Difference between revisions of "CBaseGrenade 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...or guess for the CSS specific functions.
 
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.
  
<b>Last Updated 28 April 2008</b>
+
<b>Last Updated June 24 2010</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00B3A4A0
+
// Auto reconstructed from vtable block @ 0x00A70080
// from "server_i486.so", by ida_vtables.idc
+
// from "server.so", by ida_vtables.idc
 
0 CBaseGrenade::~CBaseGrenade()
 
0 CBaseGrenade::~CBaseGrenade()
 
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
 
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
Line 20: Line 20:
 
7 CBaseEntity::GetModelName(void)const
 
7 CBaseEntity::GetModelName(void)const
 
8 CBaseEntity::SetModelIndex(int)
 
8 CBaseEntity::SetModelIndex(int)
9 CBaseGrenade::_GetClassName(void)
+
9 CBaseGrenade::GetServerClass(void)
10 CBaseGrenade::GetServerClass(void)
+
10 CBaseGrenade::YouForgotToImplementOrDeclareServerClass(void)
11 CBaseGrenade::GetClassName(void)
+
11 CBaseGrenade::GetDataDescMap(void)
12 CBaseGrenade::YouForgotToImplementOrDeclareServerClass(void)
+
12 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
13 CBaseGrenade::GetDataDescMap(void)
+
13 CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
14 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
+
14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15 CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
+
15 CBaseEntity::ShouldCollide(int,int)const
16 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
+
16 CBaseEntity::SetOwnerEntity(CBaseEntity*)
17 CBaseEntity::ShouldCollide(int,int)const
+
17 CBaseEntity::ShouldTransmit(CCheckTransmitInfo  const*)
18 CBaseEntity::SetOwnerEntity(CBaseEntity*)
+
18 CBaseEntity::UpdateTransmitState(void)
19 CBaseEntity::ShouldTransmit(CCheckTransmitInfo  const*)
+
19 CBaseAnimating::SetTransmit(CCheckTransmitInfo *,bool)
20 CBaseEntity::UpdateTransmitState(void)
+
20 CBaseEntity::GetTracerType(void)
21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
+
21 CBaseAnimating::Spawn(void)
22 CBaseEntity::GetTracerType(void)
+
22 CBaseGrenade::Precache(void)
23 CBaseCombatCharacter::Spawn(void)
+
23 CBaseAnimating::SetModel(char  const*)
24 CBaseGrenade::Precache(void)
+
24 CBaseEntity::PostConstructor(char  const*)
25 CBaseFlex::SetModel(char  const*)
+
25 CBaseEntity::PostClientActive(void)
26 CBaseEntity::PostConstructor(char  const*)
+
26 CBaseEntity::ParseMapData(CEntityMapData *)
27 CBaseEntity::PostClientActive(void)
+
