Senior Member
|
04-29-2013
, 23:41
Re: windows signatures
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#8
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How to find the offset, for example, CCSPlayer:: Deafen(float) ? Offsets a lot, but only manages to get some.
I get a blank file or this (linux_vtable_dump.idc) :
Code:
// Auto reconstructed from vtable block @ 0x00885020
// from "server_srv.so", by ida_vtables.idc
0 CCSBot::~CCSBot()
1 CCSBot::~CCSBot()
2 CBaseEntity::SetRefEHandle(CBaseHandle const&)
3 CBaseEntity::GetRefEHandle(void)const
4 CBaseEntity::GetCollideable(void)
5 CBaseEntity::GetNetworkable(void)
6 CBaseEntity::GetBaseEntity(void)
7 CBaseEntity::GetModelIndex(void)const
8 CBaseEntity::GetModelName(void)const
9 CBaseEntity::SetModelIndex(int)
10 CCSPlayer::GetServerClass(void)
11 CCSPlayer::YouForgotToImplementOrDeclareServerClass(void)
12 CCSBot::GetDataDescMap(void)
13 CBaseEntity::SetModelIndexOverride(int,int)
14 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &)
15 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &)
16 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
17 CBaseEntity::ShouldCollide(int,int)const
18 CBaseEntity::SetOwnerEntity(CBaseEntity*)
19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
20 CBasePlayer::UpdateTransmitState(void)
21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
22 CBasePlayer::GetTracerType(void)
23 CCSBot::Spawn(void)
24 CCSPlayer::Precache(void)
25 CBot<CCSPlayer>::SetModel(char const*)
26 CBaseAnimating::OnNewModel(void)
27 CBaseMultiplayerPlayer::PostConstructor(char const*)
28 CBaseEntity::PostClientActive(void)
29 CBaseEntity::ParseMapData(CEntityMapData *)
30 CBaseEntity::KeyValue(char const*,char const*)
31 CBaseEntity::KeyValue(char const*,float)
32 CBaseEntity::KeyValue(char const*,Vector const&)
33 CBaseEntity::GetKeyValue(char const*,char *,int)
34 CBasePlayer::Activate(void)
35 CBaseEntity::SetParent(CBaseEntity*,int)
36 CBasePlayer::ObjectCaps(void)
37 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int)
38 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &)
39 CBasePlayer::DrawDebugGeometryOverlays(void)
40 CBaseAnimating::DrawDebugTextOverlays(void)
41 CBasePlayer::Save(ISave &)
42 CBasePlayer::Restore(IRestore &)
43 CBasePlayer::ShouldSavePhysics(void)
44 CBaseEntity::OnSave(IEntitySaveUtils *)
45 CBasePlayer::OnRestore(void)
46 CBasePlayer::RequiredEdictIndex(void)
47 CBaseEntity::MoveDone(void)
48 CBot<CCSPlayer>::Think(void)
49 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
50 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
51 CBaseAnimating::GetBaseAnimating(void)
52 CBaseMultiplayerPlayer::GetResponseSystem(void)
53 CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char const*)
54 CBasePlayer::Classify(void)
55 CBaseEntity::DeathNotice(CBaseEntity*)
56 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
57 CBaseEntity::GetAutoAimRadius(void)
58 CBaseEntity::GetAutoAimCenter(void)
59 CBaseEntity::GetBeamTraceFilter(void)
60 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
61 CCSPlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *,CDmgAccumulator *)
62 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
63 CCSBot::OnTakeDamage(CTakeDamageInfo const&)
64 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&,Vector &,CBaseEntity*)
65 CBasePlayer::TakeHealth(float,int)
66 CBaseEntity::IsAlive(void)
67 CCSBot::Event_Killed(CTakeDamageInfo const&)
68 CCSPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo const&)
69 CBaseCombatCharacter::BloodColor(void)
70 CBaseEntity::IsTriggered(CBaseEntity*)
71 CBaseEntity::IsNPC(void)const
72 CBaseCombatCharacter::MyCombatCharacterPointer(void)
73 CBaseEntity::MyNextBotPointer(void)
74 CBaseEntity::GetDelay(void)
75 CBaseEntity::IsMoving(void)
76 CBaseEntity::DamageDecal(int,int)
77 CBaseEntity::DecalTrace(CGameTrace *,char const*)
78 CBaseEntity::ImpactTrace(CGameTrace *,int,char const*)
79 CBaseEntity::OnControls(CBaseEntity*)
80 CBaseEntity::HasTarget(string_t)
81 CBasePlayer::IsPlayer(void)const
