// Auto reconstructed from vtable block @ 0x00CD4340 // from "server_i486.so", by ida_vtables.idc 0 CObjectDispenser::~CObjectDispenser() 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 CObjectDispenser::GetServerClass(void) 10 CObjectDispenser::YouForgotToImplementOrDeclareServerClass(void) 11 CObjectDispenser::GetDataDescMap(void) 12 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &) 13 CBaseObject::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &) 14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *) 15 CBaseObject::ShouldCollide(int,int)const 16 CBaseEntity::SetOwnerEntity(CBaseEntity*) 17 CBaseObject::ShouldTransmit(CCheckTransmitInfo const*) 18 CBaseObject::UpdateTransmitState(void) 19 CBaseObject::SetTransmit(CCheckTransmitInfo *,bool) 20 CBaseEntity::GetTracerType(void) 21 CObjectDispenser::Spawn(void) 22 CObjectDispenser::Precache(void) 23 CObjectDispenser::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 CBaseObject::Activate(void) 32 CBaseEntity::SetParent(CBaseEntity*,int) 33 CObjectDispenser::ObjectCaps(void) 34 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int) 35 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &) 36 CBaseEntity::DrawDebugGeometryOverlays(void) 37 CObjectDispenser::DrawDebugTextOverlays(void) 38 CBaseEntity::Save(ISave &) 39 CBaseCombatCharacter::Restore(IRestore &) 40 CBaseEntity::ShouldSavePhysics(void) 41 CBaseEntity::OnSave(IEntitySaveUtils *) 42 CBaseAnimatingOverlay::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 CBaseObject::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 CBaseObject::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 60 CBaseObject::OnTakeDamage(CTakeDamageInfo const&) 61 CBaseCombatCharacter::TakeHealth(float,int) 62 CBaseEntity::IsAlive(void) 63 CBaseCombatCharacter::Event_Killed(CTakeDamageInfo const&) 64 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo const&) 65 CBaseObject::BloodColor(void) 66 CBaseEntity::IsTriggered(CBaseEntity*) 67 CBaseEntity::IsNPC(void)const 68 CBaseCombatCharacter::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 CBaseObject::IsBaseObject(void)const 80 CBaseEntity::GetServerVehicle(void) 81 CBaseEntity::IsViewable(void) 82 CBaseObject::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 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float) 89 CObjectDispenser::StartTouch(CBaseEntity *) 90 CBaseEntity::Touch(CBaseEntity*) 91 CObjectDispenser::EndTouch(CBaseEntity *) 92 CBaseEntity::StartBlocked(CBaseEntity*) 93 CBaseEntity::Blocked(CBaseEntity*) 94 CBaseEntity::EndBlocked(void) 95 CBaseEntity::PhysicsSimulate(void) 96 CBaseObject::UpdateOnRemove(void) 97 CBaseEntity::StopLoopingSounds(void) 98 CBaseEntity::SUB_AllowedToFade(void) 99 CBaseFlex::Teleport(Vector const*,QAngle const*,Vector const*) 100 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 101 CBaseEntity::MakeTracer(Vector const&,CGameTrace const&,int) 102 CBaseEntity::GetTracerAttachment(void) 103 CBaseEntity::FireBullets(FireBulletsInfo_t const&) 104 CBaseEntity::DoImpactEffect(CGameTrace &,int) 105 CBaseEntity::Respawn(void) 106 CBaseEntity::IsLockedByMaster(void) 107 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &) 108 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 109 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 110 CBaseObject::NetworkStateChanged_m_iHealth(void) 111 CBaseObject::NetworkStateChanged_m_iHealth(void *) 112 CBaseEntity::NetworkStateChanged_m_lifeState(void) 113 CBaseEntity::NetworkStateChanged_m_lifeState(void *) 114 CBaseObject::NetworkStateChanged_m_takedamage(void) 115 CBaseObject::NetworkStateChanged_m_takedamage(void *) 116 CBaseEntity::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 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **) 130 CBaseCombatCharacter::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 CBaseCombatCharacter::VPhysicsUpdate(IPhysicsObject *) 143 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 144 CBaseCombatCharacter::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 CBaseAnimatingOverlay::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 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int) 182 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 183 CBaseAnimating::SetupBones(matrix3x4_t *,int) 184 CBaseAnimating::CalculateIKLocks(float) 185 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 186 CBaseAnimating::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 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *) 197 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 198 CBaseFlex::SetViewtarget(Vector const&) 199 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *) 200 CBaseFlex::ProcessSceneEvents(void) 201 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *) 202 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool) 203 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *) 204 CBaseFlex::PlayScene(char const*,float,AI_Response *,IRecipientFilter *) 205 CBaseFlex::PlayAutoGeneratedSoundScene(char const*) 206 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void) 207 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 208 CBaseCombatCharacter::FInViewCone(Vector const&) 209 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 210 CBaseCombatCharacter::FInAimCone(Vector const&) 