFF\x92\x08\x05\x00\x00\x84\xC0\x74\x5F\x57\x6A\x01\x56\xE8\x48\xEA\x07\x00\x8B\xF8\x83\xC4\x08\x85\xFF\x74\x3D\x8B\x44\x24\x0C\x50\x8B\xCF\xE8\x83\xE5\x07\x00\x68\x00\x00\x00\x08\x8B\xCE&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxx?????????????????xxx????????????xx??????xx??xxxxx??xxx????????xxxxx?????xx??xxxxx????xxxxxxx??xxxxxxxx????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
116&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN14CBaseAnimating6IgniteEfbfb&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flFlameLifetime'''&lt;br /&gt;
**The time the fire should burn&lt;br /&gt;
*'''bool bNPCOnly'''&lt;br /&gt;
**I assume only NPC's get burnt&lt;br /&gt;
*'''float flSize'''&lt;br /&gt;
**Size of the flames&lt;br /&gt;
*'''bool bCalledByLevelDesigner'''&lt;br /&gt;
**Dont know what this is; I suggest setting to 0 because you are not the level designer :P&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEANIMATING, PARAM_FLOAT, 25.0, PARAM_INT, 0, PARAM_FLOAT, 100.0, PARAM_INT, 0);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CGib::SpawnRandomGibs==&lt;br /&gt;
This function will spawn head gibs from the entity. Even though the signature says 'RandomGibs' the code is only setup to spawn head gibs. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x51\x8b\x44\x24\x0c\x85\xc0\x0f\x8e\x30\x01\x00\x00\x53\x55\x56\x57\x89\x44\x24\x1c\xbb\x01\x00\x00\x00\xed\x9b\x00\x00\x00\x00\x6a\x00\x68\xd8\xeb\x58\x22\x68\x20\x73\x57\x22\x6a\x00\x6a\xff\x68\xdc\x57\x4c\x22\xe8\x46\x55\x01\x00\x83\xc4\x08&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxxxxxxxx???????????????????xxxx??????????xxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
61&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN4CGib15SpawnRandomGibsEP11CBaseEntityi9Gib&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pVictim'''&lt;br /&gt;
**The entity to spawn gibs from&lt;br /&gt;
*'''int cGibs'''&lt;br /&gt;
**The amount of gibs to spawn, I suggest anything over 1000000 ^^&lt;br /&gt;
*'''GibType_e eGibType'''&lt;br /&gt;
**GIB_HUMAN = 0 (Head gib)&lt;br /&gt;
**GIB_ALIEN = 1 (Head gib with some blood splatter) MUST PRECACHE &amp;quot;models/gibs/agibs.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client, PARAM_INT, 10, PARAM_INT, 1);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodDrips==&lt;br /&gt;
This function will spawn a small 'splash' of blood under the entity. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x57\x8b\x7c\x24\x10\x83\xff\xff\x0f\x84\xe5\x00\x00\x00\x81\xff\xf7\x00\x00\x00\x75\x0b\xa1\x18\xa6\x61\x22\x83\x78\x2c\x00\xeb\x0a\x8b\x0d\xa8\xa6\x61\x22\x83\x79\x2c\x00\x0f\x95\xc0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxxxxx???????xxxx????????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
46&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z15UTIL_BloodDripsRK6VectorS1_ii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The location to spawn the effect&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**Dont know what this is, i set it same as origin&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, origin, PARAM_INT, 247);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodStream==&lt;br /&gt;
Creates a moving stream of blood (like someone threw a bucket of water). Only shows pink/black (missing texture) still fun though. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x44\x24\x0c\x83\xec\x20\x50\xe8\x53\x5c\x00\x00\x83\xc4\x04\x84\xc0\x74\x61\x56\x8d\x4c\x24\x04\xe8\x42\x0b\xfa\xff\x8b\x74\x24\x28\x56\x8d\x4c\x24\x08\xc7\x44\x24\x08\x7c\x99\x4b\x22\xe8\x4c\x12\xfa\xff\x8b\x44\x24\x34\x3d\xff\x00\x00\x00&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx?????xxxxx??xxxxx?????xxxxxxxxx?????????????xxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
61&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z16UTIL_BloodStreamRK6VectorS1_ii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The place the blood starts&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**The place the blood lands (close to)&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
*'''int amount'''&lt;br /&gt;
**Dunno what this is (alpha?) set to 255&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
new Float:direction[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, direction, PARAM_INT, 247, PARAM_INT, 255);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodSpray==&lt;br /&gt;
Makes a blood spray (duh!)'''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x4c\x24\x0c\x83\xec\x60\x83\xf9\xff\x0f\x84\xa7\x00\x00\x00\x33\xc0\xdb\x44\x24\x70\x89\x44\x24\x34\x89\x44\x24\x44\x66\x89\x44\x24\x48\xd9\x5c\x24\x38\x89\x44\x24\x3c\x89\x44\x24\x40\x89\x44\x24\x4c&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxx??????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
51&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z15UTIL_BloodSprayRK6VectorS1_iii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The place the blood starts&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**The place the blood lands (close to)&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
*'''int amount'''&lt;br /&gt;
**Dunno what this is (alpha?) set to 255&lt;br /&gt;
*'''int flags'''&lt;br /&gt;
**0 nothing&lt;br /&gt;
**1 makes a baseball bat like blood spray&lt;br /&gt;
**2 makes a ring of blood mist&lt;br /&gt;
**3 makes an upward spray&lt;br /&gt;
**4 makes clouds of blood mist&lt;br /&gt;
**5 seems to be a mixture of the above&lt;br /&gt;
**6 seems to be a thicker cloud of dust&lt;br /&gt;
**(i cant be bothered to check any more. go experament)&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
new Float:direction[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, direction, PARAM_INT, 247, PARAM_INT, 255, PARAM_INT, 5);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_Tracer (NOT CS:S)==&lt;br /&gt;
Uhh.. dont know  i assume its for tracer stuff ^^ i guess someone will have a use for it :P '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x60\x8b\x44\x24\x64\x8b\x10\x89\x54\x24\x0c\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x14\x8b\x44\x24\x68\x89\x54\x24\x10\x8b\x10\x33\xc9\x38\x4c\x24\x78\x89\x14\x24\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x08\x8b\x44\x24\x97\x89&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
54&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z11UTIL_TracerRK6VectorS1_iifbPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector vecStart'''&lt;br /&gt;
**Starting Vector (duh)&lt;br /&gt;
*'''Vector vecEnd'''&lt;br /&gt;
**Ending Vector&lt;br /&gt;
*'''int EntIndex'''&lt;br /&gt;
**Entity index using the tracer&lt;br /&gt;
*'''int iAttachment'''&lt;br /&gt;
**Dont know (-1 for no attachement)&lt;br /&gt;
*'''float flVelocity'''&lt;br /&gt;
**Velocity the tracer moves at (m/s?)&lt;br /&gt;
*'''bool bWhiz'''&lt;br /&gt;
**I assume it emmits a sound?&lt;br /&gt;
*'''char ptr pCustomTracerName'''&lt;br /&gt;
**A nice name for your tracer &lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:start[3];&lt;br /&gt;
new Float:end[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, start, PARAM_VECTOR, end, PARAM_INT, client, PARAM_INT, -1, PARAM_FLOAT, 10.0, PARAM_INT, 1, PARAM_CONST_CHAR_PTR, &amp;quot;OLLY&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;/div&gt;</summary>
		<author><name>Olly</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4560</id>
		<title>Useful Signatures (Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4560"/>
		<updated>2007-05-28T23:30:25Z</updated>

		<summary type="html">&lt;p&gt;Olly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
I have posted this page here so I can share some useful [http://wiki.alliedmods.net/Signature_Scanning sigscan] signatures. With these, and the use of [http://forums.alliedmods.net/showthread.php?t=53893 PimpinJuice's SigOffset Extension] you can call some very useful functions from within [[SourceMod]] plugins.&lt;br /&gt;
&lt;br /&gt;
=Function Signatures=&lt;br /&gt;
This is the list of all of the functions that we have signatures for.&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Spawn==&lt;br /&gt;
