CDEagle Offset List (Counter-Strike: Source)

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Revision as of 18:30, 24 June 2010 by DaFox (talk | contribs) (The List: Updated Offsets for the CSS Source2009 port)
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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)