<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.alliedmods.net/index.php?action=history&amp;feed=atom&amp;title=CHL2MP_Player_Offset_List_%28Zombie_Master%29</id>
	<title>CHL2MP Player Offset List (Zombie Master) - 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_%28Zombie_Master%29"/>
	<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(Zombie_Master)&amp;action=history"/>
	<updated>2026-05-16T11:38:19Z</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_(Zombie_Master)&amp;diff=5773&amp;oldid=prev</id>
		<title>DS: Zombie Master Player offset list moved to CHL2MP Player Offset List (Zombie Master): Consistency with other titles</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(Zombie_Master)&amp;diff=5773&amp;oldid=prev"/>
		<updated>2008-04-23T14:46:55Z</updated>

		<summary type="html">&lt;p&gt;&lt;a href=&quot;/Zombie_Master_Player_offset_list&quot; class=&quot;mw-redirect&quot; title=&quot;Zombie Master Player offset list&quot;&gt;Zombie Master Player offset list&lt;/a&gt; moved to &lt;a href=&quot;/CHL2MP_Player_Offset_List_(Zombie_Master)&quot; title=&quot;CHL2MP Player Offset List (Zombie Master)&quot;&gt;CHL2MP Player Offset List (Zombie Master)&lt;/a&gt;: Consistency with other titles&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 14:46, 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_(Zombie_Master)&amp;diff=5718&amp;oldid=prev</id>
		<title>BAILOPAN: New page: Also for use when using virtual 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 sy...</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CHL2MP_Player_Offset_List_(Zombie_Master)&amp;diff=5718&amp;oldid=prev"/>
		<updated>2008-04-06T06:46:28Z</updated>

		<summary type="html">&lt;p&gt;New page: Also for use when using &lt;a href=&quot;/Virtual_Offsets_(Source_Mods)&quot; title=&quot;Virtual Offsets (Source Mods)&quot;&gt;virtual 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 sy...&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 [[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 06 April 2008&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x00B35840&lt;br /&gt;
// from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CHL2MP_Player::~CHL2MP_Player()&lt;br /&gt;
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
2	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
3	CBaseEntity::GetCollideable(void)&lt;br /&gt;
4	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
5	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
6	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
7	CBaseEntity::GetModelName(void)const&lt;br /&gt;
8	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
9	CHL2MP_Player::_GetClassName(void)&lt;br /&gt;
10	CHL2MP_Player::GetServerClass(void)&lt;br /&gt;
11	CHL2MP_Player::GetClassName(void)&lt;br /&gt;
12	CHL2MP_Player::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
13	CHL2MP_Player::GetDataDescMap(void)&lt;br /&gt;
14	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
15	CHL2_Player::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
16	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
17	CBaseEntity::ShouldCollide(int,int)const&lt;br /&gt;
18	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
19	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
20	CBasePlayer::UpdateTransmitState(void)&lt;br /&gt;
21	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
22	CBasePlayer::GetTracerType(void)&lt;br /&gt;
23	CHL2MP_Player::Spawn(void)&lt;br /&gt;
24	CHL2MP_Player::Precache(void)&lt;br /&gt;
25	CBaseFlex::SetModel(char  const*)&lt;br /&gt;
26	CBaseEntity::PostConstructor(char  const*)&lt;br /&gt;
27	CBaseEntity::PostClientActive(void)&lt;br /&gt;
28	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
29	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
30	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
31	CBaseEntity::KeyValue(char  const*,Vector)&lt;br /&gt;
32	CHL2_Player::Activate(void)&lt;br /&gt;
33	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
34	CBasePlayer::ObjectCaps(void)&lt;br /&gt;
35	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
36	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
37	CHL2_Player::DrawDebugGeometryOverlays(void)&lt;br /&gt;
38	CBaseAnimating::DrawDebugTextOverlays(void)&lt;br /&gt;
39	CBasePlayer::Save(ISave &amp;amp;)&lt;br /&gt;
40	CBasePlayer::Restore(IRestore &amp;amp;)&lt;br /&gt;
41	CBasePlayer::ShouldSavePhysics(void)&lt;br /&gt;
42	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
43	CHL2_Player::OnRestore(void)&lt;br /&gt;
44	CBasePlayer::RequiredEdictIndex(void)&lt;br /&gt;
45	CBaseEntity::MoveDone(void)&lt;br /&gt;
46	CBaseEntity::Think(void)&lt;br /&gt;
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
49	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
50	CBaseEntity::GetResponseSystem(void)&lt;br /&gt;
51	CBaseEntity::DispatchResponse(char  const*)&lt;br /&gt;
52	CHL2_Player::Classify(void)&lt;br /&gt;
53	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
55	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
56	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
57	CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
58	CBasePlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
60	CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
61	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(void)&lt;br /&gt;
65	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
66	CBaseEntity::IsNPC(void)const&lt;br /&gt;
67	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
68	CBaseEntity::GetDelay(void)&lt;br /&gt;
69	CBaseEntity::IsMoving(void)&lt;br /&gt;
70	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
71	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
72	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
73	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
74	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
75	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
76	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
77	CBaseEntity::IsTemplate(void)&lt;br /&gt;
78	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
79	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
80	CBaseEntity::IsViewable(void)&lt;br /&gt;
81	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(void)&lt;br /&gt;
86	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
87	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
88	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
89	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(void)&lt;br /&gt;
94	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
95	CHL2MP_Player::UpdateOnRemove(void)&lt;br /&gt;
96	CHL2_Player::StopLoopingSounds(void)&lt;br /&gt;
97	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
98	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
