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

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(The List: Updated Offsets for the CSS Source2009 port)
Line 6: Line 6:
 
This comes from the symbol tables, so you'll have to look in the SDK for return types.
 
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>
+
<b>Last Updated 24 June 2010</b>
  
 
<pre>
 
<pre>
0       CBaseCombatWeapon::~CBaseCombatWeapon()
+
// Auto reconstructed from vtable block @ 0x00A6F9A0
1       CBaseEntity::SetRefEHandle(CBaseHandle const&)
+
// from "server.so", by ida_vtables.idc
2       CBaseEntity::GetRefEHandle() const
+
0 CBaseCombatWeapon::~CBaseCombatWeapon()
3       CBaseEntity::GetCollideable()
+
1 CBaseEntity::SetRefEHandle(CBaseHandle const&)
4       CBaseEntity::GetNetworkable()
+
2 CBaseEntity::GetRefEHandle(void)const
5       CBaseEntity::GetBaseEntity()
+
3 CBaseEntity::GetCollideable(void)
6       CBaseEntity::GetModelIndex() const
+
4 CBaseEntity::GetNetworkable(void)
7       CBaseEntity::GetModelName() const
+
5 CBaseEntity::GetBaseEntity(void)
8       CBaseEntity::SetModelIndex(int)
+
6 CBaseEntity::GetModelIndex(void)const
9       CBaseCombatWeapon::_GetClassName()
+
7 CBaseEntity::GetModelName(void)const
10     CBaseCombatWeapon::GetServerClass()
+
8 CBaseEntity::SetModelIndex(int)
11     CBaseCombatWeapon::GetClassName()
+
9 CBaseCombatWeapon::GetServerClass(void)
12     CBaseCombatWeapon::YouForgotToImplementOrDeclareServerClass()
+
10 CBaseCombatWeapon::YouForgotToImplementOrDeclareServerClass(void)
13      CBaseCombatWeapon::GetDataDescMap()
+
11 CBaseCombatWeapon::GetDataDescMap(void)
14      CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
+
12 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &)
15      CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)
+
13 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &)
16      CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)
+
14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
17      CBaseEntity::ShouldCollide(int, int) const
+
15 CBaseEntity::ShouldCollide(int,int)const
18      CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
16 CBaseEntity::SetOwnerEntity(CBaseEntity*)
19      CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*)
+
17 CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*)
20      CBaseCombatWeapon::UpdateTransmitState()
+
18 CBaseCombatWeapon::UpdateTransmitState(void)
21      CBaseAnimating::SetTransmit(CCheckTransmitInfo*, bool)
+
19 CBaseAnimating::SetTransmit(CCheckTransmitInfo *,bool)
22      CBaseEntity::GetTracerType()
+
20 CBaseEntity::GetTracerType(void)
23      CBaseCombatWeapon::Spawn()
+
21 CBaseCombatWeapon::Spawn(void)
24      CBaseCombatWeapon::Precache()
+
22 CBaseCombatWeapon::Precache(void)
25      CBaseAnimating::SetModel(char const*)
+
23 CBaseAnimating::SetModel(char const*)
26      CBaseEntity::PostConstructor(char const*)
+
24 CBaseEntity::PostConstructor(char const*)
27      CBaseEntity::PostClientActive()
+
25 CBaseEntity::PostClientActive(void)
28      CBaseEntity::ParseMapData(CEntityMapData*)
+
26 CBaseEntity::ParseMapData(CEntityMapData *)
29      CBaseEntity::KeyValue(char const*, char const*)
+
27 CBaseEntity::KeyValue(char const*,char const*)
30      CBaseEntity::KeyValue(char const*, float)
+
28 CBaseEntity::KeyValue(char const*,float)
31      CBaseEntity::KeyValue(char const*, Vector)
+
29 CBaseEntity::KeyValue(char const*,Vector const&)
32      CBaseCombatWeapon::Activate()
