Difference between revisions of "CCSGameRules Offset List (Counter-Strike: Source)"
(Undo revision 6230 by Matt29addai (Talk)) |
(→The List: Updated Offsets for the CSS Source2009 port) |
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This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions near the end. | This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions near the end. | ||
− | <b>Last Updated | + | <b>Last Updated 24 June 2010</b> |
<pre> | <pre> | ||
− | // Auto reconstructed from vtable block @ | + | // Auto reconstructed from vtable block @ 0x00A721A0 |
− | // from " | + | // from "server.so", by ida_vtables.idc |
− | 0 | + | 0 CMultiplayRules::Init(void) |
− | 1 CBaseGameSystemPerFrame:: | + | 1 CBaseGameSystemPerFrame::PostInit(void) |
2 CBaseGameSystemPerFrame::Shutdown(void) | 2 CBaseGameSystemPerFrame::Shutdown(void) | ||
3 CCSGameRules::LevelInitPreEntity(void) | 3 CCSGameRules::LevelInitPreEntity(void) | ||
Line 24: | Line 24: | ||
11 CCSGameRules::~CCSGameRules() | 11 CCSGameRules::~CCSGameRules() | ||
12 CCSGameRules::~CCSGameRules() | 12 CCSGameRules::~CCSGameRules() | ||
− | 13 CBaseGameSystemPerFrame:: | + | 13 CBaseGameSystemPerFrame::FrameUpdatePreEntityThink(void) |
− | 14 | + | 14 CGameRules::FrameUpdatePostEntityThink(void) |
− | 15 | + | 15 CBaseGameSystemPerFrame::PreClientUpdate(void) |
− | 16 | + | 16 CMultiplayRules::Damage_IsTimeBased(int) |
− | + | 17 CMultiplayRules::Damage_ShouldGibCorpse(int) | |
− | + | 18 CMultiplayRules::Damage_ShowOnHUD(int) | |
− | + | 19 CMultiplayRules::Damage_NoPhysicsForce(int) | |
− | + | 20 CMultiplayRules::Damage_ShouldNotBleed(int) | |
− | + | 21 CMultiplayRules::Damage_GetTimeBased(void) | |
− | + | 22 CMultiplayRules::Damage_GetShouldGibCorpse(void) | |
− | + | 23 CMultiplayRules::Damage_GetShowOnHud(void) | |
− | + | 24 CMultiplayRules::Damage_GetNoPhysicsForce(void) | |
− | + | 25 CMultiplayRules::Damage_GetShouldNotBleed(void) | |
− | + | 26 CMultiplayRules::SwitchToNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *) | |
− | + | 27 CCSGameRules::GetNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *) | |
− | + | 28 CCSGameRules::ShouldCollide(int,int) | |
− | + | 29 CCSGameRules::DefaultFOV(void) | |
− | + | 30 CCSGameRules::GetViewVectors(void)const | |
− | + | 31 CGameRules::GetAmmoDamage(CBaseEntity *,CBaseEntity *,int) | |
− | + | 32 CGameRules::GetDamageMultiplier(void) | |
− | + | 33 CMultiplayRules::IsMultiplayer(void) | |
− | + | 34 CCSGameRules::GetEncryptionKey(void) | |
− | + | 35 CGameRules::InRoundRestart(void) | |
− | + | 36 CGameRules::AllowThirdPersonCamera(void) | |
− | + | 37 CMultiplayRules::ClientCommandKeyValues(edict_t *,KeyValues *) | |