27 CBaseEntity::KeyValue(char  const*,char  const*)
28 CBaseEntity::ParseMapData(CEntityMapData *)
+
28 CBaseEntity::KeyValue(char  const*,float)
29 CBaseEntity::KeyValue(char  const*,char  const*)
+
29 CBaseEntity::KeyValue(char  const*,Vector const&)
30 CBaseEntity::KeyValue(char  const*,float)
+
30 CBaseEntity::GetKeyValue(char  const*,char *,int)
31 CBaseEntity::KeyValue(char  const*,Vector)
+
31 CBaseAnimating::Activate(void)
32 CBaseAnimating::Activate(void)
+
32 CBaseEntity::SetParent(CBaseEntity*,int)
33 CBaseEntity::SetParent(CBaseEntity*,int)
+
33 CBaseGrenade::ObjectCaps(void)
34 CBaseGrenade::ObjectCaps(void)
+
34 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
35 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
+
35 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
36 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
+
36 CBaseEntity::DrawDebugGeometryOverlays(void)
37 CBaseEntity::DrawDebugGeometryOverlays(void)
+
37 CBaseAnimating::DrawDebugTextOverlays(void)
38 CBaseAnimating::DrawDebugTextOverlays(void)
+
38 CBaseEntity::Save(ISave &)
39 CBaseEntity::Save(ISave &)
+
39 CBaseAnimating::Restore(IRestore &)
40 CBaseEntity::Restore(IRestore &)
+
40 CBaseEntity::ShouldSavePhysics(void)
41 CBaseEntity::ShouldSavePhysics(void)
+
41 CBaseEntity::OnSave(IEntitySaveUtils *)
42 CBaseEntity::OnSave(IEntitySaveUtils *)
+
42 CBaseAnimating::OnRestore(void)
43 CBaseAnimatingOverlay::OnRestore(void)
+
43 CBaseEntity::RequiredEdictIndex(void)
44 CBaseEntity::RequiredEdictIndex(void)
+
44 CBaseEntity::MoveDone(void)
45 CBaseEntity::MoveDone(void)
+
45 CBaseEntity::Think(void)
46 CBaseEntity::Think(void)
+
46 CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void)
47 CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void)
+
47 CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void *)
48 CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void *)
+
48 CBaseAnimating::GetBaseAnimating(void)
49 CBaseAnimating::GetBaseAnimating(void)
+
49 CBaseEntity::GetResponseSystem(void)
50 CBaseEntity::GetResponseSystem(void)
+
50 CBaseEntity::DispatchResponse(char  const*)
51 CBaseEntity::DispatchResponse(char  const*)
+
51 CBaseEntity::Classify(void)
52 CBaseEntity::Classify(void)
+
52 CBaseEntity::DeathNotice(CBaseEntity*)
53 CBaseEntity::DeathNotice(CBaseEntity*)
+
53 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
+
54 CBaseEntity::GetAutoAimRadius(void)
55 CBaseEntity::GetAutoAimRadius(void)
+
55 CBaseEntity::GetAutoAimCenter(void)
56 CBaseEntity::GetAutoAimCenter(void)
+
56 CBaseEntity::GetBeamTraceFilter(void)
 
