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

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(The List: Updated Offsets for the CSS Source2009 port)
(Updated 30. July (offset change))
Line 6: Line 6:
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
  
<b>Last Updated 24 June 2010</b>
+
<b>Last Updated 30 Juny 2010</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00A6F9A0
+
// Auto reconstructed from vtable block @ 0x00BCAA60
 
// from "server.so", by ida_vtables.idc
 
// from "server.so", by ida_vtables.idc
 
0 CBaseCombatWeapon::~CBaseCombatWeapon()
 
0 CBaseCombatWeapon::~CBaseCombatWeapon()
Line 267: Line 267:
 
254 CBaseCombatWeapon::HolsterOnDetach(void)
 
254 CBaseCombatWeapon::HolsterOnDetach(void)
 
255 CBaseCombatWeapon::IsHolstered(void)
 
255 CBaseCombatWeapon::IsHolstered(void)
256 CBaseCombatWeapon::ItemPreFrame(void)
+
256 CBaseCombatWeapon::Detach(void)
257 CBaseCombatWeapon::ItemPostFrame(void)
+
257 CBaseCombatWeapon::ItemPreFrame(void)
258 CBaseCombatWeapon::ItemBusyFrame(void)
+
258 CBaseCombatWeapon::ItemPostFrame(void)
259 CBaseCombatWeapon::ItemHolsterFrame(void)
+
259 CBaseCombatWeapon::ItemBusyFrame(void)
260 CBaseCombatWeapon::WeaponIdle(void)
+
260 CBaseCombatWeapon::ItemHolsterFrame(void)
261 CBaseCombatWeapon::HandleFireOnEmpty(void)
+
261 CBaseCombatWeapon::WeaponIdle(void)
262 CBaseCombatWeapon::ShouldBlockPrimaryFire(void)
+
262 CBaseCombatWeapon::HandleFireOnEmpty(void)
263 CBaseCombatWeapon::IsWeaponZoomed(void)
+
263 CBaseCombatWeapon::ShouldBlockPrimaryFire(void)
264 CBaseCombatWeapon::CheckReload(void)
+
264 CBaseCombatWeapon::IsWeaponZoomed(void)
265 CBaseCombatWeapon::FinishReload(void)
+
265 CBaseCombatWeapon::CheckReload(void)
266 CBaseCombatWeapon::AbortReload(void)
+
266 CBaseCombatWeapon::FinishReload(void)
267 CBaseCombatWeapon::Reload(void)
+
267 CBaseCombatWeapon::AbortReload(void)
268 CBaseCombatWeapon::PrimaryAttack(void)
+
268 CBaseCombatWeapon::Reload(void)
269 CBaseCombatWeapon::SecondaryAttack(void)
+
269 CBaseCombatWeapon::PrimaryAttack(void)
270 CBaseCombatWeapon::GetPrimaryAttackActivity(void)
+
270 CBaseCombatWeapon::SecondaryAttack(void)
271 CBaseCombatWeapon::GetSecondaryAttackActivity(void)
+
271 CBaseCombatWeapon::GetPrimaryAttackActivity(void)
272 CBaseCombatWeapon::GetDrawActivity(void)
+
272 CBaseCombatWeapon::GetSecondaryAttackActivity(void)
273 CBaseCombatWeapon::GetDefaultAnimSpeed(void)
+
273 CBaseCombatWeapon::GetDrawActivity(void)
274 CBaseCombatWeapon::GetBulletType(void)
+
274 CBaseCombatWeapon::GetDefaultAnimSpeed(void)
275 CBaseCombatWeapon::GetBulletSpread(void)
+
275 CBaseCombatWeapon::GetBulletType(void)
276 CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t)
+
276 CBaseCombatWeapon::GetBulletSpread(void)
277 CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t)
+
277 CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t)
278 CBaseCombatWeapon::GetFireRate(void)
+
278 CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t)
279 CBaseCombatWeapon::GetMinBurst(void)
+
279 CBaseCombatWeapon::GetFireRate(void)
280 CBaseCombatWeapon::GetMaxBurst(void)
+
280 CBaseCombatWeapon::GetMinBurst(void)
281 CBaseCombatWeapon::GetMinRestTime(void)
+
281 CBaseCombatWeapon::GetMaxBurst(void)
282 CBaseCombatWeapon::GetMaxRestTime(void)
+
282 CBaseCombatWeapon::GetMinRestTime(void)
283 CBaseCombatWeapon::GetRandomBurst(void)
+
283 CBaseCombatWeapon::GetMaxRestTime(void)
284 CBaseCombatWeapon::WeaponSound(WeaponSound_t,float)
+
284 CBaseCombatWeapon::GetRandomBurst(void)
285 CBaseCombatWeapon::StopWeaponSound(WeaponSound_t)
+
285 CBaseCombatWeapon::WeaponSound(WeaponSound_t,float)