− | + | 38 CMultiplayRules::GetTaggedConVarList(KeyValues *) | |
− | + | 39 CGameRules::CheckHaptics(CBasePlayer *) | |
− | + | 40 CCSGameRules::LevelShutdown(void) | |
− | + | 41 CTeamplayRules::Precache(void) | |
− | + | 42 CMultiplayRules::RefreshSkillData(bool) | |
− | + | 43 CCSGameRules::Think(void) | |
− | + | 44 CMultiplayRules::IsAllowedToSpawn(CBaseEntity *) | |
− | + | 45 CCSGameRules::EndGameFrame(void) | |
− | + | 46 CGameRules::IsSkillLevel(int) | |
− | + | 47 CGameRules::GetSkillLevel(void) | |
− | + | 48 CGameRules::OnSkillLevelChanged(int) | |
− | + | 49 CGameRules::SetSkillLevel(int) | |
− | + | 50 CMultiplayRules::FAllowFlashlight(void) | |
− | + | 51 CCSGameRules::FShouldSwitchWeapon(CBasePlayer *,CBaseCombatWeapon *) | |
− | + | 52 CMultiplayRules::IsDeathmatch(void) | |
− | + | 53 CTeamplayRules::IsTeamplay(void) | |
− | + | 54 CMultiplayRules::IsCoOp(void) | |
− | + | 55 CCSGameRules::GetGameDescription(void) | |
− | + | 56 CMultiplayRules::ClientConnected(edict_t *,char const*,char const*,char *,int) | |
− | + | 57 CTeamplayRules::InitHUD(CBasePlayer *) | |
− | + | 58 CCSGameRules::ClientDisconnected(edict_t *) | |
− | + | 59 CCSGameRules::FlPlayerFallDamage(CBasePlayer *) | |
− | + | 60 CTeamplayRules::FPlayerCanTakeDamage(CBasePlayer *,CBaseEntity *) | |
− | + | 61 CTeamplayRules::ShouldAutoAim(CBasePlayer *,edict_t *) | |
− | + | 62 CGameRules::GetAutoAimScale(CBasePlayer *) | |
− | + | 63 CGameRules::GetAutoAimMode(void) | |
− | + | 64 CGameRules::ShouldUseRobustRadiusDamage(CBaseEntity *) | |
− | + | 65 CCSGameRules::RadiusDamage(CTakeDamageInfo const&,Vector const&,float,int,CBaseEntity *) | |
− | + | 66 CCSGameRules::FlPlayerFallDeathDoesScreenFade(CBasePlayer *) | |
− | + | 67 CMultiplayRules::AllowDamage(CBaseEntity *,CTakeDamageInfo const&) | |
− | + | 68 CCSGameRules::PlayerSpawn(CBasePlayer *) | |
− | + | 69 CMultiplayRules::PlayerThink(CBasePlayer *) | |
− | + | 70 CCSGameRules::FPlayerCanRespawn(CBasePlayer *) | |
− | + | 71 CMultiplayRules::FlPlayerSpawnTime(CBasePlayer *) | |
− | + | 72 CCSGameRules::GetPlayerSpawnSpot(CBasePlayer *) | |
− | + | 73 CCSGameRules::IsSpawnPointValid(CBaseEntity *,CBasePlayer *) | |
− | + | 74 CMultiplayRules::AllowAutoTargetCrosshair(void) | |
− | + | 75 CCSGameRules::ClientCommand(CBaseEntity *,CCommand const&) | |
− | + | 76 CCSGameRules::ClientSettingsChanged(CBasePlayer *) | |
− | + | 77 CTeamplayRules::IPointsForKill(CBasePlayer *,CBasePlayer *) | |
− | + | 78 CCSGameRules::PlayerKilled(CBasePlayer *,CTakeDamageInfo const&) | |
− | + | 79 CCSGameRules::DeathNotice(CBasePlayer *,CTakeDamageInfo const&) | |
− | + | 80 CGameRules::GetDamageCustomString(CTakeDamageInfo const&) | |
