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

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(Undo revision 6230 by Matt29addai (Talk))
(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 near the end.
 
This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions near the end.
  
<b>Last Updated 28 April 2008</b>
+
<b>Last Updated 24 June 2010</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x00B446E0
+
// Auto reconstructed from vtable block @ 0x00A721A0
// from "server_i486.so", by ida_vtables.idc
+
// from "server.so", by ida_vtables.idc
0 CGameRules::Name(void)
+
0 CMultiplayRules::Init(void)
1 CBaseGameSystemPerFrame::Init(void)
+
1 CBaseGameSystemPerFrame::PostInit(void)
 
2 CBaseGameSystemPerFrame::Shutdown(void)
 
2 CBaseGameSystemPerFrame::Shutdown(void)
 
3 CCSGameRules::LevelInitPreEntity(void)
 
3 CCSGameRules::LevelInitPreEntity(void)
Line 24: Line 24:
 
11 CCSGameRules::~CCSGameRules()
 
11 CCSGameRules::~CCSGameRules()
 
12 CCSGameRules::~CCSGameRules()
 
12 CCSGameRules::~CCSGameRules()
13 CBaseGameSystemPerFrame::FrameUpdatePrePlayerRunCommand(void)
+
13 CBaseGameSystemPerFrame::FrameUpdatePreEntityThink(void)
14 CBaseGameSystemPerFrame::FrameUpdatePreEntityThink(void)
+
14 CGameRules::FrameUpdatePostEntityThink(void)
15 CGameRules::FrameUpdatePostEntityThink(void)
+
15 CBaseGameSystemPerFrame::PreClientUpdate(void)
16 CBaseGameSystemPerFrame::PreClientUpdate(void)
+
16 CMultiplayRules::Damage_IsTimeBased(int)
17 CCSGameRules::_GetClassName(void)
+
17 CMultiplayRules::Damage_ShouldGibCorpse(int)
18 CMultiplayRules::SwitchToNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
+
18 CMultiplayRules::Damage_ShowOnHUD(int)
19 CCSGameRules::GetNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
+
19 CMultiplayRules::Damage_NoPhysicsForce(int)
20 CCSGameRules::ShouldCollide(int,int)
+
20 CMultiplayRules::Damage_ShouldNotBleed(int)
21 CCSGameRules::DefaultFOV(void)
+
21 CMultiplayRules::Damage_GetTimeBased(void)
22 CCSGameRules::GetViewVectors(void)const
+
22 CMultiplayRules::Damage_GetShouldGibCorpse(void)
23 CGameRules::GetAmmoDamage(CBaseEntity *,CBaseEntity *,int)
+
23 CMultiplayRules::Damage_GetShowOnHud(void)
24 CGameRules::GetDamageMultiplier(void)
+
24 CMultiplayRules::Damage_GetNoPhysicsForce(void)
25 CMultiplayRules::IsMultiplayer(void)
+
25 CMultiplayRules::Damage_GetShouldNotBleed(void)
26 CCSGameRules::GetEncryptionKey(void)
+
26 CMultiplayRules::SwitchToNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
27 CCSGameRules::LevelShutdown(void)
+
27 CCSGameRules::GetNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
28 CTeamplayRules::Precache(void)
+
28 CCSGameRules::ShouldCollide(int,int)
29 CMultiplayRules::RefreshSkillData(bool)
+
29 CCSGameRules::DefaultFOV(void)
30 CCSGameRules::Think(void)
+
30 CCSGameRules::GetViewVectors(void)const
31 CMultiplayRules::IsAllowedToSpawn(CBaseEntity *)
+
31 CGameRules::GetAmmoDamage(CBaseEntity *,CBaseEntity *,int)
32 CCSGameRules::EndGameFrame(void)
+
32 CGameRules::GetDamageMultiplier(void)
