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

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== CBaseCombatWeapon (CS:S) Offset List ==
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Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
For use when using [[Vfunc_offsets_%28SourceMM%29|VFunc offsets]].
 
  
This is the list of offsets I've been using. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
+
These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
  
 
== The List ==
 
== The List ==
This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions near the end.
+
This comes from the symbol tables, so you'll have to look in the SDK for return types.
  
<b>Last Updated 09 Sept 2006</b>
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<b>Last Updated 30 July 2010</b>
  
 
<pre>
 
<pre>
0       CBaseCombatWeapon::~CBaseCombatWeapon()
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// Auto reconstructed from vtable block @ 0x00BCAA60
1       CBaseEntity::SetRefEHandle(CBaseHandle const&)
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// from "server.so", by ida_vtables.idc
2       CBaseEntity::GetRefEHandle() const
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0 CBaseCombatWeapon::~CBaseCombatWeapon()
3       CBaseEntity::GetCollideable()
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1 CBaseEntity::SetRefEHandle(CBaseHandle const&)
4       CBaseEntity::GetNetworkable()
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2 CBaseEntity::GetRefEHandle(void)const
5       CBaseEntity::GetBaseEntity()
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3 CBaseEntity::GetCollideable(void)
6       CBaseEntity::GetModelIndex() const
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4 CBaseEntity::GetNetworkable(void)
7       CBaseEntity::GetModelName() const
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5 CBaseEntity::GetBaseEntity(void)
8       CBaseEntity::SetModelIndex(int)
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6 CBaseEntity::GetModelIndex(void)const
9       CBaseCombatWeapon::_GetClassName()
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7 CBaseEntity::GetModelName(void)const
10     CBaseCombatWeapon::GetServerClass()
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8 CBaseEntity::SetModelIndex(int)
11     CBaseCombatWeapon::GetClassName()
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9 CBaseCombatWeapon::GetServerClass(void)
12     CBaseCombatWeapon::YouForgotToImplementOrDeclareServerClass()
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10 CBaseCombatWeapon::YouForgotToImplementOrDeclareServerClass(void)
13      CBaseCombatWeapon::GetDataDescMap()
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11 CBaseCombatWeapon::GetDataDescMap(void)
14      CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
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12 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &)
15      CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)
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13 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &)
16      CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)
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14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
17      CBaseEntity::ShouldCollide(int, int) const
+
15 CBaseEntity::ShouldCollide(int,int)const
18      CBaseEntity::SetOwnerEntity(CBaseEntity*)
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16 CBaseEntity::SetOwnerEntity(CBaseEntity*)
19      CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*)
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17 CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*)
20      CBaseCombatWeapon::UpdateTransmitState()
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18 CBaseCombatWeapon::UpdateTransmitState(void)
21      CBaseAnimating::SetTransmit(CCheckTransmitInfo*, bool)
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19 CBaseAnimating::SetTransmit(CCheckTransmitInfo *,bool)
22      CBaseEntity::GetTracerType()
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20 CBaseEntity::GetTracerType(void)
23      CBaseCombatWeapon::Spawn()
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21 CBaseCombatWeapon::Spawn(void)
24      CBaseCombatWeapon::Precache()
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22 CBaseCombatWeapon::Precache(void)
25      CBaseAnimating::SetModel(char const*)
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23 CBaseAnimating::SetModel(char const*)
26      CBaseEntity::PostConstructor(char const*)
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24 CBaseEntity::PostConstructor(char const*)
27      CBaseEntity::PostClientActive()
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25 CBaseEntity::PostClientActive(void)
28      CBaseEntity::ParseMapData(CEntityMapData*)
+
26 CBaseEntity::ParseMapData(CEntityMapData *)
29      CBaseEntity::KeyValue(char const*, char const*)
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27 CBaseEntity::KeyValue(char const*,char const*)
30      CBaseEntity::KeyValue(char const*, float)
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28 CBaseEntity::KeyValue(char const*,float)
31      CBaseEntity::KeyValue(char const*, Vector)
