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	<id>https://wiki.alliedmods.net/index.php?action=history&amp;feed=atom&amp;title=CHL2MP_Player_Offset_List_%28SourceForts%29</id>
	<title>CHL2MP Player Offset List (SourceForts) - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.alliedmods.net/index.php?action=history&amp;feed=atom&amp;title=CHL2MP_Player_Offset_List_%28SourceForts%29"/>
	<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SourceForts)&amp;action=history"/>
	<updated>2026-05-16T10:55:56Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.31.6</generator>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SourceForts)&amp;diff=5767&amp;oldid=prev</id>
		<title>DS: SourceForts CHL2MP Player offset list (SourceMM) moved to CHL2MP Player Offset List (SourceForts): Removing SourceMM suffix once and for all</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SourceForts)&amp;diff=5767&amp;oldid=prev"/>
		<updated>2008-04-23T14:44:03Z</updated>

		<summary type="html">&lt;p&gt;&lt;a href=&quot;/SourceForts_CHL2MP_Player_offset_list_(SourceMM)&quot; class=&quot;mw-redirect&quot; title=&quot;SourceForts CHL2MP Player offset list (SourceMM)&quot;&gt;SourceForts CHL2MP Player offset list (SourceMM)&lt;/a&gt; moved to &lt;a href=&quot;/CHL2MP_Player_Offset_List_(SourceForts)&quot; title=&quot;CHL2MP Player Offset List (SourceForts)&quot;&gt;CHL2MP Player Offset List (SourceForts)&lt;/a&gt;: Removing SourceMM suffix once and for all&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 14:44, 23 April 2008&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>DS</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SourceForts)&amp;diff=5453&amp;oldid=prev</id>
		<title>BAILOPAN at 14:32, 4 December 2007</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SourceForts)&amp;diff=5453&amp;oldid=prev"/>
		<updated>2007-12-04T14:32:05Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SourceForts)&amp;amp;diff=5453&amp;amp;oldid=5274&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>BAILOPAN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SourceForts)&amp;diff=5274&amp;oldid=prev</id>
		<title>DS at 07:27, 30 October 2007</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SourceForts)&amp;diff=5274&amp;oldid=prev"/>
		<updated>2007-10-30T07:27:28Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 07:27, 30 October 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Also for use when using [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Vfunc_offsets_%28SourceMM%29&lt;/del&gt;|&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;VFunc &lt;/del&gt;offsets]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Also for use when using [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Virtual Offsets (Source Mods)&lt;/ins&gt;|&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;virtual &lt;/ins&gt;offsets]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&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;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&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;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>DS</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SourceForts)&amp;diff=4881&amp;oldid=prev</id>
		<title>BAILOPAN: Insurgency CHL2MP Player offset list (SourceMM) moved to SourceForts CHL2MP Player offset list (SourceMM)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SourceForts)&amp;diff=4881&amp;oldid=prev"/>
		<updated>2007-07-08T03:54:17Z</updated>

		<summary type="html">&lt;p&gt;&lt;a href=&quot;/Insurgency_CHL2MP_Player_offset_list_(SourceMM)&quot; class=&quot;mw-redirect&quot; title=&quot;Insurgency CHL2MP Player offset list (SourceMM)&quot;&gt;Insurgency CHL2MP Player offset list (SourceMM)&lt;/a&gt; moved to &lt;a href=&quot;/SourceForts_CHL2MP_Player_offset_list_(SourceMM)&quot; class=&quot;mw-redirect&quot; title=&quot;SourceForts CHL2MP Player offset list (SourceMM)&quot;&gt;SourceForts CHL2MP Player offset list (SourceMM)&lt;/a&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 03:54, 8 July 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>BAILOPAN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SourceForts)&amp;diff=4880&amp;oldid=prev</id>
