This is the dump of vfuncs when getting the pistol CBaseCombatWeapon (which of course is derived from CBaseEntity) pointer.
Code:
CWeaponUSP::~CWeaponUSP()
CWeaponUSP::~CWeaponUSP()
CBaseEntity::SetRefEHandle(CBaseHandle const&)
CBaseEntity::GetRefEHandle() const
CBaseEntity::GetCollideable()
CBaseEntity::GetNetworkable()
CBaseEntity::GetBaseEntity()
CBaseEntity::GetModelIndex() const
CBaseEntity::GetModelName() const
CBaseEntity::SetModelIndex(int)
CWeaponUSP::GetServerClass()
CWeaponUSP::GetClassName()
CWeaponUSP::YouForgotToImplementOrDeclareServerClass()
CWeaponCSBase::GetDataDescMap()
CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)
CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)
CBaseEntity::ShouldCollide(int, int) const
CBaseEntity::SetOwnerEntity(CBaseEntity*)
CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*)
CBaseCombatWeapon::UpdateTransmitState()
CBaseAnimating::SetTransmit(CCheckTransmitInfo*, bool)
CBaseEntity::GetTracerType()
CWeaponUSP::Spawn()
CWeaponCSBase::Precache()
CBaseAnimating::SetModel(char const*)
CBaseEntity::PostConstructor(char const*)
CBaseEntity::ParseMapData(CEntityMapData*)
CWeaponCSBase::KeyValue(char const*, char const*)
CBaseEntity::KeyValue(char const*, float)
CBaseEntity::KeyValue(char const*, Vector)
CBaseEntity::ValidateEntityConnections()
CBaseAnimating::Activate()
CBaseCombatWeapon::ObjectCaps()
CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)
CBaseEntity::DrawDebugGeometryOverlays()
CBaseAnimating::DrawDebugTextOverlays()
CBaseEntity::Save(ISave&)
CBaseEntity::Restore(IRestore&)
CBaseEntity::ShouldSavePhysics()
CBaseEntity::OnSave(IEntitySaveUtils*)
CBaseAnimating::OnRestore()
CBaseEntity::RequiredEdictIndex()
CBaseEntity::MoveDone()
CBaseEntity::Think()
CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick()
CBaseAnimating::GetBaseAnimating()
CBaseEntity::GetResponseSystem()
CBaseEntity::DispatchResponse(char const*)
CBaseEntity::Classify()
CBaseEntity::DeathNotice(CBaseEntity*)
CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
CBaseEntity::OnTakeDamage(CTakeDamageInfo const&)
CBaseEntity::TakeHealth(float, int)
CBaseEntity::Event_Killed(CTakeDamageInfo const&)
CBaseEntity::Event_KilledOther(CBaseEntity*)
CBaseEntity::BloodColor()
CBaseEntity::IsTriggered(CBaseEntity*)
CBaseEntity::IsNPC() const
CBaseEntity::MyCombatCharacterPointer()
CBaseEntity::GetDelay()
CBaseEntity::IsMoving()
CBaseEntity::DamageDecal(int, int)
CBaseEntity::DecalTrace(CGameTrace*, char const*)
CBaseEntity::ImpactTrace(CGameTrace*, int, char*)
CBaseEntity::OnControls(CBaseEntity*)
CBaseEntity::HasTarget(string_t)
CBaseEntity::IsPlayer() const
CBaseEntity::IsNetClient() const
CBaseEntity::IsTemplate()
CBaseEntity::IsBaseObject() const
CBaseEntity::GetServerVehicle()
CBaseEntity::IsViewable()
CBaseEntity::ChangeTeam(int)
CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
CBaseEntity::CanStandOn(CBaseEntity*) const
CBaseEntity::CanStandOn(edict_t*) const
CBaseEntity::GetEnemy()
CBaseEntity::GetEnemy() const
CBaseCombatWeapon::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
