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

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(The List: Updated Offsets for the CSS Source2009 port)
(Updated 30. July (offset change))
 
Line 6: Line 6:
 
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.
 
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.
  
<b>Added 24 June 2010</b>
+
<b>Added 30 July 2010</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00A76E80
+
// Auto reconstructed from vtable block @ 0x00BD1F60
 
// from "server.so", by ida_vtables.idc
 
// from "server.so", by ida_vtables.idc
 
0 CDEagle::~CDEagle()
 
0 CDEagle::~CDEagle()
Line 267: Line 267:
 
254 CBaseCombatWeapon::HolsterOnDetach(void)
 
254 CBaseCombatWeapon::HolsterOnDetach(void)
 
255 CBaseCombatWeapon::IsHolstered(void)
 
255 CBaseCombatWeapon::IsHolstered(void)
256 CBaseCombatWeapon::ItemPreFrame(void)
+
256 CBaseCombatWeapon::Detach(void)
257 CWeaponCSBase::ItemPostFrame(void)
+
257 CBaseCombatWeapon::ItemPreFrame(void)
258 CBaseCombatWeapon::ItemBusyFrame(void)
+
258 CWeaponCSBase::ItemPostFrame(void)
259 CBaseCombatWeapon::ItemHolsterFrame(void)
+
259 CBaseCombatWeapon::ItemBusyFrame(void)
260 CDEagle::WeaponIdle(void)
+
260 CBaseCombatWeapon::ItemHolsterFrame(void)
261 CBaseCombatWeapon::HandleFireOnEmpty(void)
+
261 CDEagle::WeaponIdle(void)
262 CBaseCombatWeapon::ShouldBlockPrimaryFire(void)
+
262 CBaseCombatWeapon::HandleFireOnEmpty(void)
263 CBaseCombatWeapon::IsWeaponZoomed(void)
+
263 CBaseCombatWeapon::ShouldBlockPrimaryFire(void)
264 CBaseCombatWeapon::CheckReload(void)
+
264 CBaseCombatWeapon::IsWeaponZoomed(void)
265 CBaseCombatWeapon::FinishReload(void)
+
265 CBaseCombatWeapon::CheckReload(void)
266 CBaseCombatWeapon::AbortReload(void)
+
266 CBaseCombatWeapon::FinishReload(void)
267 CDEagle::Reload(void)
+
267 CBaseCombatWeapon::AbortReload(void)
268 CDEagle::PrimaryAttack(void)
+
268 CDEagle::Reload(void)
269 CWeaponCSBase::SecondaryAttack(void)
+
269 CDEagle::PrimaryAttack(void)
270 CBaseCombatWeapon::GetPrimaryAttackActivity(void)
+
270 CWeaponCSBase::SecondaryAttack(void)
271 CBaseCombatWeapon::GetSecondaryAttackActivity(void)
+
271 CBaseCombatWeapon::GetPrimaryAttackActivity(void)
272 CBaseCombatWeapon::GetDrawActivity(void)
+
272 CBaseCombatWeapon::GetSecondaryAttackActivity(void)
273 CWeaponCSBase::GetDefaultAnimSpeed(void)
+
273 CBaseCombatWeapon::GetDrawActivity(void)
274 CBaseCombatWeapon::GetBulletType(void)
+
274 CWeaponCSBase::GetDefaultAnimSpeed(void)
275 CWeaponCSBase::GetBulletSpread(void)
+
275 CBaseCombatWeapon::GetBulletType(void)
276 CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t)
+
276 CWeaponCSBase::GetBulletSpread(void)
277 CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t)
+
277 CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t)
278 CBaseCombatWeapon::GetFireRate(void)
+
278 CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t)
279 CBaseCombatWeapon::GetMinBurst(void)
+
279 CBaseCombatWeapon::GetFireRate(void)
280 CBaseCombatWeapon::GetMaxBurst(void)
+
280 CBaseCombatWeapon::GetMinBurst(void)
281 CBaseCombatWeapon::GetMinRestTime(void)
+
281 CBaseCombatWeapon::GetMaxBurst(void)
282 CBaseCombatWeapon::GetMaxRestTime(void)
+
282 CBaseCombatWeapon::GetMinRestTime(void)
283 CBaseCombatWeapon::GetRandomBurst(void)
+
283 CBaseCombatWeapon::GetMaxRestTime(void)
284 CBaseCombatWeapon::WeaponSound(WeaponSound_t,float)
+
284 CBaseCombatWeapon::GetRandomBurst(void)
285 CBaseCombatWeapon::StopWeaponSound(WeaponSound_t)
+
285 CBaseCombatWeapon::WeaponSound(WeaponSound_t,float)
286 CBaseCombatWeapon::GetProficiencyValues(void)
+
286 CBaseCombatWeapon::StopWeaponSound(WeaponSound_t)
287 CBaseCombatWeapon::GetMaxAutoAimDeflection(void)
+
287 CBaseCombatWeapon::GetProficiencyValues(void)
288 CBaseCombatWeapon::WeaponAutoAimScale(void)
+
288 CBaseCombatWeapon::GetMaxAutoAimDeflection(void)
289 CBaseCombatWeapon::StartSprinting(void)
+
289 CBaseCombatWeapon::WeaponAutoAimScale(void)
