Difference between revisions of "CCSGameRules Offset List (Counter-Strike: Source)"

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(Updated 30. July (offset change))
 
(4 intermediate revisions by 3 users not shown)
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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 28 April 2008</b>
+
<b>Last Updated 30 July 2010</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00B446E0
+
// Auto reconstructed from vtable block @ 0x00BCD260
// from "server_i486.so", by ida_vtables.idc
+
// from "server.so", by ida_vtables.idc
0 CGameRules::Name(void)
+
0 CMultiplayRules::Init(void)
1 CBaseGameSystemPerFrame::Init(void)
+
1 CBaseGameSystemPerFrame::PostInit(void)
 
2 CBaseGameSystemPerFrame::Shutdown(void)
 
2 CBaseGameSystemPerFrame::Shutdown(void)
 
3 CCSGameRules::LevelInitPreEntity(void)
 
3 CCSGameRules::LevelInitPreEntity(void)
 
4 CCSGameRules::LevelInitPostEntity(void)
 
4 CCSGameRules::LevelInitPostEntity(void)
5 CBaseGameSystemPerFrame::LevelShutdownPreEntity(void)
+
5 CBaseGameSystemPerFrame::LevelShutdownPreClearSteamAPIContext(void)
6 CBaseGameSystemPerFrame::LevelShutdownPostEntity(void)
+
6 CBaseGameSystemPerFrame::LevelShutdownPreEntity(void)
7 CBaseGameSystemPerFrame::OnSave(void)
+
7 CBaseGameSystemPerFrame::LevelShutdownPostEntity(void)
8 CBaseGameSystemPerFrame::OnRestore(void)
+
8 CBaseGameSystemPerFrame::OnSave(void)
9 CBaseGameSystemPerFrame::SafeRemoveIfDesired(void)
+
9 CBaseGameSystemPerFrame::OnRestore(void)
10 CBaseGameSystemPerFrame::IsPerFrame(void)
+
10 CBaseGameSystemPerFrame::SafeRemoveIfDesired(void)
11 CCSGameRules::~CCSGameRules()
+
11 CBaseGameSystemPerFrame::IsPerFrame(void)
 
12 CCSGameRules::~CCSGameRules()
 
12 CCSGameRules::~CCSGameRules()
13 CBaseGameSystemPerFrame::FrameUpdatePrePlayerRunCommand(void)
+
13 CCSGameRules::~CCSGameRules()
 
