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	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(Half-Life_2:_Deathmatch)&amp;diff=4475</id>
		<title>CHL2MP Player Offset List (Half-Life 2: Deathmatch)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(Half-Life_2:_Deathmatch)&amp;diff=4475"/>
		<updated>2007-04-15T22:17:10Z</updated>

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