<?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=CSDKPlayer_Offset_List_%28Hidden%3A_Source%29</id>
	<title>CSDKPlayer Offset List (Hidden: Source) - 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_%28Hidden%3A_Source%29"/>
	<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CSDKPlayer_Offset_List_(Hidden:_Source)&amp;action=history"/>
	<updated>2026-05-16T11:12:58Z</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_(Hidden:_Source)&amp;diff=5759&amp;oldid=prev</id>
		<title>DS: CSDKPlayer offset list (Hidden:Source) moved to CSDKPlayer Offset List (Hidden: Source): Consistency with other changed titles</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CSDKPlayer_Offset_List_(Hidden:_Source)&amp;diff=5759&amp;oldid=prev"/>
		<updated>2008-04-23T14:40:50Z</updated>

		<summary type="html">&lt;p&gt;&lt;a href=&quot;/CSDKPlayer_offset_list_(Hidden:Source)&quot; class=&quot;mw-redirect&quot; title=&quot;CSDKPlayer offset list (Hidden:Source)&quot;&gt;CSDKPlayer offset list (Hidden:Source)&lt;/a&gt; moved to &lt;a href=&quot;/CSDKPlayer_Offset_List_(Hidden:_Source)&quot; title=&quot;CSDKPlayer Offset List (Hidden: Source)&quot;&gt;CSDKPlayer Offset List (Hidden: Source)&lt;/a&gt;: Consistency with other changed 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 14:40, 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_(Hidden:_Source)&amp;diff=5714&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=CSDKPlayer_Offset_List_(Hidden:_Source)&amp;diff=5714&amp;oldid=prev"/>
		<updated>2008-04-06T06:21:31Z</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 @ 0x007FF480&lt;br /&gt;
// from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CSDKPlayer::~CSDKPlayer()&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	CSDKPlayer::GetPredDescMap(void)&lt;br /&gt;
10	CSDKPlayer::GetServerClass(void)&lt;br /&gt;
11	CSDKPlayer::GetClassName(void)&lt;br /&gt;
12	CSDKPlayer::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
13	CBasePlayer::GetDataDescMap(void)&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(void)&lt;br /&gt;
21	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
22	CBasePlayer::GetTracerType(void)&lt;br /&gt;
23	CSDKPlayer::Spawn(void)&lt;br /&gt;
24	CSDKPlayer::Precache(void)&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(void)&lt;br /&gt;
32	CBasePlayer::Activate(void)&lt;br /&gt;
33	CBasePlayer::ObjectCaps(void)&lt;br /&gt;
34	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
35	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
36	CBasePlayer::DrawDebugGeometryOverlays(void)&lt;br /&gt;
37	CBaseAnimating::DrawDebugTextOverlays(void)&lt;br /&gt;
38	CBasePlayer::Save(ISave &amp;amp;)&lt;br /&gt;
39	CBasePlayer::Restore(IRestore &amp;amp;)&lt;br /&gt;
40	CBasePlayer::ShouldSavePhysics(void)&lt;br /&gt;
41	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
42	CBasePlayer::OnRestore(void)&lt;br /&gt;
43	CBasePlayer::RequiredEdictIndex(void)&lt;br /&gt;
44	CBaseEntity::MoveDone(void)&lt;br /&gt;
45	CBaseEntity::Think(void)&lt;br /&gt;
46	CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
47	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
48	CBaseEntity::GetResponseSystem(void)&lt;br /&gt;
49	CBaseEntity::DispatchResponse(char  const*)&lt;br /&gt;
50	CBasePlayer::Classify(void)&lt;br /&gt;
51	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
52	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
53	CBasePlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
54	CBasePlayer::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(void)&lt;br /&gt;
58	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
59	CBaseEntity::IsNPC(void)const&lt;br /&gt;
60	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
61	CBaseEntity::GetDelay(void)&lt;br /&gt;
62	CBaseEntity::IsMoving(void)&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(void)const&lt;br /&gt;
69	CBasePlayer::IsNetClient(void)&lt;br /&gt;
70	CBaseEntity::IsTemplate(void)&lt;br /&gt;
71	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
72	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
73	CBaseEntity::IsViewable(void)&lt;br /&gt;
74	CBasePlayer::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(void)&lt;br /&gt;
79	CBaseEntity::GetEnemy(void)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(void)&lt;br /&gt;
87	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
88	CBasePlayer::UpdateOnRemove(void)&lt;br /&gt;
89	CBaseEntity::StopLoopingSounds(void)&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	CBaseEntity::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
94	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
95	CBaseEntity::Respawn(void)&lt;br /&gt;
96	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
97	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
98	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
99	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
100	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
101	CBaseEntity::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
102	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
103	CBaseEntity::GetDamage(void)&lt;br /&gt;
104	CBaseEntity::SetDamage(float)&lt;br /&gt;
105	CBasePlayer::EyePosition(void)&lt;br /&gt;
106	CBasePlayer::EyeAngles(void)&lt;br /&gt;
107	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
108	CBaseEntity::EarPosition(void)&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(void)&lt;br /&gt;
113	CBasePlayer::GetSmoothedVelocity(void)&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(void)&lt;br /&gt;
118	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
119	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
