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		<id>https://wiki.alliedmods.net/index.php?title=CPVK2Player_Offset_List_(Pirates,_Vikings,_and_Knights_II)&amp;diff=8014</id>
		<title>CPVK2Player Offset List (Pirates, Vikings, and Knights II)</title>
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		<updated>2011-02-26T22:05:46Z</updated>

		<summary type="html">&lt;p&gt;Sammy-ROCK!: /* The List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].&lt;br /&gt;
&lt;br /&gt;
These are the &amp;lt;b&amp;gt;Windows&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Linux offsets are 1 greater.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated March 24, 2010&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x00DB7DC0&lt;br /&gt;
// from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CPVK2Player::~CPVK2Player()&lt;br /&gt;
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
2	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
3	CBaseEntity::GetCollideable(void)&lt;br /&gt;
4	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
5	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
6	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
7	CBaseEntity::GetModelName(void)const&lt;br /&gt;
8	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
9	CPVK2Player::GetServerClass(void)&lt;br /&gt;
10	CPVK2Player::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
11	CPVK2Player::GetDataDescMap(void)&lt;br /&gt;
12	CPVK2Player::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
13	CPVK2Player::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
15	CPVK2Player::ShouldCollide(int,int)const&lt;br /&gt;
16	CBaseEntity::ShouldTraceToOwner(void)const&lt;br /&gt;
17	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
18	CPVK2Player::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
19	CBasePlayer::UpdateTransmitState(void)&lt;br /&gt;
20	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
21	CBasePlayer::GetTracerType(void)&lt;br /&gt;
22	CPVK2Player::Spawn(void)&lt;br /&gt;
23	CPVK2Player::Precache(void)&lt;br /&gt;
24	CBasePlayer::SetModel(char  const*)&lt;br /&gt;
25	CBaseMultiplayerPlayer::PostConstructor(char  const*)&lt;br /&gt;
26	CBaseEntity::PostClientActive(void)&lt;br /&gt;
27	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
28	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
29	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
30	CBaseEntity::KeyValue(char  const*,Vector  const&amp;amp;)&lt;br /&gt;
31	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
32	CBasePlayer::Activate(void)&lt;br /&gt;
33	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
34	CBasePlayer::ObjectCaps(void)&lt;br /&gt;
35	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
36	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
37	CBasePlayer::DrawDebugGeometryOverlays(void)&lt;br /&gt;
38	CBaseAnimating::DrawDebugTextOverlays(void)&lt;br /&gt;
39	CBasePlayer::Save(ISave &amp;amp;)&lt;br /&gt;
40	CBasePlayer::Restore(IRestore &amp;amp;)&lt;br /&gt;
41	CBasePlayer::ShouldSavePhysics(void)&lt;br /&gt;
42	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
43	CBasePlayer::OnRestore(void)&lt;br /&gt;
44	CBasePlayer::RequiredEdictIndex(void)&lt;br /&gt;
45	CBaseEntity::MoveDone(void)&lt;br /&gt;
46	CBaseEntity::Think(void)&lt;br /&gt;
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
49	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
50	CBaseMultiplayerPlayer::GetResponseSystem(void)&lt;br /&gt;
51	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::DispatchResponse(char  const*)&lt;br /&gt;
52	CBasePlayer::Classify(void)&lt;br /&gt;
53	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
55	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
56	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
57	CBaseEntity::GetBeamTraceFilter(void)&lt;br /&gt;
58	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
59	CPVK2Player::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
60	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
61	CPVK2Player::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
62	CPVK2Player::TakeHealth(float,int)&lt;br /&gt;
63	CBaseEntity::IsAlive(void)&lt;br /&gt;
64	CPVK2Player::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
66	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
67	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
68	CBaseEntity::IsNPC(void)const&lt;br /&gt;
69	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
70	CBaseEntity::GetDelay(void)&lt;br /&gt;
71	CBaseEntity::IsMoving(void)&lt;br /&gt;
72	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
73	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
74	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
75	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
76	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
77	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
78	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
79	CBaseEntity::IsTemplate(void)&lt;br /&gt;
80	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
81	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
82	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
83	CBaseEntity::IsViewable(void)&lt;br /&gt;
84	CPVK2Player::ChangeTeam(int)&lt;br /&gt;
85	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
86	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
87	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
88	CBaseEntity::GetEnemy(void)&lt;br /&gt;
89	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
90	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
91	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
92	CPVK2Player::Touch(CBaseEntity *)&lt;br /&gt;
93	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
94	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
95	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
96	CBaseEntity::EndBlocked(void)&lt;br /&gt;
97	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
98	CPVK2Player::UpdateOnRemove(void)&lt;br /&gt;
99	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
100	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
101	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
102	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
103	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
104	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
105	CPVK2Player::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
106	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
107	CBaseEntity::Respawn(void)&lt;br /&gt;
108	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
109	CBaseEntity::GetMaxHealth(void)const&lt;br /&gt;
110	CPVK2Player::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
111	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
112	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
113	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
114	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
115	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
116	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
117	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
118	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
119	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
120	CBaseEntity::GetDamage(void)&lt;br /&gt;
121	CBaseEntity::SetDamage(float)&lt;br /&gt;
122	CBasePlayer::EyePosition(void)&lt;br /&gt;
123	CBasePlayer::EyeAngles(void)&lt;br /&gt;
124	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
125	CBaseEntity::EarPosition(void)&lt;br /&gt;
126	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
127	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
128	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
129	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
130	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
131	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
132	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
133	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
134	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
135	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
136	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
137	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
138	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
139	CBaseEntity::Splash(void)&lt;br /&gt;
140	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
141	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
142	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
143	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
144	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
145	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
146	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
147	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
148	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
149	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
150	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
151	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
152	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
153	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
154	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
155	CPVK2Player::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
156	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
157	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
158	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
159	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
160	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
161	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
173	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
174	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
175	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
176	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
177	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
178	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
179	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
180	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
181	CPVK2Player::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
182	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
183	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
184	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
185	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
186	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
187	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
188	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
189	CBasePlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
190	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
191	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
192	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
193	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
194	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
195	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
196	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
197	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
198	CBaseAnimating::Extinguish(void)&lt;br /&gt;
199	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
200	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
201	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
202	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
203	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
204	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
205	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
206	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
207	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
208	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
209	CBasePlayer::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
210	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
211	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
212	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
213	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
214	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
215	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
216	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)&lt;br /&gt;
217	CBasePlayer::BodyAngles(void)&lt;br /&gt;
218	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
219	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
220	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
221	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
222	CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
223	CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
224	CPVK2Player::GiveAmmo(int,int,bool)&lt;br /&gt;
225	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
226	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
227	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
228	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
229	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
230	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
231	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
232	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
233	CPVK2Player::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
234	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
235	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
236	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
237	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
238	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
239	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
240	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
241	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
242	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
243	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
244	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
245	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
246	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
247	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
248	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
249	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
250	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
251	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
252	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
253	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
254	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
255	CPVK2Player::Event_Dying(void)&lt;br /&gt;
256	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
257	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
258	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
259	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
260	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
261	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
262	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
263	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
264	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
265	CBasePlayer::GetVehicle(void)&lt;br /&gt;
266	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
267	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