This function is used to spawn player entities into the game. Either after creation, or re-spawn the player back to their spawn point. This function is good to call once you have changed the value of 'm_iTeamNum'. Once you have changed this value, you will need to call this function so the swapped player has the right skin and game rules associated.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x2c\x53\x55\x56\x57\x68\x2c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b\x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x52\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00\x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\xed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x00\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
107&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity5SpawnEv&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Teleport==&lt;br /&gt;
This function will teleport an entity to a certain place in the world with a given vector. Useful for moving things across the world, or 'pushing' with a given force&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1C\x82\x74\x09\x83\xC0\x01\x3B\xC1\x7C\xF4\xEB\x08\x3B\xC6\x0F\x8D\x17\x01\x00\x00\x55\x57\x8D\x44\x24\x10\x50\x51\xB9\x6C\xB2\x46\x22\x89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x24\x14\x51\x53\x89\x44\x24\x18\x89\x74\x24\x1C\x89\x74\x24\x20\x89\x74\x24\x24\x89\x74\x24\x28\x89\x74\x24\x2C&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxx?????????????xxx?????xx????xx??????x?????xx?????xxxx?????????xxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
106&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector newPosition'''&lt;br /&gt;
**The place to teleport to&lt;br /&gt;
*'''QAngle newAngles'''&lt;br /&gt;
**The new angle of the entity&lt;br /&gt;
*'''Vector newVelocity'''&lt;br /&gt;
**Directional vector for velocity&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;new Float:Pos[3];&lt;br /&gt;
new Float:Vel[3];&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_VECTOR, Pos, PARAM_QANGLE, -1, PARAM_VECTOR, Vel);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModel==&lt;br /&gt;
This function will set the model of the entity to the model that you specify. (Yes even player models ;))&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8b\x74\x24\x08\x57\x8b\xf9\x8b\x0d\x8c\x69\x5f\x22\x8b\x01\x56\xff\x50\x08\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\x52\x04\x85\xc0\x74\x20\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\xf2\x24\x83\xf8\x01&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxx?????????xxx???xx????????xxx??xxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
51&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8SetModelEPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''const char *szModelName'''&lt;br /&gt;
**The model to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;PrecacheModel(&amp;quot;models/Alyx.mdl&amp;quot;);&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CONST_CHAR_PTR, &amp;quot;models/Alyx.mdl&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModelIndex==&lt;br /&gt;
This function will set the model of the entity to the model index that you specify. To see a list of models currently cached and their id's type this into server console&lt;br /&gt;
&amp;lt;pawn&amp;gt;sv_cheats 1;listmodels;sv_cheats 0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x8b\x5c\x24\x08\x56\x57\x8b\xf9\x66\x8b\x4f\x1e\x8d\x77\x1e\x8d\x44\x24\x10\x66\x3b\x08\x74\x0c\x56\x8d\x4e\xe2\xe8\x4a\xe9\xfd\xff\x66\x89\x18\x8b\xcf&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxx????????????????????&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
39&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity13SetModelIndexEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int index '''&lt;br /&gt;
**The model index to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 123);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::DamageEffect==&lt;br /&gt;
This function shows an effect like you would get if you got damaged. Some options dont do anything, but others look kinda cool&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x44\x24\x08\x83\xec\x14\xa8\x01\x56\x57\xeb\xf1\x74\x36\x6a\x01\xb0\x80\x68\xcd\xcc\xcc\x3d\x88\x44\x24\x2c\x88\x44\x24\x2f\x68\x00\x00\x80\x3f\x8d\x44\x24\x30\x50\x56\xc6\x44\x24\x39\x00\xc6\x44\x24\x3a\x00\xe8\x46\x6d\x09\x00\x83\xc4\x14\x5f&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
62&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer12DamageEffectEfi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flDamage'''&lt;br /&gt;
**[not used]&lt;br /&gt;
*'''int fDamageType'''&lt;br /&gt;
**DMG_CRUSH (1&amp;lt;&amp;lt;0)&lt;br /&gt;
**DMG_DROWN (1&amp;lt;&amp;lt;14)&lt;br /&gt;
**DMG_SLASH (1&amp;lt;&amp;lt;2)&lt;br /&gt;
**DMG_PLASMA (1&amp;lt;&amp;lt;24)&lt;br /&gt;
**DMG_SONIC (1&amp;lt;&amp;lt;9)&lt;br /&gt;
**MG_BULLET (1&amp;lt;&amp;lt;1)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_FLOAT, 0, PARAM_INT, (1&amp;lt;&amp;lt;24));&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::SetFOV==&lt;br /&gt;
This function will change the players Field of View (FOV) with a given zoom rate&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x57\x8b\x7c\x24\x03\x85\xff\x8b\xd9\x75\x07\x5f\x32\xc0\x5b\xc2\x0c\x00\x8b\x83\x08\x0a\x00\x00\x83\xf8\xff\x56\x8d\xb3\x08\x0a\x00\x00&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxx????????xxxxxxxxx??????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
35&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer13SetDefaultFOVEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pRequester'''&lt;br /&gt;
**The entity of the player to change FOV of&lt;br /&gt;
*'''int FOV'''&lt;br /&gt;
**The FOV value (0-360) anything over 180 goes foobar (default 90)&lt;br /&gt;
*'''Float zoomRate'''&lt;br /&gt;
**Time it takes for the new FOV to zoom in/out&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CBASEENTITY, client, PARAM_INT, 95, PARAM_FLOAT, 2.0);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CCSPlayer::SwitchTeam (CS:S ONLY)==&lt;br /&gt;
This function will switch team of the player entity. It wont re-spawn the player, but it will switch the player to the new team without them dyeing.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x10\x56\x57\x8B\x7C\x24\x1C\x57\x8B\xF1\xE8\x7F\xE8\xF9\xFF\x83\xC4\x04\x85\xC0\x0F\x84\xEA\x00\x00\x00\x83\xFF\x03\x74\x09\x83\xFF\x02\x0F\x85\xDC\x00\x00\x00\x8B\xCE\xE8\xAF\x22\xE1\xFF\x3B\xF8\x0F\x84\xDC\x00\x00\x00\x57\x8B\xCE\xC6\x86\x14\x0E&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxxxxxxxxxx??&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
64&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN9CCSPlayer10SwitchTeamEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int iTeamIndex'''&lt;br /&gt;
**The new team index of the player&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 2);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseAnimating::Ignite==&lt;br /&gt;
This function will ignite the entity (duh)&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8B\xF1\x8B\x86\xBC\x00\x00\x00\xC1\xE8\x1B\xA8\x01\x0F\x85\x9A\x00\x00\x00\x8B\x16\xFF\x92\xF0\x00\x00\x00\x80\x7C\x24\x0C\x00\x74\x08\x84\xC0\x0F\x84\x83\x00\x00\x00\x3C\x01\x75\x20\x80\x7C\x24\x14\x00\x75\x19\x8B\xCE\xE8\x83\x1A\x01\x00\x85\xC0\x74\x0E\x8B\x10\x8B\xC8\xFF\x92\x08\x05\x00\x00\x84\xC0\x74\x5F\x57\x6A\x01\x56\xE8\x48\xEA\x07\x00\x8B\xF8\x83\xC4\x08\x85\xFF\x74\x3D\x8B\x44\x24\x0C\x50\x8B\xCF\xE8\x83\xE5\x07\x00\x68\x00\x00\x00\x08\x8B\xCE&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxx?????????????????xxx????????????xx??????xx??xxxxx??xxx????????xxxxx?????xx??xxxxx????xxxxxxx??xxxxxxxx????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
116&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN14CBaseAnimating6IgniteEfbfb&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flFlameLifetime'''&lt;br /&gt;
**The time the fire should burn&lt;br /&gt;
*'''bool bNPCOnly'''&lt;br /&gt;
**I assume only NPC's get burnt&lt;br /&gt;
*'''float flSize'''&lt;br /&gt;
**Size of the flames&lt;br /&gt;
*'''bool bCalledByLevelDesigner'''&lt;br /&gt;
**Dont know what this is; I suggest setting to 0 because you are not the level designer :P&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEANIMATING, PARAM_FLOAT, 25.0, PARAM_INT, 0, PARAM_FLOAT, 100.0, PARAM_INT, 0);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CGib::SpawnRandomGibs==&lt;br /&gt;
This function will spawn head gibs from the entity. Even though the signature says 'RandomGibs' the code is only setup to spawn head gibs. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x51\x8b\x44\x24\x0c\x85\xc0\x0f\x8e\x30\x01\x00\x00\x53\x55\x56\x57\x89\x44\x24\x1c\xbb\x01\x00\x00\x00\xed\x9b\x00\x00\x00\x00\x6a\x00\x68\xd8\xeb\x58\x22\x68\x20\x73\x57\x22\x6a\x00\x6a\xff\x68\xdc\x57\x4c\x22\xe8\x46\x55\x01\x00\x83\xc4\x08&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxxxxxxxx???????????????????xxxx??????????xxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