+
30 CBaseEntity::GetKeyValue(char  const*,char *,int)
33      CBaseEntity::SetParent(CBaseEntity*, int)
+
31 CBaseCombatWeapon::Activate(void)
34      CBaseCombatWeapon::ObjectCaps()
+
32 CBaseEntity::SetParent(CBaseEntity*,int)
35      CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
+
33 CBaseCombatWeapon::ObjectCaps(void)
36      CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)
+
34 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int)
37      CBaseEntity::DrawDebugGeometryOverlays()
+
35 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &)
38      CBaseAnimating::DrawDebugTextOverlays()
+
36 CBaseEntity::DrawDebugGeometryOverlays(void)
39      CBaseEntity::Save(ISave&)
+
37 CBaseAttributableItem::DrawDebugTextOverlays(void)
40      CBaseEntity::Restore(IRestore&)
+
38 CBaseAttributableItem::Save(ISave &)
41      CBaseEntity::ShouldSavePhysics()
+
39 CBaseAttributableItem::Restore(IRestore &)
42      CBaseEntity::OnSave(IEntitySaveUtils*)
+
40 CBaseEntity::ShouldSavePhysics(void)
43      CBaseAnimating::OnRestore()
+
41 CBaseEntity::OnSave(IEntitySaveUtils *)
44      CBaseEntity::RequiredEdictIndex()
+
42 CBaseAnimating::OnRestore(void)
45      CBaseEntity::MoveDone()
+
43 CBaseEntity::RequiredEdictIndex(void)
46      CBaseEntity::Think()
+
44 CBaseEntity::MoveDone(void)
47      CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick()
+
45 CBaseEntity::Think(void)
48      CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void*)
+
46 CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void)
49      CBaseAnimating::GetBaseAnimating()
+
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()
+
50 CBaseEntity::DispatchResponse(char const*)
53      CBaseEntity::DeathNotice(CBaseEntity*)
+
51 CBaseEntity::Classify(void)
54      CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
+
52 CBaseEntity::DeathNotice(CBaseEntity*)
55      CBaseEntity::GetAutoAimRadius()
+
53 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
56     CBaseEntity::GetAutoAimCenter()
+
54 CBaseEntity::GetAutoAimRadius(void)
57     CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
+
55 CBaseEntity::GetAutoAimCenter(void)
58     CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
+
56 CBaseEntity::GetBeamTraceFilter(void)
59     CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
+
57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
60     CBaseEntity::OnTakeDamage(CTakeDamageInfo const&)
+
58 CBaseEntity::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *)
61     CBaseEntity::TakeHealth(float, int)
+
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
62     CBaseEntity::Event_Killed(CTakeDamageInfo const&)
+
60 CBaseEntity::OnTakeDamage(CTakeDamageInfo const&)
63     CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&)
+
61 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
64      CBaseEntity::BloodColor()
+
62 CBaseEntity::TakeHealth(float,int)
65      CBaseEntity::IsTriggered(CBaseEntity*)
+
63 CBaseEntity::IsAlive(void)
66      CBaseEntity::IsNPC() const
+
64 CBaseEntity::Event_Killed(CTakeDamageInfo  const&)
67      CBaseEntity::MyCombatCharacterPointer()
+
65 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo const&)
68      CBaseEntity::GetDelay()
+
66 CBaseEntity::BloodColor(void)
69      CBaseEntity::IsMoving()
+
67 CBaseEntity::IsTriggered(CBaseEntity*)
70      CBaseEntity::DamageDecal(int, int)
+
68 CBaseEntity::IsNPC(void)const
71      CBaseEntity::DecalTrace(CGameTrace*, char const*)