82 CBot<CCSPlayer>::IsNetClient(void)const
83 CBaseEntity::IsTemplate(void)
84 CBaseEntity::IsBaseObject(void)const
85 CBaseEntity::IsBaseTrain(void)const
86 CBaseEntity::IsCombatItem(void)const
87 CBaseEntity::IsBaseCombatWeapon(void)const
88 CBaseEntity::IsWearable(void)const
89 CBaseEntity::MyCombatWeaponPointer(void)
90 CBaseEntity::GetServerVehicle(void)
91 CBaseEntity::IsViewable(void)
92 CCSPlayer::ChangeTeam(int)
93 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
94 CBaseEntity::CanStandOn(CBaseEntity*)const
95 CBaseEntity::CanStandOn(edict_t *)const
96 CBaseEntity::GetEnemy(void)
97 CBaseEntity::GetEnemy(void)const
98 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
99 CBaseEntity::StartTouch(CBaseEntity*)
100 CCSBot::Touch(CBaseEntity *)
101 CBaseEntity::EndTouch(CBaseEntity*)
102 CBaseEntity::StartBlocked(CBaseEntity*)
103 CBaseEntity::Blocked(CBaseEntity*)
104 CBaseEntity::EndBlocked(void)
105 CBasePlayer::PhysicsSimulate(void)
106 CBasePlayer::UpdateOnRemove(void)
107 CBaseEntity::StopLoopingSounds(void)
108 CBaseEntity::SUB_AllowedToFade(void)
109 CBaseFlex::Teleport(Vector const*,QAngle const*,Vector const*)
110 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&)
111 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int)
112 CBaseEntity::GetTracerAttachment(void)
113 CBaseEntity::FireBullets(FireBulletsInfo_t const&)
114 CBasePlayer::DoImpactEffect(CGameTrace &,int)
115 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
116 CBaseEntity::Respawn(void)
117 CBaseEntity::IsLockedByMaster(void)
118 CBaseEntity::GetMaxHealth(void)const
119 CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
120 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
121 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
122 CBasePlayer::NetworkStateChanged_m_iHealth(void)
123 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
124 CBasePlayer::NetworkStateChanged_m_lifeState(void)
125 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
126 CBaseEntity::NetworkStateChanged_m_takedamage(void)
127 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
128 CBaseEntity::GetDamageType(void)const
129 CBaseEntity::GetDamage(void)
130 CBaseEntity::SetDamage(float)
131 CBasePlayer::EyePosition(void)
132 CBasePlayer::EyeAngles(void)
133 CBasePlayer::LocalEyeAngles(void)
134 CBaseEntity::EarPosition(void)
135 CBasePlayer::BodyTarget(Vector const&,bool)
136 CBaseEntity::HeadTarget(Vector const&)
137 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
138 CBaseEntity::GetViewOffset(void)const
139 CBaseEntity::SetViewOffset(Vector const&)
140 CBasePlayer::GetSmoothedVelocity(void)
141 CBaseAnimating::GetVelocity(Vector *,Vector *)
142 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
143 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **)
144 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
145 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
146 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
147 CBaseEntity::GetGroundVelocityToApply(Vector &)
148 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float)
149 CBaseEntity::Splash(void)
150 CBaseEntity::WorldSpaceCenter(void)const
151 CBaseEntity::GetSoundEmissionOrigin(void)const
152 CBaseEntity::ModifyEmitSoundParams(EmitSound_t &)
153 CBaseEntity::IsDeflectable(void)
154 CBaseEntity::Deflected(CBaseEntity*,Vector &)
155 CBaseEntity::CreateVPhysics(void)
156 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
157 CBasePlayer::VPhysicsDestroyObject(void)
158 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
159 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
160 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
161 CCSPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
162 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
163 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
164 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
165 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
166 CBaseEntity::VPhysicsIsFlesh(void)
167 CBaseEntity::HasPhysicsAttacker(float)
