Difference between revisions of "CCSGameRules Offset List (Counter-Strike: Source)"
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− | + | For use when using [[Virtual Offsets (Source Mods)|virtual offsets]]. | |
− | |||
− | |||
− | |||
+ | This is the list of offsets I've been using. These are the <b>Linux</b> offsets. <b>Windows offsets are 1 less.</b> | ||
+ | |||
+ | == 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. | ||
+ | |||
+ | <b>Last Updated 30 July 2010</b> | ||
+ | |||
+ | <pre> | ||
+ | // 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) | ||
</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)