// Auto reconstructed from vtable block @ 0x00CE7CA0 // from "server_i486.so", by ida_vtables.idc 0 CTFWeaponBase::~CTFWeaponBase() 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 CTFWeaponBase::GetServerClass(void) 10 CTFWeaponBase::YouForgotToImplementOrDeclareServerClass(void) 11 CTFWeaponBase::GetDataDescMap(void) 12 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &) 13 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &) 14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *) 15 CBaseEntity::ShouldCollide(int,int)const 16 CBaseEntity::SetOwnerEntity(CBaseEntity*) 17 CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) 18 CBaseCombatWeapon::UpdateTransmitState(void) 19 CBaseAnimating::SetTransmit(CCheckTransmitInfo *,bool) 20 CTFWeaponBase::GetTracerType(void) 21 CTFWeaponBase::Spawn(void) 22 CTFWeaponBase::Precache(void) 23 CBaseAnimating::SetModel(char const*) 24 CBaseEntity::PostConstructor(char const*) 25 CBaseEntity::PostClientActive(void) 26 CBaseEntity::ParseMapData(CEntityMapData *) 27 CBaseEntity::KeyValue(char const*,char const*) 28 CBaseEntity::KeyValue(char const*,float) 29 CBaseEntity::KeyValue(char const*,Vector const&) 30 CBaseEntity::GetKeyValue(char const*,char *,int) 31 CBaseCombatWeapon::Activate(void) 32 CBaseEntity::SetParent(CBaseEntity*,int) 33 CBaseCombatWeapon::ObjectCaps(void) 34 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int) 35 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &) 36 CBaseEntity::DrawDebugGeometryOverlays(void) 37 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 CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void) 47 CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void *) 48 CBaseAnimating::GetBaseAnimating(void) 49 CBaseEntity::GetResponseSystem(void) 50 CBaseEntity::DispatchResponse(char const*) 51 CBaseEntity::Classify(void) 52 CBaseEntity::DeathNotice(CBaseEntity*) 53 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 54 CBaseEntity::GetAutoAimRadius(void) 55 CBaseEntity::GetAutoAimCenter(void) 56 CBaseEntity::GetBeamTraceFilter(void) 57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 58 CBaseEntity::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 60 CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) 61 CBaseEntity::TakeHealth(float,int) 62 CBaseEntity::IsAlive(void) 63 CBaseEntity::Event_Killed(CTakeDamageInfo const&) 64 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo const&) 65 CBaseEntity::BloodColor(void) 66 CBaseEntity::IsTriggered(CBaseEntity*) 67 CBaseEntity::IsNPC(void)const 68 CBaseEntity::MyCombatCharacterPointer(void) 69 CBaseEntity::GetDelay(void) 70 CBaseEntity::IsMoving(void) 71 CBaseEntity::DamageDecal(int,int) 72 CBaseEntity::DecalTrace(CGameTrace *,char const*) 73 CBaseEntity::ImpactTrace(CGameTrace *,int,char *) 74 CBaseEntity::OnControls(CBaseEntity*) 75 CBaseEntity::HasTarget(string_t) 76 CBaseEntity::IsPlayer(void)const 77 CBaseEntity::IsNetClient(void)const 78 CBaseEntity::IsTemplate(void) 79 CBaseEntity::IsBaseObject(void)const 80 CBaseEntity::GetServerVehicle(void) 81 CBaseEntity::IsViewable(void) 82 CBaseEntity::ChangeTeam(int) 83 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 84 CBaseEntity::CanStandOn(CBaseEntity*)const 