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	<id>https://wiki.alliedmods.net/index.php?action=history&amp;feed=atom&amp;title=CSDKPlayer_Offset_List_%28Empires%29</id>
	<title>CSDKPlayer Offset List (Empires) - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.alliedmods.net/index.php?action=history&amp;feed=atom&amp;title=CSDKPlayer_Offset_List_%28Empires%29"/>
	<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CSDKPlayer_Offset_List_(Empires)&amp;action=history"/>
	<updated>2026-05-16T11:13:36Z</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=CSDKPlayer_Offset_List_(Empires)&amp;diff=5751&amp;oldid=prev</id>
		<title>DS: Empires CSDKPlayer offset list (SourceMM) moved to CSDKPlayer Offset List (Empires): Removing SourceMM suffix once and for all</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CSDKPlayer_Offset_List_(Empires)&amp;diff=5751&amp;oldid=prev"/>
		<updated>2008-04-23T14:29:42Z</updated>

		<summary type="html">&lt;p&gt;&lt;a href=&quot;/Empires_CSDKPlayer_offset_list_(SourceMM)&quot; class=&quot;mw-redirect&quot; title=&quot;Empires CSDKPlayer offset list (SourceMM)&quot;&gt;Empires CSDKPlayer offset list (SourceMM)&lt;/a&gt; moved to &lt;a href=&quot;/CSDKPlayer_Offset_List_(Empires)&quot; title=&quot;CSDKPlayer Offset List (Empires)&quot;&gt;CSDKPlayer Offset List (Empires)&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 14:29, 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=CSDKPlayer_Offset_List_(Empires)&amp;diff=5443&amp;oldid=prev</id>
		<title>BAILOPAN at 03:29, 3 December 2007</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CSDKPlayer_Offset_List_(Empires)&amp;diff=5443&amp;oldid=prev"/>
		<updated>2007-12-03T03:29:58Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://wiki.alliedmods.net/index.php?title=CSDKPlayer_Offset_List_(Empires)&amp;amp;diff=5443&amp;amp;oldid=5270&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>BAILOPAN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CSDKPlayer_Offset_List_(Empires)&amp;diff=5270&amp;oldid=prev</id>
		<title>DS at 07:26, 30 October 2007</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CSDKPlayer_Offset_List_(Empires)&amp;diff=5270&amp;oldid=prev"/>
		<updated>2007-10-30T07:26:18Z</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 07:26, 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=CSDKPlayer_Offset_List_(Empires)&amp;diff=3328&amp;oldid=prev</id>
		<title>L. Duke at 21:01, 6 September 2006</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CSDKPlayer_Offset_List_(Empires)&amp;diff=3328&amp;oldid=prev"/>
		<updated>2006-09-06T21:01:08Z</updated>

		<summary type="html">&lt;p&gt;&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 09 Sept 2006&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0       CSDKPlayer::~CSDKPlayer()&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       CSDKPlayer::GetPredDescMap()&lt;br /&gt;
10      CSDKPlayer::GetServerClass()&lt;br /&gt;
11      CSDKPlayer::GetClassName()&lt;br /&gt;
12      CSDKPlayer::YouForgotToImplementOrDeclareServerClass()&lt;br /&gt;
13      CBasePlayer::GetDataDescMap()&lt;br /&gt;
14      CBaseAnimating::TestCollision(Ray_t const&amp;amp;, unsigned int, CGameTrace&amp;amp;)&lt;br /&gt;
15      CBaseAnimating::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      CSDKPlayer::Spawn()&lt;br /&gt;
24      CSDKPlayer::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      CBasePlayer::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      CBasePlayer::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      CBasePlayer::Classify()&lt;br /&gt;
51      CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
52      CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
53      CSDKPlayer::TraceAttack(CTakeDamageInfo const&amp;amp;, Vector const&amp;amp;, CGameTrace*)&lt;br /&gt;
54      CSDKPlayer::OnTakeDamage(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
55      CBasePlayer::TakeHealth(float, int)&lt;br /&gt;
56      CSDKPlayer::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      CBaseEntity::IsVehicle() const&lt;br /&gt;