61&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN4CGib15SpawnRandomGibsEP11CBaseEntityi9Gib&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pVictim'''&lt;br /&gt;
**The entity to spawn gibs from&lt;br /&gt;
*'''int cGibs'''&lt;br /&gt;
**The amount of gibs to spawn, I suggest anything over 1000000 ^^&lt;br /&gt;
*'''GibType_e eGibType'''&lt;br /&gt;
**GIB_HUMAN = 0 (Head gib)&lt;br /&gt;
**GIB_ALIEN = 1 (Head gib with some blood splatter) MUST PRECACHE &amp;quot;models/gibs/agibs.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client, PARAM_INT, 10, PARAM_INT, 1);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_BloodDrips==&lt;br /&gt;
This function will spawn a small 'splash' of blood under the entity. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x57\x8b\x7c\x24\x10\x83\xff\xff\x0f\x84\xe5\x00\x00\x00\x81\xff\xf7\x00\x00\x00\x75\x0b\xa1\x18\xa6\x61\x22\x83\x78\x2c\x00\xeb\x0a\x8b\x0d\xa8\xa6\x61\x22\x83\x79\x2c\x00\x0f\x95\xc0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxxxxx???????xxxx????????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
46&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z15UTIL_BloodDripsRK6VectorS1_ii&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector origin'''&lt;br /&gt;
**The location to spawn the effect&lt;br /&gt;
*'''Vector direction'''&lt;br /&gt;
**Dont know what this is, i set it same as origin&lt;br /&gt;
*'''int color'''&lt;br /&gt;
**BLOOD_COLOR_RED = 247 (Wont work on German games :S)&lt;br /&gt;
**BLOOD_COLOR_YELLOW = 195&lt;br /&gt;
**BLOOD_COLOR_MECH = 20 (Makes smoke and sparks too)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:origin[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, origin, PARAM_VECTOR, origin, PARAM_INT, 247);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UTIL_Tracer (NOT CS:S)==&lt;br /&gt;
Uhh.. dont know  i assume its for tracer stuff ^^ i guess someone will have a use for it :P '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x60\x8b\x44\x24\x64\x8b\x10\x89\x54\x24\x0c\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x14\x8b\x44\x24\x68\x89\x54\x24\x10\x8b\x10\x33\xc9\x38\x4c\x24\x78\x89\x14\x24\x8b\x50\x04\x8b\x40\x08\x89\x44\x24\x08\x8b\x44\x24\x97\x89&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
54&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_Z11UTIL_TracerRK6VectorS1_iifbPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*Vector vecStart&lt;br /&gt;
**Starting Vector (duh)&lt;br /&gt;
*Vector vecEnd&lt;br /&gt;
**Ending Vector&lt;br /&gt;
*int EntIndex&lt;br /&gt;
**Entity index using the tracer&lt;br /&gt;
*int iAttachment&lt;br /&gt;
**Dont know (-1 for no attachement)&lt;br /&gt;
*float flVelocity&lt;br /&gt;
**Velocity the tracer moves at (m/s?)&lt;br /&gt;
*bool bWhiz&lt;br /&gt;
**I assume it emmits a sound?&lt;br /&gt;
*char ptr pCustomTracerName&lt;br /&gt;
**A nice name for your tracer &lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;&lt;br /&gt;
new Float:start[3];&lt;br /&gt;
new Float:end[3];&lt;br /&gt;
SignatureScanCall_NoIndex(sig_id, PARAM_VECTOR, start, PARAM_VECTOR, end, PARAM_INT, client, PARAM_INT, -1, PARAM_FLOAT, 10.0, PARAM_INT, 1, PARAM_CONST_CHAR_PTR, &amp;quot;OLLY&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;/div&gt;</summary>
		<author><name>Olly</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4559</id>
		<title>Useful Signatures (Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4559"/>
		<updated>2007-05-28T23:19:36Z</updated>

		<summary type="html">&lt;p&gt;Olly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
I have posted this page here so I can share some useful [http://wiki.alliedmods.net/Signature_Scanning sigscan] signatures. With these, and the use of [http://forums.alliedmods.net/showthread.php?t=53893 PimpinJuice's SigOffset Extension] you can call some very useful functions from within [[SourceMod]] plugins.&lt;br /&gt;
&lt;br /&gt;
=Function Signatures=&lt;br /&gt;
This is the list of all of the functions that we have signatures for.&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Spawn==&lt;br /&gt;
This function is used to spawn player entities into the game. Either after creation, or re-spawn the player back to their spawn point. This function is good to call once you have changed the value of 'm_iTeamNum'. Once you have changed this value, you will need to call this function so the swapped player has the right skin and game rules associated.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x2c\x53\x55\x56\x57\x68\x2c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b\x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x52\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00\x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\xed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x00\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
107&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity5SpawnEv&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Teleport==&lt;br /&gt;
This function will teleport an entity to a certain place in the world with a given vector. Useful for moving things across the world, or 'pushing' with a given force&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1C\x82\x74\x09\x83\xC0\x01\x3B\xC1\x7C\xF4\xEB\x08\x3B\xC6\x0F\x8D\x17\x01\x00\x00\x55\x57\x8D\x44\x24\x10\x50\x51\xB9\x6C\xB2\x46\x22\x89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x24\x14\x51\x53\x89\x44\x24\x18\x89\x74\x24\x1C\x89\x74\x24\x20\x89\x74\x24\x24\x89\x74\x24\x28\x89\x74\x24\x2C&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxx?????????????xxx?????xx????xx??????x?????xx?????xxxx?????????xxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
106&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector newPosition'''&lt;br /&gt;
**The place to teleport to&lt;br /&gt;
*'''QAngle newAngles'''&lt;br /&gt;
**The new angle of the entity&lt;br /&gt;
*'''Vector newVelocity'''&lt;br /&gt;
**Directional vector for velocity&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;new Float:Pos[3];&lt;br /&gt;
new Float:Vel[3];&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_VECTOR, Pos, PARAM_QANGLE, -1, PARAM_VECTOR, Vel);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModel==&lt;br /&gt;
This function will set the model of the entity to the model that you specify. (Yes even player models ;))&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8b\x74\x24\x08\x57\x8b\xf9\x8b\x0d\x8c\x69\x5f\x22\x8b\x01\x56\xff\x50\x08\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\x52\x04\x85\xc0\x74\x20\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\xf2\x24\x83\xf8\x01&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxx?????????xxx???xx????????xxx??xxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
51&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8SetModelEPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''const char *szModelName'''&lt;br /&gt;
**The model to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;PrecacheModel(&amp;quot;models/Alyx.mdl&amp;quot;);&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CONST_CHAR_PTR, &amp;quot;models/Alyx.mdl&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModelIndex==&lt;br /&gt;
This function will set the model of the entity to the model index that you specify. To see a list of models currently cached and their id's type this into server console&lt;br /&gt;
&amp;lt;pawn&amp;gt;sv_cheats 1;listmodels;sv_cheats 0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x8b\x5c\x24\x08\x56\x57\x8b\xf9\x66\x8b\x4f\x1e\x8d\x77\x1e\x8d\x44\x24\x10\x66\x3b\x08\x74\x0c\x56\x8d\x4e\xe2\xe8\x4a\xe9\xfd\xff\x66\x89\x18\x8b\xcf&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxx????????????????????&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
39&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity13SetModelIndexEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int index '''&lt;br /&gt;