268	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
269	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
270	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
271	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
272	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
273	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
274	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
275	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
276	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
277	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
278	CPVK2Player::CreateViewModel(int)&lt;br /&gt;
279	CPVK2Player::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
280	CPVK2Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
281	CPVK2Player::WantsLagCompensationOnNPC(CBaseEntity  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
282	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
283	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
284	CPVK2Player::InitialSpawn(void)&lt;br /&gt;
285	CBasePlayer::InitHUD(void)&lt;br /&gt;
286	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
287	CPVK2Player::PlayerDeathThink(void)&lt;br /&gt;
288	CBasePlayer::Jump(void)&lt;br /&gt;
289	CBasePlayer::Duck(void)&lt;br /&gt;
290	CPVK2Player::PreThink(void)&lt;br /&gt;
291	CPVK2Player::PostThink(void)&lt;br /&gt;
292	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
293	CPVK2Player::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
294	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
295	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
296	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
297	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
298	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
299	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
300	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
301	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
302	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
303	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
304	CPVK2Player::UpdateClientData(void)&lt;br /&gt;
305	CBasePlayer::ExitLadder(void)&lt;br /&gt;
306	CBasePlayer::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
307	CBasePlayer::SetFlashlightEnabled(bool)&lt;br /&gt;
308	CPVK2Player::FlashlightIsOn(void)&lt;br /&gt;
309	CPVK2Player::FlashlightTurnOn(void)&lt;br /&gt;
310	CPVK2Player::FlashlightTurnOff(void)&lt;br /&gt;
311	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
312	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
313	CPVK2Player::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
314	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
315	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
316	CPVK2Player::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
317	CPVK2Player::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
318	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
319	CPVK2Player::CheatImpulseCommands(int)&lt;br /&gt;
320	CPVK2Player::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
321	CBasePlayer::StartObserverMode(int)&lt;br /&gt;
322	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
323	CBasePlayer::ModeWantsSpectatorGUI(int)&lt;br /&gt;
324	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
325	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
326	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
327	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
328	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
329	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
330	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
331	CPVK2Player::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
332	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
333	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
334	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
335	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
336	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
337	CBasePlayer::AttemptToExitFreezeCam(void)&lt;br /&gt;
338	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
339	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
340	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
341	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
342	CBasePlayer::CreateCorpse(void)&lt;br /&gt;
343	CPVK2Player::EntSelectSpawnPoint(void)&lt;br /&gt;
344	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
345	CPVK2Player::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
346	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
347	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
348	CPVK2Player::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
349	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
350	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
351	CBasePlayer::ItemPostFrame(void)&lt;br /&gt;
352	CPVK2Player::GiveNamedItem(char  const*,int)&lt;br /&gt;
353	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
354	CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
355	CBasePlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
356	CBasePlayer::PlayerUse(void)&lt;br /&gt;
357	CBasePlayer::PlayUseDenySound(void)&lt;br /&gt;
358	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
359	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
360	CBasePlayer::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
361	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
362	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
363	CBasePlayer::GetHeldObject(void)&lt;br /&gt;
364	CBasePlayer::CheckSuitUpdate(void)&lt;br /&gt;
365	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
366	CPVK2Player::GetAutoaimVector(float)&lt;br /&gt;
367	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
368	CBasePlayer::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
369	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
370	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
371	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
372	CPVK2Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
373	CBasePlayer::ChangeTeam(int,bool,bool)&lt;br /&gt;
374	CPVK2Player::CanHearAndReadChatFrom(CBasePlayer *)&lt;br /&gt;
375	CBaseMultiplayerPlayer::CanSpeak(void)&lt;br /&gt;
376	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
377	CBasePlayer::CheckChatText(char *,int)&lt;br /&gt;
378	CBasePlayer::CreateRagdollEntity(void)&lt;br /&gt;
379	CBasePlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
380	CBasePlayer::IsFollowingPhysics(void)&lt;br /&gt;
381	CBasePlayer::InitVCollision(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
382	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
383	CBasePlayer::Hints(void)&lt;br /&gt;
384	CBasePlayer::ArmorValue(void)const&lt;br /&gt;
385	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
386	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
387	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
388	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
389	CBasePlayer::ResetScores(void)&lt;br /&gt;
390	CBasePlayer::EquipSuit(bool)&lt;br /&gt;
391	CBasePlayer::RemoveSuit(void)&lt;br /&gt;
392	CBasePlayer::CommitSuicide(bool,bool)&lt;br /&gt;
393	CBasePlayer::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
394	CPVK2Player::CommitSuicide_Kill(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
395	CBasePlayer::IsBot(void)const&lt;br /&gt;
396	CBaseMultiplayerPlayer::GetExpresser(void)&lt;br /&gt;
397	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
398	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
399	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
400	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::NoteSpeaking(float,float)&lt;br /&gt;
401	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
402	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::PostSpeakDispatchResponse(char  const*,AI_Response *)&lt;br /&gt;
403	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,bool,bool,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
404	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,bool,bool,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
405	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)&lt;br /&gt;
406	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)&lt;br /&gt;
407	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)&lt;br /&gt;
408	CBaseMultiplayerPlayer::OnAchievementEarned(int)&lt;br /&gt;
409	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)&lt;br /&gt;
410	CPVK2Player::CalculateTeamBalanceScore(void)&lt;br /&gt;
411	CBaseMultiplayerPlayer::CreateExpresser(void)&lt;br /&gt;
412	CPVK2Player::ChoreoProp(void)&lt;br /&gt;
413	CPVK2Player::HandleSpeedChanges(void)&lt;br /&gt;
414	CPVK2Player::Event_Falling(float,float,int,Vector *,QAngle *)&lt;br /&gt;
415	CPVK2Player::SetMaxArmor(int)&lt;br /&gt;
416	CPVK2Player::GetMaxArmor(void)&lt;br /&gt;
417	CPVK2Player::SetSpecial(int)&lt;br /&gt;
418	CPVK2Player::GetSpecial(void)const&lt;br /&gt;
419	CPVK2Player::GetMaxSpecial(void)const&lt;br /&gt;
420	CPVK2Player::IsSpecialAvailable(void)const&lt;br /&gt;
421	CPVK2Player::IncrementSpecial(int)&lt;br /&gt;
422	CPVK2Player::ReduceSpecial(int)&lt;br /&gt;
423	CPVK2Player::HandleBlocking(CTakeDamageInfo &amp;amp;,CGameTrace *)&lt;br /&gt;
424	CPVK2Player::ApplyBlockingDamagePenalty(CTakeDamageInfo &amp;amp;)&lt;br /&gt;
425	CPVK2Player::Knockback(float,CPVK2Player*)&lt;br /&gt;
426	CPVK2Player::IsGrenadeFrame(void)&lt;br /&gt;
427	CPVK2Player::GetRespawnTime(void)&lt;br /&gt;
428	CPVK2Player::IsBerserking(void)&lt;br /&gt;
429	CPVK2Player::SetBerserkTime(float)&lt;br /&gt;
430	CPVK2Player::GetBerserkTime(void)&lt;br /&gt;
431	CPVK2Player::HasHealthEffect(void)&lt;br /&gt;
432	CPVK2Player::AddHealthEffect(int,float,float,int,CBaseEntity *,CBaseEntity *)&lt;br /&gt;
433	CPVK2Player::ClearHealthEffects(void)&lt;br /&gt;
434	CPVK2Player::PerformHealthEffects(void)&lt;br /&gt;
435	CPVK2Player::GetFullHealthAdjustedHealthEffects(void)&lt;br /&gt;
436	CPVK2Player::NotePlayerAssistDamage(CPVK2Player*,float)&lt;br /&gt;
437	CPVK2Player::FindPlayerAssistEntry(CPVK2Player*)&lt;br /&gt;
438	CPVK2Player::UpdatePlayerAssistList(void)&lt;br /&gt;
439	CPVK2Player::ChooseBestKillAssister(CPVK2Player*)&lt;br /&gt;
440	CPVK2Player::ClearPlayerAssistList(void)&lt;br /&gt;
441	CPVK2Player::WouldSuicideBeAssisted(void)&lt;br /&gt;
442	CPVK2Player::SetAngleLimit(float,float)&lt;br /&gt;
443	CPVK2Player::DisableAngleLimit(void)&lt;br /&gt;
444	CPVK2Player::CanBeStunned(void)&lt;br /&gt;
445	CPVK2Player::SetSummonedNPC(CBaseEntity *)&lt;br /&gt;
446	CPVK2Player::GetSummonedNPC(void)&lt;br /&gt;
447	CPVK2Player::SetCarriedItem(CBaseEntity *)&lt;br /&gt;
448	CPVK2Player::GetCarriedItem(void)&lt;br /&gt;
449	CPVK2Player::IsCarryingItem(void)&lt;br /&gt;
450	CPVK2Player::SetSummonedName(char  const*)&lt;br /&gt;
451	CPVK2Player::GetSummonedName(void)&lt;br /&gt;
452	CPVK2Player::SetCurrentTerritory(CPVK2Territory *)&lt;br /&gt;
453	CPVK2Player::OnTerritoryGuardBegin(void)&lt;br /&gt;
454	CPVK2Player::OnTerritoryGuardEnd(void)&lt;br /&gt;
455	CPVK2Player::OnGrailTeamGraceBegin(void)&lt;br /&gt;
456	CPVK2Player::OnGrailTeamGraceEnd(void)&lt;br /&gt;
457	CPVK2Player::MarkPlayerScoreDirty(void)&lt;br /&gt;
458	CPVK2Player::UpdateLocalPlayerScores(void)&lt;br /&gt;
459	CPVK2Player::AddToRoundScore(float)&lt;br /&gt;
460	CPVK2Player::ResetRoundScore(void)&lt;br /&gt;
461	CPVK2Player::GetRoundScore(void)&lt;br /&gt;
462	CPVK2Player::SetYellTime(float)&lt;br /&gt;
463	CPVK2Player::GetYellTime(void)&lt;br /&gt;
464	CPVK2Player::GetLastMoveTime(void)const&lt;br /&gt;
465	CPVK2Player::GetAutoBlockDir(void)&lt;br /&gt;
466	CPVK2Player::SDKAnim_GetActiveWeapon(void)&lt;br /&gt;
467	CPVK2Player::SDKAnim_CanMove(void)&lt;br /&gt;
468	CPVK2Player::NoteWeaponFired(void)&lt;br /&gt;
469	CPVK2Player::StartInitialObserver(void)&lt;br /&gt;
470	CPVK2Player::ChangeClass(int)&lt;br /&gt;
471	CPVK2Player::InitClass(int)&lt;br /&gt;
472	CPVK2Player::YellSound(int)&lt;br /&gt;
473	CPVK2Player::SetDefaultSpeed(float)&lt;br /&gt;
474	CPVK2Player::GetDefaultSpeed(void)const&lt;br /&gt;
475	CPVK2Player::GetPlayerClass(void)const&lt;br /&gt;
476	CPVK2Player::ClearAttachedModels(void)&lt;br /&gt;
477	CPVK2Player::AddAttachedModel(char  const*,char  const*)&lt;br /&gt;
478	CPVK2Player::ReAttachModels(void)&lt;br /&gt;
479	CPVK2Player::GetAttachedModel(char  const*)&lt;br /&gt;
480	CPVK2Player::SetKnockbackTime(float)&lt;br /&gt;
481	CPVK2Player::IsStunned(void)&lt;br /&gt;
482	CPVK2Player::GetStunAmount(void)&lt;br /&gt;
483	CPVK2Player::StartBerserk(void)&lt;br /&gt;
484	CPVK2Player::StopBerserk(void)&lt;br /&gt;
485	CPVK2Player::ResetTeamChanges(void)&lt;br /&gt;
486	CPVK2Player::ForceTeam(int)&lt;br /&gt;
487	CPVK2Player::GetForcedTeam(void)const&lt;br /&gt;
488	CPVK2Player::DelayRemoveBuffs(void)&lt;br /&gt;
489	CPVK2Player::GetScoreManager(void)&lt;br /&gt;
490	CPVK2Player::CanDoubleJump(void)&lt;br /&gt;
491	CPVK2Player::GetJumpCount(void)&lt;br /&gt;
492	CPVK2Player::NoteJumped(void)&lt;br /&gt;
493	CPVK2Player::CreateRagdollEntity(int)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sammy-ROCK!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Virtual_Offsets_(Source_Mods)&amp;diff=7965</id>
		<title>Virtual Offsets (Source Mods)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Virtual_Offsets_(Source_Mods)&amp;diff=7965"/>
		<updated>2011-02-09T21:47:34Z</updated>

		<summary type="html">&lt;p&gt;Sammy-ROCK!: /* Zombie Panic: Source */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Metamod:Source Development]]&lt;br /&gt;
== Calling virtual functions ==&lt;br /&gt;
I got this method from [[User:Mani|Mani]], who I believe got it from [[User:PM|Pavol Marko]]. Thank you!&lt;br /&gt;
&lt;br /&gt;
I hope to expand on an actual explanation when I have the time (and understand it better). Hopefully, someone can expand on this, but for now I'll just post the examples and a list of the CCSPlayer virtual function table offsets.&lt;br /&gt;
&lt;br /&gt;
== Offset Lists ==&lt;br /&gt;
==== Automated Offsets ====&lt;br /&gt;
You can get automatically updated offsets from Berni's VTable Offset list. It automatically updates the offsets when an update is pushed by valve, making it a very resourceful tool. &lt;br /&gt;
* [http://www.sourcemodplugins.org/gamedumper/vtableoffsets.php Automated Offsets - Thanks to Berni] &lt;br /&gt;
==== Counter-Strike: Source ====&lt;br /&gt;
* [[CCSPlayer Offset List (Counter-Strike: Source)|CCSPlayer]]&lt;br /&gt;
* [[CBaseCombatWeapon Offset List (Counter-Strike: Source)|CBaseCombatWeapon]]&lt;br /&gt;
* [[CCSGameRules Offset List (Counter-Strike: Source) | CCSGameRules]]&lt;br /&gt;
* [[CBaseGrenade Offset List (Counter-Strike: Source) | CBaseGrenade]]&lt;br /&gt;
* [[CDEagle Offset List (Counter-Strike: Source) | CDEagle]]&lt;br /&gt;
&lt;br /&gt;
==== Day of Defeat: Source ====&lt;br /&gt;
* [[CDODPlayer Offset List (Day of Defeat: Source)|CDODPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Dystopia ====&lt;br /&gt;
* [[CDYSPlayer Offset List (Dystopia)|CDYSPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Empires v2.12 ====&lt;br /&gt;