+
29 CBaseEntity::KeyValue(char const*,Vector const&)
32      CBaseCombatWeapon::Activate()
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30 CBaseEntity::GetKeyValue(char  const*,char *,int)
33      CBaseEntity::SetParent(CBaseEntity*, int)
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31 CBaseCombatWeapon::Activate(void)
34      CBaseCombatWeapon::ObjectCaps()
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32 CBaseEntity::SetParent(CBaseEntity*,int)
35      CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
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33 CBaseCombatWeapon::ObjectCaps(void)
36      CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)
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34 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int)
37      CBaseEntity::DrawDebugGeometryOverlays()
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35 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &)
38      CBaseAnimating::DrawDebugTextOverlays()
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36 CBaseEntity::DrawDebugGeometryOverlays(void)
39      CBaseEntity::Save(ISave&)
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37 CBaseAttributableItem::DrawDebugTextOverlays(void)
40      CBaseEntity::Restore(IRestore&)
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38 CBaseAttributableItem::Save(ISave &)
41      CBaseEntity::ShouldSavePhysics()
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39 CBaseAttributableItem::Restore(IRestore &)
42      CBaseEntity::OnSave(IEntitySaveUtils*)
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40 CBaseEntity::ShouldSavePhysics(void)
43      CBaseAnimating::OnRestore()
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41 CBaseEntity::OnSave(IEntitySaveUtils *)
44      CBaseEntity::RequiredEdictIndex()
+
42 CBaseAnimating::OnRestore(void)
45      CBaseEntity::MoveDone()
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43 CBaseEntity::RequiredEdictIndex(void)
46      CBaseEntity::Think()
+
44 CBaseEntity::MoveDone(void)
47      CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick()
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45 CBaseEntity::Think(void)
48      CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void*)
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46 CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void)
49      CBaseAnimating::GetBaseAnimating()
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47 CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void *)
50      CBaseEntity::GetResponseSystem()
+
48 CBaseAnimating::GetBaseAnimating(void)
51      CBaseEntity::DispatchResponse(char const*)
+
49 CBaseEntity::GetResponseSystem(void)
52      CBaseEntity::Classify()
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50 CBaseEntity::DispatchResponse(char const*)
53      CBaseEntity::DeathNotice(CBaseEntity*)
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51 CBaseEntity::Classify(void)
54      CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
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52 CBaseEntity::DeathNotice(CBaseEntity*)
55      CBaseEntity::GetAutoAimRadius()
+
53 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
56     CBaseEntity::GetAutoAimCenter()
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54 CBaseEntity::GetAutoAimRadius(void)
57     CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
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55 CBaseEntity::GetAutoAimCenter(void)
58     CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
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56 CBaseEntity::GetBeamTraceFilter(void)
59     CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
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57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
60     CBaseEntity::OnTakeDamage(CTakeDamageInfo const&)
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58 CBaseEntity::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *)
61     CBaseEntity::TakeHealth(float, int)
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59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
62     CBaseEntity::Event_Killed(CTakeDamageInfo const&)
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60 CBaseEntity::OnTakeDamage(CTakeDamageInfo const&)
63     CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&)
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61 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
64      CBaseEntity::BloodColor()
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62 CBaseEntity::TakeHealth(float,int)
65      CBaseEntity::IsTriggered(CBaseEntity*)
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63 CBaseEntity::IsAlive(void)
66      CBaseEntity::IsNPC() const
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64 CBaseEntity::Event_Killed(CTakeDamageInfo  const&)
67      CBaseEntity::MyCombatCharacterPointer()
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65 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo const&)
68      CBaseEntity::GetDelay()
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66 CBaseEntity::BloodColor(void)
69      CBaseEntity::IsMoving()
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67 CBaseEntity::IsTriggered(CBaseEntity*)