290 CBaseCombatWeapon::StopSprinting(void)
+
290 CBaseCombatWeapon::StartSprinting(void)
291 CBaseCombatWeapon::GetDamage(float,int)
+
291 CBaseCombatWeapon::StopSprinting(void)
292 CBaseCombatWeapon::SetActivity(Activity,float)
+
292 CBaseCombatWeapon::GetDamage(float,int)
293 CBaseCombatWeapon::AddViewKick(void)
+
293 CBaseCombatWeapon::SetActivity(Activity,float)
294 CBaseCombatWeapon::GetDeathNoticeName(void)
+
294 CBaseCombatWeapon::AddViewKick(void)
295 CWeaponCSBase::OnPickedUp(CBaseCombatCharacter *)
+
295 CBaseCombatWeapon::GetDeathNoticeName(void)
296 CWeaponCSBase::AddViewmodelBob(CBaseViewModel *,Vector &,QAngle &)
+
296 CWeaponCSBase::OnPickedUp(CBaseCombatCharacter *)
297 CWeaponCSBase::CalcViewmodelBob(void)
+
297 CWeaponCSBase::AddViewmodelBob(CBaseViewModel *,Vector &,QAngle &)
298 CBaseCombatWeapon::GetControlPanelInfo(int,char  const*&)
+
298 CWeaponCSBase::CalcViewmodelBob(void)
299 CBaseCombatWeapon::GetControlPanelClassName(int,char  const*&)
+
299 CBaseCombatWeapon::GetControlPanelInfo(int,char  const*&)
300 CBaseCombatWeapon::ShouldShowControlPanels(void)
+
300 CBaseCombatWeapon::GetControlPanelClassName(int,char  const*&)
301 CBaseCombatWeapon::CanBePickedUpByNPCs(void)
+
301 CBaseCombatWeapon::ShouldShowControlPanels(void)
302 CWeaponCSBase::GetViewModel(int)const
+
302 CBaseCombatWeapon::CanBePickedUpByNPCs(void)
303 CBaseCombatWeapon::GetWorldModel(void)const
+
303 CWeaponCSBase::GetViewModel(int)const
304 CBaseCombatWeapon::GetAnimPrefix(void)const
+
304 CBaseCombatWeapon::GetWorldModel(void)const
305 CBaseCombatWeapon::GetMaxClip1(void)const
+
305 CBaseCombatWeapon::GetAnimPrefix(void)const
306 CBaseCombatWeapon::GetMaxClip2(void)const
+
306 CBaseCombatWeapon::GetMaxClip1(void)const
307 CBaseCombatWeapon::GetDefaultClip1(void)const
+
307 CBaseCombatWeapon::GetMaxClip2(void)const
308 CBaseCombatWeapon::GetDefaultClip2(void)const
+
308 CBaseCombatWeapon::GetDefaultClip1(void)const
309 CBaseCombatWeapon::GetWeight(void)const
+
309 CBaseCombatWeapon::GetDefaultClip2(void)const
310 CBaseCombatWeapon::AllowsAutoSwitchTo(void)const
+
310 CBaseCombatWeapon::GetWeight(void)const
311 CBaseCombatWeapon::AllowsAutoSwitchFrom(void)const
+
311 CBaseCombatWeapon::AllowsAutoSwitchTo(void)const
312 CBaseCombatWeapon::GetWeaponFlags(void)const
+
312 CBaseCombatWeapon::AllowsAutoSwitchFrom(void)const
313 CBaseCombatWeapon::GetSlot(void)const
+
313 CBaseCombatWeapon::GetWeaponFlags(void)const
314 CBaseCombatWeapon::GetPosition(void)const
+
314 CBaseCombatWeapon::GetSlot(void)const
315 CBaseCombatWeapon::GetName(void)const
+
315 CBaseCombatWeapon::GetPosition(void)const
316 CBaseCombatWeapon::GetPrintName(void)const
+
316 CBaseCombatWeapon::GetName(void)const
317 CBaseCombatWeapon::GetShootSound(int)const
+
317 CBaseCombatWeapon::GetPrintName(void)const
318 CBaseCombatWeapon::GetRumbleEffect(void)const
+
318 CBaseCombatWeapon::GetShootSound(int)const
319 CBaseCombatWeapon::UsesClipsForAmmo1(void)const
+
319 CBaseCombatWeapon::GetRumbleEffect(void)const
320 CBaseCombatWeapon::UsesClipsForAmmo2(void)const
+
320 CBaseCombatWeapon::UsesClipsForAmmo1(void)const
321 CBaseCombatWeapon::GetEncryptionKey(void)
+
321 CBaseCombatWeapon::UsesClipsForAmmo2(void)const
322 CBaseCombatWeapon::GetPrimaryAmmoType(void)const
+
322 CBaseCombatWeapon::GetEncryptionKey(void)
323 CBaseCombatWeapon::GetSecondaryAmmoType(void)const
+
323 CBaseCombatWeapon::GetPrimaryAmmoType(void)const
324 CBaseCombatWeapon::GetSpriteActive(void)const
+
324 CBaseCombatWeapon::GetSecondaryAmmoType(void)const
325 CBaseCombatWeapon::GetSpriteInactive(void)const
+
325 CBaseCombatWeapon::GetSpriteActive(void)const
326 CBaseCombatWeapon::GetSpriteAmmo(void)const
+
326 CBaseCombatWeapon::GetSpriteInactive(void)const
327 CBaseCombatWeapon::GetSpriteAmmo2(void)const
+
327 CBaseCombatWeapon::GetSpriteAmmo(void)const
328 CBaseCombatWeapon::GetSpriteCrosshair(void)const
+
328 CBaseCombatWeapon::GetSpriteAmmo2(void)const
329 CBaseCombatWeapon::GetSpriteAutoaim(void)const