− | + | 81 CGameRules::AdjustPlayerDamageInflicted(float) | |
− | + | 82 CGameRules::AdjustPlayerDamageTaken(CTakeDamageInfo *) | |
− | + | 83 CMultiplayRules::CanHavePlayerItem(CBasePlayer *,CBaseCombatWeapon *) | |
− | + | 84 CMultiplayRules::WeaponShouldRespawn(CBaseCombatWeapon *) | |
− | + | 85 CMultiplayRules::FlWeaponRespawnTime(CBaseCombatWeapon *) | |
− | + | 86 CMultiplayRules::FlWeaponTryRespawn(CBaseCombatWeapon *) | |
− | + | 87 CMultiplayRules::VecWeaponRespawnSpot(CBaseCombatWeapon *) | |
− | + | 88 CMultiplayRules::CanHaveItem(CBasePlayer *,CItem *) | |
− | + | 89 CMultiplayRules::PlayerGotItem(CBasePlayer *,CItem *) | |
− | + | 90 CMultiplayRules::ItemShouldRespawn(CItem *) | |
− | + | 91 CMultiplayRules::FlItemRespawnTime(CItem *) | |
− | + | 92 CMultiplayRules::VecItemRespawnSpot(CItem *) | |
− | + | 93 CMultiplayRules::VecItemRespawnAngles(CItem *) | |
− | + | 94 CGameRules::CanHaveAmmo(CBaseCombatCharacter *,int) | |
− | + | 95 CGameRules::CanHaveAmmo(CBaseCombatCharacter *,char const*) | |
− | + | 96 CMultiplayRules::PlayerGotAmmo(CBaseCombatCharacter *,char *,int) | |
− | + | 97 CGameRules::GetAmmoQuantityScale(int) | |
− | + | 98 CCSGameRules::InitDefaultAIRelationships(void) | |
− | + | 99 CCSGameRules::AIClassText(int) | |
− | + | 100 CMultiplayRules::FlHealthChargerRechargeTime(void) | |
− | + | 101 CMultiplayRules::FlHEVChargerRechargeTime(void) | |
− | + | 102 CMultiplayRules::DeadPlayerWeapons(CBasePlayer *) | |
− | + | 103 CMultiplayRules::DeadPlayerAmmo(CBasePlayer *) | |
− | + | 104 CTeamplayRules::GetTeamID(CBaseEntity *) | |
− | + | 105 CTeamplayRules::PlayerRelationship(CBaseEntity *,CBaseEntity *) | |
− | + | 106 CTeamplayRules::PlayerCanHearChat(CBasePlayer *,CBasePlayer *) | |
− | + | 107 CGameRules::CheckChatText(CBasePlayer *,char *) | |
− | + | 108 CTeamplayRules::GetTeamIndex(char const*) | |
− | + | 109 CTeamplayRules::GetIndexedTeamName(int) | |
− | + | 110 CTeamplayRules::IsValidTeam(char const*) | |
− | + | 111 CTeamplayRules::ChangePlayerTeam(CBasePlayer *,char const*,bool,bool) | |
− | + | 112 CCSGameRules::SetDefaultPlayerTeam(CBasePlayer *) | |
− | + | 113 CCSGameRules::UpdateClientData(CBasePlayer *) | |
− | + | 114 CCSGameRules::PlayTextureSounds(void) | |
− | + | 115 CMultiplayRules::PlayFootstepSounds(CBasePlayer *) | |
− | + | 116 CCSGameRules::FAllowNPCs(void) | |
− | + | 117 CMultiplayRules::EndMultiplayerGame(void) | |
− | + | 118 CGameRules::WeaponTraceEntity(CBaseEntity *,Vector const&,Vector const&,unsigned int,CGameTrace *) | |
+ | 119 CCSGameRules::CreateStandardEntities(void) | ||
+ | 120 CCSGameRules::GetChatPrefix(bool,CBasePlayer *) | ||