70      CBaseEntity::DamageDecal(int, int)
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68 CBaseEntity::IsNPC(void)const
71      CBaseEntity::DecalTrace(CGameTrace*, char const*)
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69 CBaseEntity::MyCombatCharacterPointer(void)
72      CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
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70 CBaseEntity::MyNextBotPointer(void)
73      CBaseEntity::OnControls(CBaseEntity*)
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71 CBaseEntity::GetDelay(void)
74      CBaseEntity::HasTarget(string_t)
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72 CBaseEntity::IsMoving(void)
75      CBaseEntity::IsPlayer() const
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73 CBaseEntity::DamageDecal(int,int)
76      CBaseEntity::IsNetClient() const
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74 CBaseEntity::DecalTrace(CGameTrace *,char const*)
77      CBaseEntity::IsTemplate()
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75 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
78      CBaseEntity::IsBaseObject() const
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76 CBaseEntity::OnControls(CBaseEntity*)
79      CBaseEntity::GetServerVehicle()
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77 CBaseEntity::HasTarget(string_t)
80      CBaseEntity::IsViewable()
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78 CBaseEntity::IsPlayer(void)const
81      CBaseEntity::ChangeTeam(int)
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79 CBaseEntity::IsNetClient(void)const
82      CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
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80 CBaseEntity::IsTemplate(void)
83      CBaseEntity::CanStandOn(CBaseEntity*) const
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81 CBaseEntity::IsBaseObject(void)const
84      CBaseEntity::CanStandOn(edict_t*) const
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82 CBaseEntity::IsBaseTrain(void)const
85      CBaseEntity::GetEnemy()
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83 CBaseCombatWeapon::IsBaseCombatWeapon(void)const
86      CBaseEntity::GetEnemy() const
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84 CBaseEntity::IsWearable(void)const
87      CBaseCombatWeapon::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
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85 CBaseCombatWeapon::MyCombatWeaponPointer(void)
88      CBaseEntity::StartTouch(CBaseEntity*)
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86 CBaseEntity::GetServerVehicle(void)
89      CBaseEntity::Touch(CBaseEntity*)
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87 CBaseEntity::IsViewable(void)
90      CBaseEntity::EndTouch(CBaseEntity*)
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88 CBaseEntity::ChangeTeam(int)
91      CBaseEntity::StartBlocked(CBaseEntity*)
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89 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
92      CBaseEntity::Blocked(CBaseEntity*)
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90 CBaseEntity::CanStandOn(CBaseEntity*)const
93      CBaseEntity::EndBlocked()
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91 CBaseEntity::CanStandOn(edict_t *)const
94      CBaseEntity::PhysicsSimulate()
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92 CBaseEntity::GetEnemy(void)
95      CBaseEntity::UpdateOnRemove()
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93 CBaseEntity::GetEnemy(void)const
96      CBaseEntity::StopLoopingSounds()
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94 CBaseCombatWeapon::Use(CBaseEntity *,CBaseEntity *,USE_TYPE,float)
97      CBaseEntity::SUB_AllowedToFade()
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95 CBaseEntity::StartTouch(CBaseEntity*)
98      CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
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96 CBaseEntity::Touch(CBaseEntity*)
99      CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
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97 CBaseEntity::EndTouch(CBaseEntity*)
100    CBaseCombatWeapon::MakeTracer(Vector const&, CGameTrace const&, int)
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98 CBaseEntity::StartBlocked(CBaseEntity*)
101    CBaseEntity::FireBullets(FireBulletsInfo_t const&)
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99 CBaseEntity::Blocked(CBaseEntity*)
102    CBaseEntity::DoImpactEffect(CGameTrace&, int)
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100 CBaseEntity::EndBlocked(void)
103    CBaseCombatWeapon::Respawn()
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101 CBaseEntity::PhysicsSimulate(void)
104    CBaseEntity::IsLockedByMaster()
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102 CBaseAttributableItem::UpdateOnRemove(void)
105    CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
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103 CBaseEntity::StopLoopingSounds(void)
106    CBaseEntity::NetworkStateChanged_m_iMaxHealth()
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104 CBaseEntity::SUB_AllowedToFade(void)
107    CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*)