CBaseEntity::StartTouch(CBaseEntity*)
CBaseEntity::Touch(CBaseEntity*)
CBaseEntity::EndTouch(CBaseEntity*)
CBaseEntity::StartBlocked(CBaseEntity*)
CBaseEntity::Blocked(CBaseEntity*)
CBaseEntity::EndBlocked()
CBaseEntity::PhysicsSimulate()
CBaseEntity::UpdateOnRemove()
CBaseEntity::StopLoopingSounds()
CBaseEntity::SUB_AllowedToFade()
CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
CBaseCombatWeapon::MakeTracer(Vector const&, CGameTrace const&, int)
CBaseEntity::FireBullets(FireBulletsInfo_t const&)
CBaseEntity::DoImpactEffect(CGameTrace&, int)
CWeaponCSBase::Respawn()
CBaseEntity::IsLockedByMaster()
CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
CBaseEntity::NetworkStateChanged_m_lifeState()
CBaseEntity::NetworkStateChanged_m_takedamage()
CBaseEntity::NetworkStateChanged_m_iMaxHealth()
CBaseEntity::NetworkStateChanged_m_iHealth()
CBaseEntity::GetDamageType() const
CBaseEntity::GetDamage()
CBaseEntity::SetDamage(float)
CBaseEntity::EyePosition()
CBaseEntity::EyeAngles()
CBaseEntity::LocalEyeAngles()
CBaseEntity::EarPosition()
CBaseEntity::BodyTarget(Vector const&, bool)
CBaseEntity::HeadTarget(Vector const&)
CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
CBaseEntity::GetViewOffset()
CBaseEntity::GetSmoothedVelocity()
CBaseAnimating::GetVelocity(Vector*, Vector*)
CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**)
CBaseEntity::FVisible(Vector const&, int, CBaseEntity**)
CBaseEntity::CanBeSeen()
CBaseEntity::GetAttackDamageScale(CBaseEntity*)
CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
CBaseEntity::CanBePoweredUp()
CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
CBaseEntity::GetGroundVelocityToApply(Vector&)
CWeaponCSBase::PhysicsSplash(Vector const&, Vector const&, float, float)
CBaseEntity::Splash()
CBaseEntity::WorldSpaceCenter() const
CBaseEntity::GetSoundEmissionOrigin() const
CBaseEntity::CreateVPhysics()
CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
CBaseEntity::VPhysicsDestroyObject()
CBaseEntity::VPhysicsUpdate(IPhysicsObject*)
CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*)
CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*)
CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
CBaseEntity::HasPhysicsAttacker(float)
CBaseEntity::PhysicsSolidMaskForEntity() const
CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
CBaseAnimating::GetStepOrigin() const
CBaseAnimating::GetStepAngles() const
CBaseEntity::ShouldDrawWaterImpacts()
CBaseEntity::NetworkStateChanged_m_fFlags()
CBaseEntity::NetworkStateChanged_m_hGroundEntity()
CBaseEntity::NetworkStateChanged_m_vecBaseVelocity()
CBaseEntity::NetworkStateChanged_m_nWaterLevel()
CBaseEntity::NetworkStateChanged_m_flFriction()
CBaseEntity::NetworkStateChanged_m_vecVelocity()
CBaseEntity::NetworkStateChanged_m_vecViewOffset()
CBaseAnimating::GetIdealSpeed() const
CBaseAnimating::GetIdealAccel() const
CBaseAnimating::StudioFrameAdvance()
CBaseAnimating::IsActivityFinished()
CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
CBaseAnimating::BecomeRagdollOnClient(Vector const&)