+
69 CBaseEntity::MyCombatCharacterPointer(void)
72      CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
+
70 CBaseEntity::MyNextBotPointer(void)
73      CBaseEntity::OnControls(CBaseEntity*)
+
71 CBaseEntity::GetDelay(void)
74      CBaseEntity::HasTarget(string_t)
+
72 CBaseEntity::IsMoving(void)
75      CBaseEntity::IsPlayer() const
+
73 CBaseEntity::DamageDecal(int,int)
76      CBaseEntity::IsNetClient() const
+
74 CBaseEntity::DecalTrace(CGameTrace *,char const*)
77      CBaseEntity::IsTemplate()
+
75 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
78      CBaseEntity::IsBaseObject() const
+
76 CBaseEntity::OnControls(CBaseEntity*)
79      CBaseEntity::GetServerVehicle()
+
77 CBaseEntity::HasTarget(string_t)
80      CBaseEntity::IsViewable()
+
78 CBaseEntity::IsPlayer(void)const
81      CBaseEntity::ChangeTeam(int)
+
79 CBaseEntity::IsNetClient(void)const
82      CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
+
80 CBaseEntity::IsTemplate(void)
83      CBaseEntity::CanStandOn(CBaseEntity*) const
+
81 CBaseEntity::IsBaseObject(void)const
84      CBaseEntity::CanStandOn(edict_t*) const
+
82 CBaseEntity::IsBaseTrain(void)const
85      CBaseEntity::GetEnemy()
+
83 CBaseCombatWeapon::IsBaseCombatWeapon(void)const
86      CBaseEntity::GetEnemy() const
+
84 CBaseEntity::IsWearable(void)const
87      CBaseCombatWeapon::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
+
85 CBaseCombatWeapon::MyCombatWeaponPointer(void)
88      CBaseEntity::StartTouch(CBaseEntity*)
+
86 CBaseEntity::GetServerVehicle(void)
89      CBaseEntity::Touch(CBaseEntity*)
+
87 CBaseEntity::IsViewable(void)
90      CBaseEntity::EndTouch(CBaseEntity*)
+
88 CBaseEntity::ChangeTeam(int)
91      CBaseEntity::StartBlocked(CBaseEntity*)
+
89 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
92      CBaseEntity::Blocked(CBaseEntity*)
+
90 CBaseEntity::CanStandOn(CBaseEntity*)const
93      CBaseEntity::EndBlocked()
+
91 CBaseEntity::CanStandOn(edict_t *)const
94      CBaseEntity::PhysicsSimulate()
+
92 CBaseEntity::GetEnemy(void)
95      CBaseEntity::UpdateOnRemove()
+
93 CBaseEntity::GetEnemy(void)const
96      CBaseEntity::StopLoopingSounds()
+
94 CBaseCombatWeapon::Use(CBaseEntity *,CBaseEntity *,USE_TYPE,float)
97      CBaseEntity::SUB_AllowedToFade()
+
95 CBaseEntity::StartTouch(CBaseEntity*)
98      CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
+
96 CBaseEntity::Touch(CBaseEntity*)
99      CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
+
97 CBaseEntity::EndTouch(CBaseEntity*)
100    CBaseCombatWeapon::MakeTracer(Vector const&, CGameTrace const&, int)
+
98 CBaseEntity::StartBlocked(CBaseEntity*)
101    CBaseEntity::FireBullets(FireBulletsInfo_t const&)
+
99 CBaseEntity::Blocked(CBaseEntity*)
102    CBaseEntity::DoImpactEffect(CGameTrace&, int)
+
100 CBaseEntity::EndBlocked(void)
103    CBaseCombatWeapon::Respawn()
+
101 CBaseEntity::PhysicsSimulate(void)
104    CBaseEntity::IsLockedByMaster()
+
102 CBaseAttributableItem::UpdateOnRemove(void)
105    CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
+
103 CBaseEntity::StopLoopingSounds(void)
106    CBaseEntity::NetworkStateChanged_m_iMaxHealth()
+
104 CBaseEntity::SUB_AllowedToFade(void)
107    CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*)
+
105 CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
108    CBaseEntity::NetworkStateChanged_m_iHealth()
+
106 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
109    CBaseEntity::NetworkStateChanged_m_iHealth(void*)