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105 CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
108    CBaseEntity::NetworkStateChanged_m_iHealth()
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106 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
109    CBaseEntity::NetworkStateChanged_m_iHealth(void*)
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107 CBaseCombatWeapon::MakeTracer(Vector  const&,CGameTrace  const&,int)
110    CBaseEntity::NetworkStateChanged_m_lifeState()
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108 CBaseEntity::GetTracerAttachment(void)
111    CBaseEntity::NetworkStateChanged_m_lifeState(void*)
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109 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
112    CBaseEntity::NetworkStateChanged_m_takedamage()
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110 CBaseEntity::DoImpactEffect(CGameTrace &,int)
113     CBaseEntity::NetworkStateChanged_m_takedamage(void*)
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111 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
114     CBaseEntity::GetDamageType() const
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112 CBaseCombatWeapon::Respawn(void)
115     CBaseEntity::GetDamage()
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113 CBaseEntity::IsLockedByMaster(void)
116     CBaseEntity::SetDamage(float)
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114 CBaseEntity::GetMaxHealth(void)const
117     CBaseEntity::EyePosition()
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115 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
118     CBaseEntity::EyeAngles()
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116 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
119     CBaseEntity::LocalEyeAngles()
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117 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
120     CBaseEntity::EarPosition()
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118 CBaseEntity::NetworkStateChanged_m_iHealth(void)
121     CBaseEntity::BodyTarget(Vector const&, bool)
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119 CBaseEntity::NetworkStateChanged_m_iHealth(void *)
122     CBaseEntity::HeadTarget(Vector const&)
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120 CBaseEntity::NetworkStateChanged_m_lifeState(void)
123     CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
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121 CBaseEntity::NetworkStateChanged_m_lifeState(void *)
124     CBaseEntity::GetViewOffset()
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122 CBaseEntity::NetworkStateChanged_m_takedamage(void)
125     CBaseEntity::GetSmoothedVelocity()
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123 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
126     CBaseAnimating::GetVelocity(Vector*, Vector*)
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124 CBaseEntity::GetDamageType(void)const
127     CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**)
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125 CBaseEntity::GetDamage(void)
128     CBaseEntity::FVisible(Vector const&, int, CBaseEntity**)
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126 CBaseEntity::SetDamage(float)
129    CBaseEntity::CanBeSeenBy(CAI_BaseNPC*)
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127 CBaseEntity::EyePosition(void)
130     CBaseEntity::GetAttackDamageScale(CBaseEntity*)
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128 CBaseEntity::EyeAngles(void)
131     CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
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129 CBaseEntity::LocalEyeAngles(void)
132     CBaseEntity::CanBePoweredUp()
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130 CBaseEntity::EarPosition(void)
133     CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
+
131 CBaseEntity::BodyTarget(Vector  const&,bool)
134     CBaseEntity::GetGroundVelocityToApply(Vector&)
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132 CBaseEntity::HeadTarget(Vector  const&)
135     CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
+
133 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
136     CBaseEntity::Splash()
+
134 CBaseEntity::GetViewOffset(void)const
137     CBaseEntity::WorldSpaceCenter() const
+
135 CBaseEntity::SetViewOffset(Vector const&)
138     CBaseEntity::GetSoundEmissionOrigin() const
+
136 CBaseEntity::GetSmoothedVelocity(void)
139     CBaseEntity::CreateVPhysics()
+
137 CBaseAnimating::GetVelocity(Vector *,Vector *)
140     CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
138 CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)
141     CBaseEntity::VPhysicsDestroyObject()
+
139 CBaseEntity::FVisible(Vector  const&,int,CBaseEntity**)
142     CBaseEntity::VPhysicsUpdate(IPhysicsObject*)
+
140 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
143     CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
+
141 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
144     CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
+
142 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
145     CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*)