57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
 
57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
 
58 CBaseEntity::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
 
58 CBaseEntity::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
 
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
 
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60 CBaseCombatCharacter::OnTakeDamage(CTakeDamageInfo  const&)
+
60 CBaseEntity::OnTakeDamage(CTakeDamageInfo  const&)
61 CBaseCombatCharacter::TakeHealth(float,int)
+
61 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
62 CBaseGrenade::Event_Killed(CTakeDamageInfo  const&)
+
62 CBaseEntity::TakeHealth(float,int)
63 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
+
63 CBaseEntity::IsAlive(void)
64 CBaseGrenade::BloodColor(void)
+
64 CBaseGrenade::Event_Killed(CTakeDamageInfo  const&)
65 CBaseEntity::IsTriggered(CBaseEntity*)
+
65 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
66 CBaseEntity::IsNPC(void)const
+
66 CBaseGrenade::BloodColor(void)
67 CBaseCombatCharacter::MyCombatCharacterPointer(void)
+
67 CBaseEntity::IsTriggered(CBaseEntity*)
68 CBaseEntity::GetDelay(void)
+
68 CBaseEntity::IsNPC(void)const
69 CBaseEntity::IsMoving(void)
+
69 CBaseEntity::MyCombatCharacterPointer(void)
70 CBaseEntity::DamageDecal(int,int)
+
70 CBaseEntity::MyNextBotPointer(void)
71 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
+
71 CBaseEntity::GetDelay(void)
72 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
+
72 CBaseEntity::IsMoving(void)
73 CBaseEntity::OnControls(CBaseEntity*)
+
73 CBaseEntity::DamageDecal(int,int)
74 CBaseEntity::HasTarget(string_t)
+
74 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
75 CBaseEntity::IsPlayer(void)const
+
75 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
76 CBaseEntity::IsNetClient(void)const
+
76 CBaseEntity::OnControls(CBaseEntity*)
77 CBaseEntity::IsTemplate(void)
+
77 CBaseEntity::HasTarget(string_t)
78 CBaseEntity::IsBaseObject(void)const
+
78 CBaseEntity::IsPlayer(void)const
79 CBaseEntity::GetServerVehicle(void)
+
79 CBaseEntity::IsNetClient(void)const
80 CBaseEntity::IsViewable(void)
+
80 CBaseEntity::IsTemplate(void)
81 CBaseEntity::ChangeTeam(int)
+
81 CBaseEntity::IsBaseObject(void)const
82 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
+
82 CBaseEntity::IsBaseTrain(void)const
83 CBaseEntity::CanStandOn(CBaseEntity*)const
+
83 CBaseEntity::IsBaseCombatWeapon(void)const
84 CBaseEntity::CanStandOn(edict_t *)const
+
84 CBaseEntity::IsWearable(void)const
85 CBaseEntity::GetEnemy(void)
+
85 CBaseEntity::MyCombatWeaponPointer(void)
86 CBaseEntity::GetEnemy(void)const
+
86 CBaseEntity::GetServerVehicle(void)
87 CBaseGrenade::Use(CBaseEntity *,CBaseEntity *,USE_TYPE,float)
+
87 CBaseEntity::IsViewable(void)
88 CBaseEntity::StartTouch(CBaseEntity*)
+
88 CBaseEntity::ChangeTeam(int)
89 CBaseEntity::Touch(CBaseEntity*)
+
89 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
90 CBaseEntity::EndTouch(CBaseEntity*)
+
90 CBaseEntity::CanStandOn(CBaseEntity*)const
91 CBaseEntity::StartBlocked(CBaseEntity*)
+
91 CBaseEntity::CanStandOn(edict_t *)const
92 CBaseEntity::Blocked(CBaseEntity*)
+
92 CBaseEntity::GetEnemy(void)
93 CBaseEntity::EndBlocked(void)
+
93 CBaseEntity::GetEnemy(void)const
94 CBaseEntity::PhysicsSimulate(void)
+
94 CBaseGrenade::Use(CBaseEntity *,CBaseEntity *,USE_TYPE,float)
95 CBaseCombatCharacter::UpdateOnRemove(void)
+
95 CBaseEntity::StartTouch(CBaseEntity*)
96 CBaseEntity::StopLoopingSounds(void)
+
96 CBaseEntity::Touch(CBaseEntity*)
97 CBaseEntity::SUB_AllowedToFade(void)
+
97 CBaseEntity::EndTouch(CBaseEntity*)
98 CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
+
98 CBaseEntity::StartBlocked(CBaseEntity*)
99 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
+
99 CBaseEntity::Blocked(CBaseEntity*)
100 CBaseEntity::MakeTracer(Vector  const&,CGameTrace  const&,int)
+
100 CBaseEntity::EndBlocked(void)
101 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
+
101 CBaseEntity::PhysicsSimulate(void)
