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

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(New page: For use when using virtual offsets. This is a list of CDEagle Offsets. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b> == The ...)
 
(The List: Updated Offsets for the CSS Source2009 port)
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 May 2, 2008</b>
+
<b>Added 24 June 2010</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00B4BD00
+
// Auto reconstructed from vtable block @ 0x00A76E80
// from "server_i486.so", by ida_vtables.idc
+
// from "server.so", by ida_vtables.idc
 
0 CDEagle::~CDEagle()
 
0 CDEagle::~CDEagle()
 
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
 
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
Line 20: Line 20:
 
7 CBaseEntity::GetModelName(void)const
 
7 CBaseEntity::GetModelName(void)const
 
8 CBaseEntity::SetModelIndex(int)
 
8 CBaseEntity::SetModelIndex(int)
9 CDEagle::_GetClassName(void)
+
9 CDEagle::GetServerClass(void)
10 CDEagle::GetServerClass(void)
+
10 CDEagle::YouForgotToImplementOrDeclareServerClass(void)
11 CDEagle::GetClassName(void)
+
11 CWeaponCSBase::GetDataDescMap(void)
12 CDEagle::YouForgotToImplementOrDeclareServerClass(void)
+
12 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
13 CWeaponCSBase::GetDataDescMap(void)
+
13 CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
14 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
+
14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15 CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
+
15 CBaseEntity::ShouldCollide(int,int)const
16 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
+
16 CBaseEntity::SetOwnerEntity(CBaseEntity*)
17 CBaseEntity::ShouldCollide(int,int)const
+
17 CBaseEntity::ShouldTransmit(CCheckTransmitInfo  const*)
18 CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
18 CBaseCombatWeapon::UpdateTransmitState(void)
19 CBaseEntity::ShouldTransmit(CCheckTransmitInfo  const*)
+
19 CBaseAnimating::SetTransmit(CCheckTransmitInfo *,bool)
20 CBaseCombatWeapon::UpdateTransmitState(void)
+
20 CBaseEntity::GetTracerType(void)
21 CBaseAnimating::SetTransmit(CCheckTransmitInfo *,bool)
+
21 CDEagle::Spawn(void)
22 CBaseEntity::GetTracerType(void)
+
22 CWeaponCSBase::Precache(void)
23 CDEagle::Spawn(void)
+
23 CBaseAnimating::SetModel(char  const*)
24 CWeaponCSBase::Precache(void)
+
24 CBaseEntity::PostConstructor(char  const*)
25 CBaseAnimating::SetModel(char  const*)
+
25 CBaseEntity::PostClientActive(void)
26 CBaseEntity::PostConstructor(char  const*)
+
26 CBaseEntity::ParseMapData(CEntityMapData *)
27 CBaseEntity::PostClientActive(void)
+
27 CWeaponCSBase::KeyValue(char  const*,char  const*)
28 CBaseEntity::ParseMapData(CEntityMapData *)
+
28 CBaseEntity::KeyValue(char  const*,float)
29 CWeaponCSBase::KeyValue(char  const*,char  const*)
+
29 CBaseEntity::KeyValue(char  const*,Vector const&)
30 CBaseEntity::KeyValue(char  const*,float)
+
30 CBaseEntity::GetKeyValue(char  const*,char *,int)
31 CBaseEntity::KeyValue(char  const*,Vector)
+
31 CBaseCombatWeapon::Activate(void)
32 CBaseCombatWeapon::Activate(void)
+
32 CBaseEntity::SetParent(CBaseEntity*,int)
33 CBaseEntity::SetParent(CBaseEntity*,int)
+
33 CBaseCombatWeapon::ObjectCaps(void)
34 CBaseCombatWeapon::ObjectCaps(void)
+
34 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
35 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
+
35 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
36 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
+
36 CBaseEntity::DrawDebugGeometryOverlays(void)
37 CBaseEntity::DrawDebugGeometryOverlays(void)
+
37 CBaseAttributableItem::DrawDebugTextOverlays(void)
38 CBaseAnimating::DrawDebugTextOverlays(void)
+
38 CBaseAttributableItem::Save(ISave &)
39 CBaseEntity::Save(ISave &)
+
39 CBaseAttributableItem::Restore(IRestore &)
40 CBaseEntity::Restore(IRestore &)
+
40 CBaseEntity::ShouldSavePhysics(void)
41 CBaseEntity::ShouldSavePhysics(void)
+
41 CBaseEntity::OnSave(IEntitySaveUtils *)
42 CBaseEntity::OnSave(IEntitySaveUtils *)
+
42 CBaseAnimating::OnRestore(void)
43 CBaseAnimating::OnRestore(void)
+
43 CBaseEntity::RequiredEdictIndex(void)
44 CBaseEntity::RequiredEdictIndex(void)
+
44 CBaseEntity::MoveDone(void)
45 CBaseEntity::MoveDone(void)
+
45 CBaseEntity::Think(void)
46 CBaseEntity::Think(void)
+
46 CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void)
47 CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void)
+
47 CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void *)
48 CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void *)
+
48 CBaseAnimating::GetBaseAnimating(void)
49 CBaseAnimating::GetBaseAnimating(void)
+
49 CBaseEntity::GetResponseSystem(void)
50 CBaseEntity::GetResponseSystem(void)
+
50 CBaseEntity::DispatchResponse(char  const*)
51 CBaseEntity::DispatchResponse(char  const*)
+
51 CBaseEntity::Classify(void)
52 CBaseEntity::Classify(void)
+
52 CBaseEntity::DeathNotice(CBaseEntity*)
53 CBaseEntity::DeathNotice(CBaseEntity*)
+
53 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
+
54 CBaseEntity::GetAutoAimRadius(void)
55 CBaseEntity::GetAutoAimRadius(void)
+
55 CBaseEntity::GetAutoAimCenter(void)
56 CBaseEntity::GetAutoAimCenter(void)
+
56 CBaseEntity::GetBeamTraceFilter(void)
 