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143 CBaseEntity::GetGroundVelocityToApply(Vector &)
146     CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*)
+
144 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
147     CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
+
145 CBaseEntity::Splash(void)
148     CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
146 CBaseEntity::WorldSpaceCenter(void)const
149     CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
+
147 CBaseEntity::GetSoundEmissionOrigin(void)const
150     CBaseEntity::HasPhysicsAttacker(float)
+
148 CBaseEntity::IsDeflectable(void)
151     CBaseEntity::PhysicsSolidMaskForEntity() const
+
149 CBaseEntity::Deflected(CBaseEntity*,Vector &)
152     CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
+
150 CBaseEntity::CreateVPhysics(void)
153     CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
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151 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
154    CBaseAnimating::GetStepOrigin() const
+
152 CBaseEntity::VPhysicsDestroyObject(void)
155     CBaseAnimating::GetStepAngles() const
+
153 CBaseEntity::VPhysicsUpdate(IPhysicsObject *)
156     CBaseEntity::ShouldDrawWaterImpacts()
+
154 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
157     CBaseEntity::NetworkStateChanged_m_fFlags()
+
155 CBaseEntity::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
158     CBaseEntity::NetworkStateChanged_m_fFlags(void*)
+
156 CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject *)
159     CBaseEntity::NetworkStateChanged_m_nWaterLevel()
+
157 CBaseEntity::VPhysicsCollision(int,gamevcollisionevent_t *)
160     CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*)
+
158 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
161     CBaseEntity::NetworkStateChanged_m_hGroundEntity()
+
159 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
162     CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*)
+
160 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
163     CBaseEntity::NetworkStateChanged_m_vecBaseVelocity()
+
161 CBaseEntity::VPhysicsIsFlesh(void)
164     CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*)
+
162 CBaseEntity::HasPhysicsAttacker(float)
165     CBaseEntity::NetworkStateChanged_m_flFriction()
+
163 CBaseEntity::PhysicsSolidMaskForEntity(void)const
166     CBaseEntity::NetworkStateChanged_m_flFriction(void*)
+
164 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
167     CBaseEntity::NetworkStateChanged_m_vecVelocity()
+
165 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
168     CBaseEntity::NetworkStateChanged_m_vecVelocity(void*)
+
166 CBaseAnimating::GetStepOrigin(void)const
169     CBaseEntity::NetworkStateChanged_m_vecViewOffset()
+
167 CBaseAnimating::GetStepAngles(void)const
170     CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*)
+
168 CBaseEntity::ShouldDrawWaterImpacts(void)
171     CBaseAnimating::GetIdealSpeed() const
+
169 CBaseEntity::NetworkStateChanged_m_fFlags(void)
172     CBaseAnimating::GetIdealAccel() const
+
170 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
173     CBaseAnimating::StudioFrameAdvance()
+
171 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void)
174     CBaseAnimating::IsActivityFinished()
+
172 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void *)
175     CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
+
173 CBaseEntity::NetworkStateChanged_m_hGroundEntity(void)
176     CBaseAnimating::BecomeRagdollOnClient(Vector const&)
+
174 CBaseEntity::NetworkStateChanged_m_hGroundEntity(void *)
177     CBaseAnimating::IsRagdoll()
+
175 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void)
178     CBaseAnimating::CanBecomeRagdoll()
+
176 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void *)
179     CBaseAnimating::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int)
+
177 CBaseEntity::NetworkStateChanged_m_flFriction(void)
180     CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
+
178 CBaseEntity::NetworkStateChanged_m_flFriction(void *)
181     CBaseAnimating::SetupBones(matrix3x4_t*, int)
+
179 CBaseEntity::NetworkStateChanged_m_vecVelocity(void)
182     CBaseAnimating::CalculateIKLocks(float)
+
180 CBaseEntity::NetworkStateChanged_m_vecVelocity(void *)
183     CBaseAnimating::DispatchAnimEvents(CBaseAnimating*)
+
181 CBaseEntity::NetworkStateChanged_m_vecViewOffset(void)
184     CBaseCombatWeapon::HandleAnimEvent(animevent_t*)
+
182 CBaseEntity::NetworkStateChanged_m_vecViewOffset(void *)
185     CBaseAnimating::GetAttachment(int, matrix3x4_t&)
+
183 CBaseAnimating::GetIdealSpeed(void)const
186     CBaseAnimating::InitBoneControllers()
+
184 CBaseAnimating::GetIdealAccel(void)const
187     CBaseAnimating::GetGroundSpeedVelocity()
+
185 CBaseAnimating::StudioFrameAdvance(void)
188     CBaseAnimating::Ignite(float, bool, float, bool)
+
186 CBaseAnimating::IsActivityFinished(void)
189     CBaseAnimating::Extinguish()
+
187 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
190     CBaseAnimating::SetLightingOriginRelative(CBaseEntity*)
+
188 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
191     CBaseAnimating::SetLightingOrigin(CBaseEntity*)
+
189 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
192     CBaseCombatWeapon::IsPredicted() const