168 CBasePlayer::PhysicsSolidMaskForEntity(void)const
169 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
170 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
171 CBaseAnimating::GetStepOrigin(void)const
172 CBaseAnimating::GetStepAngles(void)const
173 CBaseEntity::ShouldDrawWaterImpacts(void)
174 CBasePlayer::NetworkStateChanged_m_fFlags(void)
175 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
176 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
177 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
178 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
179 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
180 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
181 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
182 CBasePlayer::NetworkStateChanged_m_flFriction(void)
183 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
184 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
185 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
186 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
187 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
188 CBaseAnimating::GetIdealSpeed(void)const
189 CBaseAnimating::GetIdealAccel(void)const
190 CBaseAnimatingOverlay::StudioFrameAdvance(void)
191 CBaseAnimating::SetSequence(int)
192 CBaseAnimating::IsActivityFinished(void)
193 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
194 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*)
195 CBaseAnimating::BecomeRagdollOnClient(Vector const&)
196 CBaseAnimating::IsRagdoll(void)
197 CBaseAnimating::CanBecomeRagdoll(void)
198 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
199 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
200 CBaseAnimating::SetupBones(matrix3x4_t *,int)
201 CBaseAnimating::CalculateIKLocks(float)
202 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
203 CCSPlayer::HandleAnimEvent(animevent_t *)
204 CBaseAnimating::PopulatePoseParameters(void)
205 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
206 CBaseAnimating::InitBoneControllers(void)
207 CBaseAnimating::GetGroundSpeedVelocity(void)
208 CBasePlayer::RefreshCollisionBounds(void)
209 CBaseAnimating::Ignite(float,bool,float,bool)
210 CBaseAnimating::IgniteLifetime(float)
211 CBaseAnimating::IgniteNumHitboxFires(int)
212 CBaseAnimating::IgniteHitboxFireScale(float)
213 CBaseAnimating::Extinguish(void)
214 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
215 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
216 CBaseFlex::SetViewtarget(Vector const&)
217 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
218 CBaseFlex::ProcessSceneEvents(void)
219 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
220 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
221 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
222 CBaseFlex::PlayScene(char const*,float,AI_Response *,IRecipientFilter *)
223 CBaseFlex::PlayAutoGeneratedSoundScene(char const*)
224 CBaseFlex::GetSpecialDSP(void)
225 CBasePlayer::GetPhysicsImpactDamageTable(void)
226 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
227 CBaseCombatCharacter::FInViewCone(Vector const&)
228 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
229 CBaseCombatCharacter::FInAimCone(Vector const&)
230 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
231 CBaseCombatCharacter::FindMissTarget(void)
232 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
233 CBasePlayer::BodyAngles(void)
234 CBaseCombatCharacter::BodyDirection2D(void)
235 CBaseCombatCharacter::BodyDirection3D(void)
236 CBaseCombatCharacter::HeadDirection2D(void)
237 CBaseCombatCharacter::HeadDirection3D(void)
238 CBaseCombatCharacter::EyeDirection2D(void)
239 CBaseCombatCharacter::EyeDirection3D(void)
240 CBaseCombatCharacter::IsHiddenByFog(Vector const&)const
241 CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
242 CBaseCombatCharacter::IsHiddenByFog(float)const
243 CBaseCombatCharacter::GetFogObscuredRatio(Vector const&)const
244 CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
