CDEagle Offset List (Counter-Strike: Source)
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)