14 CBaseGameSystemPerFrame::FrameUpdatePreEntityThink(void)
 
14 CBaseGameSystemPerFrame::FrameUpdatePreEntityThink(void)
 
15 CGameRules::FrameUpdatePostEntityThink(void)
 
15 CGameRules::FrameUpdatePostEntityThink(void)
 
16 CBaseGameSystemPerFrame::PreClientUpdate(void)
 
16 CBaseGameSystemPerFrame::PreClientUpdate(void)
17 CCSGameRules::_GetClassName(void)
+
17 CMultiplayRules::Damage_IsTimeBased(int)
18 CMultiplayRules::SwitchToNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
+
18 CMultiplayRules::Damage_ShouldGibCorpse(int)
19 CCSGameRules::GetNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
+
19 CMultiplayRules::Damage_ShowOnHUD(int)
20 CCSGameRules::ShouldCollide(int,int)
+
20 CMultiplayRules::Damage_NoPhysicsForce(int)
21 CCSGameRules::DefaultFOV(void)
+
21 CMultiplayRules::Damage_ShouldNotBleed(int)
22 CCSGameRules::GetViewVectors(void)const
+
22 CMultiplayRules::Damage_GetTimeBased(void)
23 CGameRules::GetAmmoDamage(CBaseEntity *,CBaseEntity *,int)
+
23 CMultiplayRules::Damage_GetShouldGibCorpse(void)
24 CGameRules::GetDamageMultiplier(void)
+
24 CMultiplayRules::Damage_GetShowOnHud(void)
25 CMultiplayRules::IsMultiplayer(void)
+
25 CMultiplayRules::Damage_GetNoPhysicsForce(void)
26 CCSGameRules::GetEncryptionKey(void)
+
26 CMultiplayRules::Damage_GetShouldNotBleed(void)
27 CCSGameRules::LevelShutdown(void)
+
27 CMultiplayRules::SwitchToNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
28 CTeamplayRules::Precache(void)
+
28 CCSGameRules::GetNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
29 CMultiplayRules::RefreshSkillData(bool)
+
29 CCSGameRules::ShouldCollide(int,int)
30 CCSGameRules::Think(void)
+
30 CCSGameRules::DefaultFOV(void)
31 CMultiplayRules::IsAllowedToSpawn(CBaseEntity *)
+
31 CCSGameRules::GetViewVectors(void)const
32 CCSGameRules::EndGameFrame(void)
+
32 CGameRules::GetAmmoDamage(CBaseEntity *,CBaseEntity *,int)
33 CGameRules::IsSkillLevel(int)
+
33 CGameRules::GetDamageMultiplier(void)
34 CGameRules::GetSkillLevel(void)
+
34 CMultiplayRules::IsMultiplayer(void)
35 CGameRules::OnSkillLevelChanged(int)
+
35 CCSGameRules::GetEncryptionKey(void)
36 CGameRules::SetSkillLevel(int)
+
36 CGameRules::InRoundRestart(void)
37 CMultiplayRules::FAllowFlashlight(void)
+
37 CGameRules::AllowThirdPersonCamera(void)
38 CCSGameRules::FShouldSwitchWeapon(CBasePlayer *,CBaseCombatWeapon *)
+
38 CCSGameRules::ClientCommandKeyValues(edict_t *,KeyValues *)
39 CMultiplayRules::IsDeathmatch(void)
+
39 CCSGameRules::GetTaggedConVarList(KeyValues *)
40 CTeamplayRules::IsTeamplay(void)
+
40 CGameRules::CheckHaptics(CBasePlayer *)
41 CMultiplayRules::IsCoOp(void)
+
41 CCSGameRules::LevelShutdown(void)
42 CCSGameRules::GetGameDescription(void)
+
42 CTeamplayRules::Precache(void)