+
190 CBaseAnimating::IsRagdoll(void)
193     CBaseCombatWeapon::GetSubType()
+
191 CBaseAnimating::CanBecomeRagdoll(void)
194     CBaseCombatWeapon::SetSubType(int)
+
192 CBaseAnimating::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
195     CBaseCombatWeapon::Equip(CBaseCombatCharacter*)
+
193 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
196     CBaseCombatWeapon::Drop(Vector const&)
+
194 CBaseAnimating::SetupBones(matrix3x4_t *,int)
197     CBaseCombatWeapon::UpdateClientData(CBasePlayer*)
+
195 CBaseAnimating::CalculateIKLocks(float)
198     CBaseCombatWeapon::IsAllowedToSwitch()
+
196 CBaseAnimating::DispatchAnimEvents(CBaseAnimating*)
199     CBaseCombatWeapon::CanBeSelected()
+
197 CBaseCombatWeapon::HandleAnimEvent(animevent_t *)
200     CBaseCombatWeapon::VisibleInWeaponSelection()
+
198 CBaseAnimating::PopulatePoseParameters(void)
201     CBaseCombatWeapon::HasAmmo()
+
199 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
202     CBaseCombatWeapon::SetPickupTouch()
+
200 CBaseAnimating::InitBoneControllers(void)
203     CBaseCombatWeapon::DefaultTouch(CBaseEntity*)
+
201 CBaseAnimating::GetGroundSpeedVelocity(void)
204     CBaseCombatWeapon::ShouldDisplayHUDHint()
+
202 CBaseAnimating::Ignite(float,bool,float,bool)
205     CBaseCombatWeapon::DisplayAltFireHudHint()
+
203 CBaseAnimating::IgniteLifetime(float)
206     CBaseCombatWeapon::SetViewModelIndex(int)
+
204 CBaseAnimating::IgniteNumHitboxFires(int)
207     CBaseCombatWeapon::SendWeaponAnim(int)
+
205 CBaseAnimating::IgniteHitboxFireScale(float)
208     CBaseCombatWeapon::SendViewModelAnim(int)
+
206 CBaseAnimating::Extinguish(void)
209     CBaseCombatWeapon::SetViewModel()
+
207 CBaseAnimating::SetLightingOriginRelative(CBaseEntity *)
210     CBaseCombatWeapon::HasWeaponIdleTimeElapsed()
+
208 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
211     CBaseCombatWeapon::SetWeaponIdleTime(float)
+
209 CBaseCombatWeapon::GiveTo(CBaseEntity *)
212     CBaseCombatWeapon::GetWeaponIdleTime()
+
210 CBaseAttributableItem::CalculateVisibleClassFor(CBasePlayer *)
213     CBaseCombatWeapon::HasAnyAmmo()
+
211 CBaseAttributableItem::GetAttributeManager(void)
214     CBaseCombatWeapon::HasPrimaryAmmo()
+
212 CBaseAttributableItem::GetAttributeContainer(void)
215     CBaseCombatWeapon::HasSecondaryAmmo()
+
213 CBaseAttributableItem::GetAttributeOwner(void)
216     CBaseCombatWeapon::CanHolster()
+
214 CBaseAttributableItem::ReapplyProvision(void)
217     CBaseCombatWeapon::DefaultDeploy(char*, char*, int, char*)
+
215 CBaseAttributableItem::TranslateViewmodelHandActivityInternal(Activity)
218    CBaseCombatWeapon::CanDeploy()
+
216 CBaseCombatWeapon::IsPredicted(void)const
219     CBaseCombatWeapon::Deploy()
+
217 CBaseCombatWeapon::GetSubType(void)
220     CBaseCombatWeapon::Holster(CBaseCombatWeapon*)
+
218 CBaseCombatWeapon::SetSubType(int)
221     CBaseCombatWeapon::GetLastWeapon()
+
219 CBaseCombatWeapon::Equip(CBaseCombatCharacter *)
222     CBaseCombatWeapon::SetWeaponVisible(bool)
+
220 CBaseCombatWeapon::Drop(Vector  const&)
223     CBaseCombatWeapon::IsWeaponVisible()
+
221 CBaseCombatWeapon::UpdateClientData(CBasePlayer *)
224     CBaseCombatWeapon::ReloadOrSwitchWeapons()
+
222 CBaseCombatWeapon::IsAllowedToSwitch(void)
225     CBaseCombatWeapon::ItemPreFrame()
+
223 CBaseCombatWeapon::CanBeSelected(void)
226     CBaseCombatWeapon::ItemPostFrame()
+
224 CBaseCombatWeapon::VisibleInWeaponSelection(void)
227     CBaseCombatWeapon::ItemBusyFrame()
+
225 CBaseCombatWeapon::HasAmmo(void)
228     CBaseCombatWeapon::ItemHolsterFrame()
+
226 CBaseCombatWeapon::SetPickupTouch(void)
229     CBaseCombatWeapon::WeaponIdle()
+
227 CBaseCombatWeapon::DefaultTouch(CBaseEntity *)
230     CBaseCombatWeapon::HandleFireOnEmpty()
+
228 CBaseCombatWeapon::ShouldDisplayAltFireHUDHint(void)
231     CBaseCombatWeapon::IsWeaponZoomed()
+
229 CBaseCombatWeapon::DisplayAltFireHudHint(void)
232     CBaseCombatWeapon::CheckReload()
+
230 CBaseCombatWeapon::RescindAltFireHudHint(void)
233     CBaseCombatWeapon::FinishReload()
+
231 CBaseCombatWeapon::ShouldDisplayReloadHUDHint(void)
234     CBaseCombatWeapon::AbortReload()
+
232 CBaseCombatWeapon::DisplayReloadHudHint(void)
235     CBaseCombatWeapon::Reload()
+
233 CBaseCombatWeapon::RescindReloadHudHint(void)
236     CBaseCombatWeapon::PrimaryAttack()
+
234 CBaseCombatWeapon::SetViewModelIndex(int)
237     CBaseCombatWeapon::SecondaryAttack()
+
235 CBaseCombatWeapon::SendWeaponAnim(int)
238     CBaseCombatWeapon::GetPrimaryAttackActivity()
+
236 CBaseCombatWeapon::SendViewModelAnim(int)
239     CBaseCombatWeapon::GetSecondaryAttackActivity()
+
237 CBaseCombatWeapon::SetViewModel(void)
240     CBaseCombatWeapon::GetDrawActivity()
+
238 CBaseCombatWeapon::HasWeaponIdleTimeElapsed(void)
241     CBaseCombatWeapon::GetDefaultAnimSpeed()
+
239 CBaseCombatWeapon::SetWeaponIdleTime(float)
242     CBaseCombatWeapon::GetBulletType()
+
240 CBaseCombatWeapon::GetWeaponIdleTime(void)
243     CBaseCombatWeapon::GetBulletSpread()
+
241 CBaseCombatWeapon::HasAnyAmmo(void)
244     CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t)
+
242 CBaseCombatWeapon::HasPrimaryAmmo(void)
245     CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t)
+
243 CBaseCombatWeapon::HasSecondaryAmmo(void)
246     CBaseCombatWeapon::GetFireRate()