85 CBaseEntity::CanStandOn(edict_t *)const 86 CBaseEntity::GetEnemy(void) 87 CBaseEntity::GetEnemy(void)const 88 CBaseCombatWeapon::Use(CBaseEntity *,CBaseEntity *,USE_TYPE,float) 89 CBaseEntity::StartTouch(CBaseEntity*) 90 CBaseEntity::Touch(CBaseEntity*) 91 CBaseEntity::EndTouch(CBaseEntity*) 92 CBaseEntity::StartBlocked(CBaseEntity*) 93 CBaseEntity::Blocked(CBaseEntity*) 94 CBaseEntity::EndBlocked(void) 95 CBaseEntity::PhysicsSimulate(void) 96 CBaseEntity::UpdateOnRemove(void) 97 CBaseEntity::StopLoopingSounds(void) 98 CBaseEntity::SUB_AllowedToFade(void) 99 CBaseAnimating::Teleport(Vector const*,QAngle const*,Vector const*) 100 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 101 CBaseCombatWeapon::MakeTracer(Vector const&,CGameTrace const&,int) 102 CBaseEntity::GetTracerAttachment(void) 103 CBaseEntity::FireBullets(FireBulletsInfo_t const&) 104 CBaseEntity::DoImpactEffect(CGameTrace &,int) 105 CTFWeaponBase::Respawn(void) 106 CBaseEntity::IsLockedByMaster(void) 107 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &) 108 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 109 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 110 CBaseEntity::NetworkStateChanged_m_iHealth(void) 111 CBaseEntity::NetworkStateChanged_m_iHealth(void *) 112 CBaseEntity::NetworkStateChanged_m_lifeState(void) 113 CBaseEntity::NetworkStateChanged_m_lifeState(void *) 114 CBaseEntity::NetworkStateChanged_m_takedamage(void) 115 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 116 CTFWeaponBase::GetDamageType(void)const 117 CBaseEntity::GetDamage(void) 118 CBaseEntity::SetDamage(float) 119 CBaseEntity::EyePosition(void) 120 CBaseEntity::EyeAngles(void) 121 CBaseEntity::LocalEyeAngles(void) 122 CBaseEntity::EarPosition(void) 123 CBaseEntity::BodyTarget(Vector const&,bool) 124 CBaseEntity::HeadTarget(Vector const&) 125 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const 126 CBaseEntity::GetViewOffset(void) 127 CBaseEntity::GetSmoothedVelocity(void) 128 CBaseAnimating::GetVelocity(Vector *,Vector *) 129 CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**) 130 CBaseEntity::FVisible(Vector const&,int,CBaseEntity**) 131 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 132 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 133 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 134 CBaseEntity::GetGroundVelocityToApply(Vector &) 135 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float) 136 CBaseEntity::Splash(void) 137 CBaseEntity::WorldSpaceCenter(void)const 138 CBaseEntity::GetSoundEmissionOrigin(void)const 139 CBaseEntity::CreateVPhysics(void) 140 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 141 CBaseEntity::VPhysicsDestroyObject(void) 142 CBaseEntity::VPhysicsUpdate(IPhysicsObject *) 143 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 144 CBaseEntity::VPhysicsShadowCollision(int,gamevcollisionevent_t *) 145 CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject *) 146 CBaseEntity::VPhysicsCollision(int,gamevcollisionevent_t *) 147 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int) 148 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 149 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int) 150 