43 CMultiplayRules::ClientConnected(edict_t *,char  const*,char  const*,char *,int)
+
43 CMultiplayRules::RefreshSkillData(bool)
44 CTeamplayRules::InitHUD(CBasePlayer *)
+
44 CCSGameRules::Think(void)
45 CCSGameRules::ClientDisconnected(edict_t *)
+
45 CMultiplayRules::IsAllowedToSpawn(CBaseEntity *)
46 CCSGameRules::FlPlayerFallDamage(CBasePlayer *)
+
46 CCSGameRules::EndGameFrame(void)
47 CTeamplayRules::FPlayerCanTakeDamage(CBasePlayer *,CBaseEntity *)
+
47 CGameRules::IsSkillLevel(int)
48 CTeamplayRules::ShouldAutoAim(CBasePlayer *,edict_t *)
+
48 CGameRules::GetSkillLevel(void)
49 CGameRules::GetAutoAimScale(CBasePlayer *)
+
49 CGameRules::OnSkillLevelChanged(int)
50 CGameRules::ShouldUseRobustRadiusDamage(CBaseEntity *)
+
50 CGameRules::SetSkillLevel(int)
51 CCSGameRules::RadiusDamage(CTakeDamageInfo  const&,Vector  const&,float,int,CBaseEntity *)
+
51 CMultiplayRules::FAllowFlashlight(void)
52 CCSGameRules::FlPlayerFallDeathDoesScreenFade(CBasePlayer *)
+
52 CCSGameRules::FShouldSwitchWeapon(CBasePlayer *,CBaseCombatWeapon *)
53 CMultiplayRules::AllowDamage(CBaseEntity *,CTakeDamageInfo  const&)
+
53 CMultiplayRules::IsDeathmatch(void)
54 CCSGameRules::PlayerSpawn(CBasePlayer *)
+
54 CTeamplayRules::IsTeamplay(void)
55 CMultiplayRules::PlayerThink(CBasePlayer *)
+
55 CMultiplayRules::IsCoOp(void)
56 CCSGameRules::FPlayerCanRespawn(CBasePlayer *)
+
56 CCSGameRules::GetGameDescription(void)
57 CMultiplayRules::FlPlayerSpawnTime(CBasePlayer *)
+
57 CMultiplayRules::ClientConnected(edict_t *,char  const*,char  const*,char *,int)
58 CCSGameRules::GetPlayerSpawnSpot(CBasePlayer *)
+
58 CTeamplayRules::InitHUD(CBasePlayer *)
59 CCSGameRules::IsSpawnPointValid(CBaseEntity *,CBasePlayer *)
+
59 CCSGameRules::ClientDisconnected(edict_t *)
60 CMultiplayRules::AllowAutoTargetCrosshair(void)
+
60 CCSGameRules::FlPlayerFallDamage(CBasePlayer *)
61 CCSGameRules::ClientCommand(char const*,CBaseEntity *)
+
61 CTeamplayRules::FPlayerCanTakeDamage(CBasePlayer *,CBaseEntity *)
62 CCSGameRules::ClientSettingsChanged(CBasePlayer *)
+
62 CTeamplayRules::ShouldAutoAim(CBasePlayer *,edict_t *)
63 CTeamplayRules::IPointsForKill(CBasePlayer *,CBasePlayer *)
+
63 CGameRules::GetAutoAimScale(CBasePlayer *)
64 CCSGameRules::PlayerKilled(CBasePlayer *,CTakeDamageInfo  const&)
+
64 CGameRules::GetAutoAimMode(void)
65 CCSGameRules::DeathNotice(CBasePlayer *,CTakeDamageInfo  const&)
+
65 CGameRules::ShouldUseRobustRadiusDamage(CBaseEntity *)
66 CGameRules::GetCustomKillString(CTakeDamageInfo  const&)
+
66 CCSGameRules::RadiusDamage(CTakeDamageInfo  const&,Vector  const&,float,int,CBaseEntity *)
67 CGameRules::AdjustPlayerDamageInflicted(float)
+
67 CCSGameRules::FlPlayerFallDeathDoesScreenFade(CBasePlayer *)