245 CBaseCombatCharacter::GetFogObscuredRatio(float)const
246 CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*,float)const
247 CBaseCombatCharacter::IsLookingTowards(Vector const&,float)const
248 CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
249 CBaseCombatCharacter::IsInFieldOfView(Vector const&)const
250 CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
251 CBaseCombatCharacter::IsLineOfSightClear(Vector const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
252 CBaseCombatCharacter::GiveAmmo(int,int,bool)
253 CBaseCombatCharacter::RemoveAmmo(int,int)
254 CBaseCombatCharacter::RemoveAmmo(int,char const*)
255 CBaseCombatCharacter::GetAmmoCount(int)const
256 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
257 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
258 CBaseCombatCharacter::Weapon_FrameUpdate(void)
259 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
260 CCSPlayer::Weapon_CanUse(CBaseCombatWeapon *)
261 CCSPlayer::Weapon_Equip(CBaseCombatWeapon *)
262 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
263 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*)
264 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
265 CBasePlayer::Weapon_ShootPosition(void)
266 CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
267 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
268 CBaseCombatCharacter::Weapon_GetSlot(int)const
269 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
270 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
271 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
272 CCSPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
273 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
274 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
275 CBaseCombatCharacter::GetAliveDuration(void)const
276 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
277 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
278 CBaseCombatCharacter::HasEverBeenInjured(int)const
279 CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
280 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo const&)
281 CBaseCombatCharacter::GetDeathActivity(void)
282 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
283 CBaseCombatCharacter::CorpseFade(void)
284 CBaseCombatCharacter::HasHumanGibs(void)
285 CBaseCombatCharacter::HasAlienGibs(void)
286 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
287 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
288 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
289 CBasePlayer::Event_Dying(CTakeDamageInfo const&)
290 CBaseCombatCharacter::Event_Dying(void)
291 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&)
292 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
293 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int)
294 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool)
295 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool)
296 CCSBot::PushawayTouch(CBaseEntity *)
297 CBaseCombatCharacter::IRelationType(CBaseEntity *)
298 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
299 CBasePlayer::IsInAVehicle(void)const
300 CBasePlayer::GetVehicle(void)
301 CBasePlayer::GetVehicleEntity(void)
302 CBaseCombatCharacter::ExitVehicle(void)
303 CBaseCombatCharacter::RemoveAllWeapons(void)
304 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
305 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
306 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
307 CBasePlayer::DoMuzzleFlash(void)
308 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
309 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
310 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
311 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
312 CCSBot::GetLastKnownArea(void)const
313 CBaseCombatCharacter::IsAreaTraversable(CNavArea const*)const
314 CBaseCombatCharacter::ClearLastKnownArea(void)
315 CBaseCombatCharacter::UpdateLastKnownArea(void)
316 CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
317 CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
318 CBaseCombatCharacter::OnPursuedBy(INextBot *)