+
329 CBaseCombatWeapon::GetSpriteCrosshair(void)const
330 CBaseCombatWeapon::GetSpriteZoomedCrosshair(void)const
+
330 CBaseCombatWeapon::GetSpriteAutoaim(void)const
331 CBaseCombatWeapon::GetSpriteZoomedAutoaim(void)const
+
331 CBaseCombatWeapon::GetSpriteZoomedCrosshair(void)const
332 CBaseCombatWeapon::ActivityOverride(Activity,bool *)
+
332 CBaseCombatWeapon::GetSpriteZoomedAutoaim(void)const
333 CBaseCombatWeapon::ActivityList(void)
+
333 CBaseCombatWeapon::ActivityOverride(Activity,bool *)
334 CBaseCombatWeapon::ActivityListCount(void)
+
334 CBaseCombatWeapon::ActivityList(void)
335 CBaseCombatWeapon::FallInit(void)
+
335 CBaseCombatWeapon::ActivityListCount(void)
336 CBaseCombatWeapon::FallThink(void)
+
336 CBaseCombatWeapon::FallInit(void)
337 CWeaponCSBase::Materialize(void)
+
337 CBaseCombatWeapon::FallThink(void)
338 CWeaponCSBase::CheckRespawn(void)
+
338 CWeaponCSBase::Materialize(void)
339 CBaseCombatWeapon::Delete(void)
+
339 CWeaponCSBase::CheckRespawn(void)
340 CBaseCombatWeapon::Kill(void)
+
340 CBaseCombatWeapon::Delete(void)
341 CBaseCombatWeapon::CapabilitiesGet(void)
+
341 CBaseCombatWeapon::Kill(void)
342 CBaseCombatWeapon::WeaponLOSCondition(Vector  const&,Vector  const&,bool)
+
342 CBaseCombatWeapon::CapabilitiesGet(void)
343 CBaseCombatWeapon::WeaponRangeAttack1Condition(float,float)
+
343 CBaseCombatWeapon::WeaponLOSCondition(Vector  const&,Vector  const&,bool)
344 CBaseCombatWeapon::WeaponRangeAttack2Condition(float,float)
+
344 CBaseCombatWeapon::WeaponRangeAttack1Condition(float,float)
345 CBaseCombatWeapon::WeaponMeleeAttack1Condition(float,float)
+
345 CBaseCombatWeapon::WeaponRangeAttack2Condition(float,float)
346 CBaseCombatWeapon::WeaponMeleeAttack2Condition(float,float)
+
346 CBaseCombatWeapon::WeaponMeleeAttack1Condition(float,float)
347 CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter *)
+
347 CBaseCombatWeapon::WeaponMeleeAttack2Condition(float,float)
348 CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t *,CBaseCombatCharacter *)
+
348 CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter *)
349 CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter *,bool)
+
349 CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t *,CBaseCombatCharacter *)
350 CBaseCombatWeapon::CanLower(void)
+
350 CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter *,bool)
351 CBaseCombatWeapon::Ready(void)
+
351 CBaseCombatWeapon::CanLower(void)
352 CBaseCombatWeapon::Lower(void)
+
352 CBaseCombatWeapon::Ready(void)
353 CBaseCombatWeapon::HideThink(void)
+
353 CBaseCombatWeapon::Lower(void)
354 CBaseCombatWeapon::CanReload(void)
+
354 CBaseCombatWeapon::HideThink(void)
355 CWeaponCSBase::BulletWasFired(Vector  const&,Vector  const&)
+
355 CBaseCombatWeapon::CanReload(void)
356 CWeaponCSBase::ShouldRemoveOnRoundRestart(void)
+
356 CWeaponCSBase::BulletWasFired(Vector  const&,Vector  const&)
357 CWeaponCSBase::OnRoundRestart(void)
+
357 CWeaponCSBase::ShouldRemoveOnRoundRestart(void)
358 CWeaponCSBase::DefaultReload(int,int,int)
+
358 CWeaponCSBase::OnRoundRestart(void)
359 CWeaponCSBase::IsRemoveable(void)
+
359 CWeaponCSBase::DefaultReload(int,int,int)
360 CWeaponCSBase::IsAwp(void)const
+
360 CWeaponCSBase::IsRemoveable(void)
361 CWeaponCSBase::GetMaxSpeed(void)const
+
361 CWeaponCSBase::IsAwp(void)const
362 CDEagle::GetWeaponID(void)const
+
362 CWeaponCSBase::GetMaxSpeed(void)const
363 CWeaponCSBase::IsSilenced(void)const
+
363 CDEagle::GetWeaponID(void)const
364 CWeaponCSBase::SetWeaponModelIndex(char  const*)
+
364 CWeaponCSBase::IsSilenced(void)const
365 CWeaponCSBase::UpdateShieldState(void)
+
365 CWeaponCSBase::SetWeaponModelIndex(char  const*)
366 CWeaponCSBase::GetDeployActivity(void)
+
366 CWeaponCSBase::UpdateShieldState(void)
367 CWeaponCSBase::DefaultPistolReload(void)
+
367 CWeaponCSBase::GetDeployActivity(void)
368 CDEagle::UseDecrement(void)
+
368 CWeaponCSBase::DefaultPistolReload(void)
 +
369 CDEagle::UseDecrement(void)
 