68 CGameRules::AdjustPlayerDamageTaken(CTakeDamageInfo *)
+
68 CMultiplayRules::AllowDamage(CBaseEntity *,CTakeDamageInfo  const&)
69 CMultiplayRules::CanHavePlayerItem(CBasePlayer *,CBaseCombatWeapon *)
+
69 CCSGameRules::PlayerSpawn(CBasePlayer *)
70 CMultiplayRules::WeaponShouldRespawn(CBaseCombatWeapon *)
+
70 CMultiplayRules::PlayerThink(CBasePlayer *)
71 CMultiplayRules::FlWeaponRespawnTime(CBaseCombatWeapon *)
+
71 CCSGameRules::FPlayerCanRespawn(CBasePlayer *)
72 CMultiplayRules::FlWeaponTryRespawn(CBaseCombatWeapon *)
+
72 CMultiplayRules::FlPlayerSpawnTime(CBasePlayer *)
73 CMultiplayRules::VecWeaponRespawnSpot(CBaseCombatWeapon *)
+
73 CCSGameRules::GetPlayerSpawnSpot(CBasePlayer *)
74 CMultiplayRules::CanHaveItem(CBasePlayer *,CItem *)
+
74 CCSGameRules::IsSpawnPointValid(CBaseEntity *,CBasePlayer *)
75 CMultiplayRules::PlayerGotItem(CBasePlayer *,CItem *)
+
75 CMultiplayRules::AllowAutoTargetCrosshair(void)
76 CMultiplayRules::ItemShouldRespawn(CItem *)
+
76 CCSGameRules::ClientCommand(CBaseEntity *,CCommand const&)
77 CMultiplayRules::FlItemRespawnTime(CItem *)
+
77 CCSGameRules::ClientSettingsChanged(CBasePlayer *)
78 CMultiplayRules::VecItemRespawnSpot(CItem *)
+
78 CTeamplayRules::IPointsForKill(CBasePlayer *,CBasePlayer *)
79 CMultiplayRules::VecItemRespawnAngles(CItem *)
+
79 CCSGameRules::PlayerKilled(CBasePlayer *,CTakeDamageInfo  const&)
80 CGameRules::CanHaveAmmo(CBaseCombatCharacter *,int)
+
80 CCSGameRules::DeathNotice(CBasePlayer *,CTakeDamageInfo  const&)
81 CGameRules::CanHaveAmmo(CBaseCombatCharacter *,char  const*)
+
81 CGameRules::GetDamageCustomString(CTakeDamageInfo  const&)
82 CMultiplayRules::PlayerGotAmmo(CBaseCombatCharacter *,char *,int)
+
82 CGameRules::AdjustPlayerDamageInflicted(float)
83 CGameRules::GetAmmoQuantityScale(int)
+
83 CGameRules::AdjustPlayerDamageTaken(CTakeDamageInfo *)
84 CCSGameRules::InitDefaultAIRelationships(void)
+
84 CMultiplayRules::CanHavePlayerItem(CBasePlayer *,CBaseCombatWeapon *)
85 CCSGameRules::AIClassText(int)
+
85 CMultiplayRules::WeaponShouldRespawn(CBaseCombatWeapon *)
86 CMultiplayRules::FlHealthChargerRechargeTime(void)
+
86 CMultiplayRules::FlWeaponRespawnTime(CBaseCombatWeapon *)
87 CMultiplayRules::FlHEVChargerRechargeTime(void)
+
87 CMultiplayRules::FlWeaponTryRespawn(CBaseCombatWeapon *)
88 CMultiplayRules::DeadPlayerWeapons(CBasePlayer *)
+
88 CMultiplayRules::VecWeaponRespawnSpot(CBaseCombatWeapon *)
89 CMultiplayRules::DeadPlayerAmmo(CBasePlayer *)
+
89 CMultiplayRules::CanHaveItem(CBasePlayer *,CItem *)
90 CTeamplayRules::GetTeamID(CBaseEntity *)
+
90 CMultiplayRules::PlayerGotItem(CBasePlayer *,CItem *)
91 CTeamplayRules::PlayerRelationship(CBaseEntity *,CBaseEntity *)
+
91 CMultiplayRules::ItemShouldRespawn(CItem *)