+ | 121 CCSGameRules::GetChatLocation(bool,CBasePlayer *) | ||
+ | 122 CCSGameRules::GetChatFormat(bool,CBasePlayer *) | ||
+ | 123 CGameRules::ShouldBurningPropsEmitLight(void) | ||
+ | 124 CGameRules::CanEntityBeUsePushed(CBaseEntity *) | ||
+ | 125 CCSGameRules::CreateCustomNetworkStringTables(void) | ||
+ | 126 CGameRules::MarkAchievement(IRecipientFilter &,char const*) | ||
+ | 127 CMultiplayRules::ResetMapCycleTimeStamp(void) | ||
+ | 128 CGameRules::OnNavMeshLoad(void) | ||
+ | 129 CGameRules::TacticalMissionManagerFactory(void) | ||
+ | 130 CGameRules::ProcessVerboseLogOutput(void) | ||
+ | 131 CGameRules::GetGameTypeName(void) | ||
+ | 132 CGameRules::GetGameType(void) | ||
+ | 133 CGameRules::ShouldDrawHeadLabels(void) | ||
+ | 134 CMultiplayRules::GetDeathScorer(CBaseEntity *,CBaseEntity *,CBaseEntity *) | ||
+ | 135 CMultiplayRules::VoiceCommand(CBaseMultiplayerPlayer *,int,int) | ||
+ | 136 CMultiplayRules::HandleTimeLimitChange(void) | ||
+ | 137 CMultiplayRules::InitCustomResponseRulesDicts(void) | ||
+ | 138 CMultiplayRules::ShutdownCustomResponseRulesDicts(void) | ||
+ | 139 CMultiplayRules::UseSuicidePenalty(void) | ||
+ | 140 CMultiplayRules::GetNextLevelName(char *,int,bool) | ||
+ | 141 CMultiplayRules::ChangeLevel(void) | ||
+ | 142 CCSGameRules::GoToIntermission(void) | ||
+ | 143 CTeamplayRules::GetCaptureValueForPlayer(CBasePlayer *) | ||
+ | 144 CTeamplayRules::TeamMayCapturePoint(int,int) | ||
+ | 145 CTeamplayRules::PlayerMayCapturePoint(CBasePlayer *,int,char *,int) | ||
+ | 146 CTeamplayRules::PlayerMayBlockPoint(CBasePlayer *,int,char *,int) | ||
+ | 147 CTeamplayRules::PointsMayBeCaptured(void) | ||
+ | 148 CTeamplayRules::SetLastCapPointChanged(int) | ||
+ | 149 CTeamplayRules::TimerMayExpire(void) | ||
+ | 150 CTeamplayRules::SetWinningTeam(int,int,bool,bool,bool) | ||
+ | 151 CTeamplayRules::SetStalemate(int,bool,bool) | ||
+ | 152 CTeamplayRules::SetSwitchTeams(bool) | ||
+ | 153 CTeamplayRules::ShouldSwitchTeams(void) | ||
+ | 154 CTeamplayRules::HandleSwitchTeams(void) | ||
+ | 155 CTeamplayRules::SetScrambleTeams(bool) | ||
+ | 156 CTeamplayRules::ShouldScrambleTeams(void) | ||
+ | 157 CTeamplayRules::HandleScrambleTeams(void) | ||
+ | 158 CTeamplayRules::PointsMayAlwaysBeBlocked(void) | ||
+ | 159 CCSGameRules::SpawningLatePlayer(CCSPlayer *) | ||
+ | 160 CCSGameRules::SetAllowWeaponSwitch(bool) | ||
+ | 161 CCSGameRules::GetAllowWeaponSwitch(void) | ||
</pre> | </pre> |
Revision as of 18:35, 24 June 2010
For use when using virtual offsets.
This is the list of offsets I've been using. These are the Linux offsets. Windows offsets are 1 less.
The List
This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions near the end.