+
244 CBaseCombatWeapon::CanHolster(void)
247     CBaseCombatWeapon::GetMinBurst()
+
245 CBaseCombatWeapon::DefaultDeploy(char *,char *,int,char *)
248     CBaseCombatWeapon::GetMaxBurst()
+
246 CBaseCombatWeapon::CanDeploy(void)
249     CBaseCombatWeapon::GetMinRestTime()
+
247 CBaseCombatWeapon::Deploy(void)
250     CBaseCombatWeapon::GetMaxRestTime()
+
248 CBaseCombatWeapon::Holster(CBaseCombatWeapon*)
251     CBaseCombatWeapon::GetRandomBurst()
+
249 CBaseCombatWeapon::GetLastWeapon(void)
252     CBaseCombatWeapon::WeaponSound(WeaponSound_t, float)
+
250 CBaseCombatWeapon::SetWeaponVisible(bool)
253     CBaseCombatWeapon::StopWeaponSound(WeaponSound_t)
+
251 CBaseCombatWeapon::IsWeaponVisible(void)
254     CBaseCombatWeapon::GetProficiencyValues()
+
252 CBaseCombatWeapon::ReloadOrSwitchWeapons(void)
255     CBaseCombatWeapon::GetMaxAutoAimDeflection()
+
253 CBaseCombatWeapon::OnActiveStateChanged(int)
256     CBaseCombatWeapon::StartSprinting()
+
254 CBaseCombatWeapon::HolsterOnDetach(void)
257     CBaseCombatWeapon::StopSprinting()
+
255 CBaseCombatWeapon::IsHolstered(void)
258     CBaseCombatWeapon::GetDamage(float, int)
+
256 CBaseCombatWeapon::Detach(void)
259     CBaseCombatWeapon::SetActivity(Activity, float)
+
257 CBaseCombatWeapon::ItemPreFrame(void)
260     CBaseCombatWeapon::AddViewKick()
+
258 CBaseCombatWeapon::ItemPostFrame(void)
261     CBaseCombatWeapon::GetDeathNoticeName()
+
259 CBaseCombatWeapon::ItemBusyFrame(void)
262     CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter*)
+
260 CBaseCombatWeapon::ItemHolsterFrame(void)
263     CBaseCombatWeapon::AddViewmodelBob(CBaseViewModel*, Vector&, QAngle&)
+
261 CBaseCombatWeapon::WeaponIdle(void)
264     CBaseCombatWeapon::CalcViewmodelBob()
+
262 CBaseCombatWeapon::HandleFireOnEmpty(void)
265     CBaseCombatWeapon::GetControlPanelInfo(int, char const*&)
+
263 CBaseCombatWeapon::ShouldBlockPrimaryFire(void)
266     CBaseCombatWeapon::GetControlPanelClassName(int, char const*&)
+
264 CBaseCombatWeapon::IsWeaponZoomed(void)
267     CBaseCombatWeapon::ShouldShowControlPanels()
+
265 CBaseCombatWeapon::CheckReload(void)
268     CBaseCombatWeapon::CanBePickedUpByNPCs()
+
266 CBaseCombatWeapon::FinishReload(void)
269     CBaseCombatWeapon::GetViewModel(int) const
+
267 CBaseCombatWeapon::AbortReload(void)
270     CBaseCombatWeapon::GetWorldModel() const
+
268 CBaseCombatWeapon::Reload(void)
271     CBaseCombatWeapon::GetAnimPrefix() const
+
269 CBaseCombatWeapon::PrimaryAttack(void)
272     CBaseCombatWeapon::GetMaxClip1() const
+
270 CBaseCombatWeapon::SecondaryAttack(void)
273     CBaseCombatWeapon::GetMaxClip2() const
+
271 CBaseCombatWeapon::GetPrimaryAttackActivity(void)
274     CBaseCombatWeapon::GetDefaultClip1() const
+
272 CBaseCombatWeapon::GetSecondaryAttackActivity(void)
275     CBaseCombatWeapon::GetDefaultClip2() const
+
273 CBaseCombatWeapon::GetDrawActivity(void)
276     CBaseCombatWeapon::GetWeight() const
+
274 CBaseCombatWeapon::GetDefaultAnimSpeed(void)
277     CBaseCombatWeapon::AllowsAutoSwitchTo() const
+
275 CBaseCombatWeapon::GetBulletType(void)
278     CBaseCombatWeapon::AllowsAutoSwitchFrom() const
+
276 CBaseCombatWeapon::GetBulletSpread(void)
279     CBaseCombatWeapon::GetWeaponFlags() const
+
277 CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t)
280     CBaseCombatWeapon::GetSlot() const
+
278 CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t)
281     CBaseCombatWeapon::GetPosition() const
+
279 CBaseCombatWeapon::GetFireRate(void)
282     CBaseCombatWeapon::GetName() const
+
280 CBaseCombatWeapon::GetMinBurst(void)
283     CBaseCombatWeapon::GetPrintName() const
+
281 CBaseCombatWeapon::GetMaxBurst(void)
284     CBaseCombatWeapon::GetShootSound(int) const
+
282 CBaseCombatWeapon::GetMinRestTime(void)
285     CBaseCombatWeapon::GetRumbleEffect() const
+
283 CBaseCombatWeapon::GetMaxRestTime(void)
286     CBaseCombatWeapon::UsesClipsForAmmo1() const
+
284 CBaseCombatWeapon::GetRandomBurst(void)
287     CBaseCombatWeapon::UsesClipsForAmmo2() const
+
285 CBaseCombatWeapon::WeaponSound(WeaponSound_t,float)
288     CBaseCombatWeapon::GetEncryptionKey()
+
286 CBaseCombatWeapon::StopWeaponSound(WeaponSound_t)
289     CBaseCombatWeapon::GetPrimaryAmmoType() const
+
287 CBaseCombatWeapon::GetProficiencyValues(void)
290     CBaseCombatWeapon::GetSecondaryAmmoType() const
+
288 CBaseCombatWeapon::GetMaxAutoAimDeflection(void)
291     CBaseCombatWeapon::GetSpriteActive() const
+
289 CBaseCombatWeapon::WeaponAutoAimScale(void)
292     CBaseCombatWeapon::GetSpriteInactive() const
+
290 CBaseCombatWeapon::StartSprinting(void)
293     CBaseCombatWeapon::GetSpriteAmmo() const
+
291 CBaseCombatWeapon::StopSprinting(void)
294     CBaseCombatWeapon::GetSpriteAmmo2() const
+
292 CBaseCombatWeapon::GetDamage(float,int)
295     CBaseCombatWeapon::GetSpriteCrosshair() const
+
293 CBaseCombatWeapon::SetActivity(Activity,float)
296     CBaseCombatWeapon::GetSpriteAutoaim() const
+
294 CBaseCombatWeapon::AddViewKick(void)
297     CBaseCombatWeapon::GetSpriteZoomedCrosshair() const
+
295 CBaseCombatWeapon::GetDeathNoticeName(void)
298     CBaseCombatWeapon::GetSpriteZoomedAutoaim() const
+
296 CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter *)
299     CBaseCombatWeapon::ActivityOverride(Activity, bool*)
+