120	CBaseEntity::CanBePoweredUp(void)&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(void)&lt;br /&gt;
125	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
126	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
127	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
128	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
129	CBasePlayer::VPhysicsDestroyObject(void)&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(void)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(void)const&lt;br /&gt;
143	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
144	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
145	CBaseEntity::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
146	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
147	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
148	CBaseEntity::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
149	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
150	CBaseEntity::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
151	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
152	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
153	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
154	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
155	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
156	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
157	CBaseAnimating::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
158	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
159	CBaseAnimating::CanBecomeRagdoll(void)&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(void)&lt;br /&gt;
168	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
169	CBaseAnimating::DrawServerHitboxes(float,bool)&lt;br /&gt;
170	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
171	CBaseAnimating::Extinguish(void)&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(void)&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(void)&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	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
185	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
186	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)&lt;br /&gt;
187	CBasePlayer::BodyAngles(void)&lt;br /&gt;
188	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
189	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
190	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
191	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
192	CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
193	CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
194	CBaseCombatCharacter::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	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
198	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
199	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
200	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
201	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
202	CBasePlayer::Weapon_ShootPosition(void)&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	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
213	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
214	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
215	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
216	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
217	CBaseCombatCharacter::HasAlienGibs(void)&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(CTakeDamageInfo  const&amp;amp;)&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	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
228	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
229	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
230	CBasePlayer::DoMuzzleFlash(void)&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(void)&lt;br /&gt;
235	CSDKPlayer::CreateViewModel(int)&lt;br /&gt;
236	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
237	CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
238	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
239	CBasePlayer::EntSelectSpawnPoint(void)&lt;br /&gt;
240	CSDKPlayer::InitialSpawn(void)&lt;br /&gt;
241	CBasePlayer::InitHUD(void)&lt;br /&gt;
242	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
243	CBasePlayer::PlayerDeathThink(void)&lt;br /&gt;
244	CBasePlayer::Jump(void)&lt;br /&gt;
245	CBasePlayer::Duck(void)&lt;br /&gt;
246	CSDKPlayer::PreThink(void)&lt;br /&gt;
247	CSDKPlayer::PostThink(void)&lt;br /&gt;
248	CBasePlayer::DamageEffect(float,int)&lt;br /&gt;
249	CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
250	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
251	CBasePlayer::IsFakeClient(void)&lt;br /&gt;
252	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
253	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
254	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
255	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
256	CBasePlayer::RemoveAllItems(bool)&lt;br /&gt;
257	CBasePlayer::SetZoom(bool)&lt;br /&gt;
258	CBasePlayer::SetEquipment(int)&lt;br /&gt;
259	CBasePlayer::GetEquipment(void)&lt;br /&gt;
260	CBasePlayer::GetNewEquipment(void)&lt;br /&gt;
261	CBasePlayer::SetPrimary(int)&lt;br /&gt;
262	CBasePlayer::GetPrimary(void)&lt;br /&gt;
263	CBasePlayer::GetNewPrimary(void)&lt;br /&gt;
264	CBasePlayer::SetSecondary(int)&lt;br /&gt;
265	CBasePlayer::GetSecondary(void)&lt;br /&gt;
266	CBasePlayer::GetNewSecondary(void)&lt;br /&gt;
267	CBasePlayer::SetReady(bool)&lt;br /&gt;
268	CBasePlayer::IsReady(void)&lt;br /&gt;
269	CBasePlayer::SetPrimaryBool(bool)&lt;br /&gt;
270	CBasePlayer::HasPrimary(void)&lt;br /&gt;
271	CBasePlayer::SetSecondaryBool(bool)&lt;br /&gt;
272	CBasePlayer::HasSecondary(void)&lt;br /&gt;
273	CBasePlayer::SetEquipmentBool(bool)&lt;br /&gt;