+
107 CBaseCombatWeapon::MakeTracer(Vector  const&,CGameTrace  const&,int)
110    CBaseEntity::NetworkStateChanged_m_lifeState()
+
108 CBaseEntity::GetTracerAttachment(void)
111    CBaseEntity::NetworkStateChanged_m_lifeState(void*)
+
109 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
112    CBaseEntity::NetworkStateChanged_m_takedamage()
+
110 CBaseEntity::DoImpactEffect(CGameTrace &,int)
113     CBaseEntity::NetworkStateChanged_m_takedamage(void*)
+
111 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
114     CBaseEntity::GetDamageType() const
+
112 CBaseCombatWeapon::Respawn(void)
115     CBaseEntity::GetDamage()
+
113 CBaseEntity::IsLockedByMaster(void)
116     CBaseEntity::SetDamage(float)
+
114 CBaseEntity::GetMaxHealth(void)const
117     CBaseEntity::EyePosition()
+
115 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
118     CBaseEntity::EyeAngles()
+
116 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
119     CBaseEntity::LocalEyeAngles()
+
117 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
120     CBaseEntity::EarPosition()
+
118 CBaseEntity::NetworkStateChanged_m_iHealth(void)
121     CBaseEntity::BodyTarget(Vector const&, bool)
+
119 CBaseEntity::NetworkStateChanged_m_iHealth(void *)
122     CBaseEntity::HeadTarget(Vector const&)
+
120 CBaseEntity::NetworkStateChanged_m_lifeState(void)
123     CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
+
121 CBaseEntity::NetworkStateChanged_m_lifeState(void *)
124     CBaseEntity::GetViewOffset()
+
122 CBaseEntity::NetworkStateChanged_m_takedamage(void)
125     CBaseEntity::GetSmoothedVelocity()
+
123 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
126     CBaseAnimating::GetVelocity(Vector*, Vector*)
+
124 CBaseEntity::GetDamageType(void)const
127     CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**)
+
125 CBaseEntity::GetDamage(void)
128     CBaseEntity::FVisible(Vector const&, int, CBaseEntity**)
+
126 CBaseEntity::SetDamage(float)
129    CBaseEntity::CanBeSeenBy(CAI_BaseNPC*)
+
127 CBaseEntity::EyePosition(void)
130     CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
128 CBaseEntity::EyeAngles(void)
131     CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
129 CBaseEntity::LocalEyeAngles(void)
132     CBaseEntity::CanBePoweredUp()
+
130 CBaseEntity::EarPosition(void)
133     CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
+
131 CBaseEntity::BodyTarget(Vector  const&,bool)
134     CBaseEntity::GetGroundVelocityToApply(Vector&)
+
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*)
+
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*)
+
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::ItemPreFrame(void)
259     CBaseCombatWeapon::SetActivity(Activity, float)
+
257 CBaseCombatWeapon::ItemPostFrame(void)
260     CBaseCombatWeapon::AddViewKick()
+
258 CBaseCombatWeapon::ItemBusyFrame(void)
261     CBaseCombatWeapon::GetDeathNoticeName()
+
259 CBaseCombatWeapon::ItemHolsterFrame(void)
262     CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter*)
+
260 CBaseCombatWeapon::WeaponIdle(void)
263     CBaseCombatWeapon::AddViewmodelBob(CBaseViewModel*, Vector&, QAngle&)
+
261 CBaseCombatWeapon::HandleFireOnEmpty(void)
264     CBaseCombatWeapon::CalcViewmodelBob()
+
262 CBaseCombatWeapon::ShouldBlockPrimaryFire(void)
265     CBaseCombatWeapon::GetControlPanelInfo(int, char const*&)
+
263 CBaseCombatWeapon::IsWeaponZoomed(void)
266     CBaseCombatWeapon::GetControlPanelClassName(int, char const*&)