33 CGameRules::IsSkillLevel(int)
+
33 CMultiplayRules::IsMultiplayer(void)
34 CGameRules::GetSkillLevel(void)
+
34 CCSGameRules::GetEncryptionKey(void)
35 CGameRules::OnSkillLevelChanged(int)
+
35 CGameRules::InRoundRestart(void)
36 CGameRules::SetSkillLevel(int)
+
36 CGameRules::AllowThirdPersonCamera(void)
37 CMultiplayRules::FAllowFlashlight(void)
+
37 CMultiplayRules::ClientCommandKeyValues(edict_t *,KeyValues *)
38 CCSGameRules::FShouldSwitchWeapon(CBasePlayer *,CBaseCombatWeapon *)
+
38 CMultiplayRules::GetTaggedConVarList(KeyValues *)
39 CMultiplayRules::IsDeathmatch(void)
+
39 CGameRules::CheckHaptics(CBasePlayer *)
40 CTeamplayRules::IsTeamplay(void)
+
40 CCSGameRules::LevelShutdown(void)
41 CMultiplayRules::IsCoOp(void)
+
41 CTeamplayRules::Precache(void)
42 CCSGameRules::GetGameDescription(void)
+
42 CMultiplayRules::RefreshSkillData(bool)
43 CMultiplayRules::ClientConnected(edict_t *,char  const*,char  const*,char *,int)
+
43 CCSGameRules::Think(void)
44 CTeamplayRules::InitHUD(CBasePlayer *)
+
44 CMultiplayRules::IsAllowedToSpawn(CBaseEntity *)
45 CCSGameRules::ClientDisconnected(edict_t *)
+
45 CCSGameRules::EndGameFrame(void)
46 CCSGameRules::FlPlayerFallDamage(CBasePlayer *)
+
46 CGameRules::IsSkillLevel(int)
47 CTeamplayRules::FPlayerCanTakeDamage(CBasePlayer *,CBaseEntity *)
+
47 CGameRules::GetSkillLevel(void)
48 CTeamplayRules::ShouldAutoAim(CBasePlayer *,edict_t *)
+
48 CGameRules::OnSkillLevelChanged(int)
49 CGameRules::GetAutoAimScale(CBasePlayer *)
+
49 CGameRules::SetSkillLevel(int)
50 CGameRules::ShouldUseRobustRadiusDamage(CBaseEntity *)
+
50 CMultiplayRules::FAllowFlashlight(void)
51 CCSGameRules::RadiusDamage(CTakeDamageInfo  const&,Vector  const&,float,int,CBaseEntity *)
+
51 CCSGameRules::FShouldSwitchWeapon(CBasePlayer *,CBaseCombatWeapon *)
52 CCSGameRules::FlPlayerFallDeathDoesScreenFade(CBasePlayer *)
+
52 CMultiplayRules::IsDeathmatch(void)
53 CMultiplayRules::AllowDamage(CBaseEntity *,CTakeDamageInfo  const&)
+
53 CTeamplayRules::IsTeamplay(void)
54 CCSGameRules::PlayerSpawn(CBasePlayer *)
+
54 CMultiplayRules::IsCoOp(void)
55 CMultiplayRules::PlayerThink(CBasePlayer *)
+
55 CCSGameRules::GetGameDescription(void)
56 CCSGameRules::FPlayerCanRespawn(CBasePlayer *)
+
56 CMultiplayRules::ClientConnected(edict_t *,char  const*,char  const*,char *,int)
57 CMultiplayRules::FlPlayerSpawnTime(CBasePlayer *)
+
57 CTeamplayRules::InitHUD(CBasePlayer *)
58 CCSGameRules::GetPlayerSpawnSpot(CBasePlayer *)
+
58 CCSGameRules::ClientDisconnected(edict_t *)
59 CCSGameRules::IsSpawnPointValid(CBaseEntity *,CBasePlayer *)
+
59 CCSGameRules::FlPlayerFallDamage(CBasePlayer *)
60 CMultiplayRules::AllowAutoTargetCrosshair(void)
+
60 CTeamplayRules::FPlayerCanTakeDamage(CBasePlayer *,CBaseEntity *)
61 CCSGameRules::ClientCommand(char const*,CBaseEntity *)
+
61 CTeamplayRules::ShouldAutoAim(CBasePlayer *,edict_t *)
62 CCSGameRules::ClientSettingsChanged(CBasePlayer *)
+
62 CGameRules::GetAutoAimScale(CBasePlayer *)