**The model index to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 123);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::DamageEffect==&lt;br /&gt;
This function shows an effect like you would get if you got damaged. Some options dont do anything, but others look kinda cool&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x44\x24\x08\x83\xec\x14\xa8\x01\x56\x57\xeb\xf1\x74\x36\x6a\x01\xb0\x80\x68\xcd\xcc\xcc\x3d\x88\x44\x24\x2c\x88\x44\x24\x2f\x68\x00\x00\x80\x3f\x8d\x44\x24\x30\x50\x56\xc6\x44\x24\x39\x00\xc6\x44\x24\x3a\x00\xe8\x46\x6d\x09\x00\x83\xc4\x14\x5f&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
62&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer12DamageEffectEfi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flDamage'''&lt;br /&gt;
**[not used]&lt;br /&gt;
*'''int fDamageType'''&lt;br /&gt;
**DMG_CRUSH (1&amp;lt;&amp;lt;0)&lt;br /&gt;
**DMG_DROWN (1&amp;lt;&amp;lt;14)&lt;br /&gt;
**DMG_SLASH (1&amp;lt;&amp;lt;2)&lt;br /&gt;
**DMG_PLASMA (1&amp;lt;&amp;lt;24)&lt;br /&gt;
**DMG_SONIC (1&amp;lt;&amp;lt;9)&lt;br /&gt;
**MG_BULLET (1&amp;lt;&amp;lt;1)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_FLOAT, 0, PARAM_INT, (1&amp;lt;&amp;lt;24));&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::SetFOV==&lt;br /&gt;
This function will change the players Field of View (FOV) with a given zoom rate&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x57\x8b\x7c\x24\x03\x85\xff\x8b\xd9\x75\x07\x5f\x32\xc0\x5b\xc2\x0c\x00\x8b\x83\x08\x0a\x00\x00\x83\xf8\xff\x56\x8d\xb3\x08\x0a\x00\x00&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxx????????xxxxxxxxx??????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
35&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer13SetDefaultFOVEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pRequester'''&lt;br /&gt;
**The entity of the player to change FOV of&lt;br /&gt;
*'''int FOV'''&lt;br /&gt;
**The FOV value (0-360) anything over 180 goes foobar (default 90)&lt;br /&gt;
*'''Float zoomRate'''&lt;br /&gt;
**Time it takes for the new FOV to zoom in/out&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CBASEENTITY, client, PARAM_INT, 95, PARAM_FLOAT, 2.0);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CCSPlayer::SwitchTeam (CS:S ONLY)==&lt;br /&gt;
This function will switch team of the player entity. It wont re-spawn the player, but it will switch the player to the new team without them dyeing.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x10\x56\x57\x8B\x7C\x24\x1C\x57\x8B\xF1\xE8\x7F\xE8\xF9\xFF\x83\xC4\x04\x85\xC0\x0F\x84\xEA\x00\x00\x00\x83\xFF\x03\x74\x09\x83\xFF\x02\x0F\x85\xDC\x00\x00\x00\x8B\xCE\xE8\xAF\x22\xE1\xFF\x3B\xF8\x0F\x84\xDC\x00\x00\x00\x57\x8B\xCE\xC6\x86\x14\x0E&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxxxxxxxxxx??&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
64&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN9CCSPlayer10SwitchTeamEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int iTeamIndex'''&lt;br /&gt;
**The new team index of the player&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 2);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseAnimating::Ignite==&lt;br /&gt;
This function will ignite the entity (duh)&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8B\xF1\x8B\x86\xBC\x00\x00\x00\xC1\xE8\x1B\xA8\x01\x0F\x85\x9A\x00\x00\x00\x8B\x16\xFF\x92\xF0\x00\x00\x00\x80\x7C\x24\x0C\x00\x74\x08\x84\xC0\x0F\x84\x83\x00\x00\x00\x3C\x01\x75\x20\x80\x7C\x24\x14\x00\x75\x19\x8B\xCE\xE8\x83\x1A\x01\x00\x85\xC0\x74\x0E\x8B\x10\x8B\xC8\xFF\x92\x08\x05\x00\x00\x84\xC0\x74\x5F\x57\x6A\x01\x56\xE8\x48\xEA\x07\x00\x8B\xF8\x83\xC4\x08\x85\xFF\x74\x3D\x8B\x44\x24\x0C\x50\x8B\xCF\xE8\x83\xE5\x07\x00\x68\x00\x00\x00\x08\x8B\xCE&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxx?????????????????xxx????????????xx??????xx??xxxxx??xxx????????xxxxx?????xx??xxxxx????xxxxxxx??xxxxxxxx????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
116&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN14CBaseAnimating6IgniteEfbfb&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flFlameLifetime'''&lt;br /&gt;
**The time the fire should burn&lt;br /&gt;
*'''bool bNPCOnly'''&lt;br /&gt;
**I assume only NPC's get burnt&lt;br /&gt;
*'''float flSize'''&lt;br /&gt;
**Size of the flames&lt;br /&gt;
*'''bool bCalledByLevelDesigner'''&lt;br /&gt;
**Dont know what this is; I suggest setting to 0 because you are not the level designer :P&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEANIMATING, PARAM_FLOAT, 25.0, PARAM_INT, 0, PARAM_FLOAT, 100.0, PARAM_INT, 0);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CGib::SpawnRandomGibs==&lt;br /&gt;
This function will spawn head gibs from the entity. Even though the signature says 'RandomGibs' the code is only setup to spawn head gibs. '''NOTE: This function requires no pointer, check the Example Call to see how to get round this'''&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x51\x8b\x44\x24\x0c\x85\xc0\x0f\x8e\x30\x01\x00\x00\x53\x55\x56\x57\x89\x44\x24\x1c\xbb\x01\x00\x00\x00\xed\x9b\x00\x00\x00\x00\x6a\x00\x68\xd8\xeb\x58\x22\x68\x20\x73\x57\x22\x6a\x00\x6a\xff\x68\xdc\x57\x4c\x22\xe8\x46\x55\x01\x00\x83\xc4\x08&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxxxxxxxx???????????????????xxxx??????????xxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
61&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN4CGib15SpawnRandomGibsEP11CBaseEntityi9Gib&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pVictim'''&lt;br /&gt;
**The entity to spawn gibs from&lt;br /&gt;
*'''int cGibs'''&lt;br /&gt;
**The amount of gibs to spawn, I suggest anything over 1000000 ^^&lt;br /&gt;
*'''GibType_e eGibType'''&lt;br /&gt;
**GIB_HUMAN = 0 (Head gib)&lt;br /&gt;
**GIB_ALIEN = 1 (Head gib with some blood splatter) MUST PRECACHE &amp;quot;models/gibs/agibs.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall_NoIndex(sig_id, PARAM_CBASEENTITY, client, PARAM_INT, 10, PARAM_INT, 1);&amp;lt;/pawn&amp;gt;&lt;/div&gt;</summary>
		<author><name>Olly</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4558</id>
		<title>Useful Signatures (Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4558"/>
		<updated>2007-05-28T23:13:22Z</updated>

		<summary type="html">&lt;p&gt;Olly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
I have posted this page here so I can share some useful [http://wiki.alliedmods.net/Signature_Scanning sigscan] signatures. With these, and the use of [http://forums.alliedmods.net/showthread.php?t=53893 PimpinJuice's SigOffset Extension] you can call some very useful functions from within [[SourceMod]] plugins.&lt;br /&gt;
&lt;br /&gt;
=Function Signatures=&lt;br /&gt;
This is the list of all of the functions that we have signatures for.&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Spawn==&lt;br /&gt;
This function is used to spawn player entities into the game. Either after creation, or re-spawn the player back to their spawn point. This function is good to call once you have changed the value of 'm_iTeamNum'. Once you have changed this value, you will need to call this function so the swapped player has the right skin and game rules associated.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x2c\x53\x55\x56\x57\x68\x2c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b\x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x52\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00\x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\xed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x00\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
107&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity5SpawnEv&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Teleport==&lt;br /&gt;
This function will teleport an entity to a certain place in the world with a given vector. Useful for moving things across the world, or 'pushing' with a given force&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1C\x82\x74\x09\x83\xC0\x01\x3B\xC1\x7C\xF4\xEB\x08\x3B\xC6\x0F\x8D\x17\x01\x00\x00\x55\x57\x8D\x44\x24\x10\x50\x51\xB9\x6C\xB2\x46\x22\x89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x24\x14\x51\x53\x89\x44\x24\x18\x89\x74\x24\x1C\x89\x74\x24\x20\x89\x74\x24\x24\x89\x74\x24\x28\x89\x74\x24\x2C&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxx?????????????xxx?????xx????xx??????x?????xx?????xxxx?????????xxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
106&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector newPosition'''&lt;br /&gt;
**The place to teleport to&lt;br /&gt;
*'''QAngle newAngles'''&lt;br /&gt;
**The new angle of the entity&lt;br /&gt;
*'''Vector newVelocity'''&lt;br /&gt;