319 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
320 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
321 CCSPlayer::CreateViewModel(int)
322 CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
323 CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const
324 CBasePlayer::SharedSpawn(void)
325 CBasePlayer::ForceRespawn(void)
326 CCSPlayer::InitialSpawn(void)
327 CBasePlayer::InitHUD(void)
328 CCSPlayer::ShowViewPortPanel(char const*,bool,KeyValues *)
329 CCSPlayer::PlayerDeathThink(void)
330 CBasePlayer::Jump(void)
331 CBasePlayer::Duck(void)
332 CCSPlayer::PreThink(void)
333 CCSPlayer::PostThink(void)
334 CBasePlayer::DamageEffect(float,int)
335 CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
336 CBasePlayer::ShouldFadeOnDeath(void)
337 CBasePlayer::IsFakeClient(void)const
338 CBasePlayer::GetPlayerMins(void)const
339 CBasePlayer::GetPlayerMaxs(void)const
340 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float)
341 CBasePlayer::PackDeadPlayerItems(void)
342 CCSPlayer::RemoveAllItems(bool)
343 CCSBot::IsRunning(void)const
344 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
345 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
346 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
347 CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
348 CBasePlayer::GetTimeSinceWeaponFired(void)const
349 CBasePlayer::IsFiringWeapon(void)const
350 CBasePlayer::UpdateClientData(void)
351 CBasePlayer::ExitLadder(void)
352 CBasePlayer::GetLadderSurface(Vector const&)
353 CBasePlayer::SetFlashlightEnabled(bool)
354 CCSPlayer::FlashlightIsOn(void)
355 CCSPlayer::FlashlightTurnOn(void)
356 CCSPlayer::FlashlightTurnOff(void)
357 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
358 CCSPlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&)
359 CCSPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
360 CBasePlayer::GetOverrideStepSound(char const*)
361 CBasePlayer::GetStepSoundVelocities(float *,float *)
362 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
363 CCSPlayer::DeathSound(CTakeDamageInfo const&)
364 CBasePlayer::GetSceneSoundToken(void)
365 CBasePlayer::OnEmitFootstepSound(CSoundParameters const&,Vector const&,float)
366 CCSPlayer::SetAnimation(PLAYER_ANIM)
367 CBasePlayer::ImpulseCommands(void)
368 CCSPlayer::CheatImpulseCommands(int)
369 CBot<CCSPlayer>::ClientCommand(CCommand const&)
370 CBasePlayer::StartObserverMode(int)
371 CBasePlayer::StopObserverMode(void)
372 CBasePlayer::ModeWantsSpectatorGUI(int)
373 CBasePlayer::SetObserverMode(int)
374 CBasePlayer::GetObserverMode(void)
375 CBasePlayer::SetObserverTarget(CBaseEntity *)
376 CBasePlayer::ObserverUse(bool)
377 CBasePlayer::GetObserverTarget(void)
378 CBasePlayer::FindNextObserverTarget(bool)
379 CCSPlayer::GetNextObserverSearchStartPoint(bool)
380 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
381 CBasePlayer::CheckObserverSettings(void)
382 CBasePlayer::JumptoPosition(Vector const&,QAngle const&)
383 CBasePlayer::ForceObserverMode(int)
384 CBasePlayer::ResetObserverMode(void)
385 CBasePlayer::ValidateCurrentObserverTarget(void)
386 CCSPlayer::AttemptToExitFreezeCam(void)
387 CCSPlayer::StartReplayMode(float,float,int)
388 CCSPlayer::StopReplayMode(void)
389 CBasePlayer::GetDelayTicks(void)
390 CBasePlayer::GetReplayEntity(void)
391 CBasePlayer::CreateCorpse(void)
392 CCSPlayer::EntSelectSpawnPoint(void)
393 CBasePlayer::GetInVehicle(IServerVehicle *,int)
394 CBasePlayer::LeaveVehicle(Vector const&,QAngle const&)
395 CBasePlayer::OnVehicleStart(void)
396 CBasePlayer::OnVehicleEnd(Vector &)
397 CCSBot::BumpWeapon(CBaseCombatWeapon *)
398 CBasePlayer::SelectLastItem(void)
399 CBasePlayer::SelectItem(char const*,int)
400 CBasePlayer::ItemPostFrame(void)
401 CCSPlayer::GiveNamedItem(char const*,int)
402 CBasePlayer::CheckTrainUpdate(void)
403 CBasePlayer::SetPlayerUnderwater(bool)
404 CBasePlayer::CanBreatheUnderwater(void)const
405 CBasePlayer::PlayerUse(void)
406 CCSPlayer::PlayUseDenySound(void)
407 CCSPlayer::FindUseEntity(void)