63 CTeamplayRules::IPointsForKill(CBasePlayer *,CBasePlayer *)
+
63 CGameRules::GetAutoAimMode(void)
64 CCSGameRules::PlayerKilled(CBasePlayer *,CTakeDamageInfo  const&)
+
64 CGameRules::ShouldUseRobustRadiusDamage(CBaseEntity *)
65 CCSGameRules::DeathNotice(CBasePlayer *,CTakeDamageInfo  const&)
+
65 CCSGameRules::RadiusDamage(CTakeDamageInfo  const&,Vector  const&,float,int,CBaseEntity *)
66 CGameRules::GetCustomKillString(CTakeDamageInfo  const&)
+
66 CCSGameRules::FlPlayerFallDeathDoesScreenFade(CBasePlayer *)
67 CGameRules::AdjustPlayerDamageInflicted(float)
+
67 CMultiplayRules::AllowDamage(CBaseEntity *,CTakeDamageInfo  const&)
68 CGameRules::AdjustPlayerDamageTaken(CTakeDamageInfo *)
+
68 CCSGameRules::PlayerSpawn(CBasePlayer *)
69 CMultiplayRules::CanHavePlayerItem(CBasePlayer *,CBaseCombatWeapon *)
+
69 CMultiplayRules::PlayerThink(CBasePlayer *)
70 CMultiplayRules::WeaponShouldRespawn(CBaseCombatWeapon *)
+
70 CCSGameRules::FPlayerCanRespawn(CBasePlayer *)
71 CMultiplayRules::FlWeaponRespawnTime(CBaseCombatWeapon *)
+
71 CMultiplayRules::FlPlayerSpawnTime(CBasePlayer *)
72 CMultiplayRules::FlWeaponTryRespawn(CBaseCombatWeapon *)
+
72 CCSGameRules::GetPlayerSpawnSpot(CBasePlayer *)
73 CMultiplayRules::VecWeaponRespawnSpot(CBaseCombatWeapon *)
+
73 CCSGameRules::IsSpawnPointValid(CBaseEntity *,CBasePlayer *)
74 CMultiplayRules::CanHaveItem(CBasePlayer *,CItem *)
+
74 CMultiplayRules::AllowAutoTargetCrosshair(void)
75 CMultiplayRules::PlayerGotItem(CBasePlayer *,CItem *)
+
75 CCSGameRules::ClientCommand(CBaseEntity *,CCommand const&)
76 CMultiplayRules::ItemShouldRespawn(CItem *)
+
76 CCSGameRules::ClientSettingsChanged(CBasePlayer *)
77 CMultiplayRules::FlItemRespawnTime(CItem *)
+
77 CTeamplayRules::IPointsForKill(CBasePlayer *,CBasePlayer *)
78 CMultiplayRules::VecItemRespawnSpot(CItem *)
+
78 CCSGameRules::PlayerKilled(CBasePlayer *,CTakeDamageInfo  const&)
79 CMultiplayRules::VecItemRespawnAngles(CItem *)
+
79 CCSGameRules::DeathNotice(CBasePlayer *,CTakeDamageInfo  const&)
80 CGameRules::CanHaveAmmo(CBaseCombatCharacter *,int)
+
80 CGameRules::GetDamageCustomString(CTakeDamageInfo  const&)
81 CGameRules::CanHaveAmmo(CBaseCombatCharacter *,char  const*)
+
81 CGameRules::AdjustPlayerDamageInflicted(float)
82 CMultiplayRules::PlayerGotAmmo(CBaseCombatCharacter *,char *,int)
+
82 CGameRules::AdjustPlayerDamageTaken(CTakeDamageInfo *)
83 CGameRules::GetAmmoQuantityScale(int)
+
83 CMultiplayRules::CanHavePlayerItem(CBasePlayer *,CBaseCombatWeapon *)
84 CCSGameRules::InitDefaultAIRelationships(void)
+
84 CMultiplayRules::WeaponShouldRespawn(CBaseCombatWeapon *)
85 CCSGameRules::AIClassText(int)
+
85 CMultiplayRules::FlWeaponRespawnTime(CBaseCombatWeapon *)
86 CMultiplayRules::FlHealthChargerRechargeTime(void)
+
86 CMultiplayRules::FlWeaponTryRespawn(CBaseCombatWeapon *)
87 CMultiplayRules::FlHEVChargerRechargeTime(void)
+
87 CMultiplayRules::VecWeaponRespawnSpot(CBaseCombatWeapon *)
88 CMultiplayRules::DeadPlayerWeapons(CBasePlayer *)
+
88 CMultiplayRules::CanHaveItem(CBasePlayer *,CItem *)