70      CBaseEntity::IsAircraft() const&lt;br /&gt;
71      CBaseEntity::IsBuilding() const&lt;br /&gt;
72      CBasePlayer::IsNetClient()&lt;br /&gt;
73      CBaseEntity::IsTemplate()&lt;br /&gt;
74      CBaseEntity::IsBaseObject() const&lt;br /&gt;
75      CBaseEntity::GetServerVehicle()&lt;br /&gt;
76      CBaseEntity::IsViewable()&lt;br /&gt;
77      CSDKPlayer::ChangeTeam(int)&lt;br /&gt;
78      CBaseEntity::OnEntityEvent(EntityEvent_t, void*)&lt;br /&gt;
79      CBaseEntity::CanStandOn(CBaseEntity*) const&lt;br /&gt;
80      CBaseEntity::CanStandOn(edict_t*) const&lt;br /&gt;
81      CBaseEntity::GetEnemy()&lt;br /&gt;
82      CBaseEntity::GetEnemy() const&lt;br /&gt;
83      CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)&lt;br /&gt;
84      CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
85      CBasePlayer::Touch(CBaseEntity*)&lt;br /&gt;
86      CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
87      CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
88      CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
89      CBaseEntity::EndBlocked()&lt;br /&gt;
90      CBasePlayer::PhysicsSimulate()&lt;br /&gt;
91      CBasePlayer::UpdateOnRemove()&lt;br /&gt;
92      CBaseEntity::StopLoopingSounds()&lt;br /&gt;
93      CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)&lt;br /&gt;
94      CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&amp;amp;)&lt;br /&gt;
95      CBasePlayer::MakeTracer(Vector const&amp;amp;, CGameTrace const&amp;amp;, int)&lt;br /&gt;
96      CBaseEntity::FireBullets(FireBulletsInfo_t const&amp;amp;)&lt;br /&gt;
97      CBasePlayer::DoImpactEffect(CGameTrace&amp;amp;, int)&lt;br /&gt;
98      CBaseEntity::Respawn()&lt;br /&gt;
99      CBaseEntity::IsLockedByMaster()&lt;br /&gt;
100     CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&amp;amp;)&lt;br /&gt;
101     CBasePlayer::NetworkStateChanged_m_lifeState()&lt;br /&gt;
102     CBaseEntity::NetworkStateChanged_m_takedamage()&lt;br /&gt;
103     CBaseEntity::NetworkStateChanged_m_iMaxHealth()&lt;br /&gt;
104     CBaseEntity::NetworkStateChanged_m_iHealth()&lt;br /&gt;
105     CBaseEntity::GetDamageType() const&lt;br /&gt;
106     CBaseEntity::GetDamage()&lt;br /&gt;
107     CBaseEntity::SetDamage(float)&lt;br /&gt;
108     CBasePlayer::EyePosition()&lt;br /&gt;
109     CBasePlayer::EyeAngles()&lt;br /&gt;
110     CBasePlayer::LocalEyeAngles()&lt;br /&gt;
111     CBaseEntity::EarPosition()&lt;br /&gt;
112     CBasePlayer::BodyTarget(Vector const&amp;amp;, bool)&lt;br /&gt;
113     CBaseEntity::HeadTarget(Vector const&amp;amp;)&lt;br /&gt;
114     CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const&lt;br /&gt;
115     CBaseEntity::GetViewOffset()&lt;br /&gt;
116     CBasePlayer::GetSmoothedVelocity()&lt;br /&gt;
117     CBaseAnimating::GetVelocity(Vector*, Vector*)&lt;br /&gt;
118     CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**)&lt;br /&gt;
119     CBaseEntity::FVisible(Vector const&amp;amp;, int, CBaseEntity**)&lt;br /&gt;
120     CBaseEntity::CanBeSeen()&lt;br /&gt;
121     CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
122     CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
123     CBaseEntity::CanBePoweredUp()&lt;br /&gt;
124     CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)&lt;br /&gt;
125     CBaseEntity::GetGroundVelocityToApply(Vector&amp;amp;)&lt;br /&gt;
126     CBaseEntity::PhysicsSplash(Vector const&amp;amp;, Vector const&amp;amp;, float, float)&lt;br /&gt;
127     CBaseEntity::Splash()&lt;br /&gt;
128     CBaseEntity::WorldSpaceCenter() const&lt;br /&gt;
129     CBaseEntity::GetSoundEmissionOrigin() const&lt;br /&gt;
130     CBaseEntity::CreateVPhysics()&lt;br /&gt;
131     CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
132     CBasePlayer::VPhysicsDestroyObject()&lt;br /&gt;
133     CBasePlayer::VPhysicsUpdate(IPhysicsObject*)&lt;br /&gt;
134     CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
135     CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)&lt;br /&gt;
136     CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject*)&lt;br /&gt;
137     CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)&lt;br /&gt;