</pre>
 
</pre>

Latest revision as of 15:23, 30 July 2010

For use when using virtual offsets.

This is a list of CDEagle Offsets. These are the Windows offsets. Linux offsets are 1 greater.

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.

Added 30 July 2010

// Auto reconstructed from vtable block @ 0x00BD1F60
// from "server.so", by ida_vtables.idc
0	CDEagle::~CDEagle()
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&)
2	CBaseEntity::GetRefEHandle(void)const
3	CBaseEntity::GetCollideable(void)
4	CBaseEntity::GetNetworkable(void)
5	CBaseEntity::GetBaseEntity(void)
6	CBaseEntity::GetModelIndex(void)const
7	CBaseEntity::GetModelName(void)const
8	CBaseEntity::SetModelIndex(int)
9	CDEagle::GetServerClass(void)
10	CDEagle::YouForgotToImplementOrDeclareServerClass(void)
11	CWeaponCSBase::GetDataDescMap(void)
12	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
13	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15	CBaseEntity::ShouldCollide(int,int)const
16	CBaseEntity::SetOwnerEntity(CBaseEntity*)
17	CBaseEntity::ShouldTransmit(CCheckTransmitInfo  const*)
18	CBaseCombatWeapon::UpdateTransmitState(void)
19	CBaseAnimating::SetTransmit(CCheckTransmitInfo *,bool)
20	CBaseEntity::GetTracerType(void)
21	CDEagle::Spawn(void)
22	CWeaponCSBase::Precache(void)
23	CBaseAnimating::SetModel(char  const*)
24	CBaseEntity::PostConstructor(char  const*)
25	CBaseEntity::PostClientActive(void)
26	CBaseEntity::ParseMapData(CEntityMapData *)
27	CWeaponCSBase::KeyValue(char  const*,char  const*)
28	CBaseEntity::KeyValue(char  const*,float)
29	CBaseEntity::KeyValue(char  const*,Vector  const&)
30	CBaseEntity::GetKeyValue(char  const*,char *,int)
31	CBaseCombatWeapon::Activate(void)
32	CBaseEntity::SetParent(CBaseEntity*,int)
33	CBaseCombatWeapon::ObjectCaps(void)
34	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
35	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
36	CBaseEntity::DrawDebugGeometryOverlays(void)
37	CBaseAttributableItem::DrawDebugTextOverlays(void)
38	CBaseAttributableItem::Save(ISave &)
39	CBaseAttributableItem::Restore(IRestore &)
40	CBaseEntity::ShouldSavePhysics(void)
41	CBaseEntity::OnSave(IEntitySaveUtils *)
42	CBaseAnimating::OnRestore(void)
43	CBaseEntity::RequiredEdictIndex(void)
44	CBaseEntity::MoveDone(void)
45	CBaseEntity::Think(void)
46	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void)
47	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void *)
48	CBaseAnimating::GetBaseAnimating(void)
49	CBaseEntity::GetResponseSystem(void)
50	CBaseEntity::DispatchResponse(char  const*)
51	CBaseEntity::Classify(void)
52	CBaseEntity::DeathNotice(CBaseEntity*)
53	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
54	CBaseEntity::GetAutoAimRadius(void)
55	CBaseEntity::GetAutoAimCenter(void)
56	CBaseEntity::GetBeamTraceFilter(void)
57	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
58	CBaseEntity::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60	CBaseEntity::OnTakeDamage(CTakeDamageInfo  const&)
61	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
62	CBaseEntity::TakeHealth(float,int)
63	CBaseEntity::IsAlive(void)
64	CBaseEntity::Event_Killed(CTakeDamageInfo  const&)
65	CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
66	CBaseEntity::BloodColor(void)
67	CBaseEntity::IsTriggered(CBaseEntity*)
68	CBaseEntity::IsNPC(void)const
69	CBaseEntity::MyCombatCharacterPointer(void)
70	CBaseEntity::MyNextBotPointer(void)
71	CBaseEntity::GetDelay(void)
72	CBaseEntity::IsMoving(void)
73	CBaseEntity::DamageDecal(int,int)
74	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