		<title>BAILOPAN: New page: Also for use when using VFunc offsets.  These are the &lt;b&gt;Windows&lt;/b&gt; offsets. &lt;b&gt;Linux offsets are 1 greater.&lt;/b&gt;  == The List == This comes from the symbo...</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(SourceForts)&amp;diff=4880&amp;oldid=prev"/>
		<updated>2007-07-08T03:41:47Z</updated>

		<summary type="html">&lt;p&gt;New page: Also for use when using &lt;a href=&quot;/Vfunc_offsets_(SourceMM)&quot; class=&quot;mw-redirect&quot; title=&quot;Vfunc offsets (SourceMM)&quot;&gt;VFunc offsets&lt;/a&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;  == The List == This comes from the symbo...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Also for use when using [[Vfunc_offsets_%28SourceMM%29|VFunc 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 07 July 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	CBasePlayer::GetPredDescMap()&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::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)&lt;br /&gt;
31	CBaseEntity::ValidateEntityConnections()&lt;br /&gt;
32	CBasePlayer::Activate()&lt;br /&gt;
33	CBasePlayer::ObjectCaps()&lt;br /&gt;
34	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
35	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
36	CHL2_Player::DrawDebugGeometryOverlays()&lt;br /&gt;
37	CBaseAnimating::DrawDebugTextOverlays()&lt;br /&gt;
38	CBasePlayer::Save(ISave &amp;amp;)&lt;br /&gt;
39	CBasePlayer::Restore(IRestore &amp;amp;)&lt;br /&gt;
40	CBasePlayer::ShouldSavePhysics()&lt;br /&gt;
41	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
42	CHL2_Player::OnRestore()&lt;br /&gt;
43	CBasePlayer::RequiredEdictIndex()&lt;br /&gt;
44	CBaseEntity::MoveDone()&lt;br /&gt;
45	CBaseEntity::Think()&lt;br /&gt;
46	CBaseEntity::NetworkStateChanged_m_nNextThinkTick()&lt;br /&gt;
47	CBaseAnimating::GetBaseAnimating()&lt;br /&gt;
48	CBaseEntity::GetResponseSystem()&lt;br /&gt;
49	CBaseEntity::DispatchResponse(char  const*)&lt;br /&gt;
50	CHL2_Player::Classify()&lt;br /&gt;
51	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
52	CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
53	CBasePlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
54	CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
55	CBasePlayer::TakeHealth(float,int)&lt;br /&gt;
56	CHL2MP_Player::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
57	CBaseCombatCharacter::BloodColor()&lt;br /&gt;
58	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
59	CBaseEntity::IsNPC() const&lt;br /&gt;
60	CBaseCombatCharacter::MyCombatCharacterPointer()&lt;br /&gt;
61	CBaseEntity::GetDelay()&lt;br /&gt;
62	CBaseEntity::IsMoving()&lt;br /&gt;
63	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
64	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
65	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
66	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
67	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
68	CBasePlayer::IsPlayer() const&lt;br /&gt;
69	CBasePlayer::IsNetClient()&lt;br /&gt;
70	CBaseEntity::IsTemplate()&lt;br /&gt;
71	CBaseEntity::IsBaseObject() const&lt;br /&gt;
72	CBaseEntity::GetServerVehicle()&lt;br /&gt;
73	CBaseEntity::IsViewable()&lt;br /&gt;
74	CHL2MP_Player::ChangeTeam(int)&lt;br /&gt;
75	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
76	CBaseEntity::CanStandOn(CBaseEntity*) const&lt;br /&gt;
77	CBaseEntity::CanStandOn(edict_t *) const&lt;br /&gt;
78	CBaseEntity::GetEnemy()&lt;br /&gt;
79	CBaseEntity::GetEnemy() const&lt;br /&gt;
80	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
81	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
82	CBasePlayer::Touch(CBaseEntity *)&lt;br /&gt;
83	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
84	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
85	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
86	CBaseEntity::EndBlocked()&lt;br /&gt;
87	CBasePlayer::PhysicsSimulate()&lt;br /&gt;
88	CHL2MP_Player::UpdateOnRemove()&lt;br /&gt;
89	CHL2_Player::StopLoopingSounds()&lt;br /&gt;
90	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
91	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
92	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
93	CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
94	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
95	CBaseEntity::Respawn()&lt;br /&gt;
96	CBaseEntity::IsLockedByMaster()&lt;br /&gt;