CBaseAnimating::IsRagdoll()
CBaseAnimating::CanBecomeRagdoll()
CBaseAnimating::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int)
CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
CBaseAnimating::SetupBones(matrix3x4_t*, int)
CBaseAnimating::CalculateIKLocks(float)
CBaseAnimating::DispatchAnimEvents(CBaseAnimating*)
CBaseCombatWeapon::HandleAnimEvent(animevent_t*)
CBaseAnimating::GetAttachment(int, matrix3x4_t&)
CBaseAnimating::InitBoneControllers()
CBaseAnimating::GetGroundSpeedVelocity()
CBaseAnimating::DrawServerHitboxes(float, bool)
CBaseAnimating::Ignite(float, bool, float, bool)
CBaseAnimating::Extinguish()
CBaseAnimating::SetLightingOriginRelative(CBaseEntity*)
CBaseAnimating::SetLightingOrigin(CBaseEntity*)
CWeaponCSBase::IsPredicted() const
CBaseCombatWeapon::GetSubType()
CBaseCombatWeapon::SetSubType(int)
CBaseCombatWeapon::Equip(CBaseCombatCharacter*)
CWeaponCSBase::Drop(Vector const&)
CBaseCombatWeapon::UpdateClientData(CBasePlayer*)
CBaseCombatWeapon::IsAllowedToSwitch()
CWeaponCSBase::CanBeSelected()
CBaseCombatWeapon::VisibleInWeaponSelection()
CBaseCombatWeapon::HasAmmo()
CBaseCombatWeapon::SetPickupTouch()
CWeaponCSBase::DefaultTouch(CBaseEntity*)
CBaseCombatWeapon::SetViewModelIndex(int)
CWeaponUSP::SendWeaponAnim(int)
CBaseCombatWeapon::SendViewModelAnim(int)
CBaseCombatWeapon::SetViewModel()
CBaseCombatWeapon::HasWeaponIdleTimeElapsed()
CBaseCombatWeapon::SetWeaponIdleTime(float)
CBaseCombatWeapon::GetWeaponIdleTime()
CBaseCombatWeapon::HasAnyAmmo()
CBaseCombatWeapon::HasPrimaryAmmo()
CBaseCombatWeapon::HasSecondaryAmmo()
CBaseCombatWeapon::CanHolster()
CWeaponCSBase::DefaultDeploy(char*, char*, int, char*)
CWeaponCSBase::CanDeploy()
CWeaponUSP::Deploy()
CWeaponUSP::Holster(CBaseCombatWeapon*)
CBaseCombatWeapon::GetLastWeapon()
CBaseCombatWeapon::SetWeaponVisible(bool)
CBaseCombatWeapon::IsWeaponVisible()
CBaseCombatWeapon::ReloadOrSwitchWeapons()
CBaseCombatWeapon::ItemPreFrame()
CWeaponCSBase::ItemPostFrame()
CBaseCombatWeapon::ItemBusyFrame()
CBaseCombatWeapon::ItemHolsterFrame()
CWeaponUSP::WeaponIdle()
CBaseCombatWeapon::HandleFireOnEmpty()
CBaseCombatWeapon::CheckReload()
CBaseCombatWeapon::FinishReload()
CBaseCombatWeapon::AbortReload()
CWeaponUSP::Reload()
CWeaponUSP::PrimaryAttack()
CWeaponUSP::SecondaryAttack()
CBaseCombatWeapon::GetPrimaryAttackActivity()
CBaseCombatWeapon::GetSecondaryAttackActivity()
CBaseCombatWeapon::GetDrawActivity()
CWeaponCSBase::GetDefaultAnimSpeed()
CBaseCombatWeapon::GetBulletType()
CWeaponCSBase::GetBulletSpread()
CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t)
CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t)
CBaseCombatWeapon::GetFireRate()
CBaseCombatWeapon::GetMinBurst()
CBaseCombatWeapon::GetMaxBurst()
CBaseCombatWeapon::GetMinRestTime()
CBaseCombatWeapon::GetMaxRestTime()
CBaseCombatWeapon::GetRandomBurst()
CBaseCombatWeapon::WeaponSound(WeaponSound_t, float)
CBaseCombatWeapon::StopWeaponSound(WeaponSound_t)
CBaseCombatWeapon::GetProficiencyValues()
CBaseCombatWeapon::GetAutoAimTolerance()
CBaseCombatWeapon::StartSprinting()