102 CBaseEntity::DoImpactEffect(CGameTrace &,int)
+
102 CBaseEntity::UpdateOnRemove(void)
103 CBaseEntity::Respawn(void)
+
103 CBaseEntity::StopLoopingSounds(void)
104 CBaseEntity::IsLockedByMaster(void)
+
104 CBaseEntity::SUB_AllowedToFade(void)
105 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
+
105 CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
106 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
+
106 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
107 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
+
107 CBaseEntity::MakeTracer(Vector  const&,CGameTrace  const&,int)
108 CBaseEntity::NetworkStateChanged_m_iHealth(void)
+
108 CBaseEntity::GetTracerAttachment(void)
109 CBaseEntity::NetworkStateChanged_m_iHealth(void *)
+
109 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
110 CBaseEntity::NetworkStateChanged_m_lifeState(void)
+
110 CBaseEntity::DoImpactEffect(CGameTrace &,int)
111 CBaseEntity::NetworkStateChanged_m_lifeState(void *)
+
111 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
112 CBaseEntity::NetworkStateChanged_m_takedamage(void)
+
112 CBaseEntity::Respawn(void)
113 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
+
113 CBaseEntity::IsLockedByMaster(void)
114 CBaseEntity::GetDamageType(void)const
+
114 CBaseEntity::GetMaxHealth(void)const
115 CBaseGrenade::GetDamage(void)
+
115 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
116 CBaseGrenade::SetDamage(float)
+
116 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
117 CBaseEntity::EyePosition(void)
+
117 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
118 CBaseEntity::EyeAngles(void)
+
118 CBaseEntity::NetworkStateChanged_m_iHealth(void)
119 CBaseEntity::LocalEyeAngles(void)
+
119 CBaseEntity::NetworkStateChanged_m_iHealth(void *)
120 CBaseEntity::EarPosition(void)
+
120 CBaseEntity::NetworkStateChanged_m_lifeState(void)
121 CBaseEntity::BodyTarget(Vector  const&,bool)
+
121 CBaseEntity::NetworkStateChanged_m_lifeState(void *)
122 CBaseEntity::HeadTarget(Vector  const&)
+
122 CBaseEntity::NetworkStateChanged_m_takedamage(void)
123 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
+
123 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
124 CBaseEntity::GetViewOffset(void)
+
124 CBaseEntity::GetDamageType(void)const
125 CBaseEntity::GetSmoothedVelocity(void)
+
125 CBaseGrenade::GetDamage(void)
126 CBaseAnimating::GetVelocity(Vector *,Vector *)
+
126 CBaseGrenade::SetDamage(float)
127 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
+
127 CBaseEntity::EyePosition(void)
128 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
+
128 CBaseEntity::EyeAngles(void)
129 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
+
129 CBaseEntity::LocalEyeAngles(void)
130 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
+
130 CBaseEntity::EarPosition(void)
131 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
+
131 CBaseEntity::BodyTarget(Vector  const&,bool)
132 CBaseEntity::CanBePoweredUp(void)
+
132 CBaseEntity::HeadTarget(Vector  const&)
133 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
+
133 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
134 CBaseEntity::GetGroundVelocityToApply(Vector &)
+
134 CBaseEntity::GetViewOffset(void)const
135 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
+
135 CBaseEntity::SetViewOffset(Vector  const&)
136 CBaseEntity::Splash(void)
+
136 CBaseEntity::GetSmoothedVelocity(void)
137 CBaseEntity::WorldSpaceCenter(void)const
+
137 CBaseAnimating::GetVelocity(Vector *,Vector *)
138 CBaseEntity::GetSoundEmissionOrigin(void)const
+
138 CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)
139 CBaseEntity::CreateVPhysics(void)
+
139 CBaseEntity::FVisible(Vector  const&,int,CBaseEntity**)
140 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
+
140 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
141 CBaseEntity::VPhysicsDestroyObject(void)
+
141 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
142 CBaseCombatCharacter::VPhysicsUpdate(IPhysicsObject *)