97	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
98	CBasePlayer::NetworkStateChanged_m_lifeState()&lt;br /&gt;
99	CBaseEntity::NetworkStateChanged_m_takedamage()&lt;br /&gt;
100	CBaseEntity::NetworkStateChanged_m_iMaxHealth()&lt;br /&gt;
101	CBaseEntity::NetworkStateChanged_m_iHealth()&lt;br /&gt;
102	CBaseEntity::GetDamageType() const&lt;br /&gt;
103	CBaseEntity::GetDamage()&lt;br /&gt;
104	CBaseEntity::SetDamage(float)&lt;br /&gt;
105	CBasePlayer::EyePosition()&lt;br /&gt;
106	CBasePlayer::EyeAngles()&lt;br /&gt;
107	CBasePlayer::LocalEyeAngles()&lt;br /&gt;
108	CBaseEntity::EarPosition()&lt;br /&gt;
109	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
110	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
111	CBaseEntity::GetVectors(Vector *,Vector *,Vector *) const&lt;br /&gt;
112	CBaseEntity::GetViewOffset()&lt;br /&gt;
113	CBasePlayer::GetSmoothedVelocity()&lt;br /&gt;
114	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
115	CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)&lt;br /&gt;
116	CBaseEntity::FVisible(Vector  const&amp;amp;,int,CBaseEntity**)&lt;br /&gt;
117	CBaseEntity::CanBeSeen()&lt;br /&gt;
118	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
119	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
120	CBaseEntity::CanBePoweredUp()&lt;br /&gt;
121	CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)&lt;br /&gt;
122	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
123	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
124	CBaseEntity::Splash()&lt;br /&gt;
125	CBaseEntity::WorldSpaceCenter() const&lt;br /&gt;
126	CBaseEntity::GetSoundEmissionOrigin() const&lt;br /&gt;
127	CBaseEntity::CreateVPhysics()&lt;br /&gt;
128	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
129	CBasePlayer::VPhysicsDestroyObject()&lt;br /&gt;
130	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
131	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
132	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
133	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
134	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
135	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
136	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
137	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
138	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
139	CBasePlayer::PhysicsSolidMaskForEntity() const&lt;br /&gt;
140	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
141	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
142	CBaseAnimating::GetStepOrigin() const&lt;br /&gt;
143	CBaseAnimating::GetStepAngles() const&lt;br /&gt;
144	CBaseEntity::ShouldDrawWaterImpacts()&lt;br /&gt;
145	CBaseEntity::NetworkStateChanged_m_fFlags()&lt;br /&gt;
146	CBasePlayer::NetworkStateChanged_m_hGroundEntity()&lt;br /&gt;
147	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()&lt;br /&gt;
148	CBaseEntity::NetworkStateChanged_m_nWaterLevel()&lt;br /&gt;
149	CBasePlayer::NetworkStateChanged_m_flFriction()&lt;br /&gt;
150	CBaseEntity::NetworkStateChanged_m_vecVelocity()&lt;br /&gt;
151	CBasePlayer::NetworkStateChanged_m_vecViewOffset()&lt;br /&gt;
152	CBaseAnimating::GetIdealSpeed() const&lt;br /&gt;
153	CBaseAnimating::GetIdealAccel() const&lt;br /&gt;
154	CBaseAnimatingOverlay::StudioFrameAdvance()&lt;br /&gt;
155	CBaseAnimating::IsActivityFinished()&lt;br /&gt;
156	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
157	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
158	CBaseAnimating::IsRagdoll()&lt;br /&gt;
159	CBaseAnimating::CanBecomeRagdoll()&lt;br /&gt;
160	CBaseAnimatingOverlay::GetSkeleton(Vector *,Quaternion *,int)&lt;br /&gt;
161	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
162	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
163	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
164	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
165	CBaseAnimating::HandleAnimEvent(animevent_t *)&lt;br /&gt;
166	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
167	CBaseAnimating::InitBoneControllers()&lt;br /&gt;
168	CBaseAnimating::GetGroundSpeedVelocity()&lt;br /&gt;
169	CBaseAnimating::DrawServerHitboxes(float,bool)&lt;br /&gt;
170	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
171	CBaseAnimating::Extinguish()&lt;br /&gt;
172	CBaseCombatCharacter::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