Last Updated 24 June 2010
// Auto reconstructed from vtable block @ 0x00A721A0 // from "server.so", by ida_vtables.idc 0 CMultiplayRules::Init(void) 1 CBaseGameSystemPerFrame::PostInit(void) 2 CBaseGameSystemPerFrame::Shutdown(void) 3 CCSGameRules::LevelInitPreEntity(void) 4 CCSGameRules::LevelInitPostEntity(void) 5 CBaseGameSystemPerFrame::LevelShutdownPreEntity(void) 6 CBaseGameSystemPerFrame::LevelShutdownPostEntity(void) 7 CBaseGameSystemPerFrame::OnSave(void) 8 CBaseGameSystemPerFrame::OnRestore(void) 9 CBaseGameSystemPerFrame::SafeRemoveIfDesired(void) 10 CBaseGameSystemPerFrame::IsPerFrame(void) 11 CCSGameRules::~CCSGameRules() 12 CCSGameRules::~CCSGameRules() 13 CBaseGameSystemPerFrame::FrameUpdatePreEntityThink(void) 14 CGameRules::FrameUpdatePostEntityThink(void) 15 CBaseGameSystemPerFrame::PreClientUpdate(void) 16 CMultiplayRules::Damage_IsTimeBased(int) 17 CMultiplayRules::Damage_ShouldGibCorpse(int) 18 CMultiplayRules::Damage_ShowOnHUD(int) 19 CMultiplayRules::Damage_NoPhysicsForce(int) 20 CMultiplayRules::Damage_ShouldNotBleed(int) 21 CMultiplayRules::Damage_GetTimeBased(void) 22 CMultiplayRules::Damage_GetShouldGibCorpse(void) 23 CMultiplayRules::Damage_GetShowOnHud(void) 24 CMultiplayRules::Damage_GetNoPhysicsForce(void) 25 CMultiplayRules::Damage_GetShouldNotBleed(void) 26 CMultiplayRules::SwitchToNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *) 27 CCSGameRules::GetNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *) 28 CCSGameRules::ShouldCollide(int,int) 29 CCSGameRules::DefaultFOV(void) 30 CCSGameRules::GetViewVectors(void)const 31 CGameRules::GetAmmoDamage(CBaseEntity *,CBaseEntity *,int) 32 CGameRules::GetDamageMultiplier(void) 33 CMultiplayRules::IsMultiplayer(void) 34 CCSGameRules::GetEncryptionKey(void) 35 CGameRules::InRoundRestart(void) 36 CGameRules::AllowThirdPersonCamera(void) 37 CMultiplayRules::ClientCommandKeyValues(edict_t *,KeyValues *) 38 CMultiplayRules::GetTaggedConVarList(KeyValues *) 39 CGameRules::CheckHaptics(CBasePlayer *) 40 CCSGameRules::LevelShutdown(void) 41 CTeamplayRules::Precache(void) 42 CMultiplayRules::RefreshSkillData(bool) 43 CCSGameRules::Think(void) 44 CMultiplayRules::IsAllowedToSpawn(CBaseEntity *) 45 CCSGameRules::EndGameFrame(void) 46 CGameRules::IsSkillLevel(int) 47 CGameRules::GetSkillLevel(void) 48 CGameRules::OnSkillLevelChanged(int) 49 CGameRules::SetSkillLevel(int) 50 CMultiplayRules::FAllowFlashlight(void) 51 CCSGameRules::FShouldSwitchWeapon(CBasePlayer *,CBaseCombatWeapon *) 52 CMultiplayRules::IsDeathmatch(void) 53 CTeamplayRules::IsTeamplay(void) 54 CMultiplayRules::IsCoOp(void) 55 CCSGameRules::GetGameDescription(void) 56 CMultiplayRules::ClientConnected(edict_t *,char const*,char const*,char *,int) 57 CTeamplayRules::InitHUD(CBasePlayer *) 58 