75	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
76	CBaseEntity::OnControls(CBaseEntity*)
77	CBaseEntity::HasTarget(string_t)
78	CBaseEntity::IsPlayer(void)const
79	CBaseEntity::IsNetClient(void)const
80	CBaseEntity::IsTemplate(void)
81	CBaseEntity::IsBaseObject(void)const
82	CBaseEntity::IsBaseTrain(void)const
83	CBaseCombatWeapon::IsBaseCombatWeapon(void)const
84	CBaseEntity::IsWearable(void)const
85	CBaseCombatWeapon::MyCombatWeaponPointer(void)
86	CBaseEntity::GetServerVehicle(void)
87	CBaseEntity::IsViewable(void)
88	CBaseEntity::ChangeTeam(int)
89	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
90	CBaseEntity::CanStandOn(CBaseEntity*)const
91	CBaseEntity::CanStandOn(edict_t *)const
92	CBaseEntity::GetEnemy(void)
93	CBaseEntity::GetEnemy(void)const
94	CWeaponCSBase::Use(CBaseEntity *,CBaseEntity *,USE_TYPE,float)
95	CBaseEntity::StartTouch(CBaseEntity*)
96	CBaseEntity::Touch(CBaseEntity*)
97	CBaseEntity::EndTouch(CBaseEntity*)
98	CBaseEntity::StartBlocked(CBaseEntity*)
99	CBaseEntity::Blocked(CBaseEntity*)
100	CBaseEntity::EndBlocked(void)
101	CBaseEntity::PhysicsSimulate(void)
102	CBaseAttributableItem::UpdateOnRemove(void)
103	CBaseEntity::StopLoopingSounds(void)
104	CBaseEntity::SUB_AllowedToFade(void)
105	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
106	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
107	CBaseCombatWeapon::MakeTracer(Vector  const&,CGameTrace  const&,int)
108	CBaseEntity::GetTracerAttachment(void)
109	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
110	CBaseEntity::DoImpactEffect(CGameTrace &,int)
111	CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
112	CWeaponCSBase::Respawn(void)
113	CBaseEntity::IsLockedByMaster(void)
114	CBaseEntity::GetMaxHealth(void)const
115	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
116	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
117	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
118	CBaseEntity::NetworkStateChanged_m_iHealth(void)
119	CBaseEntity::NetworkStateChanged_m_iHealth(void *)
120	CBaseEntity::NetworkStateChanged_m_lifeState(void)
121	CBaseEntity::NetworkStateChanged_m_lifeState(void *)
122	CBaseEntity::NetworkStateChanged_m_takedamage(void)
123	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
124	CBaseEntity::GetDamageType(void)const
125	CBaseEntity::GetDamage(void)
126	CBaseEntity::SetDamage(float)
127	CBaseEntity::EyePosition(void)
128	CBaseEntity::EyeAngles(void)
129	CBaseEntity::LocalEyeAngles(void)
130	CBaseEntity::EarPosition(void)
131	CBaseEntity::BodyTarget(Vector  const&,bool)
132	CBaseEntity::HeadTarget(Vector  const&)
133	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
134	CBaseEntity::GetViewOffset(void)const
135	CBaseEntity::SetViewOffset(Vector  const&)
136	CBaseEntity::GetSmoothedVelocity(void)
137	CBaseAnimating::GetVelocity(Vector *,Vector *)
138	CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)
139	CBaseEntity::FVisible(Vector  const&,int,CBaseEntity**)
140	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
141	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
142	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
143	CBaseEntity::GetGroundVelocityToApply(Vector &)
144	CWeaponCSBase::PhysicsSplash(Vector  const&,Vector  const&,float,float)
145	CBaseEntity::Splash(void)
146	CBaseEntity::WorldSpaceCenter(void)const
147	CBaseEntity::GetSoundEmissionOrigin(void)const
148	CBaseEntity::IsDeflectable(void)
149	CBaseEntity::Deflected(CBaseEntity*,Vector &)
150	CBaseEntity::CreateVPhysics(void)
151	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