89 CMultiplayRules::DeadPlayerAmmo(CBasePlayer *)
+
89 CMultiplayRules::PlayerGotItem(CBasePlayer *,CItem *)
90 CTeamplayRules::GetTeamID(CBaseEntity *)
+
90 CMultiplayRules::ItemShouldRespawn(CItem *)
91 CTeamplayRules::PlayerRelationship(CBaseEntity *,CBaseEntity *)
+
91 CMultiplayRules::FlItemRespawnTime(CItem *)
92 CTeamplayRules::PlayerCanHearChat(CBasePlayer *,CBasePlayer *)
+
92 CMultiplayRules::VecItemRespawnSpot(CItem *)
93 CTeamplayRules::GetTeamIndex(char  const*)
+
93 CMultiplayRules::VecItemRespawnAngles(CItem *)
94 CTeamplayRules::GetIndexedTeamName(int)
+
94 CGameRules::CanHaveAmmo(CBaseCombatCharacter *,int)
95 CTeamplayRules::IsValidTeam(char  const*)
+
95 CGameRules::CanHaveAmmo(CBaseCombatCharacter *,char  const*)
96 CTeamplayRules::ChangePlayerTeam(CBasePlayer *,char  const*,bool,bool)
+
96 CMultiplayRules::PlayerGotAmmo(CBaseCombatCharacter *,char *,int)
97 CCSGameRules::SetDefaultPlayerTeam(CBasePlayer *)
+
97 CGameRules::GetAmmoQuantityScale(int)
98 CCSGameRules::UpdateClientData(CBasePlayer *)
+
98 CCSGameRules::InitDefaultAIRelationships(void)
99 CCSGameRules::PlayTextureSounds(void)
+
99 CCSGameRules::AIClassText(int)
100 CMultiplayRules::PlayFootstepSounds(CBasePlayer *)
+
100 CMultiplayRules::FlHealthChargerRechargeTime(void)
101 CCSGameRules::FAllowNPCs(void)
+
101 CMultiplayRules::FlHEVChargerRechargeTime(void)
102 CMultiplayRules::EndMultiplayerGame(void)
+
102 CMultiplayRules::DeadPlayerWeapons(CBasePlayer *)
103 CGameRules::WeaponTraceEntity(CBaseEntity *,Vector  const&,Vector  const&,unsigned int,CGameTrace *)
+
103 CMultiplayRules::DeadPlayerAmmo(CBasePlayer *)
104 CCSGameRules::CreateStandardEntities(void)
+
104 CTeamplayRules::GetTeamID(CBaseEntity *)
105 CCSGameRules::GetChatPrefix(bool,CBasePlayer *)
+
105 CTeamplayRules::PlayerRelationship(CBaseEntity *,CBaseEntity *)
106 CCSGameRules::GetChatLocation(bool,CBasePlayer *)
+
106 CTeamplayRules::PlayerCanHearChat(CBasePlayer *,CBasePlayer *)
107 CCSGameRules::GetChatFormat(bool,CBasePlayer *)
+
107 CGameRules::CheckChatText(CBasePlayer *,char *)
108 CGameRules::ShouldBurningPropsEmitLight(void)
+
108 CTeamplayRules::GetTeamIndex(char  const*)
109 CGameRules::InRoundRestart(void)
+
109 CTeamplayRules::GetIndexedTeamName(int)
110 CGameRules::CanEntityBeUsePushed(CBaseEntity *)
+
110 CTeamplayRules::IsValidTeam(char  const*)
111 CCSGameRules::CreateCustomNetworkStringTables(void)
+
111 CTeamplayRules::ChangePlayerTeam(CBasePlayer *,char  const*,bool,bool)
112 CMultiplayRules::GetNextLevelName(char *,int)
+
112 CCSGameRules::SetDefaultPlayerTeam(CBasePlayer *)
113 CMultiplayRules::ChangeLevel(void)
+
113 CCSGameRules::UpdateClientData(CBasePlayer *)
114 CCSGameRules::GoToIntermission(void)
+
114 CCSGameRules::PlayTextureSounds(void)
115 CCSGameRules::SetAllowWeaponSwitch(bool)
+
115 CMultiplayRules::PlayFootstepSounds(CBasePlayer *)
116 CCSGameRules::GetAllowWeaponSwitch(void)
+
116 CCSGameRules::FAllowNPCs(void)
117 std::bad_cast::~bad_cast()
+
117 CMultiplayRules::EndMultiplayerGame(void)
 