CBaseCombatWeapon::StopSprinting()
CBaseCombatWeapon::GetDamage(float, int)
CBaseCombatWeapon::SetActivity(Activity, float)
CBaseCombatWeapon::AddViewKick()
CBaseCombatWeapon::GetDeathNoticeName()
CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter*)
CWeaponCSBase::AddViewmodelBob(CBaseViewModel*, Vector&, QAngle&)
CWeaponCSBase::CalcViewmodelBob()
CBaseCombatWeapon::GetControlPanelInfo(int, char const*&)
CBaseCombatWeapon::GetControlPanelClassName(int, char const*&)
CBaseCombatWeapon::ShouldShowControlPanels()
CWeaponCSBase::GetViewModel(int) const
CBaseCombatWeapon::GetWorldModel() const
CBaseCombatWeapon::GetAnimPrefix() const
CBaseCombatWeapon::GetMaxClip1() const
CBaseCombatWeapon::GetMaxClip2() const
CBaseCombatWeapon::GetDefaultClip1() const
CBaseCombatWeapon::GetDefaultClip2() const
CBaseCombatWeapon::GetWeight() const
CBaseCombatWeapon::AllowsAutoSwitchTo() const
CBaseCombatWeapon::AllowsAutoSwitchFrom() const
CBaseCombatWeapon::GetWeaponFlags() const
CBaseCombatWeapon::GetSlot() const
CBaseCombatWeapon::GetPosition() const
CBaseCombatWeapon::GetName() const
CBaseCombatWeapon::GetPrintName() const
CBaseCombatWeapon::GetShootSound(int) const
CBaseCombatWeapon::UsesClipsForAmmo1() const
CBaseCombatWeapon::UsesClipsForAmmo2() const
CBaseCombatWeapon::GetEncryptionKey()
CBaseCombatWeapon::GetPrimaryAmmoType() const
CBaseCombatWeapon::GetSecondaryAmmoType() const
CBaseCombatWeapon::GetSpriteActive() const
CBaseCombatWeapon::GetSpriteInactive() const
CBaseCombatWeapon::GetSpriteAmmo() const
CBaseCombatWeapon::GetSpriteAmmo2() const
CBaseCombatWeapon::GetSpriteCrosshair() const
CBaseCombatWeapon::GetSpriteAutoaim() const
CBaseCombatWeapon::GetSpriteZoomedCrosshair() const
CBaseCombatWeapon::GetSpriteZoomedAutoaim() const
CBaseCombatWeapon::ActivityOverride(Activity, bool*)
CBaseCombatWeapon::ActivityList()
CBaseCombatWeapon::ActivityListCount()
CBaseCombatWeapon::FallInit()
CBaseCombatWeapon::FallThink()
CWeaponCSBase::Materialize()
CWeaponCSBase::CheckRespawn()
CBaseCombatWeapon::Delete()
CBaseCombatWeapon::Kill()
CBaseCombatWeapon::CapabilitiesGet()
CBaseCombatWeapon::IsRemoveable()
CBaseCombatWeapon::WeaponLOSCondition(Vector const&, Vector const&, bool)
CBaseCombatWeapon::WeaponRangeAttack1Condition(float, float)
CBaseCombatWeapon::WeaponRangeAttack2Condition(float, float)
CBaseCombatWeapon::WeaponMeleeAttack1Condition(float, float)
CBaseCombatWeapon::WeaponMeleeAttack2Condition(float, float)
CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter*)
CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t*, CBaseCombatCharacter*)
CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter*, bool)
CWeaponCSBase::BulletWasFired(Vector const&, Vector const&)
CWeaponCSBase::ShouldRemoveOnRoundRestart()
CWeaponCSBase::DefaultReload(int, int, int)
CWeaponCSBase::IsAwp() const
CWeaponCSBase::GetMaxSpeed() const
CWeaponUSP::GetWeaponID() const
CWeaponUSP::IsSilenced() const
CWeaponCSBase::SetWeaponModelIndex(char const*)
CWeaponCSBase::UpdateShieldState()
CWeaponUSP::GetDeployActivity()
CWeaponCSBase::DefaultPistolReload()