+
142 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
143 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
+
143 CBaseEntity::GetGroundVelocityToApply(Vector &)
144 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
+
144 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
145 CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject *)
+
145 CBaseEntity::Splash(void)
146 CBaseEntity::VPhysicsCollision(int,gamevcollisionevent_t *)
+
146 CBaseEntity::WorldSpaceCenter(void)const
147 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
+
147 CBaseEntity::GetSoundEmissionOrigin(void)const
148 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
+
148 CBaseEntity::IsDeflectable(void)
149 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
+
149 CBaseEntity::Deflected(CBaseEntity*,Vector &)
150 CBaseEntity::HasPhysicsAttacker(float)
+
150 CBaseEntity::CreateVPhysics(void)
151 CBaseEntity::PhysicsSolidMaskForEntity(void)const
+
151 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
152 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
+
152 CBaseEntity::VPhysicsDestroyObject(void)
153 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
+
153 CBaseEntity::VPhysicsUpdate(IPhysicsObject *)
154 CBaseAnimating::GetStepOrigin(void)const
+
154 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
155 CBaseAnimating::GetStepAngles(void)const
+
155 CBaseEntity::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
156 CBaseEntity::ShouldDrawWaterImpacts(void)
+
156 CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject *)
157 CBaseGrenade::NetworkStateChanged_m_fFlags(void)
+
157 CBaseEntity::VPhysicsCollision(int,gamevcollisionevent_t *)
158 CBaseGrenade::NetworkStateChanged_m_fFlags(void *)
+
158 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
159 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void)
+
159 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
160 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void *)
+
160 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
161 CBaseEntity::NetworkStateChanged_m_hGroundEntity(void)
+
161 CBaseEntity::VPhysicsIsFlesh(void)
162 CBaseEntity::NetworkStateChanged_m_hGroundEntity(void *)
+
162 CBaseEntity::HasPhysicsAttacker(float)
163 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void)
+
163 CBaseEntity::PhysicsSolidMaskForEntity(void)const
164 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void *)
+
164 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
165 CBaseEntity::NetworkStateChanged_m_flFriction(void)
+
165 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
166 CBaseEntity::NetworkStateChanged_m_flFriction(void *)
+
166 CBaseAnimating::GetStepOrigin(void)const
167 CBaseGrenade::NetworkStateChanged_m_vecVelocity(void)
+
167 CBaseAnimating::GetStepAngles(void)const
168 CBaseGrenade::NetworkStateChanged_m_vecVelocity(void *)
+
168 CBaseEntity::ShouldDrawWaterImpacts(void)
169 CBaseEntity::NetworkStateChanged_m_vecViewOffset(void)
+
169 CBaseGrenade::NetworkStateChanged_m_fFlags(void)
170 CBaseEntity::NetworkStateChanged_m_vecViewOffset(void *)
+
170 CBaseGrenade::NetworkStateChanged_m_fFlags(void *)
171 CBaseAnimating::GetIdealSpeed(void)const
+
171 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void)
172 CBaseAnimating::GetIdealAccel(void)const
+
172 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void *)
173 CBaseAnimatingOverlay::StudioFrameAdvance(void)
+
173 CBaseEntity::NetworkStateChanged_m_hGroundEntity(void)
174 CBaseAnimating::IsActivityFinished(void)
+
174 CBaseEntity::NetworkStateChanged_m_hGroundEntity(void *)
175 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
+
175 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void)
176 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
+
176 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void *)
177 CBaseAnimating::IsRagdoll(void)
+
177 CBaseEntity::NetworkStateChanged_m_flFriction(void)
178 CBaseAnimating::CanBecomeRagdoll(void)
+