+
118 CGameRules::WeaponTraceEntity(CBaseEntity *,Vector  const&,Vector  const&,unsigned int,CGameTrace *)
 +
119 CCSGameRules::CreateStandardEntities(void)
 +
120 CCSGameRules::GetChatPrefix(bool,CBasePlayer *)
 +
121 CCSGameRules::GetChatLocation(bool,CBasePlayer *)
 +
122 CCSGameRules::GetChatFormat(bool,CBasePlayer *)
 +
123 CGameRules::ShouldBurningPropsEmitLight(void)
 +
124 CGameRules::CanEntityBeUsePushed(CBaseEntity *)
 +
125 CCSGameRules::CreateCustomNetworkStringTables(void)
 +
126 CGameRules::MarkAchievement(IRecipientFilter &,char  const*)
 +
127 CMultiplayRules::ResetMapCycleTimeStamp(void)
 +
128 CGameRules::OnNavMeshLoad(void)
 +
129 CGameRules::TacticalMissionManagerFactory(void)
 +
130 CGameRules::ProcessVerboseLogOutput(void)
 +
131 CGameRules::GetGameTypeName(void)
 +
132 CGameRules::GetGameType(void)
 +
133 CGameRules::ShouldDrawHeadLabels(void)
 +
134 CMultiplayRules::GetDeathScorer(CBaseEntity *,CBaseEntity *,CBaseEntity *)
 +
135 CMultiplayRules::VoiceCommand(CBaseMultiplayerPlayer *,int,int)
 +
136 CMultiplayRules::HandleTimeLimitChange(void)
 +
137 CMultiplayRules::InitCustomResponseRulesDicts(void)
 +
138 CMultiplayRules::ShutdownCustomResponseRulesDicts(void)
 +
139 CMultiplayRules::UseSuicidePenalty(void)
 +
140 CMultiplayRules::GetNextLevelName(char *,int,bool)
 +
141 CMultiplayRules::ChangeLevel(void)
 +
142 CCSGameRules::GoToIntermission(void)
 +
143 CTeamplayRules::GetCaptureValueForPlayer(CBasePlayer *)
 +
144 CTeamplayRules::TeamMayCapturePoint(int,int)
 +
145 CTeamplayRules::PlayerMayCapturePoint(CBasePlayer *,int,char *,int)
 +
146 CTeamplayRules::PlayerMayBlockPoint(CBasePlayer *,int,char *,int)
 +
147 CTeamplayRules::PointsMayBeCaptured(void)
 +
148 CTeamplayRules::SetLastCapPointChanged(int)
 +
149 CTeamplayRules::TimerMayExpire(void)
 +
150 CTeamplayRules::SetWinningTeam(int,int,bool,bool,bool)
 +
151 CTeamplayRules::SetStalemate(int,bool,bool)
 +
152 CTeamplayRules::SetSwitchTeams(bool)
 +
153 CTeamplayRules::ShouldSwitchTeams(void)
 +
154 CTeamplayRules::HandleSwitchTeams(void)
 +
155 CTeamplayRules::SetScrambleTeams(bool)
 +
156 CTeamplayRules::ShouldScrambleTeams(void)
 +
157 CTeamplayRules::HandleScrambleTeams(void)
 +
158 CTeamplayRules::PointsMayAlwaysBeBlocked(void)
 +
159 CCSGameRules::SpawningLatePlayer(CCSPlayer *)
 +
160 CCSGameRules::SetAllowWeaponSwitch(bool)
 +
161 CCSGameRules::GetAllowWeaponSwitch(void)
 