99	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
100	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
101	CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
102	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
103	CBaseEntity::Respawn(void)&lt;br /&gt;
104	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
105	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
106	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
107	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
108	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
109	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
110	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
111	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
112	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
113	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
114	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
115	CBaseEntity::GetDamage(void)&lt;br /&gt;
116	CBaseEntity::SetDamage(float)&lt;br /&gt;
117	CBasePlayer::EyePosition(void)&lt;br /&gt;
118	CBasePlayer::EyeAngles(void)&lt;br /&gt;
119	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
120	CBaseEntity::EarPosition(void)&lt;br /&gt;
121	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
122	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
123	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
124	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
125	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
126	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
127	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
128	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
129	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
130	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
131	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
132	CBaseEntity::CanBePoweredUp(void)&lt;br /&gt;
133	CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)&lt;br /&gt;
134	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
135	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
136	CBaseEntity::Splash(void)&lt;br /&gt;
137	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
138	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
139	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
140	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
141	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
142	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
143	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
144	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
145	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
146	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
147	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
148	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
149	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
150	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
151	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
152	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
153	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
154	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
155	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
156	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
157	CBaseEntity::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
158	CBaseEntity::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
159	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
160	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
161	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
162	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
163	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
164	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
165	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
166	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
167	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
168	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
169	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
171	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
172	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
173	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
174	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
175	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
176	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
177	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
178	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
179	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
180	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
181	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
182	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
183	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
184	CBaseAnimating::HandleAnimEvent(animevent_t *)&lt;br /&gt;
185	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
186	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
187	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
188	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
189	CBaseAnimating::Extinguish(void)&lt;br /&gt;
190	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
191	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
192	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
193	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
194	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
195	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
196	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
197	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
198	CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
199	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
200	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
201	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
202	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
203	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)&lt;br /&gt;
204	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
205	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)&lt;br /&gt;
206	CBasePlayer::BodyAngles(void)&lt;br /&gt;
207	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
208	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
209	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
210	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
211	CHL2_Player::EyeDirection2D(void)&lt;br /&gt;
212	CHL2_Player::EyeDirection3D(void)&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(void)&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(void)&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(void)&lt;br /&gt;
234	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
235	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