178 CBaseEntity::NetworkStateChanged_m_flFriction(void *)
179 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
+
179 CBaseGrenade::NetworkStateChanged_m_vecVelocity(void)
180 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
+
180 CBaseGrenade::NetworkStateChanged_m_vecVelocity(void *)
181 CBaseAnimating::SetupBones(matrix3x4_t *,int)
+
181 CBaseEntity::NetworkStateChanged_m_vecViewOffset(void)
182 CBaseAnimating::CalculateIKLocks(float)
+
182 CBaseEntity::NetworkStateChanged_m_vecViewOffset(void *)
183 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
+
183 CBaseAnimating::GetIdealSpeed(void)const
184 CBaseAnimating::HandleAnimEvent(animevent_t *)
+
184 CBaseAnimating::GetIdealAccel(void)const
185 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
+
185 CBaseAnimating::StudioFrameAdvance(void)
186 CBaseAnimating::InitBoneControllers(void)
+
186 CBaseAnimating::IsActivityFinished(void)
187 CBaseAnimating::GetGroundSpeedVelocity(void)
+
187 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
188 CBaseAnimating::Ignite(float,bool,float,bool)
+
188 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
189 CBaseAnimating::Extinguish(void)
+
189 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
190 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
+
190 CBaseAnimating::IsRagdoll(void)
191 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
+
191 CBaseAnimating::CanBecomeRagdoll(void)
192 CBaseFlex::SetViewtarget(Vector  const&)
+
192 CBaseAnimating::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
193 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
+
193 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
194 CBaseFlex::ProcessSceneEvents(void)
+
194 CBaseAnimating::SetupBones(matrix3x4_t *,int)
195 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
+
195 CBaseAnimating::CalculateIKLocks(float)
196 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
+
196 CBaseAnimating::DispatchAnimEvents(CBaseAnimating*)
197 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
+
197 CBaseAnimating::HandleAnimEvent(animevent_t *)
198 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
+
198 CBaseAnimating::PopulatePoseParameters(void)
199 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
+
199 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
200 CBaseCombatCharacter::FInViewCone(Vector  const&)
+
200 CBaseAnimating::InitBoneControllers(void)
201 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
+
201 CBaseAnimating::GetGroundSpeedVelocity(void)
202 CBaseCombatCharacter::FInAimCone(Vector  const&)
+
202 CBaseAnimating::Ignite(float,bool,float,bool)
203 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
+
203 CBaseAnimating::IgniteLifetime(float)
204 CBaseCombatCharacter::FindMissTarget(void)
+
204 CBaseAnimating::IgniteNumHitboxFires(int)
205 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
+
205 CBaseAnimating::IgniteHitboxFireScale(float)
206 CBaseCombatCharacter::BodyAngles(void)
+
206 CBaseAnimating::Extinguish(void)
207 CBaseCombatCharacter::BodyDirection2D(void)
+
207 CBaseAnimating::SetLightingOriginRelative(CBaseEntity *)
208 CBaseCombatCharacter::BodyDirection3D(void)
+
208 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
209 CBaseCombatCharacter::HeadDirection2D(void)
+
209 CBaseGrenade::Explode(CGameTrace *,int)
210 CBaseCombatCharacter::HeadDirection3D(void)
+
210 CBaseGrenade::Detonate(void)
211 CBaseCombatCharacter::EyeDirection2D(void)
+
211 CBaseGrenade::GetBlastForce(void)
212 CBaseCombatCharacter::EyeDirection3D(void)
+
212 CBaseGrenade::BounceSound(void)
213 CBaseCombatCharacter::GiveAmmo(int,int,bool)
+
213 CBaseGrenade::GetShakeAmplitude(void)
214 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
+
214 CBaseGrenade::GetShakeRadius(void)
215 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
+
215 CBaseGrenade::GetDamageRadius(void)
216 CBaseCombatCharacter::Weapon_CanUse(CBaseCombatWeapon *)
+
216 CBaseGrenade::SetDamageRadius(float)
217 CBaseCombatCharacter::Weapon_Equip(CBaseCombatWeapon *)
 