152	CBaseEntity::VPhysicsDestroyObject(void)
153	CBaseEntity::VPhysicsUpdate(IPhysicsObject *)
154	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
155	CBaseEntity::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
156	CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject *)
157	CBaseEntity::VPhysicsCollision(int,gamevcollisionevent_t *)
158	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
159	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
160	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
161	CBaseEntity::VPhysicsIsFlesh(void)
162	CBaseEntity::HasPhysicsAttacker(float)
163	CBaseEntity::PhysicsSolidMaskForEntity(void)const
164	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
165	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
166	CBaseAnimating::GetStepOrigin(void)const
167	CBaseAnimating::GetStepAngles(void)const
168	CBaseEntity::ShouldDrawWaterImpacts(void)
169	CBaseEntity::NetworkStateChanged_m_fFlags(void)
170	CBaseEntity::NetworkStateChanged_m_fFlags(void *)
171	CBaseEntity::NetworkStateChanged_m_nWaterLevel(void)
172	CBaseEntity::NetworkStateChanged_m_nWaterLevel(void *)
173	CBaseEntity::NetworkStateChanged_m_hGroundEntity(void)
174	CBaseEntity::NetworkStateChanged_m_hGroundEntity(void *)
175	CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void)
176	CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void *)
177	CBaseEntity::NetworkStateChanged_m_flFriction(void)
178	CBaseEntity::NetworkStateChanged_m_flFriction(void *)
179	CBaseEntity::NetworkStateChanged_m_vecVelocity(void)
180	CBaseEntity::NetworkStateChanged_m_vecVelocity(void *)
181	CBaseEntity::NetworkStateChanged_m_vecViewOffset(void)
182	CBaseEntity::NetworkStateChanged_m_vecViewOffset(void *)
183	CBaseAnimating::GetIdealSpeed(void)const
184	CBaseAnimating::GetIdealAccel(void)const
185	CBaseAnimating::StudioFrameAdvance(void)
186	CBaseAnimating::IsActivityFinished(void)
187	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
188	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
189	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
190	CBaseAnimating::IsRagdoll(void)
191	CBaseAnimating::CanBecomeRagdoll(void)
192	CBaseAnimating::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
193	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
194	CBaseAnimating::SetupBones(matrix3x4_t *,int)
195	CBaseAnimating::CalculateIKLocks(float)
196	CBaseAnimating::DispatchAnimEvents(CBaseAnimating*)
197	CBaseCombatWeapon::HandleAnimEvent(animevent_t *)
198	CBaseAnimating::PopulatePoseParameters(void)
199	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
200	CBaseAnimating::InitBoneControllers(void)
201	CBaseAnimating::GetGroundSpeedVelocity(void)
202	CBaseAnimating::Ignite(float,bool,float,bool)
203	CBaseAnimating::IgniteLifetime(float)
204	CBaseAnimating::IgniteNumHitboxFires(int)
205	CBaseAnimating::IgniteHitboxFireScale(float)
206	CBaseAnimating::Extinguish(void)
207	CBaseAnimating::SetLightingOriginRelative(CBaseEntity *)
208	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
209	CBaseCombatWeapon::GiveTo(CBaseEntity *)
210	CBaseAttributableItem::CalculateVisibleClassFor(CBasePlayer *)
211	CBaseAttributableItem::GetAttributeManager(void)
212	CBaseAttributableItem::GetAttributeContainer(void)
213	CBaseAttributableItem::GetAttributeOwner(void)
214	CBaseAttributableItem::ReapplyProvision(void)
215	CBaseAttributableItem::TranslateViewmodelHandActivityInternal(Activity)
216	CWeaponCSBase::IsPredicted(void)const
217	CBaseCombatWeapon::GetSubType(void)
218	CBaseCombatWeapon::SetSubType(int)