* [[CSDKPlayer Offset List (Empires)|CSDKPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Fortress Forever ====&lt;br /&gt;
* [[CFFPlayer Offset List (Fortress Forever)|CFFPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Half-Life 2: Capture the Flag ====&lt;br /&gt;
* [[CHL2_Player Offset List (Half-Life 2: Capture the Flag)|CHL2_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Half-Life 2: Deathmatch ====&lt;br /&gt;
* [[CHL2MP_Player Offset List (Half-Life 2: Deathmatch)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Hidden: Source ====&lt;br /&gt;
* [[CSDKPlayer Offset List (Hidden: Source)|CSDKPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Insurgency ====&lt;br /&gt;
* [[CINSPlayer Offset List (Insurgency)|CINSPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Left 4 Dead ====&lt;br /&gt;
* [[CTerrorPlayer Offset List (Left 4 Dead)|CTerrorPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Left 4 Dead 2 ====&lt;br /&gt;
* [[CTerrorPlayer Offset List (Left 4 Dead 2)|CTerrorPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Obsidian Conflict ====&lt;br /&gt;
* [[CHL2MP_Player Offset List (Obsidian Conflict)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Pirates, Vikings, and Knights II ====&lt;br /&gt;
* [[CPVK2Player Offset List (Pirates, Vikings, and Knights II)|CPVK2Player]]&lt;br /&gt;
&lt;br /&gt;
==== The Ship ====&lt;br /&gt;
* [[CShipPlayer Offset List (The Ship)|CShipPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== SourceForts ====&lt;br /&gt;
* [[CHL2MP_Player Offset List (SourceForts)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Synergy ====&lt;br /&gt;
* [[CHL2MP_Player Offset List (Synergy)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Synergy SteamWorks (Synergy Orange Box Edition)====&lt;br /&gt;
* [[CHL2MP_Player Offset List (SynergyOB)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Team Fortress 2 ====&lt;br /&gt;
* [[CTFPlayer Offset List (Team Fortress 2)|CTFPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Zombie Master ====&lt;br /&gt;
* [[CHL2MP_Player Offset List (Zombie Master)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Zombie Panic: Source ====&lt;br /&gt;
* [[CHL2MP_Player Offset List (Zombie Panic: Source)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== GoldenEye: Source ====&lt;br /&gt;
* [[CGEPlayer Offset List (GoldenEye: Source)|CGEPlayer]]&lt;br /&gt;
&lt;br /&gt;
== How to use the examples ==&lt;br /&gt;
&lt;br /&gt;
Basically, this lets you call any [[virtual function]] by knowing it's offset. A table is created for each class that lists the address of the function for each virtual function. This method takes advantage of that to call those addresses.&lt;br /&gt;
&lt;br /&gt;
Look at the examples below and edit to match the function you want to call:&lt;br /&gt;
Use the offset for the function you want to call in this line. ([[CCSPlayer_offset_list_(SourceMM)]])&lt;br /&gt;
&amp;lt;cpp&amp;gt;void *func = vtable[m_Off_GiveNamedItem];&amp;lt;/cpp&amp;gt;&lt;br /&gt;
Change this line to match your return type and parameters:&lt;br /&gt;
&amp;lt;cpp&amp;gt;union {CBaseEntity *(VfuncEmptyClass::*mfpnew)(const char *, int );&amp;lt;/cpp&amp;gt;&lt;br /&gt;
Call the original function with your parameters (change the return type to match the function you're calling):&lt;br /&gt;
&amp;lt;cpp&amp;gt;return (CBaseEntity *) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)(ItemName, iSubType);&amp;lt;/cpp&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You'll need to add an empty class for the union. Something like this:&lt;br /&gt;
&amp;lt;cpp&amp;gt;class VfuncEmptyClass {};&amp;lt;/cpp&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
These examples are for CSS. Mani has created a set of macros to make this easier. If you ask nicely, maybe he'll give them to you or let you post them here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;cpp&amp;gt;datamap_t *VFuncs::GetDataDescMap(CBaseEntity *pThisPtr)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_GetDataDescMap]; &lt;br /&gt;
&lt;br /&gt;
	union {datamap_t *(VfuncEmptyClass::*mfpnew)();&lt;br /&gt;
#ifndef __linux__&lt;br /&gt;
        void *addr;	} u; 	u.addr = func;&lt;br /&gt;
#else /* GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 */&lt;br /&gt;
			struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
	return (datamap_t *) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)();&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void VFuncs::SetModel(CBaseEntity *pThisPtr, const char *ModelName)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_SetModel]; &lt;br /&gt;
&lt;br /&gt;
	union {void (VfuncEmptyClass::*mfpnew)(const char *);&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	(void) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)(ModelName);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void VFuncs::Teleport(CBaseEntity *pThisPtr, const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_Teleport]; &lt;br /&gt;
&lt;br /&gt;
	union {void (VfuncEmptyClass::*mfpnew)(const Vector *, const QAngle *, const Vector *);&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	(void) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)(newPosition, newAngles, newVelocity);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
Vector VFuncs::EyePosition( CBaseEntity *pThisPtr )&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_EyePosition]; &lt;br /&gt;
&lt;br /&gt;
	union {Vector (VfuncEmptyClass::*mfpnew)( void );&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	return (Vector) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)( );&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
QAngle &amp;amp;VFuncs::EyeAngles( CBaseEntity *pThisPtr )&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_EyeAngles]; &lt;br /&gt;
&lt;br /&gt;
	union {QAngle&amp;amp; (VfuncEmptyClass::*mfpnew)( void );&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	return (QAngle&amp;amp;) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)( );&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
void VFuncs::Ignite(CBaseEntity *pThisPtr, float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_Ignite]; &lt;br /&gt;
&lt;br /&gt;
	union {void (VfuncEmptyClass::*mfpnew)(float , bool , float , bool );&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	(void) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)(flFlameLifetime, bNPCOnly, flSize, bCalledByLevelDesigner);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
CBaseEntity *VFuncs::GiveNamedItem(CBaseEntity *pThisPtr, const char *ItemName, int iSubType)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_GiveNamedItem]; &lt;br /&gt;
&lt;br /&gt;
	union {CBaseEntity *(VfuncEmptyClass::*mfpnew)(const char *, int );&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	return (CBaseEntity *) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)(ItemName, iSubType);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void VFuncs::CommitSuicide(CBaseEntity *pThisPtr)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_CommitSuicide]; &lt;br /&gt;
&lt;br /&gt;
	union {CBaseEntity *(VfuncEmptyClass::*mfpnew)( void );&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	(reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)();&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/cpp&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sammy-ROCK!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(Zombie_Panic:_Source)&amp;diff=7964</id>
		<title>CHL2MP Player Offset List (Zombie Panic: Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(Zombie_Panic:_Source)&amp;diff=7964"/>
		<updated>2011-02-09T21:46:05Z</updated>

		<summary type="html">&lt;p&gt;Sammy-ROCK!: /* The List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].&lt;br /&gt;
&lt;br /&gt;
These are the &amp;lt;b&amp;gt;Windows&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Linux offsets are 1 greater.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated 09 Feb 2011&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x012E4700&lt;br /&gt;
// from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CHL2MP_Player::~CHL2MP_Player()&lt;br /&gt;
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
2	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
3	CBaseEntity::GetCollideable(void)&lt;br /&gt;
4	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
5	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
6	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
7	CBaseEntity::GetModelName(void)const&lt;br /&gt;
8	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
9	CHL2MP_Player::GetServerClass(void)&lt;br /&gt;
10	CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
11	CHL2MP_Player::GetDataDescMap(void)&lt;br /&gt;
12	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
13	CHL2_Player::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
15	CHL2MP_Player::ShouldCollide(int,int)const&lt;br /&gt;
16	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
17	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
18	CBasePlayer::UpdateTransmitState(void)&lt;br /&gt;
19	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
20	CBasePlayer::GetTracerType(void)&lt;br /&gt;
21	CHL2MP_Player::Spawn(void)&lt;br /&gt;
22	CBaseEntity::ZPASpawn(void)&lt;br /&gt;
23	CHL2MP_Player::Precache(void)&lt;br /&gt;
24	CBasePlayer::SetModel(char  const*)&lt;br /&gt;
25	CBaseEntity::PostConstructor(char  const*)&lt;br /&gt;
26	CBaseEntity::PostClientActive(void)&lt;br /&gt;
27	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
28	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
29	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
30	CBaseEntity::KeyValue(char  const*,Vector  const&amp;amp;)&lt;br /&gt;
31	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
32	CHL2_Player::Activate(void)&lt;br /&gt;
33	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
34	CBasePlayer::ObjectCaps(void)&lt;br /&gt;
35	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
36	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
37	CHL2_Player::DrawDebugGeometryOverlays(void)&lt;br /&gt;
38	CBaseAnimating::DrawDebugTextOverlays(void)&lt;br /&gt;
39	CBasePlayer::Save(ISave &amp;amp;)&lt;br /&gt;
40	CBasePlayer::Restore(IRestore &amp;amp;)&lt;br /&gt;
41	CBasePlayer::ShouldSavePhysics(void)&lt;br /&gt;
42	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
43	CHL2_Player::OnRestore(void)&lt;br /&gt;
44	CBasePlayer::RequiredEdictIndex(void)&lt;br /&gt;
45	CBaseEntity::MoveDone(void)&lt;br /&gt;
46	CBaseEntity::Think(void)&lt;br /&gt;
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
49	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
50	CBaseEntity::GetResponseSystem(void)&lt;br /&gt;
51	CBaseEntity::DispatchResponse(char  const*)&lt;br /&gt;
52	CHL2_Player::Classify(void)&lt;br /&gt;
53	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
55	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
56	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
57	CBaseEntity::GetBeamTraceFilter(void)&lt;br /&gt;
58	CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
59	CBasePlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
60	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
61	CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
62	CHL2MP_Player::TakeHealth(float,int)&lt;br /&gt;
63	CBaseEntity::IsAlive(void)&lt;br /&gt;
64	CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
66	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
67	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
68	CBaseEntity::IsNPC(void)const&lt;br /&gt;
69	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
70	CBaseEntity::GetDelay(void)&lt;br /&gt;
71	CBaseEntity::IsMoving(void)&lt;br /&gt;
72	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
73	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
74	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
75	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
76	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
77	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
78	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
79	CBaseEntity::IsTemplate(void)&lt;br /&gt;
80	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
81	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
82	CBaseEntity::IsPlayerUsableItem(void)&lt;br /&gt;
83	CBaseEntity::GetItemTypeID(void)&lt;br /&gt;
84	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
85	CBaseEntity::IsViewable(void)&lt;br /&gt;
86	CHL2MP_Player::ChangeTeam(int)&lt;br /&gt;
87	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
88	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
89	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
90	CBaseEntity::GetEnemy(void)&lt;br /&gt;
91	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
92	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
93	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
94	CBasePlayer::Touch(CBaseEntity *)&lt;br /&gt;
95	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
96	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
97	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
98	CBaseEntity::EndBlocked(void)&lt;br /&gt;
99	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
100	CHL2MP_Player::UpdateOnRemove(void)&lt;br /&gt;
101	CHL2_Player::StopLoopingSounds(void)&lt;br /&gt;
102	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
103	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
104	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
105	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
106	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
107	CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
108	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
109	CBaseEntity::Respawn(void)&lt;br /&gt;
110	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
111	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
112	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
113	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
114	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
115	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
116	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
117	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
118	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
119	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
120	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
121	CBaseEntity::GetDamage(void)&lt;br /&gt;
122	CBaseEntity::SetDamage(float)&lt;br /&gt;
123	CBasePlayer::EyePosition(void)&lt;br /&gt;
124	CBasePlayer::EyeAngles(void)&lt;br /&gt;
125	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
126	CBaseEntity::EarPosition(void)&lt;br /&gt;
127	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
128	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
129	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
130	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
131	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