92 CTeamplayRules::PlayerCanHearChat(CBasePlayer *,CBasePlayer *)
+
92 CMultiplayRules::FlItemRespawnTime(CItem *)
93 CTeamplayRules::GetTeamIndex(char  const*)
+
93 CMultiplayRules::VecItemRespawnSpot(CItem *)
94 CTeamplayRules::GetIndexedTeamName(int)
+
94 CMultiplayRules::VecItemRespawnAngles(CItem *)
95 CTeamplayRules::IsValidTeam(char  const*)
+
95 CGameRules::CanHaveAmmo(CBaseCombatCharacter *,int)
96 CTeamplayRules::ChangePlayerTeam(CBasePlayer *,char  const*,bool,bool)
+
96 CGameRules::CanHaveAmmo(CBaseCombatCharacter *,char  const*)
97 CCSGameRules::SetDefaultPlayerTeam(CBasePlayer *)
+
97 CMultiplayRules::PlayerGotAmmo(CBaseCombatCharacter *,char *,int)
98 CCSGameRules::UpdateClientData(CBasePlayer *)
+
98 CGameRules::GetAmmoQuantityScale(int)
99 CCSGameRules::PlayTextureSounds(void)
+
99 CCSGameRules::InitDefaultAIRelationships(void)
100 CMultiplayRules::PlayFootstepSounds(CBasePlayer *)
+
100 CCSGameRules::AIClassText(int)
101 CCSGameRules::FAllowNPCs(void)
+
101 CMultiplayRules::FlHealthChargerRechargeTime(void)
102 CMultiplayRules::EndMultiplayerGame(void)
+
102 CMultiplayRules::FlHEVChargerRechargeTime(void)
103 CGameRules::WeaponTraceEntity(CBaseEntity *,Vector  const&,Vector  const&,unsigned int,CGameTrace *)
+
103 CMultiplayRules::DeadPlayerWeapons(CBasePlayer *)
104 CCSGameRules::CreateStandardEntities(void)
+
104 CMultiplayRules::DeadPlayerAmmo(CBasePlayer *)
105 CCSGameRules::GetChatPrefix(bool,CBasePlayer *)
+
105 CTeamplayRules::GetTeamID(CBaseEntity *)
106 CCSGameRules::GetChatLocation(bool,CBasePlayer *)
+
106 CTeamplayRules::PlayerRelationship(CBaseEntity *,CBaseEntity *)
107 CCSGameRules::GetChatFormat(bool,CBasePlayer *)
+
107 CTeamplayRules::PlayerCanHearChat(CBasePlayer *,CBasePlayer *)
108 CGameRules::ShouldBurningPropsEmitLight(void)
+
108 CGameRules::CheckChatText(CBasePlayer *,char *)
109 CGameRules::InRoundRestart(void)
+
109 CTeamplayRules::GetTeamIndex(char  const*)
110 CGameRules::CanEntityBeUsePushed(CBaseEntity *)
+
110 CTeamplayRules::GetIndexedTeamName(int)
111 CCSGameRules::CreateCustomNetworkStringTables(void)
+
111 CTeamplayRules::IsValidTeam(char  const*)
112 CMultiplayRules::GetNextLevelName(char *,int)
+
112 CTeamplayRules::ChangePlayerTeam(CBasePlayer *,char  const*,bool,bool)
113 CMultiplayRules::ChangeLevel(void)
+
113 CCSGameRules::SetDefaultPlayerTeam(CBasePlayer *)
114 CCSGameRules::GoToIntermission(void)
+
114 CCSGameRules::UpdateClientData(CBasePlayer *)
115 CCSGameRules::SetAllowWeaponSwitch(bool)
+
115 CCSGameRules::PlayTextureSounds(void)
116 CCSGameRules::GetAllowWeaponSwitch(void)
+
116 CMultiplayRules::PlayFootstepSounds(CBasePlayer *)
117 std::bad_cast::~bad_cast()
+
117 CCSGameRules::FAllowNPCs(void)
 