CCSGameRules::ClientDisconnected(edict_t *) 59 CCSGameRules::FlPlayerFallDamage(CBasePlayer *) 60 CTeamplayRules::FPlayerCanTakeDamage(CBasePlayer *,CBaseEntity *) 61 CTeamplayRules::ShouldAutoAim(CBasePlayer *,edict_t *) 62 CGameRules::GetAutoAimScale(CBasePlayer *) 63 CGameRules::GetAutoAimMode(void) 64 CGameRules::ShouldUseRobustRadiusDamage(CBaseEntity *) 65 CCSGameRules::RadiusDamage(CTakeDamageInfo const&,Vector const&,float,int,CBaseEntity *) 66 CCSGameRules::FlPlayerFallDeathDoesScreenFade(CBasePlayer *) 67 CMultiplayRules::AllowDamage(CBaseEntity *,CTakeDamageInfo const&) 68 CCSGameRules::PlayerSpawn(CBasePlayer *) 69 CMultiplayRules::PlayerThink(CBasePlayer *) 70 CCSGameRules::FPlayerCanRespawn(CBasePlayer *) 71 CMultiplayRules::FlPlayerSpawnTime(CBasePlayer *) 72 CCSGameRules::GetPlayerSpawnSpot(CBasePlayer *) 73 CCSGameRules::IsSpawnPointValid(CBaseEntity *,CBasePlayer *) 74 CMultiplayRules::AllowAutoTargetCrosshair(void) 75 CCSGameRules::ClientCommand(CBaseEntity *,CCommand const&) 76 CCSGameRules::ClientSettingsChanged(CBasePlayer *) 77 CTeamplayRules::IPointsForKill(CBasePlayer *,CBasePlayer *) 78 CCSGameRules::PlayerKilled(CBasePlayer *,CTakeDamageInfo const&) 79 CCSGameRules::DeathNotice(CBasePlayer *,CTakeDamageInfo const&) 80 CGameRules::GetDamageCustomString(CTakeDamageInfo const&) 81 CGameRules::AdjustPlayerDamageInflicted(float) 82 CGameRules::AdjustPlayerDamageTaken(CTakeDamageInfo *) 83 CMultiplayRules::CanHavePlayerItem(CBasePlayer *,CBaseCombatWeapon *) 84 CMultiplayRules::WeaponShouldRespawn(CBaseCombatWeapon *) 85 CMultiplayRules::FlWeaponRespawnTime(CBaseCombatWeapon *) 86 CMultiplayRules::FlWeaponTryRespawn(CBaseCombatWeapon *) 87 CMultiplayRules::VecWeaponRespawnSpot(CBaseCombatWeapon *) 88 CMultiplayRules::CanHaveItem(CBasePlayer *,CItem *) 89 CMultiplayRules::PlayerGotItem(CBasePlayer *,CItem *) 90 CMultiplayRules::ItemShouldRespawn(CItem *) 91 CMultiplayRules::FlItemRespawnTime(CItem *) 92 CMultiplayRules::VecItemRespawnSpot(CItem *) 93 CMultiplayRules::VecItemRespawnAngles(CItem *) 94 CGameRules::CanHaveAmmo(CBaseCombatCharacter *,int) 95 CGameRules::CanHaveAmmo(CBaseCombatCharacter *,char const*) 96 CMultiplayRules::PlayerGotAmmo(CBaseCombatCharacter *,char *,int) 97 CGameRules::GetAmmoQuantityScale(int) 98 CCSGameRules::InitDefaultAIRelationships(void) 99 CCSGameRules::AIClassText(int) 100 CMultiplayRules::FlHealthChargerRechargeTime(void) 101 CMultiplayRules::FlHEVChargerRechargeTime(void) 102 CMultiplayRules::DeadPlayerWeapons(CBasePlayer *) 103 CMultiplayRules::DeadPlayerAmmo(CBasePlayer *) 104 CTeamplayRules::GetTeamID(CBaseEntity *) 105 CTeamplayRules::PlayerRelationship(CBaseEntity *,CBaseEntity *) 106 CTeamplayRules::PlayerCanHearChat(CBasePlayer *,CBasePlayer *) 107 CGameRules::CheckChatText(CBasePlayer *,char *) 108 CTeamplayRules::GetTeamIndex(char const*) 109 CTeamplayRules::GetIndexedTeamName(int) 110 CTeamplayRules::IsValidTeam(char const*) 111 CTeamplayRules::ChangePlayerTeam(CBasePlayer *,char const*,bool,bool) 112 CCSGameRules::SetDefaultPlayerTeam(CBasePlayer *) 113 CCSGameRules::UpdateClientData(CBasePlayer *) 114 CCSGameRules::PlayTextureSounds(void) 115 CMultiplayRules::PlayFootstepSounds(CBasePlayer *) 116 CCSGameRules::FAllowNPCs(void) 117 CMultiplayRules::EndMultiplayerGame(void) 118 CGameRules::WeaponTraceEntity(CBaseEntity *,Vector const&,Vector const&,unsigned int,CGameTrace *) 119 CCSGameRules::CreateStandardEntities(void) 120 CCSGameRules::GetChatPrefix(bool,CBasePlayer *) 121 CCSGameRules::GetChatLocation(bool,CBasePlayer *) 122 CCSGameRules::GetChatFormat(bool,CBasePlayer *) 123 CGameRules::ShouldBurningPropsEmitLight(void) 124 CGameRules::CanEntityBeUsePushed(CBaseEntity *) 125 CCSGameRules::CreateCustomNetworkStringTables(void) 126 CGameRules::MarkAchievement(IRecipientFilter &,char const*) 127 CMultiplayRules::ResetMapCycleTimeStamp(void) 128 CGameRules::OnNavMeshLoad(void) 129 CGameRules::TacticalMissionManagerFactory(void) 130 CGameRules::ProcessVerboseLogOutput(void) 131 CGameRules::GetGameTypeName(void) 132 CGameRules::GetGameType(void) 133 CGameRules::ShouldDrawHeadLabels(void) 134 CMultiplayRules::GetDeathScorer(CBaseEntity *,CBaseEntity *,CBaseEntity *) 135 CMultiplayRules::VoiceCommand(CBaseMultiplayerPlayer *,int,int) 136 CMultiplayRules::HandleTimeLimitChange(void) 137 CMultiplayRules::InitCustomResponseRulesDicts(void) 138 CMultiplayRules::ShutdownCustomResponseRulesDicts(void) 139 CMultiplayRules::UseSuicidePenalty(void) 140 CMultiplayRules::GetNextLevelName(char *,int,bool) 141 CMultiplayRules::ChangeLevel(void) 142 CCSGameRules::GoToIntermission(void) 143 CTeamplayRules::GetCaptureValueForPlayer(CBasePlayer *) 144 CTeamplayRules::TeamMayCapturePoint(int,int) 145 CTeamplayRules::PlayerMayCapturePoint(CBasePlayer *,int,char *,int) 146 CTeamplayRules::PlayerMayBlockPoint(CBasePlayer *,int,char *,int) 147 CTeamplayRules::PointsMayBeCaptured(void) 148 CTeamplayRules::SetLastCapPointChanged(int) 149 CTeamplayRules::TimerMayExpire(void) 150 CTeamplayRules::SetWinningTeam(int,int,bool,bool,bool) 151 CTeamplayRules::SetStalemate(int,bool,bool) 152 CTeamplayRules::SetSwitchTeams(bool) 153 CTeamplayRules::ShouldSwitchTeams(void) 154 CTeamplayRules::HandleSwitchTeams(void) 155 CTeamplayRules::SetScrambleTeams(bool) 156 CTeamplayRules::ShouldScrambleTeams(void) 157 CTeamplayRules::HandleScrambleTeams(void) 158 CTeamplayRules::PointsMayAlwaysBeBlocked(void) 159 CCSGameRules::SpawningLatePlayer(CCSPlayer *) 160 CCSGameRules::SetAllowWeaponSwitch(bool) 161 CCSGameRules::GetAllowWeaponSwitch(void)