</pre>
 
</pre>

Revision as of 19:35, 24 June 2010

For use when using virtual offsets.

This is the list of offsets I've been using. These are the Linux offsets. Windows offsets are 1 less.

The List

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

Last Updated 24 June 2010

// Auto reconstructed from vtable block @ 0x00A721A0
// from "server.so", by ida_vtables.idc
0	CMultiplayRules::Init(void)
1	CBaseGameSystemPerFrame::PostInit(void)
2	CBaseGameSystemPerFrame::Shutdown(void)
3	CCSGameRules::LevelInitPreEntity(void)
4	CCSGameRules::LevelInitPostEntity(void)
5	CBaseGameSystemPerFrame::LevelShutdownPreEntity(void)
6	CBaseGameSystemPerFrame::LevelShutdownPostEntity(void)
7	CBaseGameSystemPerFrame::OnSave(void)
8	CBaseGameSystemPerFrame::OnRestore(void)
9	CBaseGameSystemPerFrame::SafeRemoveIfDesired(void)
10	CBaseGameSystemPerFrame::IsPerFrame(void)
11	CCSGameRules::~CCSGameRules()
12	CCSGameRules::~CCSGameRules()
13	CBaseGameSystemPerFrame::FrameUpdatePreEntityThink(void)
14	CGameRules::FrameUpdatePostEntityThink(void)
15	CBaseGameSystemPerFrame::PreClientUpdate(void)
16	CMultiplayRules::Damage_IsTimeBased(int)
17	CMultiplayRules::Damage_ShouldGibCorpse(int)
18	CMultiplayRules::Damage_ShowOnHUD(int)
19	CMultiplayRules::Damage_NoPhysicsForce(int)
20	CMultiplayRules::Damage_ShouldNotBleed(int)
21	CMultiplayRules::Damage_GetTimeBased(void)
22	CMultiplayRules::Damage_GetShouldGibCorpse(void)
23	CMultiplayRules::Damage_GetShowOnHud(void)
24	CMultiplayRules::Damage_GetNoPhysicsForce(void)
25	CMultiplayRules::Damage_GetShouldNotBleed(void)
26	CMultiplayRules::SwitchToNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
27	CCSGameRules::GetNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
28	CCSGameRules::ShouldCollide(int,int)
29	CCSGameRules::DefaultFOV(void)
30	CCSGameRules::GetViewVectors(void)const
31	CGameRules::GetAmmoDamage(CBaseEntity *,CBaseEntity *,int)
32	CGameRules::GetDamageMultiplier(void)
33	CMultiplayRules::IsMultiplayer(void)
34	CCSGameRules::GetEncryptionKey(void)
35	CGameRules::InRoundRestart(void)
36	CGameRules::AllowThirdPersonCamera(void)
37	CMultiplayRules::ClientCommandKeyValues(edict_t *,KeyValues *)
38	CMultiplayRules::GetTaggedConVarList(KeyValues *)
39	CGameRules::CheckHaptics(CBasePlayer *)
40	CCSGameRules::LevelShutdown(void)
41	CTeamplayRules::Precache(void)
42	CMultiplayRules::RefreshSkillData(bool)
43	CCSGameRules::Think(void)
44	CMultiplayRules::IsAllowedToSpawn(CBaseEntity *)
45	CCSGameRules::EndGameFrame(void)
46	CGameRules::IsSkillLevel(int)
47	CGameRules::GetSkillLevel(void)
48	CGameRules::OnSkillLevelChanged(int)
49	CGameRules::SetSkillLevel(int)
50	CMultiplayRules::FAllowFlashlight(void)
51	CCSGameRules::FShouldSwitchWeapon(CBasePlayer *,CBaseCombatWeapon *)
52	CMultiplayRules::IsDeathmatch(void)
53	CTeamplayRules::IsTeamplay(void)
54	CMultiplayRules::IsCoOp(void)