132	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
133	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
134	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
135	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
136	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
137	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
138	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
139	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
140	CHL2_Player::Splash(void)&lt;br /&gt;
141	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
142	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
143	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
144	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
145	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
146	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
147	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
148	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
149	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
150	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
151	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
152	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
153	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
154	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
155	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
156	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
157	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
158	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
159	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
160	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
161	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
173	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
174	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
175	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
176	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
177	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
178	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
179	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
180	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
181	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
182	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
183	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
184	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
185	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
186	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
187	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
188	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
189	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
190	CBasePlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
191	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
192	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
193	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
194	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
195	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
196	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
197	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
198	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
199	CBaseAnimating::Extinguish(void)&lt;br /&gt;
200	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
201	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
202	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
203	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
204	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
205	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
206	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
207	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
208	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
209	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
210	CHL2_Player::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
211	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
212	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
213	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
214	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
215	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)&lt;br /&gt;
216	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
217	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)&lt;br /&gt;
218	CBasePlayer::BodyAngles(void)&lt;br /&gt;
219	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
220	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
221	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
222	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
223	CHL2_Player::EyeDirection2D(void)&lt;br /&gt;
224	CHL2_Player::EyeDirection3D(void)&lt;br /&gt;
225	CHL2MP_Player::GiveAmmo(int,int,bool)&lt;br /&gt;
226	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
227	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
228	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
229	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
230	CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
231	CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
232	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
233	CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
234	CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int,bool)&lt;br /&gt;
235	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
236	CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
237	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
238	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
239	CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *)&lt;br /&gt;
240	CBaseCombatCharacter::Weapon_CleanupSlot(int)&lt;br /&gt;
241	CBaseCombatCharacter::Weapon_DeleteSlot(int)&lt;br /&gt;
242	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
243	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
244	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
245	CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
246	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
247	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
248	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
249	CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
250	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
251	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
252	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
253	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
254	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
255	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
256	CHL2MP_Player::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
257	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
258	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
259	CBasePlayer::Event_Dying(void)&lt;br /&gt;
260	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
261	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
262	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
263	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
264	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
265	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
266	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
267	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
268	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
269	CBasePlayer::GetVehicle(void)&lt;br /&gt;
270	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
271	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
272	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
273	CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
274	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
275	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
276	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
277	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
278	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
279	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
280	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
281	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
282	CHL2MP_Player::CreateViewModel(int)&lt;br /&gt;
283	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
284	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
285	CHL2MP_Player::SharedSpawn(void)&lt;br /&gt;
286	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
287	CHL2MP_Player::InitialSpawn(void)&lt;br /&gt;
288	CBasePlayer::InitHUD(void)&lt;br /&gt;
289	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
290	CHL2MP_Player::PlayerDeathThink(void)&lt;br /&gt;
291	CHL2MP_Player::Jump(void)&lt;br /&gt;
292	CBasePlayer::Duck(void)&lt;br /&gt;
293	CHL2MP_Player::PreThink(void)&lt;br /&gt;
294	CHL2MP_Player::PostThink(void)&lt;br /&gt;
295	CHL2MP_Player::DamageEffect(float,int)&lt;br /&gt;
296	CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
297	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
298	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
299	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
300	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
301	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
302	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
303	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
304	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
305	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
306	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
307	CHL2_Player::UpdateClientData(void)&lt;br /&gt;
308	CHL2_Player::ExitLadder(void)&lt;br /&gt;
309	CHL2_Player::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
310	CHL2_Player::SetFlashlightEnabled(bool)&lt;br /&gt;
311	CHL2MP_Player::FlashlightIsOn(void)&lt;br /&gt;
312	CHL2MP_Player::FlashlightTurnOn(void)&lt;br /&gt;
313	CHL2MP_Player::FlashlightTurnOff(void)&lt;br /&gt;
314	CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
315	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
316	CHL2MP_Player::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
317	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
318	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
319	CHL2MP_Player::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
320	CHL2MP_Player::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
321	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
322	CHL2_Player::CheatImpulseCommands(int)&lt;br /&gt;
323	CHL2MP_Player::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
324	CHL2MP_Player::StartObserverMode(int)&lt;br /&gt;
325	CHL2MP_Player::StopObserverMode(void)&lt;br /&gt;
326	CBasePlayer::ModeWantsSpectatorGUI(int)&lt;br /&gt;
327	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
328	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
329	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
330	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
331	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
332	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
333	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
334	CBasePlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
335	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
336	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
337	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
338	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
339	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
340	CBasePlayer::AttemptToExitFreezeCam(void)&lt;br /&gt;
341	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
342	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
343	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
344	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
345	CHL2_Player::CreateCorpse(void)&lt;br /&gt;
346	CHL2MP_Player::EntSelectSpawnPoint(void)&lt;br /&gt;
347	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
348	CBasePlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
349	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
350	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
351	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
352	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
353	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
354	CBasePlayer::SelectItem(int,int)&lt;br /&gt;
355	CHL2MP_Player::ItemPostFrame(void)&lt;br /&gt;
356	CBasePlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
357	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
358	CHL2_Player::SetPlayerUnderwater(bool)&lt;br /&gt;
359	CHL2MP_Player::CanBreatheUnderwater(void)const&lt;br /&gt;
360	CHL2MP_Player::PlayerUse(void)&lt;br /&gt;
361	CHL2_Player::PlayUseDenySound(void)&lt;br /&gt;
362	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
363	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
364	CHL2MP_Player::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
365	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
366	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
367	CHL2_Player::GetHeldObject(void)&lt;br /&gt;
368	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
369	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
370	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
371	CHL2_Player::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
372	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
373	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
374	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
375	CHL2MP_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
376	CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)&lt;br /&gt;
377	CHL2MP_Player::CanSpeak(void)&lt;br /&gt;
378	CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
379	CHL2MP_Player::CheckChatText(char *,int)&lt;br /&gt;
380	CHL2MP_Player::CreateRagdollEntity(void)&lt;br /&gt;
381	CBasePlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
382	CHL2_Player::OnDoneDamage(void)&lt;br /&gt;
383	CHL2_Player::IsWalking(void)&lt;br /&gt;
384	CHL2MP_Player::IsPracticallyZombie(void)const&lt;br /&gt;
385	CHL2MP_Player::IsInfectionKnown(void)const&lt;br /&gt;
386	CHL2_Player::IsFollowingPhysics(void)&lt;br /&gt;
387	CHL2_Player::InitVCollision(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
388	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
389	CBasePlayer::Hints(void)&lt;br /&gt;
390	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
391	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
392	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
393	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
394	CBasePlayer::ResetScores(void)&lt;br /&gt;
395	CHL2_Player::EquipSuit(bool)&lt;br /&gt;
396	CHL2_Player::RemoveSuit(void)&lt;br /&gt;
397	CHL2MP_Player::CommitSuicide(bool,bool)&lt;br /&gt;
398	CHL2MP_Player::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
399	CBasePlayer::IsBot(void)const&lt;br /&gt;
400	CHL2MP_Player::NotePlayerTalked(void)&lt;br /&gt;
401	CBasePlayer::GetExpresser(void)&lt;br /&gt;
402	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
403	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
404	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
405	CHL2_Player::SuspendUse(float)&lt;br /&gt;
406	CHL2_Player::CommanderMode(void)&lt;br /&gt;