286 CBaseCombatWeapon::GetProficiencyValues(void)
+
286 CBaseCombatWeapon::StopWeaponSound(WeaponSound_t)
287 CBaseCombatWeapon::GetMaxAutoAimDeflection(void)
+
287 CBaseCombatWeapon::GetProficiencyValues(void)
288 CBaseCombatWeapon::WeaponAutoAimScale(void)
+
288 CBaseCombatWeapon::GetMaxAutoAimDeflection(void)
289 CBaseCombatWeapon::StartSprinting(void)
+
289 CBaseCombatWeapon::WeaponAutoAimScale(void)
290 CBaseCombatWeapon::StopSprinting(void)
+
290 CBaseCombatWeapon::StartSprinting(void)
291 CBaseCombatWeapon::GetDamage(float,int)
+
291 CBaseCombatWeapon::StopSprinting(void)
292 CBaseCombatWeapon::SetActivity(Activity,float)
+
292 CBaseCombatWeapon::GetDamage(float,int)
293 CBaseCombatWeapon::AddViewKick(void)
+
293 CBaseCombatWeapon::SetActivity(Activity,float)
294 CBaseCombatWeapon::GetDeathNoticeName(void)
+
294 CBaseCombatWeapon::AddViewKick(void)
295 CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter *)
+
295 CBaseCombatWeapon::GetDeathNoticeName(void)
296 CBaseCombatWeapon::AddViewmodelBob(CBaseViewModel *,Vector &,QAngle &)
+
296 CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter *)
297 CBaseCombatWeapon::CalcViewmodelBob(void)
+
297 CBaseCombatWeapon::AddViewmodelBob(CBaseViewModel *,Vector &,QAngle &)
298 CBaseCombatWeapon::GetControlPanelInfo(int,char  const*&)
+
298 CBaseCombatWeapon::CalcViewmodelBob(void)
299 CBaseCombatWeapon::GetControlPanelClassName(int,char  const*&)
+
299 CBaseCombatWeapon::GetControlPanelInfo(int,char  const*&)
300 CBaseCombatWeapon::ShouldShowControlPanels(void)
+
300 CBaseCombatWeapon::GetControlPanelClassName(int,char  const*&)
301 CBaseCombatWeapon::CanBePickedUpByNPCs(void)
+
301 CBaseCombatWeapon::ShouldShowControlPanels(void)
302 CBaseCombatWeapon::GetViewModel(int)const
+
302 CBaseCombatWeapon::CanBePickedUpByNPCs(void)
303 CBaseCombatWeapon::GetWorldModel(void)const
+
303 CBaseCombatWeapon::GetViewModel(int)const
304 CBaseCombatWeapon::GetAnimPrefix(void)const
+
304 CBaseCombatWeapon::GetWorldModel(void)const
305 CBaseCombatWeapon::GetMaxClip1(void)const
+
305 CBaseCombatWeapon::GetAnimPrefix(void)const
306 CBaseCombatWeapon::GetMaxClip2(void)const
+
306 CBaseCombatWeapon::GetMaxClip1(void)const
307 CBaseCombatWeapon::GetDefaultClip1(void)const
+
307 CBaseCombatWeapon::GetMaxClip2(void)const
308 CBaseCombatWeapon::GetDefaultClip2(void)const
+
308 CBaseCombatWeapon::GetDefaultClip1(void)const
309 CBaseCombatWeapon::GetWeight(void)const
+
309 CBaseCombatWeapon::GetDefaultClip2(void)const
310 CBaseCombatWeapon::AllowsAutoSwitchTo(void)const
+
310 CBaseCombatWeapon::GetWeight(void)const
311 CBaseCombatWeapon::AllowsAutoSwitchFrom(void)const
+
311 CBaseCombatWeapon::AllowsAutoSwitchTo(void)const
312 CBaseCombatWeapon::GetWeaponFlags(void)const
+
312 CBaseCombatWeapon::AllowsAutoSwitchFrom(void)const
313 CBaseCombatWeapon::GetSlot(void)const
+
313 CBaseCombatWeapon::GetWeaponFlags(void)const
314 CBaseCombatWeapon::GetPosition(void)const
+
314 CBaseCombatWeapon::GetSlot(void)const
315 CBaseCombatWeapon::GetName(void)const
+
315 CBaseCombatWeapon::GetPosition(void)const
316 CBaseCombatWeapon::GetPrintName(void)const
+
316 CBaseCombatWeapon::GetName(void)const
317 CBaseCombatWeapon::GetShootSound(int)const
+
317 CBaseCombatWeapon::GetPrintName(void)const
318 CBaseCombatWeapon::GetRumbleEffect(void)const
+
318 CBaseCombatWeapon::GetShootSound(int)const
319 CBaseCombatWeapon::UsesClipsForAmmo1(void)const
+
319 CBaseCombatWeapon::GetRumbleEffect(void)const
320 CBaseCombatWeapon::UsesClipsForAmmo2(void)const
+
320 CBaseCombatWeapon::UsesClipsForAmmo1(void)const
321 CBaseCombatWeapon::GetEncryptionKey(void)
+
321 CBaseCombatWeapon::UsesClipsForAmmo2(void)const