+
118 CMultiplayRules::EndMultiplayerGame(void)
 +
119 CGameRules::WeaponTraceEntity(CBaseEntity *,Vector  const&,Vector  const&,unsigned int,CGameTrace *)
 +
120 CCSGameRules::CreateStandardEntities(void)
 +
121 CCSGameRules::GetChatPrefix(bool,CBasePlayer *)
 +
122 CCSGameRules::GetChatLocation(bool,CBasePlayer *)
 +
123 CCSGameRules::GetChatFormat(bool,CBasePlayer *)
 +
124 CGameRules::ShouldBurningPropsEmitLight(void)
 +
125 CGameRules::CanEntityBeUsePushed(CBaseEntity *)
 +
126 CCSGameRules::CreateCustomNetworkStringTables(void)
 +
127 CGameRules::MarkAchievement(IRecipientFilter &,char  const*)
 +
128 CMultiplayRules::ResetMapCycleTimeStamp(void)
 +
129 CGameRules::OnNavMeshLoad(void)
 +
130 CGameRules::TacticalMissionManagerFactory(void)
 +
131 CGameRules::ProcessVerboseLogOutput(void)
 +
132 CGameRules::GetGameTypeName(void)
 +
133 CGameRules::GetGameType(void)
 +
134 CGameRules::ShouldDrawHeadLabels(void)
 +
135 CMultiplayRules::GetDeathScorer(CBaseEntity *,CBaseEntity *,CBaseEntity *)
 +
136 CMultiplayRules::VoiceCommand(CBaseMultiplayerPlayer *,int,int)
 +
137 CMultiplayRules::HandleTimeLimitChange(void)
 +
138 CMultiplayRules::InitCustomResponseRulesDicts(void)
 +
139 CMultiplayRules::ShutdownCustomResponseRulesDicts(void)
 +
140 CMultiplayRules::UseSuicidePenalty(void)
 +
141 CMultiplayRules::GetNextLevelName(char *,int,bool)
 +
142 CMultiplayRules::ChangeLevel(void)
 +
143 CCSGameRules::GoToIntermission(void)
 +
144 CTeamplayRules::GetCaptureValueForPlayer(CBasePlayer *)
 +
145 CTeamplayRules::TeamMayCapturePoint(int,int)
 +
146 CTeamplayRules::PlayerMayCapturePoint(CBasePlayer *,int,char *,int)
 +
147 CTeamplayRules::PlayerMayBlockPoint(CBasePlayer *,int,char *,int)
 +
148 CTeamplayRules::PointsMayBeCaptured(void)
 +
149 CTeamplayRules::SetLastCapPointChanged(int)
 +
150 CTeamplayRules::TimerMayExpire(void)
 +
151 CTeamplayRules::SetWinningTeam(int,int,bool,bool,bool)
 +
152 CTeamplayRules::SetStalemate(int,bool,bool)
 +
153 CTeamplayRules::SetSwitchTeams(bool)
 +
154 CTeamplayRules::ShouldSwitchTeams(void)
 +
155 CTeamplayRules::HandleSwitchTeams(void)
 +
156 CTeamplayRules::SetScrambleTeams(bool)
 +
157 CTeamplayRules::ShouldScrambleTeams(void)
 +
158 CTeamplayRules::HandleScrambleTeams(void)
 +
159 CTeamplayRules::PointsMayAlwaysBeBlocked(void)
 +
160 CCSGameRules::SpawningLatePlayer(CCSPlayer *)
 +
161 CCSGameRules::SetAllowWeaponSwitch(bool)
 +
162 CCSGameRules::GetAllowWeaponSwitch(void)
 