407	CHL2MP_Player::StartSprinting(void)&lt;br /&gt;
408	CHL2_Player::GetIdleTime(void)const&lt;br /&gt;
409	CHL2_Player::GetMoveTime(void)const&lt;br /&gt;
410	CHL2_Player::GetLastDamageTime(void)const&lt;br /&gt;
411	CHL2_Player::IsDucking(void)const&lt;br /&gt;
412	CHL2_Player::Weapon_Lower(void)&lt;br /&gt;
413	CHL2_Player::Weapon_Ready(void)&lt;br /&gt;
414	CHL2_Player::IsHoldingEntity(CBaseEntity *)&lt;br /&gt;
415	CHL2_Player::UpdateWeaponPosture(void)&lt;br /&gt;
416	CHL2_Player::NetworkStateChanged_m_fIsWalking(void)&lt;br /&gt;
417	CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)&lt;br /&gt;
418	CHL2MP_Player::GhostSpawn(void)&lt;br /&gt;
419	CHL2MP_Player::WaitSpawn(void)&lt;br /&gt;
420	CHL2MP_Player::ObserverSpawn(void)&lt;br /&gt;
421	CHL2MP_Player::HandleCommand_JoinTeam(int)&lt;br /&gt;
422	CHL2MP_Player::CanHearChatFrom(CBasePlayer *)&lt;br /&gt;
423	CHL2MP_Player::RemoveWeight(float)&lt;br /&gt;
424	CHL2MP_Player::RemoveAllItems(void)&lt;br /&gt;
425	CHL2MP_Player::ItemReticleSearch(void)&lt;br /&gt;
426	CHL2MP_Player::InventoryStatus(void)&lt;br /&gt;
427	CHL2MP_Player::GiveNamedItem(char  const*)&lt;br /&gt;
428	CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)&lt;br /&gt;
429	CHL2MP_Player::GiveEmptyHands(void)&lt;br /&gt;
430	CHL2MP_Player::GivePhone(void)&lt;br /&gt;
431	CHL2MP_Player::SetPlayerTeamModel(int)&lt;br /&gt;
432	CHL2MP_Player::ShowBriefingMenu(void)&lt;br /&gt;
433	CHL2MP_Player::HideBriefingMenu(void)&lt;br /&gt;
434	CHL2MP_Player::CreateAmmo(char  const*)&lt;br /&gt;
435	CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)&lt;br /&gt;
436	CHL2MP_Player::ScootInventory(void)&lt;br /&gt;
437	CHL2MP_Player::PlayerDropWeapon(void)&lt;br /&gt;
438	CHL2MP_Player::PlayerUnloadWeapon(void)&lt;br /&gt;
439	CHL2MP_Player::PlayerCycleAmmoType(void)&lt;br /&gt;
440	CHL2MP_Player::PlayerCycleDropAmount(void)&lt;br /&gt;
441	CHL2MP_Player::PrepAmmoForDrop(CItem *)&lt;br /&gt;
442	CHL2MP_Player::PlayerDropAmmo(void)&lt;br /&gt;
443	CHL2MP_Player::GiveAmmoToPlayer(void)&lt;br /&gt;
444	CHL2MP_Player::ResetTeamSwitch(void)&lt;br /&gt;
445	CHL2MP_Player::Panic(bool)&lt;br /&gt;
446	CHL2MP_Player::Melee(bool)&lt;br /&gt;
447	CHL2MP_Player::VoiceMenu(char  const*,char  const*)&lt;br /&gt;
448	CHL2MP_Player::VoiceMenuText(char  const*)&lt;br /&gt;
449	CHL2MP_Player::Taunt(bool)&lt;br /&gt;
450	CHL2MP_Player::KillTaunt(bool)&lt;br /&gt;
451	CHL2MP_Player::Berzerk(void)&lt;br /&gt;
452	CHL2MP_Player::Go(void)&lt;br /&gt;
453	CHL2MP_Player::Roar(void)&lt;br /&gt;
454	CHL2MP_Player::Camp(void)&lt;br /&gt;
455	CHL2MP_Player::HolsterWeapon(void)&lt;br /&gt;
456	CHL2MP_Player::SwitchToPhone(void)&lt;br /&gt;
457	CHL2MP_Player::Trace(void)&lt;br /&gt;
458	CHL2MP_Player::IsOnATeam(void)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sammy-ROCK!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CCSPlayer_Offset_List_(Counter-Strike:_Source)&amp;diff=7869</id>
		<title>CCSPlayer Offset List (Counter-Strike: Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CCSPlayer_Offset_List_(Counter-Strike:_Source)&amp;diff=7869"/>
		<updated>2010-10-19T18:10:25Z</updated>

		<summary type="html">&lt;p&gt;Sammy-ROCK!: /* The List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For use when using [[Virtual Offsets (Source Mods)|virtual offsets]].&lt;br /&gt;
&lt;br /&gt;
This is the list of offsets I've been using. These are the &amp;lt;b&amp;gt;Windows&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Linux offsets are 1 greater.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions near the end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated 19 October 2010&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x00C00B40&lt;br /&gt;
// from &amp;quot;server.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CCSPlayer::~CCSPlayer()&lt;br /&gt;
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
2	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
3	CBaseEntity::GetCollideable(void)&lt;br /&gt;
4	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
5	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
6	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
7	CBaseEntity::GetModelName(void)const&lt;br /&gt;
8	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
9	CCSPlayer::GetServerClass(void)&lt;br /&gt;
10	CCSPlayer::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
11	CCSPlayer::GetDataDescMap(void)&lt;br /&gt;
12	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
13	CBaseAnimating::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
15	CBaseEntity::ShouldCollide(int,int)const&lt;br /&gt;
16	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
17	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
18	CBasePlayer::UpdateTransmitState(void)&lt;br /&gt;
19	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
20	CBasePlayer::GetTracerType(void)&lt;br /&gt;
21	CCSPlayer::Spawn(void)&lt;br /&gt;
22	CCSPlayer::Precache(void)&lt;br /&gt;
23	CBasePlayer::SetModel(char  const*)&lt;br /&gt;
24	CBaseMultiplayerPlayer::PostConstructor(char  const*)&lt;br /&gt;
25	CBaseEntity::PostClientActive(void)&lt;br /&gt;
26	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
27	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
28	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
29	CBaseEntity::KeyValue(char  const*,Vector  const&amp;amp;)&lt;br /&gt;
30	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
31	CBasePlayer::Activate(void)&lt;br /&gt;
32	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
33	CBasePlayer::ObjectCaps(void)&lt;br /&gt;
34	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
35	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
36	CBasePlayer::DrawDebugGeometryOverlays(void)&lt;br /&gt;
37	CBaseAnimating::DrawDebugTextOverlays(void)&lt;br /&gt;
38	CBasePlayer::Save(ISave &amp;amp;)&lt;br /&gt;
39	CBasePlayer::Restore(IRestore &amp;amp;)&lt;br /&gt;
40	CBasePlayer::ShouldSavePhysics(void)&lt;br /&gt;
41	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
42	CBasePlayer::OnRestore(void)&lt;br /&gt;
43	CBasePlayer::RequiredEdictIndex(void)&lt;br /&gt;
44	CBaseEntity::MoveDone(void)&lt;br /&gt;
45	CBaseEntity::Think(void)&lt;br /&gt;
46	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
48	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
49	CBaseMultiplayerPlayer::GetResponseSystem(void)&lt;br /&gt;
50	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::DispatchResponse(char  const*)&lt;br /&gt;
51	CBasePlayer::Classify(void)&lt;br /&gt;
52	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
53	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
54	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
55	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
56	CBaseEntity::GetBeamTraceFilter(void)&lt;br /&gt;
57	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
58	CCSPlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
60	CCSPlayer::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
61	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&amp;amp;,Vector &amp;amp;,CBaseEntity*)&lt;br /&gt;
62	CBasePlayer::TakeHealth(float,int)&lt;br /&gt;
63	CBaseEntity::IsAlive(void)&lt;br /&gt;
64	CCSPlayer::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CCSPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
66	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
67	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
68	CBaseEntity::IsNPC(void)const&lt;br /&gt;
69	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
70	CBaseEntity::MyNextBotPointer(void)&lt;br /&gt;
71	CBaseEntity::GetDelay(void)&lt;br /&gt;
72	CBaseEntity::IsMoving(void)&lt;br /&gt;
73	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
74	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
75	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
76	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
77	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
78	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
79	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
80	CBaseEntity::IsTemplate(void)&lt;br /&gt;
81	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
82	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
83	CBaseEntity::IsBaseCombatWeapon(void)const&lt;br /&gt;
84	CBaseEntity::IsWearable(void)const&lt;br /&gt;
85	CBaseEntity::MyCombatWeaponPointer(void)&lt;br /&gt;
86	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
87	CBaseEntity::IsViewable(void)&lt;br /&gt;
88	CCSPlayer::ChangeTeam(int)&lt;br /&gt;
89	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
90	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
91	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
92	CBaseEntity::GetEnemy(void)&lt;br /&gt;
93	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
94	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
95	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
96	CBasePlayer::Touch(CBaseEntity *)&lt;br /&gt;
97	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
98	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
99	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
100	CBaseEntity::EndBlocked(void)&lt;br /&gt;
101	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
102	CBasePlayer::UpdateOnRemove(void)&lt;br /&gt;
103	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
104	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
105	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
106	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
107	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
108	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
109	CBaseEntity::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
110	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
111	CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)&lt;br /&gt;
112	CBaseEntity::Respawn(void)&lt;br /&gt;
113	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
114	CBaseEntity::GetMaxHealth(void)const&lt;br /&gt;
115	CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
116	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
117	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
118	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
119	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
120	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
121	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
122	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
123	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
124	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
125	CBaseEntity::GetDamage(void)&lt;br /&gt;
126	CBaseEntity::SetDamage(float)&lt;br /&gt;
127	CBasePlayer::EyePosition(void)&lt;br /&gt;
128	CBasePlayer::EyeAngles(void)&lt;br /&gt;
129	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
130	CBaseEntity::EarPosition(void)&lt;br /&gt;
131	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
132	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
133	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
134	CBaseEntity::GetViewOffset(void)const&lt;br /&gt;
135	CBaseEntity::SetViewOffset(Vector  const&amp;amp;)&lt;br /&gt;
136	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
137	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
138	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
139	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
140	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
141	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
142	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
143	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
144	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
145	CBaseEntity::Splash(void)&lt;br /&gt;
146	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
147	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
148	CBaseEntity::IsDeflectable(void)&lt;br /&gt;
149	CBaseEntity::Deflected(CBaseEntity*,Vector &amp;amp;)&lt;br /&gt;
150	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
151	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
152	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
153	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
154	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
155	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
156	CCSPlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
157	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
158	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
159	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
160	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
161	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
162	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
163	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
164	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
165	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
166	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
167	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
168	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
173	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
174	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
175	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
176	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
177	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
178	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
179	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
180	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
181	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
182	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
183	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
184	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
185	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
186	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
187	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
188	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
189	CBaseAnimating::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
190	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
191	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
192	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
193	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
194	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
195	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
196	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
197	CCSPlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
198	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
199	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
200	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
201	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
202	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
203	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
204	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
205	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
206	CBaseAnimating::Extinguish(void)&lt;br /&gt;
207	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
208	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