322 CBaseCombatWeapon::GetPrimaryAmmoType(void)const
+
322 CBaseCombatWeapon::GetEncryptionKey(void)
323 CBaseCombatWeapon::GetSecondaryAmmoType(void)const
+
323 CBaseCombatWeapon::GetPrimaryAmmoType(void)const
324 CBaseCombatWeapon::GetSpriteActive(void)const
+
324 CBaseCombatWeapon::GetSecondaryAmmoType(void)const
325 CBaseCombatWeapon::GetSpriteInactive(void)const
+
325 CBaseCombatWeapon::GetSpriteActive(void)const
326 CBaseCombatWeapon::GetSpriteAmmo(void)const
+
326 CBaseCombatWeapon::GetSpriteInactive(void)const
327 CBaseCombatWeapon::GetSpriteAmmo2(void)const
+
327 CBaseCombatWeapon::GetSpriteAmmo(void)const
328 CBaseCombatWeapon::GetSpriteCrosshair(void)const
+
328 CBaseCombatWeapon::GetSpriteAmmo2(void)const
329 CBaseCombatWeapon::GetSpriteAutoaim(void)const
+
329 CBaseCombatWeapon::GetSpriteCrosshair(void)const
330 CBaseCombatWeapon::GetSpriteZoomedCrosshair(void)const
+
330 CBaseCombatWeapon::GetSpriteAutoaim(void)const
331 CBaseCombatWeapon::GetSpriteZoomedAutoaim(void)const
+
331 CBaseCombatWeapon::GetSpriteZoomedCrosshair(void)const
332 CBaseCombatWeapon::ActivityOverride(Activity,bool *)
+
332 CBaseCombatWeapon::GetSpriteZoomedAutoaim(void)const
333 CBaseCombatWeapon::ActivityList(void)
+
333 CBaseCombatWeapon::ActivityOverride(Activity,bool *)
334 CBaseCombatWeapon::ActivityListCount(void)
+
334 CBaseCombatWeapon::ActivityList(void)
335 CBaseCombatWeapon::FallInit(void)
+
335 CBaseCombatWeapon::ActivityListCount(void)
336 CBaseCombatWeapon::FallThink(void)
+
336 CBaseCombatWeapon::FallInit(void)
337 CBaseCombatWeapon::Materialize(void)
+
337 CBaseCombatWeapon::FallThink(void)
338 CBaseCombatWeapon::CheckRespawn(void)
+
338 CBaseCombatWeapon::Materialize(void)
339 CBaseCombatWeapon::Delete(void)
+
339 CBaseCombatWeapon::CheckRespawn(void)
340 CBaseCombatWeapon::Kill(void)
+
340 CBaseCombatWeapon::Delete(void)
341 CBaseCombatWeapon::CapabilitiesGet(void)
+
341 CBaseCombatWeapon::Kill(void)
342 CBaseCombatWeapon::WeaponLOSCondition(Vector  const&,Vector  const&,bool)
+
342 CBaseCombatWeapon::CapabilitiesGet(void)
343 CBaseCombatWeapon::WeaponRangeAttack1Condition(float,float)
+
343 CBaseCombatWeapon::WeaponLOSCondition(Vector  const&,Vector  const&,bool)
344 CBaseCombatWeapon::WeaponRangeAttack2Condition(float,float)
+
344 CBaseCombatWeapon::WeaponRangeAttack1Condition(float,float)
345 CBaseCombatWeapon::WeaponMeleeAttack1Condition(float,float)
+
345 CBaseCombatWeapon::WeaponRangeAttack2Condition(float,float)
346 CBaseCombatWeapon::WeaponMeleeAttack2Condition(float,float)
+
346 CBaseCombatWeapon::WeaponMeleeAttack1Condition(float,float)
347 CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter *)
+
347 CBaseCombatWeapon::WeaponMeleeAttack2Condition(float,float)
348 CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t *,CBaseCombatCharacter *)
+
348 CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter *)
349 CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter *,bool)
+
349 CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t *,CBaseCombatCharacter *)
350 CBaseCombatWeapon::CanLower(void)
+
350 CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter *,bool)
351 CBaseCombatWeapon::Ready(void)
+
351 CBaseCombatWeapon::CanLower(void)
352 CBaseCombatWeapon::Lower(void)
+
352 CBaseCombatWeapon::Ready(void)
353 CBaseCombatWeapon::HideThink(void)
+
353 CBaseCombatWeapon::Lower(void)
354 CBaseCombatWeapon::CanReload(void)
+
354 CBaseCombatWeapon::HideThink(void)
 +
355 CBaseCombatWeapon::CanReload(void)
 
</pre>
 
</pre>

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 Juny 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)