173	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
174	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
175	CBaseFlex::ProcessSceneEvents()&lt;br /&gt;
176	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
177	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
178	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
179	CBaseCombatCharacter::GetPhysicsImpactDamageTable()&lt;br /&gt;
180	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
181	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
182	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
183	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
184	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)&lt;br /&gt;
185	CBaseCombatCharacter::FindMissTarget()&lt;br /&gt;
186	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)&lt;br /&gt;
187	CBasePlayer::BodyAngles()&lt;br /&gt;
188	CBaseCombatCharacter::BodyDirection2D()&lt;br /&gt;
189	CBaseCombatCharacter::BodyDirection3D()&lt;br /&gt;
190	CBaseCombatCharacter::HeadDirection2D()&lt;br /&gt;
191	CBaseCombatCharacter::HeadDirection3D()&lt;br /&gt;
192	CHL2_Player::EyeDirection2D()&lt;br /&gt;
193	CHL2_Player::EyeDirection3D()&lt;br /&gt;
194	CHL2_Player::GiveAmmo(int,int,bool)&lt;br /&gt;
195	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
196	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
197	CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
198	CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
199	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
200	CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
201	CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
202	CBasePlayer::Weapon_ShootPosition()&lt;br /&gt;
203	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
204	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
205	CBaseCombatCharacter::Weapon_GetSlot(int) const&lt;br /&gt;
206	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
207	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
208	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
209	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
210	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
211	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
212	CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
213	CBaseCombatCharacter::GetDeathActivity()&lt;br /&gt;
214	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
215	CBaseCombatCharacter::CorpseFade()&lt;br /&gt;
216	CBaseCombatCharacter::HasHumanGibs()&lt;br /&gt;
217	CBaseCombatCharacter::HasAlienGibs()&lt;br /&gt;
218	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
219	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
220	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
221	CBasePlayer::Event_Dying()&lt;br /&gt;
222	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
223	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
224	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;
225	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
226	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
227	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
228	CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
229	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
230	CBasePlayer::DoMuzzleFlash()&lt;br /&gt;
231	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
232	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
233	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
234	CBasePlayer::NetworkStateChanged_m_iAmmo()&lt;br /&gt;
235	CHL2MP_Player::CreateViewModel(int)&lt;br /&gt;
236	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
237	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*) const&lt;br /&gt;
238	CBasePlayer::SharedSpawn()&lt;br /&gt;
239	CBasePlayer::InitialSpawn()&lt;br /&gt;
240	CBasePlayer::InitHUD()&lt;br /&gt;
241	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
242	CBasePlayer::PlayerDeathThink()&lt;br /&gt;
243	CBasePlayer::Jump()&lt;br /&gt;
244	CBasePlayer::Duck()&lt;br /&gt;
245	CHL2MP_Player::PreThink()&lt;br /&gt;
246	CHL2MP_Player::PostThink()&lt;br /&gt;
247	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
248	CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
249	CBasePlayer::ShouldFadeOnDeath()&lt;br /&gt;
250	CBasePlayer::IsFakeClient()&lt;br /&gt;