57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
 
57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
 
58 CBaseEntity::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
 
58 CBaseEntity::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
 
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
 
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
 
60 CBaseEntity::OnTakeDamage(CTakeDamageInfo  const&)
 
60 CBaseEntity::OnTakeDamage(CTakeDamageInfo  const&)
61 CBaseEntity::TakeHealth(float,int)
+
61 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
62 CBaseEntity::Event_Killed(CTakeDamageInfo  const&)
+
62 CBaseEntity::TakeHealth(float,int)
63 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
+
63 CBaseEntity::IsAlive(void)
64 CBaseEntity::BloodColor(void)
+
64 CBaseEntity::Event_Killed(CTakeDamageInfo  const&)
65 CBaseEntity::IsTriggered(CBaseEntity*)
+
65 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
66 CBaseEntity::IsNPC(void)const
+
66 CBaseEntity::BloodColor(void)
67 CBaseEntity::MyCombatCharacterPointer(void)
+
67 CBaseEntity::IsTriggered(CBaseEntity*)
68 CBaseEntity::GetDelay(void)
+
68 CBaseEntity::IsNPC(void)const
69 CBaseEntity::IsMoving(void)
+
69 CBaseEntity::MyCombatCharacterPointer(void)
70 CBaseEntity::DamageDecal(int,int)
+
70 CBaseEntity::MyNextBotPointer(void)
71 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
+
71 CBaseEntity::GetDelay(void)
72 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
+
72 CBaseEntity::IsMoving(void)
73 CBaseEntity::OnControls(CBaseEntity*)
+
73 CBaseEntity::DamageDecal(int,int)
74 CBaseEntity::HasTarget(string_t)
+
74 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
75 CBaseEntity::IsPlayer(void)const
+
75 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
76 CBaseEntity::IsNetClient(void)const
+
76 CBaseEntity::OnControls(CBaseEntity*)
77 CBaseEntity::IsTemplate(void)
+
77 CBaseEntity::HasTarget(string_t)
78 CBaseEntity::IsBaseObject(void)const
+
78 CBaseEntity::IsPlayer(void)const
79 CBaseEntity::GetServerVehicle(void)
+
79 CBaseEntity::IsNetClient(void)const
80 CBaseEntity::IsViewable(void)
+
80 CBaseEntity::IsTemplate(void)
81 CBaseEntity::ChangeTeam(int)
+
81 CBaseEntity::IsBaseObject(void)const
82 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
+
82 CBaseEntity::IsBaseTrain(void)const
83 CBaseEntity::CanStandOn(CBaseEntity*)const
+
83 CBaseCombatWeapon::IsBaseCombatWeapon(void)const
84 CBaseEntity::CanStandOn(edict_t *)const
+
84 CBaseEntity::IsWearable(void)const
85 CBaseEntity::GetEnemy(void)
+
85 CBaseCombatWeapon::MyCombatWeaponPointer(void)
86 CBaseEntity::GetEnemy(void)const
+
86 CBaseEntity::GetServerVehicle(void)
87 CBaseCombatWeapon::Use(CBaseEntity *,CBaseEntity *,USE_TYPE,float)
+
87 CBaseEntity::IsViewable(void)
88 CBaseEntity::StartTouch(CBaseEntity*)
+
88 CBaseEntity::ChangeTeam(int)
89 CBaseEntity::Touch(CBaseEntity*)
+
89 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
90 CBaseEntity::EndTouch(CBaseEntity*)
+
90 CBaseEntity::CanStandOn(CBaseEntity*)const
91 CBaseEntity::StartBlocked(CBaseEntity*)
+
91 CBaseEntity::CanStandOn(edict_t *)const
92 CBaseEntity::Blocked(CBaseEntity*)
+
92 CBaseEntity::GetEnemy(void)
93 CBaseEntity::EndBlocked(void)
+
93 CBaseEntity::GetEnemy(void)const
94 CBaseEntity::PhysicsSimulate(void)
+
94 CWeaponCSBase::Use(CBaseEntity *,CBaseEntity *,USE_TYPE,float)
95 CBaseEntity::UpdateOnRemove(void)
+
95 CBaseEntity::StartTouch(CBaseEntity*)
96 CBaseEntity::StopLoopingSounds(void)
+
96 CBaseEntity::Touch(CBaseEntity*)
97 CBaseEntity::SUB_AllowedToFade(void)
+
97 CBaseEntity::EndTouch(CBaseEntity*)
98 CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
+
98 CBaseEntity::StartBlocked(CBaseEntity*)
99 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
+
99 CBaseEntity::Blocked(CBaseEntity*)
100 CBaseCombatWeapon::MakeTracer(Vector  const&,CGameTrace  const&,int)
+
100 CBaseEntity::EndBlocked(void)
101 CBaseEntity::FireBullets(FireBulletsInfo_t const&)
+
101 CBaseEntity::PhysicsSimulate(void)
102 CBaseEntity::DoImpactEffect(CGameTrace &,int)
+
102 CBaseAttributableItem::UpdateOnRemove(void)
103 CWeaponCSBase::Respawn(void)
+