CBaseEntity::VPhysicsIsFlesh(void) 151 CBaseEntity::HasPhysicsAttacker(float) 152 CBaseEntity::PhysicsSolidMaskForEntity(void)const 153 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 154 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 155 CBaseAnimating::GetStepOrigin(void)const 156 CBaseAnimating::GetStepAngles(void)const 157 CBaseEntity::ShouldDrawWaterImpacts(void) 158 CBaseEntity::NetworkStateChanged_m_fFlags(void) 159 CBaseEntity::NetworkStateChanged_m_fFlags(void *) 160 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void) 161 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void *) 162 CBaseEntity::NetworkStateChanged_m_hGroundEntity(void) 163 CBaseEntity::NetworkStateChanged_m_hGroundEntity(void *) 164 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void) 165 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void *) 166 CBaseEntity::NetworkStateChanged_m_flFriction(void) 167 CBaseEntity::NetworkStateChanged_m_flFriction(void *) 168 CBaseEntity::NetworkStateChanged_m_vecVelocity(void) 169 CBaseEntity::NetworkStateChanged_m_vecVelocity(void *) 170 CBaseEntity::NetworkStateChanged_m_vecViewOffset(void) 171 CBaseEntity::NetworkStateChanged_m_vecViewOffset(void *) 172 CBaseAnimating::GetIdealSpeed(void)const 173 CBaseAnimating::GetIdealAccel(void)const 174 CBaseAnimating::StudioFrameAdvance(void) 175 CBaseAnimating::IsActivityFinished(void) 176 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int) 177 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 178 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 179 CBaseAnimating::IsRagdoll(void) 180 CBaseAnimating::CanBecomeRagdoll(void) 181 CBaseAnimating::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int) 182 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 183 CBaseAnimating::SetupBones(matrix3x4_t *,int) 184 CBaseAnimating::CalculateIKLocks(float) 185 CBaseAnimating::DispatchAnimEvents(CBaseAnimating*) 186 CBaseCombatWeapon::HandleAnimEvent(animevent_t *) 187 CBaseAnimating::PopulatePoseParameters(void) 188 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 189 CBaseAnimating::InitBoneControllers(void) 190 CBaseAnimating::GetGroundSpeedVelocity(void) 191 CBaseAnimating::Ignite(float,bool,float,bool) 192 CBaseAnimating::IgniteLifetime(float) 193 CBaseAnimating::IgniteNumHitboxFires(int) 194 CBaseAnimating::IgniteHitboxFireScale(float) 195 CBaseAnimating::Extinguish(void) 196 CBaseAnimating::SetLightingOriginRelative(CBaseEntity *) 197 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 198 CTFWeaponBase::IsPredicted(void)const 199 CBaseCombatWeapon::GetSubType(void) 200 CBaseCombatWeapon::SetSubType(int) 201 CBaseCombatWeapon::Equip(CBaseCombatCharacter *) 202 CTFWeaponBase::Drop(Vector const&) 203 CBaseCombatWeapon::UpdateClientData(CBasePlayer *) 204 CBaseCombatWeapon::IsAllowedToSwitch(void) 205 CBaseCombatWeapon::CanBeSelected(void) 206 CBaseCombatWeapon::VisibleInWeaponSelection(void) 207 CBaseCombatWeapon::HasAmmo(void) 208 CBaseCombatWeapon::SetPickupTouch(void) 209 CBaseCombatWeapon::DefaultTouch(CBaseEntity *) 210 CBaseCombatWeapon::ShouldDisplayAltFireHUDHint(void) 211 CBaseCombatWeapon::DisplayAltFireHudHint(void) 212 CBaseCombatWeapon::RescindAltFireHudHint(void) 