209	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
210	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
211	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
212	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
213	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
214	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
215	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
216	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
217	CBasePlayer::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
218	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
219	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
220	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
221	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
222	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
223	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
224	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)&lt;br /&gt;
225	CBasePlayer::BodyAngles(void)&lt;br /&gt;
226	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
227	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
228	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
229	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
230	CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
231	CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
232	CBaseCombatCharacter::IsHiddenByFog(Vector  const&amp;amp;)const&lt;br /&gt;
233	CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const&lt;br /&gt;
234	CBaseCombatCharacter::IsHiddenByFog(float)const&lt;br /&gt;
235	CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&amp;amp;)const&lt;br /&gt;
236	CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const&lt;br /&gt;
237	CBaseCombatCharacter::GetFogObscuredRatio(float)const&lt;br /&gt;
238	CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const&lt;br /&gt;
239	CBaseCombatCharacter::IsLookingTowards(Vector  const&amp;amp;,float)const&lt;br /&gt;
240	CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const&lt;br /&gt;
241	CBaseCombatCharacter::IsInFieldOfView(Vector  const&amp;amp;)const&lt;br /&gt;
242	CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const&lt;br /&gt;
243	CBaseCombatCharacter::IsLineOfSightClear(Vector  const&amp;amp;,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const&lt;br /&gt;
244	CBaseCombatCharacter::GiveAmmo(int,int,bool)&lt;br /&gt;
245	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
246	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
247	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
248	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
249	CCSPlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
250	CCSPlayer::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
251	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
252	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
253	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
254	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
255	CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
256	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
257	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
258	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
259	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
260	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
261	CCSPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
262	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
263	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
264	CBaseCombatCharacter::GetAliveDuration(void)const&lt;br /&gt;
265	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
266	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
267	CBaseCombatCharacter::HasEverBeenInjured(int)const&lt;br /&gt;
268	CBaseCombatCharacter::GetTimeSinceLastInjury(int)const&lt;br /&gt;
269	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
270	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
271	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
272	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
273	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
274	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
275	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
276	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
277	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
278	CBasePlayer::Event_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
279	CBaseCombatCharacter::Event_Dying(void)&lt;br /&gt;
280	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
281	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
282	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
283	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
284	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
285	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
286	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
287	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
288	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
289	CBasePlayer::GetVehicle(void)&lt;br /&gt;
290	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
291	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
292	CBaseCombatCharacter::RemoveAllWeapons(void)&lt;br /&gt;
293	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
294	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
295	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
296	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
297	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
298	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
299	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
300	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
301	CBaseCombatCharacter::GetLastKnownArea(void)const&lt;br /&gt;
302	CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const&lt;br /&gt;
303	CBaseCombatCharacter::ClearLastKnownArea(void)&lt;br /&gt;
304	CBaseCombatCharacter::UpdateLastKnownArea(void)&lt;br /&gt;
305	CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)&lt;br /&gt;
306	CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)&lt;br /&gt;
307	CBaseCombatCharacter::OnPursuedBy(INextBot *)&lt;br /&gt;
308	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
309	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
310	CCSPlayer::CreateViewModel(int)&lt;br /&gt;
311	CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
312	CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
313	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
314	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
315	CCSPlayer::InitialSpawn(void)&lt;br /&gt;
316	CBasePlayer::InitHUD(void)&lt;br /&gt;
317	CCSPlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
318	CCSPlayer::PlayerDeathThink(void)&lt;br /&gt;
319	CBasePlayer::Jump(void)&lt;br /&gt;
320	CBasePlayer::Duck(void)&lt;br /&gt;
321	CCSPlayer::PreThink(void)&lt;br /&gt;
322	CCSPlayer::PostThink(void)&lt;br /&gt;
323	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
324	CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
325	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
326	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
327	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
328	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
329	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
330	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
331	CCSPlayer::RemoveAllItems(bool)&lt;br /&gt;
332	CBasePlayer::IsRunning(void)const&lt;br /&gt;
333	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
334	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
335	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
336	CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)&lt;br /&gt;
337	CBasePlayer::GetTimeSinceWeaponFired(void)const&lt;br /&gt;
338	CBasePlayer::IsFiringWeapon(void)const&lt;br /&gt;
339	CBasePlayer::UpdateClientData(void)&lt;br /&gt;
340	CBasePlayer::ExitLadder(void)&lt;br /&gt;
341	CBasePlayer::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
342	CBasePlayer::SetFlashlightEnabled(bool)&lt;br /&gt;
343	CCSPlayer::FlashlightIsOn(void)&lt;br /&gt;
344	CCSPlayer::FlashlightTurnOn(void)&lt;br /&gt;
345	CCSPlayer::FlashlightTurnOff(void)&lt;br /&gt;
346	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
347	CCSPlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
348	CCSPlayer::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
349	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
350	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
351	CCSPlayer::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
352	CCSPlayer::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
353	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
354	CCSPlayer::CheatImpulseCommands(int)&lt;br /&gt;
355	CCSPlayer::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
356	CBasePlayer::StartObserverMode(int)&lt;br /&gt;
357	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
358	CBasePlayer::ModeWantsSpectatorGUI(int)&lt;br /&gt;
359	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
360	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
361	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
362	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
363	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
364	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
365	CCSPlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
366	CBasePlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
367	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
368	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
369	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
370	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
371	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
372	CCSPlayer::AttemptToExitFreezeCam(void)&lt;br /&gt;
373	CCSPlayer::StartReplayMode(float,float,int)&lt;br /&gt;
374	CCSPlayer::StopReplayMode(void)&lt;br /&gt;
375	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
376	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
377	CBasePlayer::CreateCorpse(void)&lt;br /&gt;
378	CCSPlayer::EntSelectSpawnPoint(void)&lt;br /&gt;
379	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
380	CBasePlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
381	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
382	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
383	CCSPlayer::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
384	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
385	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
386	CBasePlayer::ItemPostFrame(void)&lt;br /&gt;
387	CCSPlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
388	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
389	CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
390	CBasePlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
391	CBasePlayer::PlayerUse(void)&lt;br /&gt;
392	CCSPlayer::PlayUseDenySound(void)&lt;br /&gt;
393	CCSPlayer::FindUseEntity(void)&lt;br /&gt;
394	CCSPlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
395	CBasePlayer::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
396	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
397	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
398	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
399	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
400	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
401	CBasePlayer::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
402	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
403	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
404	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
405	CCSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
406	CBasePlayer::ChangeTeam(int,bool,bool)&lt;br /&gt;
407	CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)&lt;br /&gt;
408	CBaseMultiplayerPlayer::CanSpeak(void)&lt;br /&gt;
409	CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
410	CBasePlayer::CheckChatText(char *,int)&lt;br /&gt;
411	CCSPlayer::CreateRagdollEntity(void)&lt;br /&gt;
412	CBasePlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
413	CBasePlayer::EquipWearable(CWearableItem *)&lt;br /&gt;
414	CBasePlayer::RemoveWearable(CWearableItem *)&lt;br /&gt;
415	CBasePlayer::IsFollowingPhysics(void)&lt;br /&gt;
416	CCSPlayer::InitVCollision(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
417	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
418	CBasePlayer::Hints(void)&lt;br /&gt;
419	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
420	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
421	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
422	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
423	CBasePlayer::ResetScores(void)&lt;br /&gt;
424	CBasePlayer::EquipSuit(bool)&lt;br /&gt;
425	CBasePlayer::RemoveSuit(void)&lt;br /&gt;
426	CCSPlayer::GetPlayerMaxSpeed(void)&lt;br /&gt;
427	CCSPlayer::CommitSuicide(bool,bool)&lt;br /&gt;
428	CCSPlayer::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
429	CBasePlayer::IsBot(void)const&lt;br /&gt;
430	CBasePlayer::IsBotOfType(int)const&lt;br /&gt;
431	CBasePlayer::GetBotType(void)const&lt;br /&gt;
432	CBaseMultiplayerPlayer::GetExpresser(void)&lt;br /&gt;
433	CCSPlayer::SpawnArmorValue(void)const&lt;br /&gt;
434	CCSPlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
435	CCSPlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
436	CBasePlayer::HasHaptics(void)&lt;br /&gt;
437	CBasePlayer::SetHaptics(bool)&lt;br /&gt;
438	CBasePlayer::PlayerSolidMask(bool)const&lt;br /&gt;
439	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::NoteSpeaking(float,float)&lt;br /&gt;
440	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
441	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::PostSpeakDispatchResponse(char  const*,AI_Response *)&lt;br /&gt;
442	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
443	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
444	CBaseMultiplayerPlayer::CanBeAutobalanced(void)&lt;br /&gt;
445	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)&lt;br /&gt;
446	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)&lt;br /&gt;
447	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)&lt;br /&gt;
448	CBaseMultiplayerPlayer::OnAchievementEarned(int)&lt;br /&gt;
449	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)&lt;br /&gt;
450	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)&lt;br /&gt;
451	CBaseMultiplayerPlayer::CreateExpresser(void)&lt;br /&gt;
452	CCSPlayer::IsBeingGivenItem(void)const&lt;br /&gt;
453	CCSPlayer::CSAnim_GetActiveWeapon(void)&lt;br /&gt;
454	CCSPlayer::CSAnim_CanMove(void)&lt;br /&gt;
455	CCSPlayer::Blind(float,float,float)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sammy-ROCK!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CBasePlayer_Offset_List_(Zombie_Panic:_Source)&amp;diff=7530</id>
		<title>CBasePlayer Offset List (Zombie Panic: Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CBasePlayer_Offset_List_(Zombie_Panic:_Source)&amp;diff=7530"/>
		<updated>2010-02-22T16:46:26Z</updated>