103 CBaseEntity::StopLoopingSounds(void)
104 CBaseEntity::IsLockedByMaster(void)
+
104 CBaseEntity::SUB_AllowedToFade(void)
105 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
105 CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
106 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
+
106 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
107 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
107 CBaseCombatWeapon::MakeTracer(Vector  const&,CGameTrace  const&,int)
108 CBaseEntity::NetworkStateChanged_m_iHealth(void)
+
108 CBaseEntity::GetTracerAttachment(void)
109 CBaseEntity::NetworkStateChanged_m_iHealth(void *)
+
109 CBaseEntity::FireBullets(FireBulletsInfo_t const&)
110 CBaseEntity::NetworkStateChanged_m_lifeState(void)
+
110 CBaseEntity::DoImpactEffect(CGameTrace &,int)
111 CBaseEntity::NetworkStateChanged_m_lifeState(void *)
+
111 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
112 CBaseEntity::NetworkStateChanged_m_takedamage(void)
+
112 CWeaponCSBase::Respawn(void)
113 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
113 CBaseEntity::IsLockedByMaster(void)
114 CBaseEntity::GetDamageType(void)const
+
114 CBaseEntity::GetMaxHealth(void)const
115 CBaseEntity::GetDamage(void)
+
115 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
116 CBaseEntity::SetDamage(float)
+
116 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
117 CBaseEntity::EyePosition(void)
+
117 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
118 CBaseEntity::EyeAngles(void)
+
118 CBaseEntity::NetworkStateChanged_m_iHealth(void)
119 CBaseEntity::LocalEyeAngles(void)
+
119 CBaseEntity::NetworkStateChanged_m_iHealth(void *)
120 CBaseEntity::EarPosition(void)
+
120 CBaseEntity::NetworkStateChanged_m_lifeState(void)
121 CBaseEntity::BodyTarget(Vector  const&,bool)
+
121 CBaseEntity::NetworkStateChanged_m_lifeState(void *)
122 CBaseEntity::HeadTarget(Vector  const&)
+
122 CBaseEntity::NetworkStateChanged_m_takedamage(void)
123 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
+
123 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
124 CBaseEntity::GetViewOffset(void)
+
124 CBaseEntity::GetDamageType(void)const
125 CBaseEntity::GetSmoothedVelocity(void)
+
125 CBaseEntity::GetDamage(void)
126 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
126 CBaseEntity::SetDamage(float)
127 CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)
+
127 CBaseEntity::EyePosition(void)
128 CBaseEntity::FVisible(Vector  const&,int,CBaseEntity**)
+
128 CBaseEntity::EyeAngles(void)
129 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
+
129 CBaseEntity::LocalEyeAngles(void)
130 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
130 CBaseEntity::EarPosition(void)
131 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
131 CBaseEntity::BodyTarget(Vector  const&,bool)
132 CBaseEntity::CanBePoweredUp(void)
+
132 CBaseEntity::HeadTarget(Vector  const&)
133 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
+
133 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
134 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
134 CBaseEntity::GetViewOffset(void)const
135 CWeaponCSBase::PhysicsSplash(Vector  const&,Vector  const&,float,float)
+
135 CBaseEntity::SetViewOffset(Vector  const&)
136 CBaseEntity::Splash(void)
+
136 CBaseEntity::GetSmoothedVelocity(void)
137 CBaseEntity::WorldSpaceCenter(void)const
+
137 CBaseAnimating::GetVelocity(Vector *,Vector *)
138 CBaseEntity::GetSoundEmissionOrigin(void)const
+
138 CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)
139 CBaseEntity::CreateVPhysics(void)
+
139 CBaseEntity::FVisible(Vector  const&,int,CBaseEntity**)
140 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
140 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
141 CBaseEntity::VPhysicsDestroyObject(void)
+
141 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
142 CBaseEntity::VPhysicsUpdate(IPhysicsObject *)
+
142 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
143 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
143 CBaseEntity::GetGroundVelocityToApply(Vector &)
144 CBaseEntity::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