</pre>
 
</pre>

Latest revision as of 15:21, 30 July 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 30 July 2010

// Auto reconstructed from vtable block @ 0x00BCD260
// 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::LevelShutdownPreClearSteamAPIContext(void)
6	CBaseGameSystemPerFrame::LevelShutdownPreEntity(void)
7	CBaseGameSystemPerFrame::LevelShutdownPostEntity(void)
8	CBaseGameSystemPerFrame::OnSave(void)
9	CBaseGameSystemPerFrame::OnRestore(void)
10	CBaseGameSystemPerFrame::SafeRemoveIfDesired(void)
11	CBaseGameSystemPerFrame::IsPerFrame(void)
12	CCSGameRules::~CCSGameRules()
13	CCSGameRules::~CCSGameRules()
14	CBaseGameSystemPerFrame::FrameUpdatePreEntityThink(void)
15	CGameRules::FrameUpdatePostEntityThink(void)
16	CBaseGameSystemPerFrame::PreClientUpdate(void)
17	CMultiplayRules::Damage_IsTimeBased(int)
18	CMultiplayRules::Damage_ShouldGibCorpse(int)
19	CMultiplayRules::Damage_ShowOnHUD(int)
20	CMultiplayRules::Damage_NoPhysicsForce(int)
21	CMultiplayRules::Damage_ShouldNotBleed(int)
22	CMultiplayRules::Damage_GetTimeBased(void)
23	CMultiplayRules::Damage_GetShouldGibCorpse(void)
24	CMultiplayRules::Damage_GetShowOnHud(void)
25	CMultiplayRules::Damage_GetNoPhysicsForce(void)
26	CMultiplayRules::Damage_GetShouldNotBleed(void)
27	CMultiplayRules::SwitchToNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
28	CCSGameRules::GetNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
29	CCSGameRules::ShouldCollide(int,int)
30	CCSGameRules::DefaultFOV(void)
31	CCSGameRules::GetViewVectors(void)const
32	CGameRules::GetAmmoDamage(CBaseEntity *,CBaseEntity *,int)
33	CGameRules::GetDamageMultiplier(void)
34	CMultiplayRules::IsMultiplayer(void)
35	CCSGameRules::GetEncryptionKey(void)
36	CGameRules::InRoundRestart(void)
37	CGameRules::AllowThirdPersonCamera(void)
38	CCSGameRules::ClientCommandKeyValues(edict_t *,KeyValues *)
39	CCSGameRules::GetTaggedConVarList(KeyValues *)
40	CGameRules::CheckHaptics(CBasePlayer *)
41	CCSGameRules::LevelShutdown(void)
42	CTeamplayRules::Precache(void)
43	CMultiplayRules::RefreshSkillData(bool)
44	CCSGameRules::Think(void)
45	CMultiplayRules::IsAllowedToSpawn(CBaseEntity *)
46	CCSGameRules::EndGameFrame(void)
47	CGameRules::IsSkillLevel(int)
48	CGameRules::GetSkillLevel(void)
49	CGameRules::OnSkillLevelChanged(int)
50	CGameRules::SetSkillLevel(int)
51	CMultiplayRules::FAllowFlashlight(void)
52	CCSGameRules::FShouldSwitchWeapon(CBasePlayer *,CBaseCombatWeapon *)
53	CMultiplayRules::IsDeathmatch(void)
54	CTeamplayRules::IsTeamplay(void)
55	CMultiplayRules::IsCoOp(void)
56	CCSGameRules::GetGameDescription(void)
57	CMultiplayRules::ClientConnected(edict_t *,char  const*,char  const*,char *,int)
58	CTeamplayRules::InitHUD(CBasePlayer *)
59	CCSGameRules::ClientDisconnected(edict_t *)
60	CCSGameRules::FlPlayerFallDamage(CBasePlayer *)
61	CTeamplayRules::FPlayerCanTakeDamage(CBasePlayer *,CBaseEntity *)
62	CTeamplayRules::ShouldAutoAim(CBasePlayer *,edict_t *)
63	CGameRules::GetAutoAimScale(CBasePlayer *)
64	CGameRules::GetAutoAimMode(void)
65	CGameRules::ShouldUseRobustRadiusDamage(CBaseEntity *)
66	CCSGameRules::RadiusDamage(CTakeDamageInfo  const&,Vector  const&,float,int,CBaseEntity *)
67	CCSGameRules::FlPlayerFallDeathDoesScreenFade(CBasePlayer *)
68	CMultiplayRules::AllowDamage(CBaseEntity *,CTakeDamageInfo  const&)
69	CCSGameRules::PlayerSpawn(CBasePlayer *)
70	CMultiplayRules::PlayerThink(CBasePlayer *)
71	CCSGameRules::FPlayerCanRespawn(CBasePlayer *)
72	CMultiplayRules::FlPlayerSpawnTime(CBasePlayer *)
73	CCSGameRules::GetPlayerSpawnSpot(CBasePlayer *)
74	CCSGameRules::IsSpawnPointValid(CBaseEntity *,CBasePlayer *)
75	CMultiplayRules::AllowAutoTargetCrosshair(void)
76	CCSGameRules::ClientCommand(CBaseEntity *,CCommand  const&)
77	CCSGameRules::ClientSettingsChanged(CBasePlayer *)
78	CTeamplayRules::IPointsForKill(CBasePlayer *,CBasePlayer *)
79	CCSGameRules::PlayerKilled(CBasePlayer *,CTakeDamageInfo  const&)
80	CCSGameRules::DeathNotice(CBasePlayer *,CTakeDamageInfo  const&)
81	CGameRules::GetDamageCustomString(CTakeDamageInfo  const&)
82	CGameRules::AdjustPlayerDamageInflicted(float)
83	CGameRules::AdjustPlayerDamageTaken(CTakeDamageInfo *)