408 CCSPlayer::IsUseableEntity(CBaseEntity *,unsigned int)
409 CBasePlayer::PickupObject(CBaseEntity *,bool)
410 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
411 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
412 CBasePlayer::UpdateGeigerCounter(void)
413 CBasePlayer::GetAutoaimVector(float)
414 CBasePlayer::GetAutoaimVector(float,float)
415 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
416 CBasePlayer::ShouldAutoaim(void)
417 CBasePlayer::ForceClientDllUpdate(void)
418 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
419 CCSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
420 CBasePlayer::ChangeTeam(int,bool,bool)
421 CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
422 CBaseMultiplayerPlayer::CanSpeak(void)
423 CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
424 CBasePlayer::CheckChatText(char *,int)
425 CCSPlayer::CreateRagdollEntity(void)
426 CBasePlayer::ShouldAnnounceAchievement(void)
427 CBasePlayer::IsFollowingPhysics(void)
428 CCSPlayer::InitVCollision(Vector const&,Vector const&)
429 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
430 CBasePlayer::Hints(void)
431 CBasePlayer::IsReadyToPlay(void)
432 CBasePlayer::IsReadyToSpawn(void)
433 CBasePlayer::ShouldGainInstantSpawn(void)
434 CBasePlayer::ResetPerRoundStats(void)
435 CBasePlayer::ResetScores(void)
436 CBasePlayer::EquipSuit(bool)
437 CBasePlayer::RemoveSuit(void)
438 CCSPlayer::GetPlayerMaxSpeed(void)
439 CCSPlayer::CommitSuicide(bool,bool)
440 CCSPlayer::CommitSuicide(Vector const&,bool,bool)
441 CBot<CCSPlayer>::IsBot(void)const
442 CBasePlayer::IsBotOfType(int)const
443 CBasePlayer::GetBotType(void)const
444 CBaseMultiplayerPlayer::GetExpresser(void)
445 CCSPlayer::SpawnArmorValue(void)const
446 CCSPlayer::NetworkStateChanged_m_ArmorValue(void)
447 CCSPlayer::NetworkStateChanged_m_ArmorValue(void *)
448 CBasePlayer::HasHaptics(void)
449 CBasePlayer::SetHaptics(bool)
450 CBasePlayer::PlayerSolidMask(bool)const
451 CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
452 CAI_ExpresserHost<CBasePlayer>::Speak(char const*,char const*,char *,unsigned int,IRecipientFilter *)
453 CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char const*,AI_Response *)
454 CBaseMultiplayerPlayer::SpeakIfAllowed(char const*,char const*,char *,unsigned int,IRecipientFilter *)
455 CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char const*,char *,unsigned int,IRecipientFilter *)
456 CBaseMultiplayerPlayer::CanBeAutobalanced(void)
457 CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
458 CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
459 CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char const*)
460 CBaseMultiplayerPlayer::OnAchievementEarned(int)
461 CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
462 CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
463 CBaseMultiplayerPlayer::CreateExpresser(void)
464 CCSPlayer::IsBeingGivenItem(void)const
465 CCSPlayer::CSAnim_GetActiveWeapon(void)
466 CCSPlayer::CSAnim_CanMove(void)
467 CCSBot::Blind(float,float,float)
468 CCSBot::Initialize(BotProfile const*,int)
469 CCSBot::Upkeep(void)
470 CCSBot::Update(void)
471 CBot<CCSPlayer>::Run(void)
472 CCSBot::Walk(void)
473 CBot<CCSPlayer>::Crouch(void)
474 CBot<CCSPlayer>::StandUp(void)
475 CBot<CCSPlayer>::MoveForward(void)
476 CBot<CCSPlayer>::MoveBackward(void)
477 CBot<CCSPlayer>::StrafeLeft(void)
478 CBot<CCSPlayer>::StrafeRight(void)
479 CCSBot::Jump(bool)
480 CBot<CCSPlayer>::ClearMovement(void)
481 CBot<CCSPlayer>::UseEnvironment(void)
482 CCSBot::PrimaryAttack(void)
483 CBot<CCSPlayer>::ClearPrimaryAttack(void)
484 CBot<CCSPlayer>::TogglePrimaryAttack(void)
485 CBot<CCSPlayer>::SecondaryAttack(void)
486 CBot<CCSPlayer>::Reload(void)
487 CBot<CCSPlayer>::UpdatePlayer(void)
488 CCSBot::BuildUserCmd(CUserCmd &,QAngle const&,float,float,float,int,unsigned char)
489 CBot<CCSPlayer>::Cmd_Argc(void)
490 CBot<CCSPlayer>::Cmd_Argv(int)
491 CCSBot::GetMoveSpeed(void)
Last edited by client21; 04-29-2013 at 23:44.
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