		<summary type="html">&lt;p&gt;Sammy-ROCK!: /* The List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets.]]&lt;br /&gt;
&lt;br /&gt;
These are the '''Windows''' offsets. '''Linux offsets are 1 greater'''. &lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated 22 Feb 2010&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
2	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
3	CBaseEntity::GetCollideable(void)&lt;br /&gt;
4	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
5	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
6	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
7	CBaseEntity::GetModelName(void)const&lt;br /&gt;
8	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
9	CHL2MP_Player::GetServerClass(void)&lt;br /&gt;
10	CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
11	CHL2MP_Player::GetDataDescMap(void)&lt;br /&gt;
12	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
13	CHL2_Player::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
15	CHL2MP_Player::ShouldCollide(int,int)const&lt;br /&gt;
16	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
17	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
18	CBasePlayer::UpdateTransmitState(void)&lt;br /&gt;
19	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
20	CBasePlayer::GetTracerType(void)&lt;br /&gt;
21	CHL2MP_Player::Spawn(void)&lt;br /&gt;
22	CBaseEntity::ZPASpawn(void)&lt;br /&gt;
23	CHL2MP_Player::Precache(void)&lt;br /&gt;
24	CBasePlayer::SetModel(char  const*)&lt;br /&gt;
25	CBaseEntity::PostConstructor(char  const*)&lt;br /&gt;
26	CBaseEntity::PostClientActive(void)&lt;br /&gt;
27	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
28	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
29	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
30	CBaseEntity::KeyValue(char  const*,Vector  const&amp;amp;)&lt;br /&gt;
31	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
32	CHL2_Player::Activate(void)&lt;br /&gt;
33	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
34	CBasePlayer::ObjectCaps(void)&lt;br /&gt;
35	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
36	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
37	CHL2_Player::DrawDebugGeometryOverlays(void)&lt;br /&gt;
38	CBaseAnimating::DrawDebugTextOverlays(void)&lt;br /&gt;
39	CBasePlayer::Save(ISave &amp;amp;)&lt;br /&gt;
40	CBasePlayer::Restore(IRestore &amp;amp;)&lt;br /&gt;
41	CBasePlayer::ShouldSavePhysics(void)&lt;br /&gt;
42	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
43	CHL2_Player::OnRestore(void)&lt;br /&gt;
44	CBasePlayer::RequiredEdictIndex(void)&lt;br /&gt;
45	CBaseEntity::MoveDone(void)&lt;br /&gt;
46	CBaseEntity::Think(void)&lt;br /&gt;
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
49	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
50	CBaseEntity::GetResponseSystem(void)&lt;br /&gt;
51	CBaseEntity::DispatchResponse(char  const*)&lt;br /&gt;
52	CHL2_Player::Classify(void)&lt;br /&gt;
53	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
55	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
56	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
57	CBaseEntity::GetBeamTraceFilter(void)&lt;br /&gt;
58	CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
59	CBasePlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
60	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
61	CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
62	CHL2MP_Player::TakeHealth(float,int)&lt;br /&gt;
63	CBaseEntity::IsAlive(void)&lt;br /&gt;
64	CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
65	CHL2_Player::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
66	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
67	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
68	CBaseEntity::IsNPC(void)const&lt;br /&gt;
69	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
70	CBaseEntity::GetDelay(void)&lt;br /&gt;
71	CBaseEntity::IsMoving(void)&lt;br /&gt;
72	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
73	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
74	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
75	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
76	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
77	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
78	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
79	CBaseEntity::IsTemplate(void)&lt;br /&gt;
80	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
81	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
82	CBaseEntity::IsPlayerUsableItem(void)&lt;br /&gt;
83	CBaseEntity::GetItemTypeID(void)&lt;br /&gt;
84	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
85	CBaseEntity::IsViewable(void)&lt;br /&gt;
86	CHL2MP_Player::ChangeTeam(int)&lt;br /&gt;
87	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
88	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
89	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
90	CBaseEntity::GetEnemy(void)&lt;br /&gt;
91	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
92	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
93	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
94	CBasePlayer::Touch(CBaseEntity *)&lt;br /&gt;
95	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
96	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
97	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
98	CBaseEntity::EndBlocked(void)&lt;br /&gt;
99	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
100	CHL2MP_Player::UpdateOnRemove(void)&lt;br /&gt;
101	CHL2_Player::StopLoopingSounds(void)&lt;br /&gt;
102	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
103	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
104	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
105	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
106	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
107	CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
108	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
109	CBaseEntity::Respawn(void)&lt;br /&gt;
110	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
111	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
112	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
113	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
114	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
115	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
116	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
117	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
118	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
119	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
120	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
121	CBaseEntity::GetDamage(void)&lt;br /&gt;
122	CBaseEntity::SetDamage(float)&lt;br /&gt;
123	CBasePlayer::EyePosition(void)&lt;br /&gt;
124	CBasePlayer::EyeAngles(void)&lt;br /&gt;
125	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
126	CBaseEntity::EarPosition(void)&lt;br /&gt;
127	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
128	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
129	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
130	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
131	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
132	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
133	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
134	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
135	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
136	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
137	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
138	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
139	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
140	CHL2_Player::Splash(void)&lt;br /&gt;
141	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
142	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
143	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
144	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
145	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
146	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
147	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
148	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
149	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
150	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
151	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
152	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
153	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
154	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
155	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
156	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
157	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
158	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
159	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
160	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
161	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
173	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
174	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
175	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
176	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
177	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
178	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
179	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
180	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
181	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
182	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
183	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
184	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
185	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
186	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
187	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
188	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
189	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
190	CBasePlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
191	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
192	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
193	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
194	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
195	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
196	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
197	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
198	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
199	CBaseAnimating::Extinguish(void)&lt;br /&gt;
200	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
201	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
202	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
203	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
204	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
205	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
206	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
207	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
208	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
209	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
210	CHL2_Player::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
211	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
212	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
213	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
214	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
215	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)&lt;br /&gt;
216	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
217	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)&lt;br /&gt;
218	CBasePlayer::BodyAngles(void)&lt;br /&gt;
219	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
220	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
221	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
222	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
223	CHL2_Player::EyeDirection2D(void)&lt;br /&gt;
224	CHL2_Player::EyeDirection3D(void)&lt;br /&gt;
225	CHL2_Player::GiveAmmo(int,int,bool)&lt;br /&gt;
226	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
227	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
228	CBaseCombatCharacter::Weapon_FrameUpdate(void)&lt;br /&gt;
229	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
230	CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
231	CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
232	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
233	CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
234	CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int,bool)&lt;br /&gt;
235	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
236	CHL2_Player::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
237	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
238	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
239	CBaseCombatCharacter::Weapon_SetSlot(int,CBaseCombatWeapon *)&lt;br /&gt;
240	CBaseCombatCharacter::Weapon_CleanupSlot(int)&lt;br /&gt;
241	CBaseCombatCharacter::Weapon_DeleteSlot(int)&lt;br /&gt;
242	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
243	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
244	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
245	CHL2_Player::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
246	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
247	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
248	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
249	CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
250	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
251	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
252	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
253	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
254	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
255	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
256	CHL2MP_Player::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
257	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
258	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
259	CBasePlayer::Event_Dying(void)&lt;br /&gt;
260	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
261	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
262	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
263	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
264	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
265	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
266	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
267	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
268	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
269	CBasePlayer::GetVehicle(void)&lt;br /&gt;
270	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
271	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
272	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
273	CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
274	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
275	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
276	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
277	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
278	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