251	CBasePlayer::GetPlayerMins() const&lt;br /&gt;
252	CBasePlayer::GetPlayerMaxs() const&lt;br /&gt;
253	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
254	CBasePlayer::PackDeadPlayerItems()&lt;br /&gt;
255	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
256	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
257	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
258	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
259	CHL2_Player::UpdateClientData()&lt;br /&gt;
260	CHL2_Player::ExitLadder()&lt;br /&gt;
261	CHL2MP_Player::FlashlightIsOn()&lt;br /&gt;
262	CHL2MP_Player::FlashlightTurnOn()&lt;br /&gt;
263	CHL2MP_Player::FlashlightTurnOff()&lt;br /&gt;
264	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
265	CHL2MP_Player::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
266	CHL2MP_Player::DeathSound()&lt;br /&gt;
267	CHL2MP_Player::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
268	CBasePlayer::ImpulseCommands()&lt;br /&gt;
269	CHL2MP_Player::CheatImpulseCommands(int)&lt;br /&gt;
270	CHL2MP_Player::ClientCommand(char  const*)&lt;br /&gt;
271	CHL2MP_Player::StartObserverMode(int)&lt;br /&gt;
272	CBasePlayer::StopObserverMode()&lt;br /&gt;
273	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
274	CBasePlayer::GetObserverMode()&lt;br /&gt;
275	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
276	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
277	CBasePlayer::GetObserverTarget()&lt;br /&gt;
278	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
279	CBasePlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
280	CBasePlayer::CheckObserverSettings()&lt;br /&gt;
281	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
282	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
283	CBasePlayer::ResetObserverMode()&lt;br /&gt;
284	CHL2_Player::CreateCorpse()&lt;br /&gt;
285	CHL2MP_Player::EntSelectSpawnPoint()&lt;br /&gt;
286	CHL2_Player::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
287	CBasePlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
288	CBasePlayer::OnVehicleStart()&lt;br /&gt;
289	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
290	CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
291	CBasePlayer::SelectLastItem()&lt;br /&gt;
292	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
293	CHL2MP_Player::ItemPostFrame()&lt;br /&gt;
294	CBasePlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
295	CBasePlayer::CheckTrainUpdate()&lt;br /&gt;
296	CHL2_Player::SetPlayerUnderwater(bool)&lt;br /&gt;
297	CHL2_Player::CanBreatheUnderwater() const&lt;br /&gt;
298	CHL2_Player::PlayerUse()&lt;br /&gt;
299	CHL2_Player::PlayUseDenySound()&lt;br /&gt;
300	CBasePlayer::FindUseEntity()&lt;br /&gt;
301	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
302	CHL2MP_Player::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
303	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
304	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
305	CBasePlayer::UpdateGeigerCounter()&lt;br /&gt;
306	CHL2_Player::GetAutoaimVector(float)&lt;br /&gt;
307	CBasePlayer::ShouldAutoaim()&lt;br /&gt;
308	CBasePlayer::ForceClientDllUpdate()&lt;br /&gt;
309	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
310	CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
311	CBasePlayer::CanSpeak()&lt;br /&gt;
312	CBasePlayer::CanHearChatFrom(CBasePlayer*)&lt;br /&gt;
313	CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
314	CBasePlayer::CheckChatText(char *,int)&lt;br /&gt;
315	CHL2_Player::IsFollowingPhysics()&lt;br /&gt;
316	CHL2_Player::InitVCollision()&lt;br /&gt;
317	CBasePlayer::UpdatePhysicsShadowToCurrentPosition()&lt;br /&gt;
318	CHL2_Player::EquipSuit()&lt;br /&gt;
319	CBasePlayer::IsBot()&lt;br /&gt;
320	CBasePlayer::NetworkStateChanged_m_ArmorValue()&lt;br /&gt;
321	CHL2_Player::CommanderMode()&lt;br /&gt;
322	CHL2_Player::GetIdleTime() const&lt;br /&gt;
323	CHL2_Player::GetMoveTime() const&lt;br /&gt;
324	CHL2_Player::GetLastDamageTime() const&lt;br /&gt;
325	CHL2_Player::IsDucking() const&lt;br /&gt;
326	CHL2_Player::Weapon_Lower()&lt;br /&gt;
327	CHL2_Player::Weapon_Ready()&lt;br /&gt;
328	CHL2_Player::IsHoldingEntity(CBaseEntity *)&lt;br /&gt;
329	CHL2_Player::UpdateWeaponPosture()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAILOPAN</name></author>
		
	</entry>
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