144 CWeaponCSBase::PhysicsSplash(Vector  const&,Vector  const&,float,float)
145 CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject *)
+
145 CBaseEntity::Splash(void)
146 CBaseEntity::VPhysicsCollision(int,gamevcollisionevent_t *)
+
146 CBaseEntity::WorldSpaceCenter(void)const
147 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
147 CBaseEntity::GetSoundEmissionOrigin(void)const
148 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
148 CBaseEntity::IsDeflectable(void)
149 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
149 CBaseEntity::Deflected(CBaseEntity*,Vector &)
150 CBaseEntity::HasPhysicsAttacker(float)
+
150 CBaseEntity::CreateVPhysics(void)
151 CBaseEntity::PhysicsSolidMaskForEntity(void)const
+
151 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
152 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
152 CBaseEntity::VPhysicsDestroyObject(void)
153 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
153 CBaseEntity::VPhysicsUpdate(IPhysicsObject *)
154 CBaseAnimating::GetStepOrigin(void)const
+
154 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
155 CBaseAnimating::GetStepAngles(void)const
+
155 CBaseEntity::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
156 CBaseEntity::ShouldDrawWaterImpacts(void)
+
156 CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject *)
157 CBaseEntity::NetworkStateChanged_m_fFlags(void)
+
157 CBaseEntity::VPhysicsCollision(int,gamevcollisionevent_t *)
158 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
+
158 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
159 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void)
+
159 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
160 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void *)
+
160 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
161 CBaseEntity::NetworkStateChanged_m_hGroundEntity(void)
+
161 CBaseEntity::VPhysicsIsFlesh(void)
162 CBaseEntity::NetworkStateChanged_m_hGroundEntity(void *)
+
162 CBaseEntity::HasPhysicsAttacker(float)
163 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void)
+
163 CBaseEntity::PhysicsSolidMaskForEntity(void)const
164 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void *)
+
164 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
165 CBaseEntity::NetworkStateChanged_m_flFriction(void)
+
165 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
166 CBaseEntity::NetworkStateChanged_m_flFriction(void *)
+
166 CBaseAnimating::GetStepOrigin(void)const
167 CBaseEntity::NetworkStateChanged_m_vecVelocity(void)
+
167 CBaseAnimating::GetStepAngles(void)const
168 CBaseEntity::NetworkStateChanged_m_vecVelocity(void *)
+
168 CBaseEntity::ShouldDrawWaterImpacts(void)
169 CBaseEntity::NetworkStateChanged_m_vecViewOffset(void)
+
169 CBaseEntity::NetworkStateChanged_m_fFlags(void)
170 CBaseEntity::NetworkStateChanged_m_vecViewOffset(void *)
+
170 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
171 CBaseAnimating::GetIdealSpeed(void)const
+
171 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void)
172 CBaseAnimating::GetIdealAccel(void)const
+
172 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void *)
173 CBaseAnimating::StudioFrameAdvance(void)
+
173 CBaseEntity::NetworkStateChanged_m_hGroundEntity(void)
174 CBaseAnimating::IsActivityFinished(void)
+
174 CBaseEntity::NetworkStateChanged_m_hGroundEntity(void *)
175 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
175 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void)
176 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
+
176 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void *)
177 CBaseAnimating::IsRagdoll(void)
+
177 CBaseEntity::NetworkStateChanged_m_flFriction(void)
178 CBaseAnimating::CanBecomeRagdoll(void)
+
178 CBaseEntity::NetworkStateChanged_m_flFriction(void *)
179 CBaseAnimating::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
179 CBaseEntity::NetworkStateChanged_m_vecVelocity(void)
180 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
180 CBaseEntity::NetworkStateChanged_m_vecVelocity(void *)
181 CBaseAnimating::SetupBones(matrix3x4_t *,int)
+
181 CBaseEntity::NetworkStateChanged_m_vecViewOffset(void)
182 CBaseAnimating::CalculateIKLocks(float)