84	CMultiplayRules::CanHavePlayerItem(CBasePlayer *,CBaseCombatWeapon *)
85	CMultiplayRules::WeaponShouldRespawn(CBaseCombatWeapon *)
86	CMultiplayRules::FlWeaponRespawnTime(CBaseCombatWeapon *)
87	CMultiplayRules::FlWeaponTryRespawn(CBaseCombatWeapon *)
88	CMultiplayRules::VecWeaponRespawnSpot(CBaseCombatWeapon *)
89	CMultiplayRules::CanHaveItem(CBasePlayer *,CItem *)
90	CMultiplayRules::PlayerGotItem(CBasePlayer *,CItem *)
91	CMultiplayRules::ItemShouldRespawn(CItem *)
92	CMultiplayRules::FlItemRespawnTime(CItem *)
93	CMultiplayRules::VecItemRespawnSpot(CItem *)
94	CMultiplayRules::VecItemRespawnAngles(CItem *)
95	CGameRules::CanHaveAmmo(CBaseCombatCharacter *,int)
96	CGameRules::CanHaveAmmo(CBaseCombatCharacter *,char  const*)
97	CMultiplayRules::PlayerGotAmmo(CBaseCombatCharacter *,char *,int)
98	CGameRules::GetAmmoQuantityScale(int)
99	CCSGameRules::InitDefaultAIRelationships(void)
100	CCSGameRules::AIClassText(int)
101	CMultiplayRules::FlHealthChargerRechargeTime(void)
102	CMultiplayRules::FlHEVChargerRechargeTime(void)
103	CMultiplayRules::DeadPlayerWeapons(CBasePlayer *)
104	CMultiplayRules::DeadPlayerAmmo(CBasePlayer *)
105	CTeamplayRules::GetTeamID(CBaseEntity *)
106	CTeamplayRules::PlayerRelationship(CBaseEntity *,CBaseEntity *)
107	CTeamplayRules::PlayerCanHearChat(CBasePlayer *,CBasePlayer *)
108	CGameRules::CheckChatText(CBasePlayer *,char *)
109	CTeamplayRules::GetTeamIndex(char  const*)
110	CTeamplayRules::GetIndexedTeamName(int)
111	CTeamplayRules::IsValidTeam(char  const*)
112	CTeamplayRules::ChangePlayerTeam(CBasePlayer *,char  const*,bool,bool)
113	CCSGameRules::SetDefaultPlayerTeam(CBasePlayer *)
114	CCSGameRules::UpdateClientData(CBasePlayer *)
115	CCSGameRules::PlayTextureSounds(void)
116	CMultiplayRules::PlayFootstepSounds(CBasePlayer *)
117	CCSGameRules::FAllowNPCs(void)
118	CMultiplayRules::EndMultiplayerGame(void)
119	CGameRules::WeaponTraceEntity(CBaseEntity *,Vector  const&,Vector  const&,unsigned int,CGameTrace *)
120	CCSGameRules::CreateStandardEntities(void)
121	CCSGameRules::GetChatPrefix(bool,CBasePlayer *)
122	CCSGameRules::GetChatLocation(bool,CBasePlayer *)
123	CCSGameRules::GetChatFormat(bool,CBasePlayer *)
124	CGameRules::ShouldBurningPropsEmitLight(void)
125	CGameRules::CanEntityBeUsePushed(CBaseEntity *)
126	CCSGameRules::CreateCustomNetworkStringTables(void)
127	CGameRules::MarkAchievement(IRecipientFilter &,char  const*)
128	CMultiplayRules::ResetMapCycleTimeStamp(void)
129	CGameRules::OnNavMeshLoad(void)
130	CGameRules::TacticalMissionManagerFactory(void)
131	CGameRules::ProcessVerboseLogOutput(void)
132	CGameRules::GetGameTypeName(void)
133	CGameRules::GetGameType(void)
134	CGameRules::ShouldDrawHeadLabels(void)
135	CMultiplayRules::GetDeathScorer(CBaseEntity *,CBaseEntity *,CBaseEntity *)
136	CMultiplayRules::VoiceCommand(CBaseMultiplayerPlayer *,int,int)
137	CMultiplayRules::HandleTimeLimitChange(void)
138	CMultiplayRules::InitCustomResponseRulesDicts(void)
139	CMultiplayRules::ShutdownCustomResponseRulesDicts(void)
140	CMultiplayRules::UseSuicidePenalty(void)
141	CMultiplayRules::GetNextLevelName(char *,int,bool)
142	CMultiplayRules::ChangeLevel(void)
143	CCSGameRules::GoToIntermission(void)
144	CTeamplayRules::GetCaptureValueForPlayer(CBasePlayer *)
145	CTeamplayRules::TeamMayCapturePoint(int,int)
146	CTeamplayRules::PlayerMayCapturePoint(CBasePlayer *,int,char *,int)
147	CTeamplayRules::PlayerMayBlockPoint(CBasePlayer *,int,char *,int)
148	CTeamplayRules::PointsMayBeCaptured(void)
149	CTeamplayRules::SetLastCapPointChanged(int)
150	CTeamplayRules::TimerMayExpire(void)
151	CTeamplayRules::SetWinningTeam(int,int,bool,bool,bool)
152	CTeamplayRules::SetStalemate(int,bool,bool)
153	CTeamplayRules::SetSwitchTeams(bool)
154	CTeamplayRules::ShouldSwitchTeams(void)
155	CTeamplayRules::HandleSwitchTeams(void)
156	CTeamplayRules::SetScrambleTeams(bool)
157	CTeamplayRules::ShouldScrambleTeams(void)
158	CTeamplayRules::HandleScrambleTeams(void)
159	CTeamplayRules::PointsMayAlwaysBeBlocked(void)
160	CCSGameRules::SpawningLatePlayer(CCSPlayer *)
161	CCSGameRules::SetAllowWeaponSwitch(bool)
162	CCSGameRules::GetAllowWeaponSwitch(void)