+
264 CBaseCombatWeapon::CheckReload(void)
267     CBaseCombatWeapon::ShouldShowControlPanels()
+
265 CBaseCombatWeapon::FinishReload(void)
268     CBaseCombatWeapon::CanBePickedUpByNPCs()
+
266 CBaseCombatWeapon::AbortReload(void)
269     CBaseCombatWeapon::GetViewModel(int) const
+
267 CBaseCombatWeapon::Reload(void)
270     CBaseCombatWeapon::GetWorldModel() const
+
268 CBaseCombatWeapon::PrimaryAttack(void)
271     CBaseCombatWeapon::GetAnimPrefix() const
+
269 CBaseCombatWeapon::SecondaryAttack(void)
272     CBaseCombatWeapon::GetMaxClip1() const
+
270 CBaseCombatWeapon::GetPrimaryAttackActivity(void)
273     CBaseCombatWeapon::GetMaxClip2() const
+
271 CBaseCombatWeapon::GetSecondaryAttackActivity(void)
274     CBaseCombatWeapon::GetDefaultClip1() const
+
272 CBaseCombatWeapon::GetDrawActivity(void)
275     CBaseCombatWeapon::GetDefaultClip2() const
+
273 CBaseCombatWeapon::GetDefaultAnimSpeed(void)
276     CBaseCombatWeapon::GetWeight() const
+
274 CBaseCombatWeapon::GetBulletType(void)
277     CBaseCombatWeapon::AllowsAutoSwitchTo() const
+
275 CBaseCombatWeapon::GetBulletSpread(void)
278     CBaseCombatWeapon::AllowsAutoSwitchFrom() const
+
276 CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t)
279     CBaseCombatWeapon::GetWeaponFlags() const
+
277 CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t)
280     CBaseCombatWeapon::GetSlot() const
+
278 CBaseCombatWeapon::GetFireRate(void)
281     CBaseCombatWeapon::GetPosition() const
+
279 CBaseCombatWeapon::GetMinBurst(void)
282     CBaseCombatWeapon::GetName() const
+
280 CBaseCombatWeapon::GetMaxBurst(void)
283     CBaseCombatWeapon::GetPrintName() const
+
281 CBaseCombatWeapon::GetMinRestTime(void)
284     CBaseCombatWeapon::GetShootSound(int) const
+
282 CBaseCombatWeapon::GetMaxRestTime(void)
285     CBaseCombatWeapon::GetRumbleEffect() const
+
283 CBaseCombatWeapon::GetRandomBurst(void)
286     CBaseCombatWeapon::UsesClipsForAmmo1() const
+
284 CBaseCombatWeapon::WeaponSound(WeaponSound_t,float)
287     CBaseCombatWeapon::UsesClipsForAmmo2() const
+
285 CBaseCombatWeapon::StopWeaponSound(WeaponSound_t)
288     CBaseCombatWeapon::GetEncryptionKey()
+
286 CBaseCombatWeapon::GetProficiencyValues(void)
289     CBaseCombatWeapon::GetPrimaryAmmoType() const
+
287 CBaseCombatWeapon::GetMaxAutoAimDeflection(void)
290     CBaseCombatWeapon::GetSecondaryAmmoType() const
+
288 CBaseCombatWeapon::WeaponAutoAimScale(void)
291     CBaseCombatWeapon::GetSpriteActive() const
+
289 CBaseCombatWeapon::StartSprinting(void)
292     CBaseCombatWeapon::GetSpriteInactive() const
+
290 CBaseCombatWeapon::StopSprinting(void)
293     CBaseCombatWeapon::GetSpriteAmmo() const
+
291 CBaseCombatWeapon::GetDamage(float,int)
294     CBaseCombatWeapon::GetSpriteAmmo2() const
+
292 CBaseCombatWeapon::SetActivity(Activity,float)
295     CBaseCombatWeapon::GetSpriteCrosshair() const
+
293 CBaseCombatWeapon::AddViewKick(void)
296     CBaseCombatWeapon::GetSpriteAutoaim() const
+
294 CBaseCombatWeapon::GetDeathNoticeName(void)
297     CBaseCombatWeapon::GetSpriteZoomedCrosshair() const
+
295 CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter *)
298     CBaseCombatWeapon::GetSpriteZoomedAutoaim() const
+
296 CBaseCombatWeapon::AddViewmodelBob(CBaseViewModel *,Vector &,QAngle &)
299     CBaseCombatWeapon::ActivityOverride(Activity, bool*)
+
297 CBaseCombatWeapon::CalcViewmodelBob(void)
300     CBaseCombatWeapon::ActivityList()
+