236	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
237	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
238	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
239	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
240	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
241	CBasePlayer::Event_Dying(void)&lt;br /&gt;
242	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
243	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
244	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
245	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
246	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
247	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
248	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
249	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
250	CBaseCombatCharacter::IsInAVehicle(void)&lt;br /&gt;
251	CBasePlayer::GetVehicle(void)&lt;br /&gt;
252	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
253	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(void)&lt;br /&gt;
257	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
258	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
259	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
260	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
261	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
262	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
263	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(void)&lt;br /&gt;
267	CBasePlayer::InitialSpawn(void)&lt;br /&gt;
268	CBasePlayer::InitHUD(void)&lt;br /&gt;
269	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
270	CHL2MP_Player::PlayerDeathThink(void)&lt;br /&gt;
271	CBasePlayer::Jump(void)&lt;br /&gt;
272	CBasePlayer::Duck(void)&lt;br /&gt;
273	CHL2MP_Player::PreThink(void)&lt;br /&gt;
274	CHL2MP_Player::PostThink(void)&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(void)&lt;br /&gt;
278	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
279	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
280	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
281	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
282	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
283	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
284	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
285	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
286	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
287	CHL2_Player::UpdateClientData(void)&lt;br /&gt;
288	CHL2_Player::ExitLadder(void)&lt;br /&gt;
289	CHL2MP_Player::FlashlightIsOn(void)&lt;br /&gt;
290	CHL2MP_Player::FlashlightTurnOn(void)&lt;br /&gt;
291	CHL2MP_Player::FlashlightTurnOff(void)&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(void)&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	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
302	CBasePlayer::SetObserverMode(int)&lt;br /&gt;
303	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
304	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
305	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
306	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
307	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
308	CBasePlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
309	CBasePlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
310	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
311	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
312	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
313	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
314	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
315	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
316	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
317	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
318	CHL2_Player::CreateCorpse(void)&lt;br /&gt;
319	CHL2MP_Player::EntSelectSpawnPoint(void)&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(void)&lt;br /&gt;
323	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
324	CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
325	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
326	CBasePlayer::GetLastWeapon(void)&lt;br /&gt;
327	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
328	CHL2_Player::ItemPostFrame(void)&lt;br /&gt;
329	CBasePlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
330	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
331	CHL2_Player::SetPlayerUnderwater(bool)&lt;br /&gt;
332	CHL2_Player::CanBreatheUnderwater(void)const&lt;br /&gt;
333	CHL2_Player::PlayerUse(void)&lt;br /&gt;
334	CHL2_Player::PlayUseDenySound(void)&lt;br /&gt;
335	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
336	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
337	CHL2MP_Player::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
338	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
339	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
340	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
341	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
342	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
343	CHL2_Player::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
344	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
345	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
346	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
347	CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
348	CBasePlayer::CanSpeak(void)&lt;br /&gt;
349	CBasePlayer::CanHearChatFrom(CBasePlayer*)&lt;br /&gt;
350	CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
351	CHL2MP_Player::CheckChatText(char *,int)&lt;br /&gt;
352	CHL2_Player::IsFollowingPhysics(void)&lt;br /&gt;
353	CHL2_Player::InitVCollision(void)&lt;br /&gt;
354	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
355	CHL2_Player::EquipSuit(bool)&lt;br /&gt;
356	CHL2_Player::RemoveSuit(void)&lt;br /&gt;
357	CBasePlayer::CommitSuicide(void)&lt;br /&gt;
358	CBasePlayer::IsBot(void)const&lt;br /&gt;
359	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
360	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
361	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
362	CHL2_Player::SuspendUse(float)&lt;br /&gt;
363	CHL2_Player::CommanderMode(void)&lt;br /&gt;
364	CHL2_Player::GetIdleTime(void)const&lt;br /&gt;
365	CHL2_Player::GetMoveTime(void)const&lt;br /&gt;
366	CHL2_Player::GetLastDamageTime(void)const&lt;br /&gt;
367	CHL2_Player::IsDucking(void)const&lt;br /&gt;
368	CHL2_Player::Weapon_Lower(void)&lt;br /&gt;
369	CHL2_Player::Weapon_Ready(void)&lt;br /&gt;
370	CHL2_Player::IsHoldingEntity(CBaseEntity *)&lt;br /&gt;
371	CHL2_Player::UpdateWeaponPosture(void)&lt;br /&gt;
372	CHL2MP_Player::ChangeTeamDelayed(int)&lt;br /&gt;
373	CUniformRandomStream::SetSeed(int)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAILOPAN</name></author>
		
	</entry>
</feed>