274	CBasePlayer::HasEquipment(void)&lt;br /&gt;
275	CBasePlayer::SetNoHidden(bool)&lt;br /&gt;
276	CBasePlayer::GetNoHidden(void)&lt;br /&gt;
277	CBasePlayer::SetHadHidden(bool)&lt;br /&gt;
278	CBasePlayer::GetHadHidden(void)&lt;br /&gt;
279	CBasePlayer::ChangeClass(int)&lt;br /&gt;
280	CBasePlayer::GetClass(void)&lt;br /&gt;
281	CBasePlayer::GetNewClass(void)&lt;br /&gt;
282	CBasePlayer::UpdatePlayerInfo(void)&lt;br /&gt;
283	CBasePlayer::SetSafe(bool)&lt;br /&gt;
284	CBasePlayer::GetSafe(void)&lt;br /&gt;
285	CBasePlayer::GetStamina(void)&lt;br /&gt;
286	CBasePlayer::SetStamina(float)&lt;br /&gt;
287	CBasePlayer::SetRadio(float)&lt;br /&gt;
288	CBasePlayer::GetRadio(void)&lt;br /&gt;
289	CBasePlayer::RequestedAmmo(void)&lt;br /&gt;
290	CBasePlayer::SetAmmoRequest(bool)&lt;br /&gt;
291	CBasePlayer::SetAmmoRecieved(void)&lt;br /&gt;
292	CBasePlayer::GetAmmoRecieved(void)&lt;br /&gt;
293	CBasePlayer::LAMIsOn(void)&lt;br /&gt;
294	CBasePlayer::LaserTurnOn(void)&lt;br /&gt;
295	CBasePlayer::LaserTurnOff(void)&lt;br /&gt;
296	CBasePlayer::NightVisionEnabled(void)&lt;br /&gt;
297	CBasePlayer::SetNightVision(bool)&lt;br /&gt;
298	CBasePlayer::IsBoosted(void)&lt;br /&gt;
299	CBasePlayer::SetBoosted(bool)&lt;br /&gt;
300	CBasePlayer::SetBoost(int)&lt;br /&gt;
301	CBasePlayer::GetBoost(void)&lt;br /&gt;
302	CBasePlayer::GetBoostTimer(void)&lt;br /&gt;
303	CBasePlayer::Boost(void)&lt;br /&gt;
304	CBasePlayer::IsViewing(void)&lt;br /&gt;
305	CBasePlayer::SetAura(bool)&lt;br /&gt;
306	CBasePlayer::IsStunned(void)&lt;br /&gt;
307	CBasePlayer::CancelStun(void)&lt;br /&gt;
308	CBasePlayer::Stun(CBasePlayer*)&lt;br /&gt;
309	CBasePlayer::UpdateStun(void)&lt;br /&gt;
310	CBasePlayer::Shockwave(float,float)&lt;br /&gt;
311	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
312	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
313	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
314	CBasePlayer::UpdateClientData(void)&lt;br /&gt;
315	CBasePlayer::ExitLadder(void)&lt;br /&gt;
316	CSDKPlayer::FlashlightIsOn(void)&lt;br /&gt;
317	CSDKPlayer::FlashlightTurnOn(void)&lt;br /&gt;
318	CSDKPlayer::FlashlightTurnOff(void)&lt;br /&gt;
319	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
320	CBasePlayer::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
321	CBasePlayer::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
322	CBasePlayer::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
323	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
324	CSDKPlayer::CheatImpulseCommands(int)&lt;br /&gt;
325	CBasePlayer::ClientCommand(char  const*)&lt;br /&gt;
326	CBasePlayer::StartObserverMode(int)&lt;br /&gt;
327	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
328	CBasePlayer::SetObserverMode(int,bool)&lt;br /&gt;
329	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
330	CBasePlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
331	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
332	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
333	CBasePlayer::FindNextObserverTarget(bool)&lt;br /&gt;
334	CBasePlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
335	CBasePlayer::CheckObserverSettings(void)&lt;br /&gt;
336	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
337	CBasePlayer::ForceObserverMode(int,bool)&lt;br /&gt;
338	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
339	CBasePlayer::CreateCorpse(void)&lt;br /&gt;
340	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
341	CSDKPlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
342	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
343	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
344	CBasePlayer::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
345	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
346	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
347	CBasePlayer::ItemPostFrame(void)&lt;br /&gt;
348	CBasePlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
349	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
350	CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
351	CBasePlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
352	CSDKPlayer::PlayerUse(void)&lt;br /&gt;
353	CBasePlayer::PlayUseDenySound(void)&lt;br /&gt;
354	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
355	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
356	CSDKPlayer::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
357	CSDKPlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
358	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
359	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
360	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
361	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
362	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
363	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
364	CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
365	CBasePlayer::CanSpeak(void)&lt;br /&gt;
366	CBasePlayer::CanHearChatFrom(CBasePlayer*)&lt;br /&gt;
367	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
368	CBasePlayer::CheckChatText(char *,int)&lt;br /&gt;
369	CBasePlayer::IsFollowingPhysics(void)&lt;br /&gt;
370	CBasePlayer::InitVCollision(void)&lt;br /&gt;
371	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
372	CBasePlayer::EquipSuit(void)&lt;br /&gt;
373	CBasePlayer::IsBot(void)&lt;br /&gt;
374	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
375	CSDKPlayer::IsHoldingEntity(CBaseEntity *)&lt;br /&gt;
376	CSDKPlayer::StopWalking(void)&lt;br /&gt;
377	CSDKPlayer::StartWalking(void)&lt;br /&gt;
378	CSDKPlayer::SDKAnim_GetActiveWeapon(void)&lt;br /&gt;
379	CSDKPlayer::SDKAnim_CanMove(void)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAILOPAN</name></author>
		
	</entry>
</feed>