**Directional vector for velocity&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;new Float:Pos[3];&lt;br /&gt;
new Float:Vel[3];&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_VECTOR, Pos, PARAM_QANGLE, -1, PARAM_VECTOR, Vel);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModel==&lt;br /&gt;
This function will set the model of the entity to the model that you specify. (Yes even player models ;))&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8b\x74\x24\x08\x57\x8b\xf9\x8b\x0d\x8c\x69\x5f\x22\x8b\x01\x56\xff\x50\x08\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\x52\x04\x85\xc0\x74\x20\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\xf2\x24\x83\xf8\x01&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxx?????????xxx???xx????????xxx??xxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
51&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8SetModelEPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''const char *szModelName'''&lt;br /&gt;
**The model to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;PrecacheModel(&amp;quot;models/Alyx.mdl&amp;quot;);&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CONST_CHAR_PTR, &amp;quot;models/Alyx.mdl&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModelIndex==&lt;br /&gt;
This function will set the model of the entity to the model index that you specify. To see a list of models currently cached and their id's type this into server console&lt;br /&gt;
&amp;lt;pawn&amp;gt;sv_cheats 1;listmodels;sv_cheats 0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x8b\x5c\x24\x08\x56\x57\x8b\xf9\x66\x8b\x4f\x1e\x8d\x77\x1e\x8d\x44\x24\x10\x66\x3b\x08\x74\x0c\x56\x8d\x4e\xe2\xe8\x4a\xe9\xfd\xff\x66\x89\x18\x8b\xcf&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxx????????????????????&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
39&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity13SetModelIndexEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int index '''&lt;br /&gt;
**The model index to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 123);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::DamageEffect==&lt;br /&gt;
This function shows an effect like you would get if you got damaged. Some options dont do anything, but others look kinda cool&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x44\x24\x08\x83\xec\x14\xa8\x01\x56\x57\xeb\xf1\x74\x36\x6a\x01\xb0\x80\x68\xcd\xcc\xcc\x3d\x88\x44\x24\x2c\x88\x44\x24\x2f\x68\x00\x00\x80\x3f\x8d\x44\x24\x30\x50\x56\xc6\x44\x24\x39\x00\xc6\x44\x24\x3a\x00\xe8\x46\x6d\x09\x00\x83\xc4\x14\x5f&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
62&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer12DamageEffectEfi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flDamage'''&lt;br /&gt;
**[not used]&lt;br /&gt;
*'''int fDamageType'''&lt;br /&gt;
**DMG_CRUSH (1&amp;lt;&amp;lt;0)&lt;br /&gt;
**DMG_DROWN (1&amp;lt;&amp;lt;14)&lt;br /&gt;
**DMG_SLASH (1&amp;lt;&amp;lt;2)&lt;br /&gt;
**DMG_PLASMA (1&amp;lt;&amp;lt;24)&lt;br /&gt;
**DMG_SONIC (1&amp;lt;&amp;lt;9)&lt;br /&gt;
**MG_BULLET (1&amp;lt;&amp;lt;1)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_FLOAT, 0, PARAM_INT, (1&amp;lt;&amp;lt;24));&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::SetFOV==&lt;br /&gt;
This function will change the players Field of View (FOV) with a given zoom rate&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x57\x8b\x7c\x24\x03\x85\xff\x8b\xd9\x75\x07\x5f\x32\xc0\x5b\xc2\x0c\x00\x8b\x83\x08\x0a\x00\x00\x83\xf8\xff\x56\x8d\xb3\x08\x0a\x00\x00&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxx????????xxxxxxxxx??????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
35&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer13SetDefaultFOVEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pRequester'''&lt;br /&gt;
**The entity of the player to change FOV of&lt;br /&gt;
*'''int FOV'''&lt;br /&gt;
**The FOV value (0-360) anything over 180 goes foobar (default 90)&lt;br /&gt;
*'''Float zoomRate'''&lt;br /&gt;
**Time it takes for the new FOV to zoom in/out&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CBASEENTITY, client, PARAM_INT, 95, PARAM_FLOAT, 2.0);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CCSPlayer::SwitchTeam (CS:S ONLY)==&lt;br /&gt;
This function will switch team of the player entity. It wont re-spawn the player, but it will switch the player to the new team without them dyeing.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x10\x56\x57\x8B\x7C\x24\x1C\x57\x8B\xF1\xE8\x7F\xE8\xF9\xFF\x83\xC4\x04\x85\xC0\x0F\x84\xEA\x00\x00\x00\x83\xFF\x03\x74\x09\x83\xFF\x02\x0F\x85\xDC\x00\x00\x00\x8B\xCE\xE8\xAF\x22\xE1\xFF\x3B\xF8\x0F\x84\xDC\x00\x00\x00\x57\x8B\xCE\xC6\x86\x14\x0E&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxxxxxxxxxx??&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
64&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN9CCSPlayer10SwitchTeamEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int iTeamIndex'''&lt;br /&gt;
**The new team index of the player&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 2);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseAnimating::Ignite==&lt;br /&gt;
This function will ignite the entity (duh)&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8B\xF1\x8B\x86\xBC\x00\x00\x00\xC1\xE8\x1B\xA8\x01\x0F\x85\x9A\x00\x00\x00\x8B\x16\xFF\x92\xF0\x00\x00\x00\x80\x7C\x24\x0C\x00\x74\x08\x84\xC0\x0F\x84\x83\x00\x00\x00\x3C\x01\x75\x20\x80\x7C\x24\x14\x00\x75\x19\x8B\xCE\xE8\x83\x1A\x01\x00\x85\xC0\x74\x0E\x8B\x10\x8B\xC8\xFF\x92\x08\x05\x00\x00\x84\xC0\x74\x5F\x57\x6A\x01\x56\xE8\x48\xEA\x07\x00\x8B\xF8\x83\xC4\x08\x85\xFF\x74\x3D\x8B\x44\x24\x0C\x50\x8B\xCF\xE8\x83\xE5\x07\x00\x68\x00\x00\x00\x08\x8B\xCE&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxx?????????????????xxx????????????xx??????xx??xxxxx??xxx????????xxxxx?????xx??xxxxx????xxxxxxx??xxxxxxxx????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
116&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN14CBaseAnimating6IgniteEfbfb&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flFlameLifetime'''&lt;br /&gt;
**The time the fire should burn&lt;br /&gt;
*'''bool bNPCOnly'''&lt;br /&gt;
**I assume only NPC's get burnt&lt;br /&gt;
*'''float flSize'''&lt;br /&gt;
**Size of the flames&lt;br /&gt;
*'''bool bCalledByLevelDesigner'''&lt;br /&gt;
**Dont know what this is; I suggest setting to 0 because you are not the level designer :P&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEANIMATING, PARAM_FLOAT, 25.0, PARAM_INT, 0, PARAM_FLOAT, 100.0, PARAM_INT, 0);&amp;lt;/pawn&amp;gt;&lt;/div&gt;</summary>
		<author><name>Olly</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4557</id>
		<title>Useful Signatures (Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4557"/>
		<updated>2007-05-28T23:06:19Z</updated>

		<summary type="html">&lt;p&gt;Olly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
I have posted this page here so I can share some useful [http://wiki.alliedmods.net/Signature_Scanning sigscan] signatures. With these, and the use of [http://forums.alliedmods.net/showthread.php?t=53893 PimpinJuice's SigOffset Extension] you can call some very useful functions from within [[SourceMod]] plugins.&lt;br /&gt;
&lt;br /&gt;
=Function Signatures=&lt;br /&gt;
This is the list of all of the functions that we have signatures for.&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Spawn==&lt;br /&gt;
This function is used to spawn player entities into the game. Either after creation, or re-spawn the player back to their spawn point. This function is good to call once you have changed the value of 'm_iTeamNum'. Once you have changed this value, you will need to call this function so the swapped player has the right skin and game rules associated.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x2c\x53\x55\x56\x57\x68\x2c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b\x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x52\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00\x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\xed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x00\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
107&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity5SpawnEv&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Teleport==&lt;br /&gt;