138     CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)&lt;br /&gt;
139     CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
140     CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)&lt;br /&gt;
141     CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
142     CBasePlayer::PhysicsSolidMaskForEntity() const&lt;br /&gt;
143     CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&amp;amp;, Vector&amp;amp;)&lt;br /&gt;
144     CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)&lt;br /&gt;
145     CBaseAnimating::GetStepOrigin() const&lt;br /&gt;
146     CBaseAnimating::GetStepAngles() const&lt;br /&gt;
147     CBaseEntity::ShouldDrawWaterImpacts()&lt;br /&gt;
148     CBaseEntity::NetworkStateChanged_m_fFlags()&lt;br /&gt;
149     CBasePlayer::NetworkStateChanged_m_hGroundEntity()&lt;br /&gt;
150     CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()&lt;br /&gt;
151     CBaseEntity::NetworkStateChanged_m_nWaterLevel()&lt;br /&gt;
152     CBasePlayer::NetworkStateChanged_m_flFriction()&lt;br /&gt;
153     CBaseEntity::NetworkStateChanged_m_vecVelocity()&lt;br /&gt;
154     CBasePlayer::NetworkStateChanged_m_vecViewOffset()&lt;br /&gt;
155     CBaseAnimating::GetIdealSpeed() const&lt;br /&gt;
156     CBaseAnimating::GetIdealAccel() const&lt;br /&gt;
157     CBaseAnimatingOverlay::StudioFrameAdvance()&lt;br /&gt;
158     CBaseAnimating::IsActivityFinished()&lt;br /&gt;
159     CBaseAnimating::ClampRagdollForce(Vector const&amp;amp;, Vector*)&lt;br /&gt;
160     CBaseAnimating::BecomeRagdollOnClient(Vector const&amp;amp;)&lt;br /&gt;
161     CBaseAnimating::IsRagdoll()&lt;br /&gt;
162     CBaseAnimating::CanBecomeRagdoll()&lt;br /&gt;
163     CBaseAnimatingOverlay::GetSkeleton(Vector*, Quaternion*, int)&lt;br /&gt;
164     CBaseAnimating::GetBoneTransform(int, matrix3x4_t&amp;amp;)&lt;br /&gt;
165     CBaseAnimating::SetupBones(matrix3x4_t*, int)&lt;br /&gt;
166     CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
167     CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)&lt;br /&gt;
168     CBaseAnimating::HandleAnimEvent(animevent_t*)&lt;br /&gt;
169     CBaseAnimating::GetAttachment(int, matrix3x4_t&amp;amp;)&lt;br /&gt;
170     CBaseAnimating::InitBoneControllers()&lt;br /&gt;
171     CBaseAnimating::GetGroundSpeedVelocity()&lt;br /&gt;
172     CBaseAnimating::DrawServerHitboxes(float, bool)&lt;br /&gt;
173     CBaseAnimating::Ignite(float, bool, float, bool)&lt;br /&gt;
174     CBaseAnimating::Extinguish()&lt;br /&gt;
175     CBaseCombatCharacter::SetLightingOrigin(CBaseEntity*)&lt;br /&gt;
176     CBaseFlex::SetViewtarget(Vector const&amp;amp;)&lt;br /&gt;
177     CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)&lt;br /&gt;
178     CBaseFlex::ProcessSceneEvents()&lt;br /&gt;
179     CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)&lt;br /&gt;
180     CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)&lt;br /&gt;
181     CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)&lt;br /&gt;
182     CBaseCombatCharacter::GetPhysicsImpactDamageTable()&lt;br /&gt;
183     CBaseCombatCharacter::FInViewCone(CBaseEntity*)&lt;br /&gt;
184     CBaseCombatCharacter::FInViewCone(Vector const&amp;amp;)&lt;br /&gt;
185     CBaseCombatCharacter::FInAimCone(CBaseEntity*)&lt;br /&gt;
186     CBaseCombatCharacter::FInAimCone(Vector const&amp;amp;)&lt;br /&gt;
187     CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
188     CBaseCombatCharacter::FindMissTarget()&lt;br /&gt;
189     CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*)&lt;br /&gt;
190     CBasePlayer::BodyAngles()&lt;br /&gt;
191     CBaseCombatCharacter::BodyDirection2D()&lt;br /&gt;
192     CBaseCombatCharacter::BodyDirection3D()&lt;br /&gt;
193     CBaseCombatCharacter::HeadDirection2D()&lt;br /&gt;
194     CBaseCombatCharacter::HeadDirection3D()&lt;br /&gt;
195     CBaseCombatCharacter::EyeDirection2D()&lt;br /&gt;
196     CBaseCombatCharacter::EyeDirection3D()&lt;br /&gt;
197     CBaseCombatCharacter::GiveAmmo(int, int, bool)&lt;br /&gt;
198     CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