213 CBaseCombatWeapon::ShouldDisplayReloadHUDHint(void) 214 CBaseCombatWeapon::DisplayReloadHudHint(void) 215 CBaseCombatWeapon::RescindReloadHudHint(void) 216 CBaseCombatWeapon::SetViewModelIndex(int) 217 CBaseCombatWeapon::SendWeaponAnim(int) 218 CBaseCombatWeapon::SendViewModelAnim(int) 219 CBaseCombatWeapon::SetViewModel(void) 220 CBaseCombatWeapon::HasWeaponIdleTimeElapsed(void) 221 CBaseCombatWeapon::SetWeaponIdleTime(float) 222 CBaseCombatWeapon::GetWeaponIdleTime(void) 223 CBaseCombatWeapon::HasAnyAmmo(void) 224 CBaseCombatWeapon::HasPrimaryAmmo(void) 225 CBaseCombatWeapon::HasSecondaryAmmo(void) 226 CBaseCombatWeapon::CanHolster(void) 227 CBaseCombatWeapon::DefaultDeploy(char *,char *,int,char *) 228 CBaseCombatWeapon::CanDeploy(void) 229 CTFWeaponBase::Deploy(void) 230 CTFWeaponBase::Holster(CBaseCombatWeapon *) 231 CBaseCombatWeapon::GetLastWeapon(void) 232 CTFWeaponBase::SetWeaponVisible(bool) 233 CBaseCombatWeapon::IsWeaponVisible(void) 234 CBaseCombatWeapon::ReloadOrSwitchWeapons(void) 235 CBaseCombatWeapon::ItemPreFrame(void) 236 CTFWeaponBase::ItemPostFrame(void) 237 CTFWeaponBase::ItemBusyFrame(void) 238 CBaseCombatWeapon::ItemHolsterFrame(void) 239 CTFWeaponBase::WeaponIdle(void) 240 CBaseCombatWeapon::HandleFireOnEmpty(void) 241 CBaseCombatWeapon::IsWeaponZoomed(void) 242 CBaseCombatWeapon::CheckReload(void) 243 CBaseCombatWeapon::FinishReload(void) 244 CTFWeaponBase::AbortReload(void) 245 CTFWeaponBase::Reload(void) 246 CTFWeaponBase::PrimaryAttack(void) 247 CTFWeaponBase::SecondaryAttack(void) 248 CBaseCombatWeapon::GetPrimaryAttackActivity(void) 249 CBaseCombatWeapon::GetSecondaryAttackActivity(void) 250 CBaseCombatWeapon::GetDrawActivity(void) 251 CBaseCombatWeapon::GetDefaultAnimSpeed(void) 252 CBaseCombatWeapon::GetBulletType(void) 253 CTFWeaponBase::GetBulletSpread(void) 254 CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t) 255 CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t) 256 CBaseCombatWeapon::GetFireRate(void) 257 CBaseCombatWeapon::GetMinBurst(void) 258 CBaseCombatWeapon::GetMaxBurst(void) 259 CBaseCombatWeapon::GetMinRestTime(void) 260 CBaseCombatWeapon::GetMaxRestTime(void) 261 CBaseCombatWeapon::GetRandomBurst(void) 262 CBaseCombatWeapon::WeaponSound(WeaponSound_t,float) 263 CBaseCombatWeapon::StopWeaponSound(WeaponSound_t) 264 CBaseCombatWeapon::GetProficiencyValues(void) 265 CBaseCombatWeapon::GetMaxAutoAimDeflection(void) 266 CBaseCombatWeapon::WeaponAutoAimScale(void) 267 CBaseCombatWeapon::StartSprinting(void) 268 CBaseCombatWeapon::StopSprinting(void) 269 CBaseCombatWeapon::GetDamage(float,int) 270 CBaseCombatWeapon::SetActivity(Activity,float) 271 CBaseCombatWeapon::AddViewKick(void) 272 CBaseCombatWeapon::GetDeathNoticeName(void) 273 CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter *) 274 CBaseCombatWeapon::AddViewmodelBob(CBaseViewModel *,Vector &,QAngle &) 275 CBaseCombatWeapon::CalcViewmodelBob(void) 276 CBaseCombatWeapon::GetControlPanelInfo(int,char const*&) 277 CBaseCombatWeapon::GetControlPanelClassName(int,char const*&) 278 CBaseCombatWeapon::ShouldShowControlPanels(void) 279 CBaseCombatWeapon::CanBePickedUpByNPCs(void) 280 CTFWeaponBase::GetViewModel(int)const 281 