219	CBaseCombatWeapon::Equip(CBaseCombatCharacter *)
220	CWeaponCSBase::Drop(Vector  const&)
221	CBaseCombatWeapon::UpdateClientData(CBasePlayer *)
222	CBaseCombatWeapon::IsAllowedToSwitch(void)
223	CWeaponCSBase::CanBeSelected(void)
224	CBaseCombatWeapon::VisibleInWeaponSelection(void)
225	CBaseCombatWeapon::HasAmmo(void)
226	CBaseCombatWeapon::SetPickupTouch(void)
227	CWeaponCSBase::DefaultTouch(CBaseEntity *)
228	CBaseCombatWeapon::ShouldDisplayAltFireHUDHint(void)
229	CBaseCombatWeapon::DisplayAltFireHudHint(void)
230	CBaseCombatWeapon::RescindAltFireHudHint(void)
231	CBaseCombatWeapon::ShouldDisplayReloadHUDHint(void)
232	CBaseCombatWeapon::DisplayReloadHudHint(void)
233	CBaseCombatWeapon::RescindReloadHudHint(void)
234	CBaseCombatWeapon::SetViewModelIndex(int)
235	CWeaponCSBase::SendWeaponAnim(int)
236	CBaseCombatWeapon::SendViewModelAnim(int)
237	CBaseCombatWeapon::SetViewModel(void)
238	CBaseCombatWeapon::HasWeaponIdleTimeElapsed(void)
239	CBaseCombatWeapon::SetWeaponIdleTime(float)
240	CBaseCombatWeapon::GetWeaponIdleTime(void)
241	CBaseCombatWeapon::HasAnyAmmo(void)
242	CBaseCombatWeapon::HasPrimaryAmmo(void)
243	CBaseCombatWeapon::HasSecondaryAmmo(void)
244	CBaseCombatWeapon::CanHolster(void)
245	CWeaponCSBase::DefaultDeploy(char *,char *,int,char *)
246	CWeaponCSBase::CanDeploy(void)
247	CDEagle::Deploy(void)
248	CWeaponCSBase::Holster(CBaseCombatWeapon *)
249	CBaseCombatWeapon::GetLastWeapon(void)
250	CBaseCombatWeapon::SetWeaponVisible(bool)
251	CBaseCombatWeapon::IsWeaponVisible(void)
252	CBaseCombatWeapon::ReloadOrSwitchWeapons(void)
253	CBaseCombatWeapon::OnActiveStateChanged(int)
254	CBaseCombatWeapon::HolsterOnDetach(void)
255	CBaseCombatWeapon::IsHolstered(void)
256	CBaseCombatWeapon::Detach(void)
257	CBaseCombatWeapon::ItemPreFrame(void)
258	CWeaponCSBase::ItemPostFrame(void)
259	CBaseCombatWeapon::ItemBusyFrame(void)
260	CBaseCombatWeapon::ItemHolsterFrame(void)
261	CDEagle::WeaponIdle(void)
262	CBaseCombatWeapon::HandleFireOnEmpty(void)
263	CBaseCombatWeapon::ShouldBlockPrimaryFire(void)
264	CBaseCombatWeapon::IsWeaponZoomed(void)
265	CBaseCombatWeapon::CheckReload(void)
266	CBaseCombatWeapon::FinishReload(void)
267	CBaseCombatWeapon::AbortReload(void)
268	CDEagle::Reload(void)
269	CDEagle::PrimaryAttack(void)
270	CWeaponCSBase::SecondaryAttack(void)
271	CBaseCombatWeapon::GetPrimaryAttackActivity(void)
272	CBaseCombatWeapon::GetSecondaryAttackActivity(void)
273	CBaseCombatWeapon::GetDrawActivity(void)
274	CWeaponCSBase::GetDefaultAnimSpeed(void)
275	CBaseCombatWeapon::GetBulletType(void)
276	CWeaponCSBase::GetBulletSpread(void)
277	CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t)
278	CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t)
279	CBaseCombatWeapon::GetFireRate(void)
280	CBaseCombatWeapon::GetMinBurst(void)
281	CBaseCombatWeapon::GetMaxBurst(void)
282	CBaseCombatWeapon::GetMinRestTime(void)
283	CBaseCombatWeapon::GetMaxRestTime(void)
284	CBaseCombatWeapon::GetRandomBurst(void)
285	CBaseCombatWeapon::WeaponSound(WeaponSound_t,float)
286	CBaseCombatWeapon::StopWeaponSound(WeaponSound_t)
287	CBaseCombatWeapon::GetProficiencyValues(void)
288	CBaseCombatWeapon::GetMaxAutoAimDeflection(void)
289	CBaseCombatWeapon::WeaponAutoAimScale(void)
290	CBaseCombatWeapon::StartSprinting(void)
291	CBaseCombatWeapon::StopSprinting(void)
292	CBaseCombatWeapon::GetDamage(float,int)
293	CBaseCombatWeapon::SetActivity(Activity,float)
294	CBaseCombatWeapon::AddViewKick(void)
295	CBaseCombatWeapon::GetDeathNoticeName(void)
296	CWeaponCSBase::OnPickedUp(CBaseCombatCharacter *)