199     CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)&lt;br /&gt;
200     CBasePlayer::Weapon_CanUse(CBaseCombatWeapon*)&lt;br /&gt;
201     CBasePlayer::Weapon_Equip(CBaseCombatWeapon*)&lt;br /&gt;
202     CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)&lt;br /&gt;
203     CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)&lt;br /&gt;
204     CBasePlayer::Weapon_Switch(CBaseCombatWeapon*, int)&lt;br /&gt;
205     CBasePlayer::Weapon_ShootPosition()&lt;br /&gt;
206     CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*)&lt;br /&gt;
207     CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)&lt;br /&gt;
208     CBaseCombatCharacter::Weapon_GetSlot(int) const&lt;br /&gt;
209     CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)&lt;br /&gt;
210     CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)&lt;br /&gt;
211     CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
212     CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
213     CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
214     CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)&lt;br /&gt;
215     CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*)&lt;br /&gt;
216     CBaseCombatCharacter::GetDeathActivity()&lt;br /&gt;
217     CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
218     CBaseCombatCharacter::CorpseFade()&lt;br /&gt;
219     CBaseCombatCharacter::HasHumanGibs()&lt;br /&gt;
220     CBaseCombatCharacter::HasAlienGibs()&lt;br /&gt;
221     CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
222     CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
223     CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
224     CBasePlayer::Event_Dying()&lt;br /&gt;
225     CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&amp;amp;, Vector const&amp;amp;)&lt;br /&gt;
226     CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&amp;amp;, Vector const&amp;amp;, int, int, float, bool)&lt;br /&gt;
227     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;
228     CBaseCombatCharacter::IRelationType(CBaseEntity*)&lt;br /&gt;
229     CBaseCombatCharacter::IRelationPriority(CBaseEntity*)&lt;br /&gt;
230     CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*)&lt;br /&gt;
231     CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)&lt;br /&gt;
232     CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)&lt;br /&gt;
233     CBasePlayer::DoMuzzleFlash()&lt;br /&gt;
234     CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)&lt;br /&gt;
235     CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)&lt;br /&gt;
236     CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)&lt;br /&gt;
237     CBasePlayer::NetworkStateChanged_m_iAmmo()&lt;br /&gt;
238     CSDKPlayer::CreateViewModel(int)&lt;br /&gt;
239     CBasePlayer::SetupVisibility(CBaseEntity*, unsigned char*, int)&lt;br /&gt;
240     CSDKPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec&amp;lt;2048&amp;gt; const*) const&lt;br /&gt;
241     CBasePlayer::SharedSpawn()&lt;br /&gt;
242     CSDKPlayer::InitialSpawn()&lt;br /&gt;
243     CBasePlayer::InitHUD()&lt;br /&gt;
244     CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*)&lt;br /&gt;
245     CBasePlayer::PlayerDeathThink()&lt;br /&gt;
246     CBasePlayer::Jump()&lt;br /&gt;
247     CBasePlayer::Duck()&lt;br /&gt;
248     CSDKPlayer::PreThink()&lt;br /&gt;
249     CSDKPlayer::PostThink()&lt;br /&gt;
250     CBasePlayer::DamageEffect(float, int)&lt;br /&gt;
251     CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&amp;amp;)&lt;br /&gt;
252     CBasePlayer::ShouldFadeOnDeath()&lt;br /&gt;
253     CBasePlayer::IsFakeClient()&lt;br /&gt;
254     CBasePlayer::GetPlayerMins() const&lt;br /&gt;
255     CBasePlayer::GetPlayerMaxs() const&lt;br /&gt;
256     CBasePlayer::CalcRoll(QAngle const&amp;amp;, Vector const&amp;amp;, float, float)&lt;br /&gt;
257     CBasePlayer::PackDeadPlayerItems()&lt;br /&gt;
258     CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
259     CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)&lt;br /&gt;
260     CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)&lt;br /&gt;