55	CCSGameRules::GetGameDescription(void)
56	CMultiplayRules::ClientConnected(edict_t *,char  const*,char  const*,char *,int)
57	CTeamplayRules::InitHUD(CBasePlayer *)
58	CCSGameRules::ClientDisconnected(edict_t *)
59	CCSGameRules::FlPlayerFallDamage(CBasePlayer *)
60	CTeamplayRules::FPlayerCanTakeDamage(CBasePlayer *,CBaseEntity *)
61	CTeamplayRules::ShouldAutoAim(CBasePlayer *,edict_t *)
62	CGameRules::GetAutoAimScale(CBasePlayer *)
63	CGameRules::GetAutoAimMode(void)
64	CGameRules::ShouldUseRobustRadiusDamage(CBaseEntity *)
65	CCSGameRules::RadiusDamage(CTakeDamageInfo  const&,Vector  const&,float,int,CBaseEntity *)
66	CCSGameRules::FlPlayerFallDeathDoesScreenFade(CBasePlayer *)
67	CMultiplayRules::AllowDamage(CBaseEntity *,CTakeDamageInfo  const&)
68	CCSGameRules::PlayerSpawn(CBasePlayer *)
69	CMultiplayRules::PlayerThink(CBasePlayer *)
70	CCSGameRules::FPlayerCanRespawn(CBasePlayer *)
71	CMultiplayRules::FlPlayerSpawnTime(CBasePlayer *)
72	CCSGameRules::GetPlayerSpawnSpot(CBasePlayer *)
73	CCSGameRules::IsSpawnPointValid(CBaseEntity *,CBasePlayer *)
74	CMultiplayRules::AllowAutoTargetCrosshair(void)
75	CCSGameRules::ClientCommand(CBaseEntity *,CCommand  const&)
76	CCSGameRules::ClientSettingsChanged(CBasePlayer *)
77	CTeamplayRules::IPointsForKill(CBasePlayer *,CBasePlayer *)
78	CCSGameRules::PlayerKilled(CBasePlayer *,CTakeDamageInfo  const&)
79	CCSGameRules::DeathNotice(CBasePlayer *,CTakeDamageInfo  const&)
80	CGameRules::GetDamageCustomString(CTakeDamageInfo  const&)
81	CGameRules::AdjustPlayerDamageInflicted(float)
82	CGameRules::AdjustPlayerDamageTaken(CTakeDamageInfo *)
83	CMultiplayRules::CanHavePlayerItem(CBasePlayer *,CBaseCombatWeapon *)
84	CMultiplayRules::WeaponShouldRespawn(CBaseCombatWeapon *)
85	CMultiplayRules::FlWeaponRespawnTime(CBaseCombatWeapon *)
86	CMultiplayRules::FlWeaponTryRespawn(CBaseCombatWeapon *)
87	CMultiplayRules::VecWeaponRespawnSpot(CBaseCombatWeapon *)
88	CMultiplayRules::CanHaveItem(CBasePlayer *,CItem *)
89	CMultiplayRules::PlayerGotItem(CBasePlayer *,CItem *)
90	CMultiplayRules::ItemShouldRespawn(CItem *)
91	CMultiplayRules::FlItemRespawnTime(CItem *)
92	CMultiplayRules::VecItemRespawnSpot(CItem *)
93	CMultiplayRules::VecItemRespawnAngles(CItem *)
94	CGameRules::CanHaveAmmo(CBaseCombatCharacter *,int)
95	CGameRules::CanHaveAmmo(CBaseCombatCharacter *,char  const*)
96	CMultiplayRules::PlayerGotAmmo(CBaseCombatCharacter *,char *,int)
97	CGameRules::GetAmmoQuantityScale(int)
98	CCSGameRules::InitDefaultAIRelationships(void)
99	CCSGameRules::AIClassText(int)
100	CMultiplayRules::FlHealthChargerRechargeTime(void)
101	CMultiplayRules::FlHEVChargerRechargeTime(void)
102	CMultiplayRules::DeadPlayerWeapons(CBasePlayer *)
103	CMultiplayRules::DeadPlayerAmmo(CBasePlayer *)
104	CTeamplayRules::GetTeamID(CBaseEntity *)
105	CTeamplayRules::PlayerRelationship(CBaseEntity *,CBaseEntity *)