+
182 CBaseEntity::NetworkStateChanged_m_vecViewOffset(void *)
183 CBaseAnimating::DispatchAnimEvents(CBaseAnimating*)
+
183 CBaseAnimating::GetIdealSpeed(void)const
184 CBaseCombatWeapon::HandleAnimEvent(animevent_t *)
+
184 CBaseAnimating::GetIdealAccel(void)const
185 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
185 CBaseAnimating::StudioFrameAdvance(void)
186 CBaseAnimating::InitBoneControllers(void)
+
186 CBaseAnimating::IsActivityFinished(void)
187 CBaseAnimating::GetGroundSpeedVelocity(void)
+
187 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
188 CBaseAnimating::Ignite(float,bool,float,bool)
+
188 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
189 CBaseAnimating::Extinguish(void)
+
189 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
190 CBaseAnimating::SetLightingOriginRelative(CBaseEntity *)
+
190 CBaseAnimating::IsRagdoll(void)
191 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
191 CBaseAnimating::CanBecomeRagdoll(void)
192 CWeaponCSBase::IsPredicted(void)const
+
192 CBaseAnimating::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
193 CBaseCombatWeapon::GetSubType(void)
+
193 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
194 CBaseCombatWeapon::SetSubType(int)
+
194 CBaseAnimating::SetupBones(matrix3x4_t *,int)
195 CBaseCombatWeapon::Equip(CBaseCombatCharacter *)
+
195 CBaseAnimating::CalculateIKLocks(float)
196 CWeaponCSBase::Drop(Vector  const&)
+
196 CBaseAnimating::DispatchAnimEvents(CBaseAnimating*)
197 CBaseCombatWeapon::UpdateClientData(CBasePlayer *)
+
197 CBaseCombatWeapon::HandleAnimEvent(animevent_t *)
198 CBaseCombatWeapon::IsAllowedToSwitch(void)
+
198 CBaseAnimating::PopulatePoseParameters(void)
199 CWeaponCSBase::CanBeSelected(void)
+
199 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
200 CBaseCombatWeapon::VisibleInWeaponSelection(void)
+
200 CBaseAnimating::InitBoneControllers(void)
201 CBaseCombatWeapon::HasAmmo(void)
+
201 CBaseAnimating::GetGroundSpeedVelocity(void)
202 CBaseCombatWeapon::SetPickupTouch(void)
+
202 CBaseAnimating::Ignite(float,bool,float,bool)
203 CWeaponCSBase::DefaultTouch(CBaseEntity *)
+
203 CBaseAnimating::IgniteLifetime(float)
204 CBaseCombatWeapon::ShouldDisplayHUDHint(void)
+
204 CBaseAnimating::IgniteNumHitboxFires(int)
205 CBaseCombatWeapon::DisplayAltFireHudHint(void)
+
205 CBaseAnimating::IgniteHitboxFireScale(float)
206 CBaseCombatWeapon::SetViewModelIndex(int)
+
206 CBaseAnimating::Extinguish(void)
207 CWeaponCSBase::SendWeaponAnim(int)
+
207 CBaseAnimating::SetLightingOriginRelative(CBaseEntity *)
208 CBaseCombatWeapon::SendViewModelAnim(int)
+
208 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
209 CBaseCombatWeapon::SetViewModel(void)
+
209 CBaseCombatWeapon::GiveTo(CBaseEntity *)
210 CBaseCombatWeapon::HasWeaponIdleTimeElapsed(void)
+
210 CBaseAttributableItem::CalculateVisibleClassFor(CBasePlayer *)
211 CBaseCombatWeapon::SetWeaponIdleTime(float)
+
211 CBaseAttributableItem::GetAttributeManager(void)
212 CBaseCombatWeapon::GetWeaponIdleTime(void)
+
212 CBaseAttributableItem::GetAttributeContainer(void)
213 CBaseCombatWeapon::HasAnyAmmo(void)
+
213 CBaseAttributableItem::GetAttributeOwner(void)
214 CBaseCombatWeapon::HasPrimaryAmmo(void)
+
214 CBaseAttributableItem::ReapplyProvision(void)
215 CBaseCombatWeapon::HasSecondaryAmmo(void)
+
215 CBaseAttributableItem::TranslateViewmodelHandActivityInternal(Activity)
216 CBaseCombatWeapon::CanHolster(void)
+
216 CWeaponCSBase::IsPredicted(void)const
217 CWeaponCSBase::DefaultDeploy(char *,char *,int,char *)
+
217 CBaseCombatWeapon::GetSubType(void)
218 CWeaponCSBase::CanDeploy(void)
+
218 CBaseCombatWeapon::SetSubType(int)
219 CDEagle::Deploy(void)
+
219 CBaseCombatWeapon::Equip(CBaseCombatCharacter *)
220 CWeaponCSBase::Holster(CBaseCombatWeapon *)
+
220 CWeaponCSBase::Drop(Vector  const&)
221 CBaseCombatWeapon::GetLastWeapon(void)
+
221 CBaseCombatWeapon::UpdateClientData(CBasePlayer *)
222 CBaseCombatWeapon::SetWeaponVisible(bool)
+
222 CBaseCombatWeapon::IsAllowedToSwitch(void)
223 CBaseCombatWeapon::IsWeaponVisible(void)
+
223 CWeaponCSBase::CanBeSelected(void)
224 CBaseCombatWeapon::ReloadOrSwitchWeapons(void)