218 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
 
219 CBaseCombatCharacter::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
 
220 CBaseCombatCharacter::Weapon_Switch(CBaseCombatWeapon *,int)
 
221 CBaseCombatCharacter::Weapon_ShootPosition(void)
 
222 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
 
223 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
 
224 CBaseCombatCharacter::Weapon_GetSlot(int)const
 
225 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
 
226 CBaseCombatCharacter::RemovePlayerItem(CBaseCombatWeapon *)
 
227 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
 
228 CBaseCombatCharacter::OnTakeDamage_Alive(CTakeDamageInfo  const&)
 
229 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
 
230 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
 
231 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
 
232 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
 
233 CBaseCombatCharacter::GetDeathActivity(void)
 
234 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
 
235 CBaseCombatCharacter::CorpseFade(void)
 
236 CBaseCombatCharacter::HasHumanGibs(void)
 
237 CBaseCombatCharacter::HasAlienGibs(void)
 
238 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
 
239 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
 
240 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
 
241 CBaseCombatCharacter::Event_Dying(void)
 
242 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
 
243 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
 
244 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
 
245 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
 
246 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
 
247 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
 
248 CBaseCombatCharacter::IRelationType(CBaseEntity *)
 
249 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
 
250 CBaseCombatCharacter::IsInAVehicle(void)
 
251 CBaseCombatCharacter::GetVehicle(void)
 
252 CBaseCombatCharacter::GetVehicleEntity(void)
 
253 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
 
254 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
 
255 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
 
256 CBaseCombatCharacter::DoMuzzleFlash(void)
 
257 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
 
258 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
 
259 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
 
260 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
 
261 CBaseCombatCharacter::NetworkStateChanged_m_iAmmo(void)
 
262 CBaseCombatCharacter::NetworkStateChanged_m_iAmmo(void *)
 
263 CBaseGrenade::Explode(CGameTrace *,int)
 
264 CBaseGrenade::Detonate(void)
 
265 CBaseGrenade::GetBlastForce(void)
 
266 CBaseGrenade::BounceSound(void)
 
267 CBaseGrenade::GetShakeAmplitude(void)
 
268 CBaseGrenade::GetShakeRadius(void)
 
269 CBaseGrenade::GetDamageRadius(void)
 
270 CBaseGrenade::SetDamageRadius(float)
 
 
 
 
</pre>
 
</pre>

Revision as of 19:28, 24 June 2010

For use when using virtual offsets.

This is a list of CBaseGrenade Offsets. These are the Windows offsets. Linux offsets are 1 greater.

The List

This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions.

Last Updated June 24 2010

// Auto reconstructed from vtable block @ 0x00A70080
// from "server.so", by ida_vtables.idc
0	CBaseGrenade::~CBaseGrenade()
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	CBaseGrenade::GetServerClass(void)
10	CBaseGrenade::YouForgotToImplementOrDeclareServerClass(void)
11	CBaseGrenade::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	CBaseEntity::UpdateTransmitState(void)
19	CBaseAnimating::SetTransmit(CCheckTransmitInfo *,bool)
20	CBaseEntity::GetTracerType(void)
21	CBaseAnimating::Spawn(void)
22	CBaseGrenade::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	CBaseAnimating::Activate(void)
32	CBaseEntity::SetParent(CBaseEntity*,int)
33	CBaseGrenade::ObjectCaps(void)
34	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
35	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
36	CBaseEntity::DrawDebugGeometryOverlays(void)
37	CBaseAnimating::DrawDebugTextOverlays(void)
38	CBaseEntity::Save(ISave &)
39	CBaseAnimating::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	CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void)
47	CBaseEntity::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	CBaseGrenade::Event_Killed(CTakeDamageInfo  const&)
65	CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
66	CBaseGrenade::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	CBaseEntity::IsBaseCombatWeapon(void)const
84	CBaseEntity::IsWearable(void)const
85	CBaseEntity::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	CBaseGrenade::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	CBaseEntity::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	CBaseEntity::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	CBaseEntity::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	CBaseGrenade::GetDamage(void)
126	CBaseGrenade::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	CBaseGrenade::NetworkStateChanged_m_fFlags(void)
170	CBaseGrenade::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	CBaseGrenade::NetworkStateChanged_m_vecVelocity(void)
180	CBaseGrenade::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	CBaseAnimating::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	CBaseGrenade::Explode(CGameTrace *,int)
210	CBaseGrenade::Detonate(void)
211	CBaseGrenade::GetBlastForce(void)
212	CBaseGrenade::BounceSound(void)
213	CBaseGrenade::GetShakeAmplitude(void)
214	CBaseGrenade::GetShakeRadius(void)
215	CBaseGrenade::GetDamageRadius(void)
216	CBaseGrenade::SetDamageRadius(float)