This function will teleport an entity to a certain place in the world with a given vector. Useful for moving things across the world, or 'pushing' with a given force&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1C\x82\x74\x09\x83\xC0\x01\x3B\xC1\x7C\xF4\xEB\x08\x3B\xC6\x0F\x8D\x17\x01\x00\x00\x55\x57\x8D\x44\x24\x10\x50\x51\xB9\x6C\xB2\x46\x22\x89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x24\x14\x51\x53\x89\x44\x24\x18\x89\x74\x24\x1C\x89\x74\x24\x20\x89\x74\x24\x24\x89\x74\x24\x28\x89\x74\x24\x2C&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxx?????????????xxx?????xx????xx??????x?????xx?????xxxx?????????xxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
106&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector newPosition'''&lt;br /&gt;
**The place to teleport to&lt;br /&gt;
*'''QAngle newAngles'''&lt;br /&gt;
**The new angle of the entity&lt;br /&gt;
*'''Vector newVelocity'''&lt;br /&gt;
**Directional vector for velocity&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;new Float:Pos[3];&lt;br /&gt;
new Float:Vel[3];&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_VECTOR, Pos, PARAM_QANGLE, -1, PARAM_VECTOR, Vel);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModel==&lt;br /&gt;
This function will set the model of the entity to the model that you specify. (Yes even player models ;))&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8b\x74\x24\x08\x57\x8b\xf9\x8b\x0d\x8c\x69\x5f\x22\x8b\x01\x56\xff\x50\x08\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\x52\x04\x85\xc0\x74\x20\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\xf2\x24\x83\xf8\x01&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxx?????????xxx???xx????????xxx??xxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
51&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8SetModelEPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''const char *szModelName'''&lt;br /&gt;
**The model to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;PrecacheModel(&amp;quot;models/Alyx.mdl&amp;quot;);&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CONST_CHAR_PTR, &amp;quot;models/Alyx.mdl&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModelIndex==&lt;br /&gt;
This function will set the model of the entity to the model index that you specify. To see a list of models currently cached and their id's type this into server console&lt;br /&gt;
&amp;lt;pawn&amp;gt;sv_cheats 1;listmodels;sv_cheats 0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x8b\x5c\x24\x08\x56\x57\x8b\xf9\x66\x8b\x4f\x1e\x8d\x77\x1e\x8d\x44\x24\x10\x66\x3b\x08\x74\x0c\x56\x8d\x4e\xe2\xe8\x4a\xe9\xfd\xff\x66\x89\x18\x8b\xcf&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxx????????????????????&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
39&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity13SetModelIndexEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int index '''&lt;br /&gt;
**The model index to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 123);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::DamageEffect==&lt;br /&gt;
This function shows an effect like you would get if you got damaged. Some options dont do anything, but others look kinda cool&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x44\x24\x08\x83\xec\x14\xa8\x01\x56\x57\xeb\xf1\x74\x36\x6a\x01\xb0\x80\x68\xcd\xcc\xcc\x3d\x88\x44\x24\x2c\x88\x44\x24\x2f\x68\x00\x00\x80\x3f\x8d\x44\x24\x30\x50\x56\xc6\x44\x24\x39\x00\xc6\x44\x24\x3a\x00\xe8\x46\x6d\x09\x00\x83\xc4\x14\x5f&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
62&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer12DamageEffectEfi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flDamage'''&lt;br /&gt;
**[not used]&lt;br /&gt;
*'''int fDamageType'''&lt;br /&gt;
**DMG_CRUSH (1&amp;lt;&amp;lt;0)&lt;br /&gt;
**DMG_DROWN (1&amp;lt;&amp;lt;14)&lt;br /&gt;
**DMG_SLASH (1&amp;lt;&amp;lt;2)&lt;br /&gt;
**DMG_PLASMA (1&amp;lt;&amp;lt;24)&lt;br /&gt;
**DMG_SONIC (1&amp;lt;&amp;lt;9)&lt;br /&gt;
**MG_BULLET (1&amp;lt;&amp;lt;1)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_FLOAT, 0, PARAM_INT, (1&amp;lt;&amp;lt;24));&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::SetFOV==&lt;br /&gt;
This function will change the players Field of View (FOV) with a given zoom rate&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x57\x8b\x7c\x24\x03\x85\xff\x8b\xd9\x75\x07\x5f\x32\xc0\x5b\xc2\x0c\x00\x8b\x83\x08\x0a\x00\x00\x83\xf8\xff\x56\x8d\xb3\x08\x0a\x00\x00&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxx????????xxxxxxxxx??????xxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
35&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer13SetDefaultFOVEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''CBaseEntity pRequester'''&lt;br /&gt;
**The entity of the player to change FOV of&lt;br /&gt;
*'''int FOV'''&lt;br /&gt;
**The FOV value (0-360) anything over 180 goes foobar (default 90)&lt;br /&gt;
*'''Float zoomRate'''&lt;br /&gt;
**Time it takes for the new FOV to zoom in/out&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CBASEENTITY, client, PARAM_INT, 95, PARAM_FLOAT, 2.0);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CCSPlayer::SwitchTeam (CS:S ONLY)==&lt;br /&gt;
This function will switch team of the player entity. It wont re-spawn the player, but it will switch the player to the new team without them dyeing.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x10\x56\x57\x8B\x7C\x24\x1C\x57\x8B\xF1\xE8\x7F\xE8\xF9\xFF\x83\xC4\x04\x85\xC0\x0F\x84\xEA\x00\x00\x00\x83\xFF\x03\x74\x09\x83\xFF\x02\x0F\x85\xDC\x00\x00\x00\x8B\xCE\xE8\xAF\x22\xE1\xFF\x3B\xF8\x0F\x84\xDC\x00\x00\x00\x57\x8B\xCE\xC6\x86\x14\x0E&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxxxxxxxxxx??&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
64&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN9CCSPlayer10SwitchTeamEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int iTeamIndex'''&lt;br /&gt;
**The new team index of the player&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 2);&amp;lt;/pawn&amp;gt;&lt;/div&gt;</summary>
		<author><name>Olly</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4556</id>
		<title>Useful Signatures (Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4556"/>
		<updated>2007-05-28T22:57:24Z</updated>

		<summary type="html">&lt;p&gt;Olly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
I have posted this page here so I can share some useful [http://wiki.alliedmods.net/Signature_Scanning sigscan] signatures. With these, and the use of [http://forums.alliedmods.net/showthread.php?t=53893 PimpinJuice's SigOffset Extension] you can call some very useful functions from within [[SourceMod]] plugins.&lt;br /&gt;
&lt;br /&gt;
=Function Signatures=&lt;br /&gt;
This is the list of all of the functions that we have signatures for.&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Spawn==&lt;br /&gt;
This function is used to spawn player entities into the game. Either after creation, or re-spawn the player back to their spawn point. This function is good to call once you have changed the value of 'm_iTeamNum'. Once you have changed this value, you will need to call this function so the swapped player has the right skin and game rules associated.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x2c\x53\x55\x56\x57\x68\x2c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b\x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x52\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00\x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\xed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x00\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
107&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity5SpawnEv&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Teleport==&lt;br /&gt;
This function will teleport an entity to a certain place in the world with a given vector. Useful for moving things across the world, or 'pushing' with a given force&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1C\x82\x74\x09\x83\xC0\x01\x3B\xC1\x7C\xF4\xEB\x08\x3B\xC6\x0F\x8D\x17\x01\x00\x00\x55\x57\x8D\x44\x24\x10\x50\x51\xB9\x6C\xB2\x46\x22\x89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x24\x14\x51\x53\x89\x44\x24\x18\x89\x74\x24\x1C\x89\x74\x24\x20\x89\x74\x24\x24\x89\x74\x24\x28\x89\x74\x24\x2C&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxx?????????????xxx?????xx????xx??????x?????xx?????xxxx?????????xxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
106&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector newPosition'''&lt;br /&gt;
**The place to teleport to&lt;br /&gt;
*'''QAngle newAngles'''&lt;br /&gt;