+
224 CBaseCombatWeapon::VisibleInWeaponSelection(void)
225 CBaseCombatWeapon::ItemPreFrame(void)
+
225 CBaseCombatWeapon::HasAmmo(void)
226 CWeaponCSBase::ItemPostFrame(void)
+
226 CBaseCombatWeapon::SetPickupTouch(void)
227 CBaseCombatWeapon::ItemBusyFrame(void)
+
227 CWeaponCSBase::DefaultTouch(CBaseEntity *)
228 CBaseCombatWeapon::ItemHolsterFrame(void)
+
228 CBaseCombatWeapon::ShouldDisplayAltFireHUDHint(void)
229 CDEagle::WeaponIdle(void)
+
229 CBaseCombatWeapon::DisplayAltFireHudHint(void)
230 CBaseCombatWeapon::HandleFireOnEmpty(void)
+
230 CBaseCombatWeapon::RescindAltFireHudHint(void)
231 CBaseCombatWeapon::IsWeaponZoomed(void)
+
231 CBaseCombatWeapon::ShouldDisplayReloadHUDHint(void)
232 CBaseCombatWeapon::CheckReload(void)
+
232 CBaseCombatWeapon::DisplayReloadHudHint(void)
233 CBaseCombatWeapon::FinishReload(void)
+
233 CBaseCombatWeapon::RescindReloadHudHint(void)
234 CBaseCombatWeapon::AbortReload(void)
+
234 CBaseCombatWeapon::SetViewModelIndex(int)
235 CDEagle::Reload(void)
+
235 CWeaponCSBase::SendWeaponAnim(int)
236 CDEagle::PrimaryAttack(void)
+
236 CBaseCombatWeapon::SendViewModelAnim(int)
237 CWeaponCSBase::SecondaryAttack(void)
+
237 CBaseCombatWeapon::SetViewModel(void)
238 CBaseCombatWeapon::GetPrimaryAttackActivity(void)
+
238 CBaseCombatWeapon::HasWeaponIdleTimeElapsed(void)
239 CBaseCombatWeapon::GetSecondaryAttackActivity(void)
+
239 CBaseCombatWeapon::SetWeaponIdleTime(float)
240 CBaseCombatWeapon::GetDrawActivity(void)
+
240 CBaseCombatWeapon::GetWeaponIdleTime(void)
241 CWeaponCSBase::GetDefaultAnimSpeed(void)
+
241 CBaseCombatWeapon::HasAnyAmmo(void)
242 CBaseCombatWeapon::GetBulletType(void)
+
242 CBaseCombatWeapon::HasPrimaryAmmo(void)
243 CWeaponCSBase::GetBulletSpread(void)
+
243 CBaseCombatWeapon::HasSecondaryAmmo(void)
244 CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t)
+
244 CBaseCombatWeapon::CanHolster(void)
245 CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t)
+
245 CWeaponCSBase::DefaultDeploy(char *,char *,int,char *)
246 CBaseCombatWeapon::GetFireRate(void)
+
246 CWeaponCSBase::CanDeploy(void)
247 CBaseCombatWeapon::GetMinBurst(void)
+
247 CDEagle::Deploy(void)
248 CBaseCombatWeapon::GetMaxBurst(void)
+
248 CWeaponCSBase::Holster(CBaseCombatWeapon *)
249 CBaseCombatWeapon::GetMinRestTime(void)
+
249 CBaseCombatWeapon::GetLastWeapon(void)
250 CBaseCombatWeapon::GetMaxRestTime(void)
+
250 CBaseCombatWeapon::SetWeaponVisible(bool)
251 CBaseCombatWeapon::GetRandomBurst(void)
+
251 CBaseCombatWeapon::IsWeaponVisible(void)
252 CBaseCombatWeapon::WeaponSound(WeaponSound_t,float)
+
252 CBaseCombatWeapon::ReloadOrSwitchWeapons(void)
253 CBaseCombatWeapon::StopWeaponSound(WeaponSound_t)
+
253 CBaseCombatWeapon::OnActiveStateChanged(int)
254 CBaseCombatWeapon::GetProficiencyValues(void)
+
254 CBaseCombatWeapon::HolsterOnDetach(void)
255 CBaseCombatWeapon::GetMaxAutoAimDeflection(void)
+
255 CBaseCombatWeapon::IsHolstered(void)
256 CBaseCombatWeapon::StartSprinting(void)
+
256 CBaseCombatWeapon::ItemPreFrame(void)
257 CBaseCombatWeapon::StopSprinting(void)
+
257 CWeaponCSBase::ItemPostFrame(void)
258 CBaseCombatWeapon::GetDamage(float,int)
+
258 CBaseCombatWeapon::ItemBusyFrame(void)
259 CBaseCombatWeapon::SetActivity(Activity,float)
+
259 CBaseCombatWeapon::ItemHolsterFrame(void)
260 CBaseCombatWeapon::AddViewKick(void)
+
260 CDEagle::WeaponIdle(void)
261 CBaseCombatWeapon::GetDeathNoticeName(void)
+
261 CBaseCombatWeapon::HandleFireOnEmpty(void)
262 CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter *)
+
262 CBaseCombatWeapon::ShouldBlockPrimaryFire(void)
263 CWeaponCSBase::AddViewmodelBob(CBaseViewModel *,Vector &,QAngle &)
+
263 CBaseCombatWeapon::IsWeaponZoomed(void)
264 CWeaponCSBase::CalcViewmodelBob(void)
+
264 CBaseCombatWeapon::CheckReload(void)
265 CBaseCombatWeapon::GetControlPanelInfo(int,char  const*&)
+
265 CBaseCombatWeapon::FinishReload(void)
266 CBaseCombatWeapon::GetControlPanelClassName(int,char  const*&)
+
266 CBaseCombatWeapon::AbortReload(void)
267 CBaseCombatWeapon::ShouldShowControlPanels(void)
+
267 CDEagle::Reload(void)
268 CBaseCombatWeapon::CanBePickedUpByNPCs(void)
+
268 CDEagle::PrimaryAttack(void)