261     CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)&lt;br /&gt;
262     CBasePlayer::UpdateClientData()&lt;br /&gt;
263     CBasePlayer::ExitLadder()&lt;br /&gt;
264     CSDKPlayer::FlashlightIsOn()&lt;br /&gt;
265     CSDKPlayer::FlashlightTurnOn()&lt;br /&gt;
266     CSDKPlayer::FlashlightTurnOff()&lt;br /&gt;
267     CBasePlayer::UpdateStepSound(surfacedata_t*, Vector const&amp;amp;, Vector const&amp;amp;)&lt;br /&gt;
268     CBasePlayer::PlayStepSound(Vector&amp;amp;, surfacedata_t*, float, bool)&lt;br /&gt;
269     CBasePlayer::DeathSound()&lt;br /&gt;
270     CBasePlayer::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
271     CBasePlayer::ImpulseCommands()&lt;br /&gt;
272     CSDKPlayer::CheatImpulseCommands(int)&lt;br /&gt;
273     CSDKPlayer::ClientCommand(char const*)&lt;br /&gt;
274     CBasePlayer::StartObserverMode(int)&lt;br /&gt;
275     CBasePlayer::StopObserverMode()&lt;br /&gt;
276     CBasePlayer::SetObserverMode(int, bool)&lt;br /&gt;
277     CBasePlayer::GetObserverMode()&lt;br /&gt;
278     CBasePlayer::SetObserverTarget(CBaseEntity*)&lt;br /&gt;
279     CBasePlayer::ObserverUse(bool)&lt;br /&gt;
280     CBasePlayer::GetObserverTarget()&lt;br /&gt;
281     CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
282     CBasePlayer::IsValidObserverTarget(CBaseEntity*)&lt;br /&gt;
283     CBasePlayer::CheckObserverSettings()&lt;br /&gt;
284     CBasePlayer::JumptoPosition(Vector const&amp;amp;, QAngle const&amp;amp;)&lt;br /&gt;
285     CBasePlayer::ForceObserverMode(int, bool)&lt;br /&gt;
286     CBasePlayer::ResetObserverMode()&lt;br /&gt;
287     CBasePlayer::CreateCorpse()&lt;br /&gt;
288     CBasePlayer::EntSelectSpawnPoint()&lt;br /&gt;
289     CBasePlayer::GetInVehicle(IServerVehicle*, int)&lt;br /&gt;
290     CSDKPlayer::LeaveVehicle(Vector const&amp;amp;, QAngle const&amp;amp;)&lt;br /&gt;
291     CBasePlayer::OnVehicleStart()&lt;br /&gt;
292     CBasePlayer::OnVehicleEnd(Vector&amp;amp;)&lt;br /&gt;
293     CBasePlayer::BumpWeapon(CBaseCombatWeapon*, bool)&lt;br /&gt;
294     CBasePlayer::SelectLastItem()&lt;br /&gt;
295     CBasePlayer::SelectItem(char const*, int)&lt;br /&gt;
296     CBasePlayer::ItemPostFrame()&lt;br /&gt;
297     CBasePlayer::GiveNamedItem(char const*, int)&lt;br /&gt;
298     CBasePlayer::CheckTrainUpdate()&lt;br /&gt;
299     CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
300     CBasePlayer::CanBreatheUnderwater() const&lt;br /&gt;
301     CBasePlayer::PlayerUse()&lt;br /&gt;
302     CBasePlayer::PlayUseDenySound()&lt;br /&gt;
303     CBasePlayer::FindUseEntity()&lt;br /&gt;
304     CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int)&lt;br /&gt;
305     CBasePlayer::PickupObject(CBaseEntity*, bool)&lt;br /&gt;
306     CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*)&lt;br /&gt;
307     CBasePlayer::GetHeldObjectMass(IPhysicsObject*)&lt;br /&gt;
308     CBasePlayer::UpdateGeigerCounter()&lt;br /&gt;
309     CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
310     CBasePlayer::ShouldAutoaim()&lt;br /&gt;
311     CBasePlayer::ForceClientDllUpdate()&lt;br /&gt;
312     CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)&lt;br /&gt;
313     CBasePlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*)&lt;br /&gt;
314     CBasePlayer::CanSpeak()&lt;br /&gt;
315     CBasePlayer::CanHearChatFrom(CBasePlayer*)&lt;br /&gt;
316     CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&amp;amp;)&lt;br /&gt;
317     CBasePlayer::CheckChatText(char*, int)&lt;br /&gt;
318     CBasePlayer::IsFollowingPhysics()&lt;br /&gt;
319     CBasePlayer::InitVCollision()&lt;br /&gt;
320     CBasePlayer::UpdatePhysicsShadowToCurrentPosition()&lt;br /&gt;
321     CBasePlayer::EquipSuit()&lt;br /&gt;
322     CSDKPlayer::CommitSuicide()&lt;br /&gt;
323     CBasePlayer::IsBot()&lt;br /&gt;
324     CBasePlayer::NetworkStateChanged_m_ArmorValue()&lt;br /&gt;
325     CSDKPlayer::SDKAnim_GetActiveWeapon()&lt;br /&gt;
326     CSDKPlayer::SDKAnim_CanMove()&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>L. Duke</name></author>
		
	</entry>
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