**The new angle of the entity&lt;br /&gt;
*'''Vector newVelocity'''&lt;br /&gt;
**Directional vector for velocity&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;new Float:Pos[3];&lt;br /&gt;
new Float:Vel[3];&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_VECTOR, Pos, PARAM_QANGLE, -1, PARAM_VECTOR, Vel);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModel==&lt;br /&gt;
This function will set the model of the entity to the model that you specify. (Yes even player models ;))&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8b\x74\x24\x08\x57\x8b\xf9\x8b\x0d\x8c\x69\x5f\x22\x8b\x01\x56\xff\x50\x08\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\x52\x04\x85\xc0\x74\x20\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\xf2\x24\x83\xf8\x01&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxx?????????xxx???xx????????xxx??xxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
51&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8SetModelEPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''const char *szModelName'''&lt;br /&gt;
**The model to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;PrecacheModel(&amp;quot;models/Alyx.mdl&amp;quot;);&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CONST_CHAR_PTR, &amp;quot;models/Alyx.mdl&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModelIndex==&lt;br /&gt;
This function will set the model of the entity to the model index that you specify. To see a list of models currently cached and their id's type this into server console&lt;br /&gt;
&amp;lt;pawn&amp;gt;sv_cheats 1;listmodels;sv_cheats 0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x8b\x5c\x24\x08\x56\x57\x8b\xf9\x66\x8b\x4f\x1e\x8d\x77\x1e\x8d\x44\x24\x10\x66\x3b\x08\x74\x0c\x56\x8d\x4e\xe2\xe8\x4a\xe9\xfd\xff\x66\x89\x18\x8b\xcf&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxx????????????????????&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
39&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity13SetModelIndexEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int index '''&lt;br /&gt;
**The model index to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 123);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBasePlayer::DamageEffect==&lt;br /&gt;
This function shows an effect like you would get if you got damaged. Some options dont do anything, but others look kinda cool&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x8b\x44\x24\x08\x83\xec\x14\xa8\x01\x56\x57\xeb\xf1\x74\x36\x6a\x01\xb0\x80\x68\xcd\xcc\xcc\x3d\x88\x44\x24\x2c\x88\x44\x24\x2f\x68\x00\x00\x80\x3f\x8d\x44\x24\x30\x50\x56\xc6\x44\x24\x39\x00\xc6\x44\x24\x3a\x00\xe8\x46\x6d\x09\x00\x83\xc4\x14\x5f&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxx????xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx????xxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
62&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBasePlayer12DamageEffectEfi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Float flDamage'''&lt;br /&gt;
**[not used]&lt;br /&gt;
*'''int fDamageType'''&lt;br /&gt;
**DMG_CRUSH (1&amp;lt;&amp;lt;0)&lt;br /&gt;
**DMG_DROWN (1&amp;lt;&amp;lt;14)&lt;br /&gt;
**DMG_SLASH (1&amp;lt;&amp;lt;2)&lt;br /&gt;
**DMG_PLASMA (1&amp;lt;&amp;lt;24)&lt;br /&gt;
**DMG_SONIC (1&amp;lt;&amp;lt;9)&lt;br /&gt;
**MG_BULLET (1&amp;lt;&amp;lt;1)&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_FLOAT, 0, PARAM_INT, (1&amp;lt;&amp;lt;24));&amp;lt;/pawn&amp;gt;&lt;/div&gt;</summary>
		<author><name>Olly</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4555</id>
		<title>Useful Signatures (Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4555"/>
		<updated>2007-05-28T22:51:56Z</updated>

		<summary type="html">&lt;p&gt;Olly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
I have posted this page here so I can share some useful [http://wiki.alliedmods.net/Signature_Scanning sigscan] signatures. With these, and the use of [http://forums.alliedmods.net/showthread.php?t=53893 PimpinJuice's SigOffset Extension] you can call some very useful functions from within [[SourceMod]] plugins.&lt;br /&gt;
&lt;br /&gt;
=Function Signatures=&lt;br /&gt;
This is the list of all of the functions that we have signatures for.&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Spawn==&lt;br /&gt;
This function is used to spawn player entities into the game. Either after creation, or re-spawn the player back to their spawn point. This function is good to call once you have changed the value of 'm_iTeamNum'. Once you have changed this value, you will need to call this function so the swapped player has the right skin and game rules associated.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x2c\x53\x55\x56\x57\x68\x2c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b\x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x52\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00\x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\xed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x00\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
107&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity5SpawnEv&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Teleport==&lt;br /&gt;
This function will teleport an entity to a certain place in the world with a given vector. Useful for moving things across the world, or 'pushing' with a given force&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1C\x82\x74\x09\x83\xC0\x01\x3B\xC1\x7C\xF4\xEB\x08\x3B\xC6\x0F\x8D\x17\x01\x00\x00\x55\x57\x8D\x44\x24\x10\x50\x51\xB9\x6C\xB2\x46\x22\x89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x24\x14\x51\x53\x89\x44\x24\x18\x89\x74\x24\x1C\x89\x74\x24\x20\x89\x74\x24\x24\x89\x74\x24\x28\x89\x74\x24\x2C&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxx?????????????xxx?????xx????xx??????x?????xx?????xxxx?????????xxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
106&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector newPosition'''&lt;br /&gt;
**The place to teleport to&lt;br /&gt;
*'''QAngle newAngles'''&lt;br /&gt;
**The new angle of the entity&lt;br /&gt;
*'''Vector newVelocity'''&lt;br /&gt;
**Directional vector for velocity&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;new Float:Pos[3];&lt;br /&gt;
new Float:Vel[3];&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_VECTOR, Pos, PARAM_QANGLE, -1, PARAM_VECTOR, Vel);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModel==&lt;br /&gt;
This function will set the model of the entity to the model that you specify. (Yes even player models ;))&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x56\x8b\x74\x24\x08\x57\x8b\xf9\x8b\x0d\x8c\x69\x5f\x22\x8b\x01\x56\xff\x50\x08\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\x52\x04\x85\xc0\x74\x20\x8b\x0d\x8c\x69\x5f\x22\x8b\x11\x50\xff\xf2\x24\x83\xf8\x01&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxx??????xxx?????????xxx???xx????????xxx??xxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
51&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8SetModelEPKc&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''const char *szModelName'''&lt;br /&gt;
**The model to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;PrecacheModel(&amp;quot;models/Alyx.mdl&amp;quot;);&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_CONST_CHAR_PTR, &amp;quot;models/Alyx.mdl&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::SetModelIndex==&lt;br /&gt;
This function will set the model of the entity to the model index that you specify. To see a list of models currently cached and their id's type this into server console&lt;br /&gt;
&amp;lt;pawn&amp;gt;sv_cheats 1;listmodels;sv_cheats 0&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x53\x8b\x5c\x24\x08\x56\x57\x8b\xf9\x66\x8b\x4f\x1e\x8d\x77\x1e\x8d\x44\x24\x10\x66\x3b\x08\x74\x0c\x56\x8d\x4e\xe2\xe8\x4a\xe9\xfd\xff\x66\x89\x18\x8b\xcf&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxxxxxxxxxxxxxx????????????????????&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
39&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity13SetModelIndexEi&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''int index '''&lt;br /&gt;
**The model index to set to&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_INT, 123);&amp;lt;/pawn&amp;gt;&lt;/div&gt;</summary>
		<author><name>Olly</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4554</id>
		<title>Useful Signatures (Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4554"/>