106	CTeamplayRules::PlayerCanHearChat(CBasePlayer *,CBasePlayer *)
107	CGameRules::CheckChatText(CBasePlayer *,char *)
108	CTeamplayRules::GetTeamIndex(char  const*)
109	CTeamplayRules::GetIndexedTeamName(int)
110	CTeamplayRules::IsValidTeam(char  const*)
111	CTeamplayRules::ChangePlayerTeam(CBasePlayer *,char  const*,bool,bool)
112	CCSGameRules::SetDefaultPlayerTeam(CBasePlayer *)
113	CCSGameRules::UpdateClientData(CBasePlayer *)
114	CCSGameRules::PlayTextureSounds(void)
115	CMultiplayRules::PlayFootstepSounds(CBasePlayer *)
116	CCSGameRules::FAllowNPCs(void)
117	CMultiplayRules::EndMultiplayerGame(void)
118	CGameRules::WeaponTraceEntity(CBaseEntity *,Vector  const&,Vector  const&,unsigned int,CGameTrace *)
119	CCSGameRules::CreateStandardEntities(void)
120	CCSGameRules::GetChatPrefix(bool,CBasePlayer *)
121	CCSGameRules::GetChatLocation(bool,CBasePlayer *)
122	CCSGameRules::GetChatFormat(bool,CBasePlayer *)
123	CGameRules::ShouldBurningPropsEmitLight(void)
124	CGameRules::CanEntityBeUsePushed(CBaseEntity *)
125	CCSGameRules::CreateCustomNetworkStringTables(void)
126	CGameRules::MarkAchievement(IRecipientFilter &,char  const*)
127	CMultiplayRules::ResetMapCycleTimeStamp(void)
128	CGameRules::OnNavMeshLoad(void)
129	CGameRules::TacticalMissionManagerFactory(void)
130	CGameRules::ProcessVerboseLogOutput(void)
131	CGameRules::GetGameTypeName(void)
132	CGameRules::GetGameType(void)
133	CGameRules::ShouldDrawHeadLabels(void)
134	CMultiplayRules::GetDeathScorer(CBaseEntity *,CBaseEntity *,CBaseEntity *)
135	CMultiplayRules::VoiceCommand(CBaseMultiplayerPlayer *,int,int)
136	CMultiplayRules::HandleTimeLimitChange(void)
137	CMultiplayRules::InitCustomResponseRulesDicts(void)
138	CMultiplayRules::ShutdownCustomResponseRulesDicts(void)
139	CMultiplayRules::UseSuicidePenalty(void)
140	CMultiplayRules::GetNextLevelName(char *,int,bool)
141	CMultiplayRules::ChangeLevel(void)
142	CCSGameRules::GoToIntermission(void)
143	CTeamplayRules::GetCaptureValueForPlayer(CBasePlayer *)
144	CTeamplayRules::TeamMayCapturePoint(int,int)
145	CTeamplayRules::PlayerMayCapturePoint(CBasePlayer *,int,char *,int)
146	CTeamplayRules::PlayerMayBlockPoint(CBasePlayer *,int,char *,int)
147	CTeamplayRules::PointsMayBeCaptured(void)
148	CTeamplayRules::SetLastCapPointChanged(int)
149	CTeamplayRules::TimerMayExpire(void)
150	CTeamplayRules::SetWinningTeam(int,int,bool,bool,bool)
151	CTeamplayRules::SetStalemate(int,bool,bool)
152	CTeamplayRules::SetSwitchTeams(bool)
153	CTeamplayRules::ShouldSwitchTeams(void)
154	CTeamplayRules::HandleSwitchTeams(void)
155	CTeamplayRules::SetScrambleTeams(bool)
156	CTeamplayRules::ShouldScrambleTeams(void)
157	CTeamplayRules::HandleScrambleTeams(void)
158	CTeamplayRules::PointsMayAlwaysBeBlocked(void)
159	CCSGameRules::SpawningLatePlayer(CCSPlayer *)
160	CCSGameRules::SetAllowWeaponSwitch(bool)
161	CCSGameRules::GetAllowWeaponSwitch(void)