269 CWeaponCSBase::GetViewModel(int)const
+
269 CWeaponCSBase::SecondaryAttack(void)
270 CBaseCombatWeapon::GetWorldModel(void)const
+
270 CBaseCombatWeapon::GetPrimaryAttackActivity(void)
271 CBaseCombatWeapon::GetAnimPrefix(void)const
+
271 CBaseCombatWeapon::GetSecondaryAttackActivity(void)
272 CBaseCombatWeapon::GetMaxClip1(void)const
+
272 CBaseCombatWeapon::GetDrawActivity(void)
273 CBaseCombatWeapon::GetMaxClip2(void)const
+
273 CWeaponCSBase::GetDefaultAnimSpeed(void)
274 CBaseCombatWeapon::GetDefaultClip1(void)const
+
274 CBaseCombatWeapon::GetBulletType(void)
275 CBaseCombatWeapon::GetDefaultClip2(void)const
+
275 CWeaponCSBase::GetBulletSpread(void)
276 CBaseCombatWeapon::GetWeight(void)const
+
276 CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t)
277 CBaseCombatWeapon::AllowsAutoSwitchTo(void)const
+
277 CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t)
278 CBaseCombatWeapon::AllowsAutoSwitchFrom(void)const
+
278 CBaseCombatWeapon::GetFireRate(void)
279 CBaseCombatWeapon::GetWeaponFlags(void)const
+
279 CBaseCombatWeapon::GetMinBurst(void)
280 CBaseCombatWeapon::GetSlot(void)const
+
280 CBaseCombatWeapon::GetMaxBurst(void)
281 CBaseCombatWeapon::GetPosition(void)const
+
281 CBaseCombatWeapon::GetMinRestTime(void)
282 CBaseCombatWeapon::GetName(void)const
+
282 CBaseCombatWeapon::GetMaxRestTime(void)
283 CBaseCombatWeapon::GetPrintName(void)const
+
283 CBaseCombatWeapon::GetRandomBurst(void)
284 CBaseCombatWeapon::GetShootSound(int)const
+
284 CBaseCombatWeapon::WeaponSound(WeaponSound_t,float)
285 CBaseCombatWeapon::GetRumbleEffect(void)const
+
285 CBaseCombatWeapon::StopWeaponSound(WeaponSound_t)
286 CBaseCombatWeapon::UsesClipsForAmmo1(void)const
+
286 CBaseCombatWeapon::GetProficiencyValues(void)
287 CBaseCombatWeapon::UsesClipsForAmmo2(void)const
+
287 CBaseCombatWeapon::GetMaxAutoAimDeflection(void)
288 CBaseCombatWeapon::GetEncryptionKey(void)
+
288 CBaseCombatWeapon::WeaponAutoAimScale(void)
289 CBaseCombatWeapon::GetPrimaryAmmoType(void)const
+
289 CBaseCombatWeapon::StartSprinting(void)
290 CBaseCombatWeapon::GetSecondaryAmmoType(void)const
+
290 CBaseCombatWeapon::StopSprinting(void)
291 CBaseCombatWeapon::GetSpriteActive(void)const
+
291 CBaseCombatWeapon::GetDamage(float,int)
292 CBaseCombatWeapon::GetSpriteInactive(void)const
+
292 CBaseCombatWeapon::SetActivity(Activity,float)
293 CBaseCombatWeapon::GetSpriteAmmo(void)const
+
293 CBaseCombatWeapon::AddViewKick(void)
294 CBaseCombatWeapon::GetSpriteAmmo2(void)const
+
294 CBaseCombatWeapon::GetDeathNoticeName(void)
295 CBaseCombatWeapon::GetSpriteCrosshair(void)const
+
295 CWeaponCSBase::OnPickedUp(CBaseCombatCharacter *)
296 CBaseCombatWeapon::GetSpriteAutoaim(void)const
+
296 CWeaponCSBase::AddViewmodelBob(CBaseViewModel *,Vector &,QAngle &)
297 CBaseCombatWeapon::GetSpriteZoomedCrosshair(void)const
+
297 CWeaponCSBase::CalcViewmodelBob(void)
298 CBaseCombatWeapon::GetSpriteZoomedAutoaim(void)const
+
298 CBaseCombatWeapon::GetControlPanelInfo(int,char  const*&)
299 CBaseCombatWeapon::ActivityOverride(Activity,bool *)
+
299 CBaseCombatWeapon::GetControlPanelClassName(int,char  const*&)
300 CBaseCombatWeapon::ActivityList(void)
+
300 CBaseCombatWeapon::ShouldShowControlPanels(void)
301 CBaseCombatWeapon::ActivityListCount(void)
+
301 CBaseCombatWeapon::CanBePickedUpByNPCs(void)
302 CBaseCombatWeapon::FallInit(void)
+
302 CWeaponCSBase::GetViewModel(int)const
303 CBaseCombatWeapon::FallThink(void)
+
303 CBaseCombatWeapon::GetWorldModel(void)const
304 CWeaponCSBase::Materialize(void)
+
304 CBaseCombatWeapon::GetAnimPrefix(void)const
305 CWeaponCSBase::CheckRespawn(void)
+
305 CBaseCombatWeapon::GetMaxClip1(void)const
306 CBaseCombatWeapon::Delete(void)
+
306 CBaseCombatWeapon::GetMaxClip2(void)const
307 CBaseCombatWeapon::Kill(void)
+
307 CBaseCombatWeapon::GetDefaultClip1(void)const
308 CBaseCombatWeapon::CapabilitiesGet(void)
+
308 CBaseCombatWeapon::GetDefaultClip2(void)const
309 CWeaponCSBase::IsRemoveable(void)
+
309 CBaseCombatWeapon::GetWeight(void)const
310 CBaseCombatWeapon::WeaponLOSCondition(Vector  const&,Vector  const&,bool)
+
310 CBaseCombatWeapon::AllowsAutoSwitchTo(void)const