297	CWeaponCSBase::AddViewmodelBob(CBaseViewModel *,Vector &,QAngle &)
298	CWeaponCSBase::CalcViewmodelBob(void)
299	CBaseCombatWeapon::GetControlPanelInfo(int,char  const*&)
300	CBaseCombatWeapon::GetControlPanelClassName(int,char  const*&)
301	CBaseCombatWeapon::ShouldShowControlPanels(void)
302	CBaseCombatWeapon::CanBePickedUpByNPCs(void)
303	CWeaponCSBase::GetViewModel(int)const
304	CBaseCombatWeapon::GetWorldModel(void)const
305	CBaseCombatWeapon::GetAnimPrefix(void)const
306	CBaseCombatWeapon::GetMaxClip1(void)const
307	CBaseCombatWeapon::GetMaxClip2(void)const
308	CBaseCombatWeapon::GetDefaultClip1(void)const
309	CBaseCombatWeapon::GetDefaultClip2(void)const
310	CBaseCombatWeapon::GetWeight(void)const
311	CBaseCombatWeapon::AllowsAutoSwitchTo(void)const
312	CBaseCombatWeapon::AllowsAutoSwitchFrom(void)const
313	CBaseCombatWeapon::GetWeaponFlags(void)const
314	CBaseCombatWeapon::GetSlot(void)const
315	CBaseCombatWeapon::GetPosition(void)const
316	CBaseCombatWeapon::GetName(void)const
317	CBaseCombatWeapon::GetPrintName(void)const
318	CBaseCombatWeapon::GetShootSound(int)const
319	CBaseCombatWeapon::GetRumbleEffect(void)const
320	CBaseCombatWeapon::UsesClipsForAmmo1(void)const
321	CBaseCombatWeapon::UsesClipsForAmmo2(void)const
322	CBaseCombatWeapon::GetEncryptionKey(void)
323	CBaseCombatWeapon::GetPrimaryAmmoType(void)const
324	CBaseCombatWeapon::GetSecondaryAmmoType(void)const
325	CBaseCombatWeapon::GetSpriteActive(void)const
326	CBaseCombatWeapon::GetSpriteInactive(void)const
327	CBaseCombatWeapon::GetSpriteAmmo(void)const
328	CBaseCombatWeapon::GetSpriteAmmo2(void)const
329	CBaseCombatWeapon::GetSpriteCrosshair(void)const
330	CBaseCombatWeapon::GetSpriteAutoaim(void)const
331	CBaseCombatWeapon::GetSpriteZoomedCrosshair(void)const
332	CBaseCombatWeapon::GetSpriteZoomedAutoaim(void)const
333	CBaseCombatWeapon::ActivityOverride(Activity,bool *)
334	CBaseCombatWeapon::ActivityList(void)
335	CBaseCombatWeapon::ActivityListCount(void)
336	CBaseCombatWeapon::FallInit(void)
337	CBaseCombatWeapon::FallThink(void)
338	CWeaponCSBase::Materialize(void)
339	CWeaponCSBase::CheckRespawn(void)
340	CBaseCombatWeapon::Delete(void)
341	CBaseCombatWeapon::Kill(void)
342	CBaseCombatWeapon::CapabilitiesGet(void)
343	CBaseCombatWeapon::WeaponLOSCondition(Vector  const&,Vector  const&,bool)
344	CBaseCombatWeapon::WeaponRangeAttack1Condition(float,float)
345	CBaseCombatWeapon::WeaponRangeAttack2Condition(float,float)
346	CBaseCombatWeapon::WeaponMeleeAttack1Condition(float,float)
347	CBaseCombatWeapon::WeaponMeleeAttack2Condition(float,float)
348	CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter *)
349	CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t *,CBaseCombatCharacter *)
350	CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter *,bool)
351	CBaseCombatWeapon::CanLower(void)
352	CBaseCombatWeapon::Ready(void)
353	CBaseCombatWeapon::Lower(void)
354	CBaseCombatWeapon::HideThink(void)
355	CBaseCombatWeapon::CanReload(void)
356	CWeaponCSBase::BulletWasFired(Vector  const&,Vector  const&)
357	CWeaponCSBase::ShouldRemoveOnRoundRestart(void)
358	CWeaponCSBase::OnRoundRestart(void)
359	CWeaponCSBase::DefaultReload(int,int,int)
360	CWeaponCSBase::IsRemoveable(void)
361	CWeaponCSBase::IsAwp(void)const
362	CWeaponCSBase::GetMaxSpeed(void)const
363	CDEagle::GetWeaponID(void)const
364	CWeaponCSBase::IsSilenced(void)const
365	CWeaponCSBase::SetWeaponModelIndex(char  const*)
366	CWeaponCSBase::UpdateShieldState(void)
367	CWeaponCSBase::GetDeployActivity(void)
368	CWeaponCSBase::DefaultPistolReload(void)
369	CDEagle::UseDecrement(void)