		<updated>2007-05-28T22:43:48Z</updated>

		<summary type="html">&lt;p&gt;Olly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
I have posted this page here so I can share some useful [http://wiki.alliedmods.net/Signature_Scanning sigscan] signatures. With these, and the use of [http://forums.alliedmods.net/showthread.php?t=53893 PimpinJuice's SigOffset Extension] you can call some very useful functions from within [[SourceMod]] plugins.&lt;br /&gt;
&lt;br /&gt;
=Function Signatures=&lt;br /&gt;
This is the list of all of the functions that we have signatures for.&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Spawn==&lt;br /&gt;
This function is used to spawn player entities into the game. Either after creation, or re-spawn the player back to their spawn point. This function is good to call once you have changed the value of 'm_iTeamNum'. Once you have changed this value, you will need to call this function so the swapped player has the right skin and game rules associated.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x2c\x53\x55\x56\x57\x68\x2c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b\x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x52\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00\x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\xed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x00\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
107&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity5SpawnEv&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Teleport==&lt;br /&gt;
This function will teleport an entity to a certain place in the world with a given vector. Useful for moving things across the world, or 'pushing' with a given force&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1C\x82\x74\x09\x83\xC0\x01\x3B\xC1\x7C\xF4\xEB\x08\x3B\xC6\x0F\x8D\x17\x01\x00\x00\x55\x57\x8D\x44\x24\x10\x50\x51\xB9\x6C\xB2\x46\x22\x89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x24\x14\x51\x53\x89\x44\x24\x18\x89\x74\x24\x1C\x89\x74\x24\x20\x89\x74\x24\x24\x89\x74\x24\x28\x89\x74\x24\x2C&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxx?????????????xxx?????xx????xx??????x?????xx?????xxxx?????????xxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
106&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector newPosition'''&lt;br /&gt;
**The place to teleport to&lt;br /&gt;
*'''QAngle newAngles'''&lt;br /&gt;
**The new angle of the entity&lt;br /&gt;
*'''Vector newVelocity'''&lt;br /&gt;
**Directional vector for velocity&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;new Float:Pos[3];&lt;br /&gt;
new Float:Vel[3];&lt;br /&gt;
SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY, PARAM_VECTOR, Pos, PARAM_QANGLE, -1, PARAM_VECTOR, Vel);&amp;lt;/pawn&amp;gt;&lt;/div&gt;</summary>
		<author><name>Olly</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4553</id>
		<title>Useful Signatures (Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4553"/>
		<updated>2007-05-28T22:37:43Z</updated>

		<summary type="html">&lt;p&gt;Olly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
I have posted this page here so I can share some useful [http://wiki.alliedmods.net/Signature_Scanning sigscan] signatures. With these, and the use of [http://forums.alliedmods.net/showthread.php?t=53893 PimpinJuice's SigOffset Extension] you can call some very useful functions from within [[SourceMod]] plugins.&lt;br /&gt;
&lt;br /&gt;
=Function Signatures=&lt;br /&gt;
This is the list of all of the functions that we have signatures for.&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Spawn==&lt;br /&gt;
This function is used to spawn player entities into the game. Either after creation, or re-spawn the player back to their spawn point. This function is good to call once you have changed the value of 'm_iTeamNum'. Once you have changed this value, you will need to call this function so the swapped player has the right skin and game rules associated.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x2c\x53\x55\x56\x57\x68\x2c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b\x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x52\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00\x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\xed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x00\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx??????xxxxxx?????????????xxx?????xx????xx??????x?????xx?????xxxx?????????xxxxxxxxxxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
106&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity8TeleportEPK6VectorPK6QAngleS&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Teleport==&lt;br /&gt;
This function will teleport an entity to a certain place in the world with a given vector. Useful for moving things across the world, or 'pushing' with a given force&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xEC\x18\x53\x56\x8B\xD9\x8B\x0D\x78\xB2\x46\x22\x33\xF6\x33\xC0\x3B\xCE\x7E\x21\x8B\x15\x6C\xB2\x46\x22\xEB\x03\x8D\x49\x00\x39\x1C\x82\x74\x09\x83\xC0\x01\x3B\xC1\x7C\xF4\xEB\x08\x3B\xC6\x0F\x8D\x17\x01\x00\x00\x55\x57\x8D\x44\x24\x10\x50\x51\xB9\x6C\xB2\x46\x22\x89\x5C\x24\x18\xE8\xB4\x88\xF9\xFF\x8D\x4C\x24\x14\x51\x53\x89\x44\x24\x18\x89\x74\x24\x1C\x89\x74\x24\x20\x89\x74\x24\x24\x89\x74\x24\x28\x89\x74\x24\x2C&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
107&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity5SpawnEv&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Function Paramaters'''&lt;br /&gt;
*'''Vector newPosition'''&lt;br /&gt;
**The place to teleport to&lt;br /&gt;
*'''QAngle newAngles'''&lt;br /&gt;
**The new angle of the entity&lt;br /&gt;
*'''Vector newVelocity'''&lt;br /&gt;
**Directional vector for velocity&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY);&amp;lt;/pawn&amp;gt;&lt;/div&gt;</summary>
		<author><name>Olly</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4552</id>
		<title>Useful Signatures (Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Useful_Signatures_(Source)&amp;diff=4552"/>
		<updated>2007-05-28T22:30:22Z</updated>

		<summary type="html">&lt;p&gt;Olly: New page: =Introduction= I have posted this page here so I can share some useful [http://wiki.alliedmods.net/Signature_Scanning sigscan] signatures. With these, and the use of [http://forums.alliedm...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
I have posted this page here so I can share some useful [http://wiki.alliedmods.net/Signature_Scanning sigscan] signatures. With these, and the use of [http://forums.alliedmods.net/showthread.php?t=53893 PimpinJuice's SigOffset Extension] you can call some very useful functions from within [[SourceMod]] plugins.&lt;br /&gt;
&lt;br /&gt;
=Function Signatures=&lt;br /&gt;
This is the list of all of the functions that we have signatures for.&lt;br /&gt;
&lt;br /&gt;
==CBaseEntity::Spawn==&lt;br /&gt;
This function is used to spawn player entities into the game. Either after creation, or re-spawn the player back to their spawn point. This function is good to call once you have changed the value of 'm_iTeamNum'. Once you have changed this value, you will need to call this function so the swapped player has the right skin and game rules associated.&lt;br /&gt;
&lt;br /&gt;
'''The Signature'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;\x83\xec\x2c\x53\x55\x56\x57\x68\x2c\x2d\x49\x22\x8b\xf1\xe8\x2d\x1c\xed\xff\x8b\x06\x8b\xce\xff\x90\x28\x04\x00\x00\x80\xbe\xad\x02\x00\x00\x01\x8d\x8e\xad\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x54\x24\x10\x52\xe8\x85\xa8\xed\xff\x80\xbe\xae\x02\x00\x00\x01\x8d\x8e\xae\x02\x00\x00\xc6\x44\x24\x10\x01\x74\x0a\x8d\x44\x24\x10\x50\xe8\xb7\xa8\xed\xff\x8b\x16\x8b\xce\xff\x92\x9c\x05\x00\x00\x8b\x8e\xf8\x0b\x00\x00\x8b\xd8&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Mask'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;xxxxxxx?????xx?????xxxxxxxxxxxxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx??xxxxx?????xxxxxxxxxxxxxxxxxx&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Length'''&lt;br /&gt;
107&lt;br /&gt;
&lt;br /&gt;
'''Linux Function'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;_ZN11CBaseEntity5SpawnEv&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example Call'''&lt;br /&gt;
&amp;lt;pawn&amp;gt;SignatureScanCall(sig_id, client, SIGTYPE_CBASEENTITY);&amp;lt;/pawn&amp;gt;&lt;/div&gt;</summary>
		<author><name>Olly</name></author>
		
	</entry>
</feed>