297 CBaseCombatWeapon::AddViewmodelBob(CBaseViewModel *,Vector &,QAngle &)
300     CBaseCombatWeapon::ActivityList()
+
298 CBaseCombatWeapon::CalcViewmodelBob(void)
301     CBaseCombatWeapon::ActivityListCount()
+
299 CBaseCombatWeapon::GetControlPanelInfo(int,char  const*&)
302     CBaseCombatWeapon::FallInit()
+
300 CBaseCombatWeapon::GetControlPanelClassName(int,char  const*&)
303     CBaseCombatWeapon::FallThink()
+
301 CBaseCombatWeapon::ShouldShowControlPanels(void)
304     CBaseCombatWeapon::Materialize()
+
302 CBaseCombatWeapon::CanBePickedUpByNPCs(void)
305     CBaseCombatWeapon::CheckRespawn()
+
303 CBaseCombatWeapon::GetViewModel(int)const
306     CBaseCombatWeapon::Delete()
+
304 CBaseCombatWeapon::GetWorldModel(void)const
307     CBaseCombatWeapon::Kill()
+
305 CBaseCombatWeapon::GetAnimPrefix(void)const
308     CBaseCombatWeapon::CapabilitiesGet()
+
306 CBaseCombatWeapon::GetMaxClip1(void)const
309     CBaseCombatWeapon::IsRemoveable()
+
307 CBaseCombatWeapon::GetMaxClip2(void)const
310     CBaseCombatWeapon::WeaponLOSCondition(Vector const&, Vector const&, bool)
+
308 CBaseCombatWeapon::GetDefaultClip1(void)const
311     CBaseCombatWeapon::WeaponRangeAttack1Condition(float, float)
+
309 CBaseCombatWeapon::GetDefaultClip2(void)const
312     CBaseCombatWeapon::WeaponRangeAttack2Condition(float, float)
+
310 CBaseCombatWeapon::GetWeight(void)const
313     CBaseCombatWeapon::WeaponMeleeAttack1Condition(float, float)
+
311 CBaseCombatWeapon::AllowsAutoSwitchTo(void)const
314     CBaseCombatWeapon::WeaponMeleeAttack2Condition(float, float)
+
312 CBaseCombatWeapon::AllowsAutoSwitchFrom(void)const
315     CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter*)
+
313 CBaseCombatWeapon::GetWeaponFlags(void)const
316     CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t*, CBaseCombatCharacter*)
+
314 CBaseCombatWeapon::GetSlot(void)const
317     CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter*, bool)
+
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 CBaseCombatWeapon::Materialize(void)
 +
339 CBaseCombatWeapon::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)
 
</pre>
 
</pre>

Latest revision as of 16:18, 30 July 2010

Also for use when using virtual 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.

Last Updated 30 July 2010

// Auto reconstructed from vtable block @ 0x00BCAA60
// from "server.so", by ida_vtables.idc
0	CBaseCombatWeapon::~CBaseCombatWeapon()
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	CBaseCombatWeapon::GetServerClass(void)
10	CBaseCombatWeapon::YouForgotToImplementOrDeclareServerClass(void)
11	CBaseCombatWeapon::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	CBaseCombatWeapon::Spawn(void)
22	CBaseCombatWeapon::Precache(void)
23	CBaseAnimating::SetModel(char  const*)
24	CBaseEntity::PostConstructor(char  const*)
25	CBaseEntity::PostClientActive(void)
26	CBaseEntity::ParseMapData(CEntityMapData *)
27	CBaseEntity::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	CBaseCombatWeapon::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	CBaseCombatWeapon::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	CBaseEntity::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	CBaseCombatWeapon::IsPredicted(void)const
217	CBaseCombatWeapon::GetSubType(void)
218	CBaseCombatWeapon::SetSubType(int)
219	CBaseCombatWeapon::Equip(CBaseCombatCharacter *)
220	CBaseCombatWeapon::Drop(Vector  const&)
221	CBaseCombatWeapon::UpdateClientData(CBasePlayer *)
222	CBaseCombatWeapon::IsAllowedToSwitch(void)
223	CBaseCombatWeapon::CanBeSelected(void)
224	CBaseCombatWeapon::VisibleInWeaponSelection(void)
225	CBaseCombatWeapon::HasAmmo(void)
226	CBaseCombatWeapon::SetPickupTouch(void)
227	CBaseCombatWeapon::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	CBaseCombatWeapon::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	CBaseCombatWeapon::DefaultDeploy(char *,char *,int,char *)
246	CBaseCombatWeapon::CanDeploy(void)
247	CBaseCombatWeapon::Deploy(void)
248	CBaseCombatWeapon::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	CBaseCombatWeapon::ItemPostFrame(void)
259	CBaseCombatWeapon::ItemBusyFrame(void)
260	CBaseCombatWeapon::ItemHolsterFrame(void)
261	CBaseCombatWeapon::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	CBaseCombatWeapon::Reload(void)
269	CBaseCombatWeapon::PrimaryAttack(void)
270	CBaseCombatWeapon::SecondaryAttack(void)
271	CBaseCombatWeapon::GetPrimaryAttackActivity(void)
272	CBaseCombatWeapon::GetSecondaryAttackActivity(void)
273	CBaseCombatWeapon::GetDrawActivity(void)
274	CBaseCombatWeapon::GetDefaultAnimSpeed(void)
275	CBaseCombatWeapon::GetBulletType(void)
276	CBaseCombatWeapon::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	CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter *)
297	CBaseCombatWeapon::AddViewmodelBob(CBaseViewModel *,Vector &,QAngle &)
298	CBaseCombatWeapon::CalcViewmodelBob(void)
299	CBaseCombatWeapon::GetControlPanelInfo(int,char  const*&)
300	CBaseCombatWeapon::GetControlPanelClassName(int,char  const*&)
301	CBaseCombatWeapon::ShouldShowControlPanels(void)
302	CBaseCombatWeapon::CanBePickedUpByNPCs(void)
303	CBaseCombatWeapon::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	CBaseCombatWeapon::Materialize(void)
339	CBaseCombatWeapon::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)