279	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
280	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
281	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
282	CHL2MP_Player::CreateViewModel(int)&lt;br /&gt;
283	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
284	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
285	CHL2MP_Player::SharedSpawn(void)&lt;br /&gt;
286	CBasePlayer::ForceRespawn(void)&lt;br /&gt;
287	CHL2MP_Player::InitialSpawn(void)&lt;br /&gt;
288	CBasePlayer::InitHUD(void)&lt;br /&gt;
289	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
290	CHL2MP_Player::PlayerDeathThink(void)&lt;br /&gt;
291	CHL2MP_Player::Jump(void)&lt;br /&gt;
292	CBasePlayer::Duck(void)&lt;br /&gt;
293	CHL2MP_Player::PreThink(void)&lt;br /&gt;
294	CHL2MP_Player::PostThink(void)&lt;br /&gt;
295	CHL2MP_Player::DamageEffect(float,int)&lt;br /&gt;
296	CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
297	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
298	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
299	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
300	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
301	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
302	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
303	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
304	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
305	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
306	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
307	CHL2_Player::UpdateClientData(void)&lt;br /&gt;
308	CHL2_Player::ExitLadder(void)&lt;br /&gt;
309	CHL2_Player::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
310	CHL2_Player::SetFlashlightEnabled(bool)&lt;br /&gt;
311	CHL2MP_Player::FlashlightIsOn(void)&lt;br /&gt;
312	CHL2MP_Player::FlashlightTurnOn(void)&lt;br /&gt;
313	CHL2MP_Player::FlashlightTurnOff(void)&lt;br /&gt;
314	CHL2_Player::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
315	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
316	CHL2MP_Player::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
317	CBasePlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
318	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
319	CHL2MP_Player::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
320	CHL2MP_Player::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
321	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
322	CHL2_Player::CheatImpulseCommands(int)&lt;br /&gt;
323	CHL2MP_Player::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
324	CHL2MP_Player::StartObserverMode(int)&lt;br /&gt;
325	CHL2MP_Player::StopObserverMode(void)&lt;br /&gt;
326	CBasePlayer::ModeWantsSpectatorGUI(int)&lt;br /&gt;
327	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
328	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
329	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
330	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
331	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
332	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
333	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
334	CBasePlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
335	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
336	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
337	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
338	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
339	CBasePlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
340	CBasePlayer::AttemptToExitFreezeCam(void)&lt;br /&gt;
341	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
342	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
343	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
344	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
345	CHL2_Player::CreateCorpse(void)&lt;br /&gt;
346	CHL2MP_Player::EntSelectSpawnPoint(void)&lt;br /&gt;
347	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
348	CBasePlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
349	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
350	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
351	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
352	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
353	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
354	CBasePlayer::SelectItem(int,int)&lt;br /&gt;
355	CHL2MP_Player::ItemPostFrame(void)&lt;br /&gt;
356	CBasePlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
357	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
358	CHL2_Player::SetPlayerUnderwater(bool)&lt;br /&gt;
359	CHL2MP_Player::CanBreatheUnderwater(void)const&lt;br /&gt;
360	CHL2MP_Player::PlayerUse(void)&lt;br /&gt;
361	CHL2_Player::PlayUseDenySound(void)&lt;br /&gt;
362	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
363	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
364	CHL2MP_Player::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
365	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
366	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
367	CHL2_Player::GetHeldObject(void)&lt;br /&gt;
368	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
369	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
370	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
371	CHL2_Player::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
372	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
373	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
374	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
375	CHL2MP_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
376	CHL2MP_Player::CanHearAndReadChatFrom(CBasePlayer *)&lt;br /&gt;
377	CBasePlayer::CanSpeak(void)&lt;br /&gt;
378	CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
379	CHL2MP_Player::CheckChatText(char *,int)&lt;br /&gt;
380	CHL2MP_Player::CreateRagdollEntity(void)&lt;br /&gt;
381	CBasePlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
382	CHL2_Player::OnDoneDamage(void)&lt;br /&gt;
383	CHL2_Player::IsWalking(void)&lt;br /&gt;
384	CHL2MP_Player::IsPracticallyZombie(void)const&lt;br /&gt;
385	CHL2_Player::IsFollowingPhysics(void)&lt;br /&gt;
386	CHL2_Player::InitVCollision(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
387	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
388	CBasePlayer::Hints(void)&lt;br /&gt;
389	CBasePlayer::IsReadyToPlay(void)&lt;br /&gt;
390	CBasePlayer::IsReadyToSpawn(void)&lt;br /&gt;
391	CBasePlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
392	CBasePlayer::ResetPerRoundStats(void)&lt;br /&gt;
393	CBasePlayer::ResetScores(void)&lt;br /&gt;
394	CHL2_Player::EquipSuit(bool)&lt;br /&gt;
395	CHL2_Player::RemoveSuit(void)&lt;br /&gt;
396	CHL2MP_Player::CommitSuicide(bool,bool)&lt;br /&gt;
397	CHL2MP_Player::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
398	CBasePlayer::IsBot(void)const&lt;br /&gt;
399	CHL2MP_Player::NotePlayerTalked(void)&lt;br /&gt;
400	CBasePlayer::GetExpresser(void)&lt;br /&gt;
401	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
402	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
403	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
404	CHL2_Player::SuspendUse(float)&lt;br /&gt;
405	CHL2_Player::CommanderMode(void)&lt;br /&gt;
406	CHL2MP_Player::StartSprinting(void)&lt;br /&gt;
407	CHL2_Player::GetIdleTime(void)const&lt;br /&gt;
408	CHL2_Player::GetMoveTime(void)const&lt;br /&gt;
409	CHL2_Player::GetLastDamageTime(void)const&lt;br /&gt;
410	CHL2_Player::IsDucking(void)const&lt;br /&gt;
411	CHL2_Player::Weapon_Lower(void)&lt;br /&gt;
412	CHL2_Player::Weapon_Ready(void)&lt;br /&gt;
413	CHL2_Player::IsHoldingEntity(CBaseEntity *)&lt;br /&gt;
414	CHL2_Player::UpdateWeaponPosture(void)&lt;br /&gt;
415	CHL2_Player::NetworkStateChanged_m_fIsWalking(void)&lt;br /&gt;
416	CHL2_Player::NetworkStateChanged_m_fIsWalking(void *)&lt;br /&gt;
417	CHL2MP_Player::GhostSpawn(void)&lt;br /&gt;
418	CHL2MP_Player::WaitSpawn(void)&lt;br /&gt;
419	CHL2MP_Player::ObserverSpawn(void)&lt;br /&gt;
420	CHL2MP_Player::HandleCommand_JoinTeam(int)&lt;br /&gt;
421	CHL2MP_Player::CanHearChatFrom(CBasePlayer *)&lt;br /&gt;
422	CHL2MP_Player::RemoveWeight(float)&lt;br /&gt;
423	CHL2MP_Player::RemoveAllItems(void)&lt;br /&gt;
424	CHL2MP_Player::ItemReticleSearch(void)&lt;br /&gt;
425	CHL2MP_Player::InventoryStatus(void)&lt;br /&gt;
426	CHL2MP_Player::GiveNamedItem(char  const*)&lt;br /&gt;
427	CHL2MP_Player::PlayerWeaponPickup(CBaseCombatWeapon *)&lt;br /&gt;
428	CHL2MP_Player::GiveEmptyHands(void)&lt;br /&gt;
429	CHL2MP_Player::GivePhone(void)&lt;br /&gt;
430	CHL2MP_Player::SetPlayerTeamModel(int)&lt;br /&gt;
431	CHL2MP_Player::ShowBriefingMenu(void)&lt;br /&gt;
432	CHL2MP_Player::HideBriefingMenu(void)&lt;br /&gt;
433	CHL2MP_Player::CreateAmmo(char  const*)&lt;br /&gt;
434	CHL2MP_Player::PrepWeaponForDrop(CBaseCombatWeapon *)&lt;br /&gt;
435	CHL2MP_Player::ScootInventory(void)&lt;br /&gt;
436	CHL2MP_Player::PlayerDropWeapon(void)&lt;br /&gt;
437	CHL2MP_Player::PlayerUnloadWeapon(void)&lt;br /&gt;
438	CHL2MP_Player::PlayerCycleAmmoType(void)&lt;br /&gt;
439	CHL2MP_Player::PlayerCycleDropAmount(void)&lt;br /&gt;
440	CHL2MP_Player::PrepAmmoForDrop(CItem *)&lt;br /&gt;
441	CHL2MP_Player::PlayerDropAmmo(void)&lt;br /&gt;
442	CHL2MP_Player::GiveAmmoToPlayer(void)&lt;br /&gt;
443	CHL2MP_Player::ResetTeamSwitch(void)&lt;br /&gt;
444	CHL2MP_Player::Panic(bool)&lt;br /&gt;
445	CHL2MP_Player::Melee(bool)&lt;br /&gt;
446	CHL2MP_Player::VoiceMenu(char  const*,char  const*)&lt;br /&gt;
447	CHL2MP_Player::VoiceMenuText(char  const*)&lt;br /&gt;
448	CHL2MP_Player::Taunt(bool)&lt;br /&gt;
449	CHL2MP_Player::KillTaunt(bool)&lt;br /&gt;
450	CHL2MP_Player::Berzerk(void)&lt;br /&gt;
451	CHL2MP_Player::Go(void)&lt;br /&gt;
452	CHL2MP_Player::Camp(void)&lt;br /&gt;
453	CHL2MP_Player::HolsterWeapon(void)&lt;br /&gt;
454	CHL2MP_Player::SwitchToPhone(void)&lt;br /&gt;
455	CHL2MP_Player::Trace(void)&lt;br /&gt;
456	CHL2MP_Player::IsOnATeam(void)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sammy-ROCK!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Zombie_Panic_Source_Weapons&amp;diff=7529</id>
		<title>Zombie Panic Source Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Zombie_Panic_Source_Weapons&amp;diff=7529"/>
		<updated>2010-02-21T22:54:31Z</updated>

		<summary type="html">&lt;p&gt;Sammy-ROCK!: Created page with 'Rifles:&amp;lt;br/&amp;gt; weapon_m4&amp;lt;br/&amp;gt; weapon_ak47&amp;lt;br/&amp;gt; weapon_mp5&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; Shotguns:&amp;lt;br/&amp;gt; weapon_870&amp;lt;br/&amp;gt; weapon_supershorty&amp;lt;br/&amp;gt; weapon_winchester&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; Magnum:&amp;lt;br/&amp;gt; weapon_revolve...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rifles:&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_m4&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_ak47&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_mp5&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Shotguns:&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_870&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_supershorty&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_winchester&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magnum:&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_revolver&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Pistols:&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_glock&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_glock18c&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_usp&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_ppk&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee:&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_sledgehammer&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_shovel&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_axe&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_broom&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_chair&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_crowbar&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_fryingpan&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_golf&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_hammer&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_keyboard&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_machete&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_pipe&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_plank&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_pot&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_racket&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_spanner&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_tireiron&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_torque&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Explosives:&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_ied&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_frag&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Misc:&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_barricade&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_emptyhand&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_phone&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Zombies:&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_carrierarms&amp;lt;br/&amp;gt;&lt;br /&gt;
weapon_arms&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sammy-ROCK!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Weapon_Names(Source)&amp;diff=7528</id>
		<title>Weapon Names(Source)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Weapon_Names(Source)&amp;diff=7528"/>
		<updated>2010-02-21T22:44:38Z</updated>

		<summary type="html">&lt;p&gt;Sammy-ROCK!: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Counter-Strike: Source Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Team Fortress 2 Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Left 4 Dead Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Left 4 Dead 2 Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Zombie Panic Source Weapons]]&lt;/div&gt;</summary>
		<author><name>Sammy-ROCK!</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Vice_keys&amp;diff=7527</id>
		<title>Vice keys</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Vice_keys&amp;diff=7527"/>
		<updated>2010-02-21T22:14:23Z</updated>

		<summary type="html">&lt;p&gt;Sammy-ROCK!: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
| Game&lt;br /&gt;
| Key&lt;br /&gt;
|-&lt;br /&gt;
| Counter-Strike: Source&lt;br /&gt;
| d7NSuLq2&lt;br /&gt;
|- &lt;br /&gt;
| CSPromod&lt;br /&gt;
| H1aRQ0n1&lt;br /&gt;
|-&lt;br /&gt;
| Day of Defeat: Source&lt;br /&gt;
| Wl0u5B3F&lt;br /&gt;
|- &lt;br /&gt;
| Dystopia&lt;br /&gt;
| pH3apO8w&lt;br /&gt;
|- &lt;br /&gt;
| Half-Life 2: Deathmatch&lt;br /&gt;
| x9Ke0BY7&lt;br /&gt;
|- &lt;br /&gt;
| Insurgency&lt;br /&gt;
| DrA5e3EB&lt;br /&gt;
|-&lt;br /&gt;
| TF2 (items.ctx)&lt;br /&gt;
| A5fSXbf7&lt;br /&gt;
|- &lt;br /&gt;
| TF2 (everything else)&lt;br /&gt;
| E2NcUkG2&lt;br /&gt;
|- &lt;br /&gt;
| ZPS&lt;br /&gt;
| 5R0ni0pZ&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sammy-ROCK!</name></author>
		
	</entry>
</feed>