CBaseCombatWeapon::GetWorldModel(void)const 282 CBaseCombatWeapon::GetAnimPrefix(void)const 283 CBaseCombatWeapon::GetMaxClip1(void)const 284 CBaseCombatWeapon::GetMaxClip2(void)const 285 CBaseCombatWeapon::GetDefaultClip1(void)const 286 CBaseCombatWeapon::GetDefaultClip2(void)const 287 CBaseCombatWeapon::GetWeight(void)const 288 CBaseCombatWeapon::AllowsAutoSwitchTo(void)const 289 CBaseCombatWeapon::AllowsAutoSwitchFrom(void)const 290 CBaseCombatWeapon::GetWeaponFlags(void)const 291 CBaseCombatWeapon::GetSlot(void)const 292 CBaseCombatWeapon::GetPosition(void)const 293 CBaseCombatWeapon::GetName(void)const 294 CBaseCombatWeapon::GetPrintName(void)const 295 CBaseCombatWeapon::GetShootSound(int)const 296 CBaseCombatWeapon::GetRumbleEffect(void)const 297 CBaseCombatWeapon::UsesClipsForAmmo1(void)const 298 CBaseCombatWeapon::UsesClipsForAmmo2(void)const 299 CBaseCombatWeapon::GetEncryptionKey(void) 300 CBaseCombatWeapon::GetPrimaryAmmoType(void)const 301 CBaseCombatWeapon::GetSecondaryAmmoType(void)const 302 CBaseCombatWeapon::GetSpriteActive(void)const 303 CBaseCombatWeapon::GetSpriteInactive(void)const 304 CBaseCombatWeapon::GetSpriteAmmo(void)const 305 CBaseCombatWeapon::GetSpriteAmmo2(void)const 306 CBaseCombatWeapon::GetSpriteCrosshair(void)const 307 CBaseCombatWeapon::GetSpriteAutoaim(void)const 308 CBaseCombatWeapon::GetSpriteZoomedCrosshair(void)const 309 CBaseCombatWeapon::GetSpriteZoomedAutoaim(void)const 310 CBaseCombatWeapon::ActivityOverride(Activity,bool *) 311 CTFWeaponBase::ActivityList(void) 312 CTFWeaponBase::ActivityListCount(void) 313 CTFWeaponBase::FallInit(void) 314 CBaseCombatWeapon::FallThink(void) 315 CTFWeaponBase::Materialize(void) 316 CTFWeaponBase::CheckRespawn(void) 317 CBaseCombatWeapon::Delete(void) 318 CBaseCombatWeapon::Kill(void) 319 CBaseCombatWeapon::CapabilitiesGet(void) 320 CBaseCombatWeapon::WeaponLOSCondition(Vector const&,Vector const&,bool) 321 CBaseCombatWeapon::WeaponRangeAttack1Condition(float,float) 322 CBaseCombatWeapon::WeaponRangeAttack2Condition(float,float) 323 CBaseCombatWeapon::WeaponMeleeAttack1Condition(float,float) 324 CBaseCombatWeapon::WeaponMeleeAttack2Condition(float,float) 325 CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter *) 326 CTFWeaponBase::Operator_HandleAnimEvent(animevent_t *,CBaseCombatCharacter *) 327 CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter *,bool) 328 CBaseCombatWeapon::CanLower(void) 329 CTFWeaponBase::Ready(void) 330 CTFWeaponBase::Lower(void) 331 CBaseCombatWeapon::HideThink(void) 332 CTFWeaponBase::GetWeaponID(void)const 333 CTFWeaponBase::GetCustomDamageType(void)const 334 CTFWeaponBase::CalcIsAttackCriticalHelper(void) 335 CTFWeaponBase::DefaultReload(int,int,int) 336 CTFWeaponBase::CanDrop(void) 337 CTFWeaponBase::AddAssociatedObject(CBaseObject *) 338 CTFWeaponBase::RemoveAssociatedObject(CBaseObject *) 339 CTFWeaponBase::WeaponReset(void) 340 CTFWeaponBase::GetMuzzleFlashEffectName_3rd(void) 341 CTFWeaponBase::GetMuzzleFlashEffectName_1st(void) 342 CTFWeaponBase::GetMuzzleFlashModel(void) 343 CTFWeaponBase::GetMuzzleFlashModelLifetime(void) 344 CTFWeaponBase::GetMuzzleFlashParticleEffect(void) 345 CTFWeaponBase::CanFireCriticalShot(bool) 346 ThreadInMainThread