311 CBaseCombatWeapon::WeaponRangeAttack1Condition(float,float)
+
311 CBaseCombatWeapon::AllowsAutoSwitchFrom(void)const
312 CBaseCombatWeapon::WeaponRangeAttack2Condition(float,float)
+
312 CBaseCombatWeapon::GetWeaponFlags(void)const
313 CBaseCombatWeapon::WeaponMeleeAttack1Condition(float,float)
+
313 CBaseCombatWeapon::GetSlot(void)const
314 CBaseCombatWeapon::WeaponMeleeAttack2Condition(float,float)
+
314 CBaseCombatWeapon::GetPosition(void)const
315 CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter *)
+
315 CBaseCombatWeapon::GetName(void)const
316 CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t *,CBaseCombatCharacter *)
+
316 CBaseCombatWeapon::GetPrintName(void)const
317 CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter *,bool)
+
317 CBaseCombatWeapon::GetShootSound(int)const
318 CWeaponCSBase::BulletWasFired(Vector  const&,Vector  const&)
+
318 CBaseCombatWeapon::GetRumbleEffect(void)const
319 CWeaponCSBase::ShouldRemoveOnRoundRestart(void)
+
319 CBaseCombatWeapon::UsesClipsForAmmo1(void)const
320 CWeaponCSBase::DefaultReload(int,int,int)
+
320 CBaseCombatWeapon::UsesClipsForAmmo2(void)const
321 CWeaponCSBase::IsAwp(void)const
+
321 CBaseCombatWeapon::GetEncryptionKey(void)
322 CWeaponCSBase::GetMaxSpeed(void)const
+
322 CBaseCombatWeapon::GetPrimaryAmmoType(void)const
323 CDEagle::GetWeaponID(void)const
+
323 CBaseCombatWeapon::GetSecondaryAmmoType(void)const
324 CWeaponCSBase::IsSilenced(void)const
+
324 CBaseCombatWeapon::GetSpriteActive(void)const
325 CWeaponCSBase::SetWeaponModelIndex(char  const*)
+
325 CBaseCombatWeapon::GetSpriteInactive(void)const
326 CWeaponCSBase::UpdateShieldState(void)
+
326 CBaseCombatWeapon::GetSpriteAmmo(void)const
327 CWeaponCSBase::GetDeployActivity(void)
+
327 CBaseCombatWeapon::GetSpriteAmmo2(void)const
328 CWeaponCSBase::DefaultPistolReload(void)
+
328 CBaseCombatWeapon::GetSpriteCrosshair(void)const
329 CDEagle::UseDecrement(void)
+
329 CBaseCombatWeapon::GetSpriteAutoaim(void)const
330 std::bad_cast::~bad_cast()
+
330 CBaseCombatWeapon::GetSpriteZoomedCrosshair(void)const
 +
331 CBaseCombatWeapon::GetSpriteZoomedAutoaim(void)const
 +
332 CBaseCombatWeapon::ActivityOverride(Activity,bool *)
 +
333 CBaseCombatWeapon::ActivityList(void)
 +
334 CBaseCombatWeapon::ActivityListCount(void)
 +
335 CBaseCombatWeapon::FallInit(void)
 +
336 CBaseCombatWeapon::FallThink(void)
 +
337 CWeaponCSBase::Materialize(void)
 +
338 CWeaponCSBase::CheckRespawn(void)
 +
339 CBaseCombatWeapon::Delete(void)
 +
340 CBaseCombatWeapon::Kill(void)
 +
341 CBaseCombatWeapon::CapabilitiesGet(void)
 +
342 CBaseCombatWeapon::WeaponLOSCondition(Vector  const&,Vector  const&,bool)
 +
343 CBaseCombatWeapon::WeaponRangeAttack1Condition(float,float)
 +
344 CBaseCombatWeapon::WeaponRangeAttack2Condition(float,float)
 +
345 CBaseCombatWeapon::WeaponMeleeAttack1Condition(float,float)
 +
346 CBaseCombatWeapon::WeaponMeleeAttack2Condition(float,float)
 +
347 CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter *)
 +
348 CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t *,CBaseCombatCharacter *)
 +
349 CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter *,bool)
 +
350 CBaseCombatWeapon::CanLower(void)
 +
351 CBaseCombatWeapon::Ready(void)
 +
352 CBaseCombatWeapon::Lower(void)
 +
353 CBaseCombatWeapon::HideThink(void)
 +
354 CBaseCombatWeapon::CanReload(void)
 +
355 CWeaponCSBase::BulletWasFired(Vector  const&,Vector  const&)
 +
356 CWeaponCSBase::ShouldRemoveOnRoundRestart(void)
 +
357 CWeaponCSBase::OnRoundRestart(void)
 +
358 CWeaponCSBase::DefaultReload(int,int,int)
 +
359 CWeaponCSBase::IsRemoveable(void)
 +
360 CWeaponCSBase::IsAwp(void)const
 +
361 CWeaponCSBase::GetMaxSpeed(void)const
 +
362 CDEagle::GetWeaponID(void)const
 +
363 CWeaponCSBase::IsSilenced(void)const
 +
364 CWeaponCSBase::SetWeaponModelIndex(char  const*)
 +
365 CWeaponCSBase::UpdateShieldState(void)
 +
366 CWeaponCSBase::GetDeployActivity(void)
 +
367 CWeaponCSBase::DefaultPistolReload(void)
 +
368 CDEagle::UseDecrement(void)
 
</pre>
 
</pre>

Revision as of 18:30, 24 June 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 24 June 2010

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