298 CBaseCombatWeapon::GetControlPanelInfo(int,char  const*&)
301     CBaseCombatWeapon::ActivityListCount()
+
299 CBaseCombatWeapon::GetControlPanelClassName(int,char  const*&)
302     CBaseCombatWeapon::FallInit()
+
300 CBaseCombatWeapon::ShouldShowControlPanels(void)
303     CBaseCombatWeapon::FallThink()
+
301 CBaseCombatWeapon::CanBePickedUpByNPCs(void)
304     CBaseCombatWeapon::Materialize()
+
302 CBaseCombatWeapon::GetViewModel(int)const
305     CBaseCombatWeapon::CheckRespawn()
+
303 CBaseCombatWeapon::GetWorldModel(void)const
306     CBaseCombatWeapon::Delete()
+
304 CBaseCombatWeapon::GetAnimPrefix(void)const
307     CBaseCombatWeapon::Kill()
+
305 CBaseCombatWeapon::GetMaxClip1(void)const
308     CBaseCombatWeapon::CapabilitiesGet()
+
306 CBaseCombatWeapon::GetMaxClip2(void)const
309     CBaseCombatWeapon::IsRemoveable()
+
307 CBaseCombatWeapon::GetDefaultClip1(void)const
310     CBaseCombatWeapon::WeaponLOSCondition(Vector const&, Vector const&, bool)
+
308 CBaseCombatWeapon::GetDefaultClip2(void)const
311     CBaseCombatWeapon::WeaponRangeAttack1Condition(float, float)
+
309 CBaseCombatWeapon::GetWeight(void)const
312     CBaseCombatWeapon::WeaponRangeAttack2Condition(float, float)
+
310 CBaseCombatWeapon::AllowsAutoSwitchTo(void)const
313     CBaseCombatWeapon::WeaponMeleeAttack1Condition(float, float)
+
311 CBaseCombatWeapon::AllowsAutoSwitchFrom(void)const
314     CBaseCombatWeapon::WeaponMeleeAttack2Condition(float, float)
+
312 CBaseCombatWeapon::GetWeaponFlags(void)const
315     CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter*)
+
313 CBaseCombatWeapon::GetSlot(void)const
316     CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t*, CBaseCombatCharacter*)
+
314 CBaseCombatWeapon::GetPosition(void)const
317     CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter*, bool)
+
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 CBaseCombatWeapon::Materialize(void)
 +
338 CBaseCombatWeapon::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)
 
</pre>
 
</pre>

Revision as of 19:33, 24 June 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 24 June 2010

// Auto reconstructed from vtable block @ 0x00A6F9A0
// 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::ItemPreFrame(void)
257	CBaseCombatWeapon::ItemPostFrame(void)
258	CBaseCombatWeapon::ItemBusyFrame(void)
259	CBaseCombatWeapon::ItemHolsterFrame(void)
260	CBaseCombatWeapon::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	CBaseCombatWeapon::Reload(void)
268	CBaseCombatWeapon::PrimaryAttack(void)
269	CBaseCombatWeapon::SecondaryAttack(void)
270	CBaseCombatWeapon::GetPrimaryAttackActivity(void)
271	CBaseCombatWeapon::GetSecondaryAttackActivity(void)
272	CBaseCombatWeapon::GetDrawActivity(void)
273	CBaseCombatWeapon::GetDefaultAnimSpeed(void)
274	CBaseCombatWeapon::GetBulletType(void)
275	CBaseCombatWeapon::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	CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter *)
296	CBaseCombatWeapon::AddViewmodelBob(CBaseViewModel *,Vector &,QAngle &)
297	CBaseCombatWeapon::CalcViewmodelBob(void)
298	CBaseCombatWeapon::GetControlPanelInfo(int,char  const*&)
299	CBaseCombatWeapon::GetControlPanelClassName(int,char  const*&)
300	CBaseCombatWeapon::ShouldShowControlPanels(void)
301	CBaseCombatWeapon::CanBePickedUpByNPCs(void)
302	CBaseCombatWeapon::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	CBaseCombatWeapon::Materialize(void)
338	CBaseCombatWeapon::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)