211 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 212 CBaseCombatCharacter::FindMissTarget(void) 213 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*) 214 CBaseCombatCharacter::BodyAngles(void) 215 CBaseCombatCharacter::BodyDirection2D(void) 216 CBaseCombatCharacter::BodyDirection3D(void) 217 CBaseCombatCharacter::HeadDirection2D(void) 218 CBaseCombatCharacter::HeadDirection3D(void) 219 CBaseCombatCharacter::EyeDirection2D(void) 220 CBaseCombatCharacter::EyeDirection3D(void) 221 CBaseCombatCharacter::GiveAmmo(int,int,bool) 222 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 223 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *) 224 CBaseCombatCharacter::Weapon_FrameUpdate(void) 225 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *) 226 CBaseCombatCharacter::Weapon_CanUse(CBaseCombatWeapon *) 227 CBaseCombatCharacter::Weapon_Equip(CBaseCombatWeapon *) 228 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 229 CBaseCombatCharacter::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*) 230 CBaseCombatCharacter::Weapon_Switch(CBaseCombatWeapon *,int) 231 CBaseCombatCharacter::Weapon_ShootPosition(void) 232 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *) 233 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 234 CBaseCombatCharacter::Weapon_GetSlot(int)const 235 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 236 CBaseCombatCharacter::RemovePlayerItem(CBaseCombatWeapon *) 237 CBaseCombatCharacter::CanBecomeServerRagdoll(void) 238 CBaseCombatCharacter::OnTakeDamage_Alive(CTakeDamageInfo const&) 239 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 240 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 241 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *) 242 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *) 243 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo const&) 244 CBaseCombatCharacter::GetDeathActivity(void) 245 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 246 CBaseCombatCharacter::CorpseFade(void) 247 CBaseCombatCharacter::HasHumanGibs(void) 248 CBaseCombatCharacter::HasAlienGibs(void) 249 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 250 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 251 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 252 CBaseCombatCharacter::Event_Dying(void) 253 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&) 254 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 255 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int) 256 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool) 257 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool) 258 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 259 CBaseCombatCharacter::IRelationType(CBaseEntity *) 260 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 261 CBaseCombatCharacter::IsInAVehicle(void)const 262 CBaseCombatCharacter::GetVehicle(void) 263 CBaseCombatCharacter::GetVehicleEntity(void) 264 CBaseCombatCharacter::ExitVehicle(void) 265 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *) 266 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 267 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 268 CBaseCombatCharacter::DoMuzzleFlash(void) 269 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int) 270 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 271 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int) 272 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *) 273 CBaseCombatCharacter::NetworkStateChanged_m_iAmmo(void) 274 CBaseCombatCharacter::NetworkStateChanged_m_iAmmo(void *) 275 CBaseObject::BaseObjectThink(void) 276 CBaseObject::GetOwner(void) 277 CBaseObject::SetBuilder(CTFPlayer *) 278 CBaseObject::SetType(int) 279 CBaseObject::GetTotalTime(void) 280 CBaseObject::StartPlacement(CTFPlayer *) 281 CBaseObject::GetNearbyObjectCheckRadius(void) 282 CBaseObject::IsPlacementPosValid(void) 283 CBaseObject::FindObjectOnBuildPoint(CBaseObject*) 284 CObjectDispenser::StartBuilding(CBaseEntity *) 285 CBaseObject::FinishedBuilding(void) 286 CBaseObject::IsUpgrading(void)const 287 CObjectDispenser::GetControlPanelInfo(int,char const*&) 288 CBaseObject::GetControlPanelClassName(int,char const*&) 289 CObjectDispenser::ClientCommand(CTFPlayer *,CCommand const&) 290 CBaseObject::Repair(float) 291 CBaseObject::DetonateObject(void) 292 CBaseObject::ShouldAutoRemove(void) 293 CBaseObject::Explode(void) 294 CBaseObject::Killed(CTakeDamageInfo const&) 295 CBaseObject::DestroyObject(void) 296 CBaseObject::IsDying(void) 297 CBaseObject::GetType(void) 298 CBaseObject::GetBuilder(void) 299 CBaseObject::IsAnUpgrade(void) 300 CBaseObject::IsHostileUpgrade(void) 301 CBaseObject::OnWrenchHit(CTFPlayer *) 302 CBaseObject::Command_Repair(CTFPlayer *) 303 CBaseObject::ShouldBeActive(void) 304 CObjectDispenser::OnGoActive(void) 305 CBaseObject::OnGoInactive(void) 306 CBaseObject::OnStartDisabled(void) 307 CBaseObject::OnEndDisabled(void) 308 CBaseObject::PlayStartupAnimation(void) 309 CBaseObject::SetupAttachedVersion(void) 310 CBaseObject::ShouldPlayersAvoid(void) 311 CBaseObject::GetScorer(void) 312 CBaseObject::GetAssistant(void) 313 CBaseObject::AddBuildPoint(int) 314 CBaseObject::AddValidObjectToBuildPoint(int,int) 315 CBaseObject::GetBuildPointObject(int) 316 CBaseObject::DetachObjectFromObject(void) 317 CBaseObject::GetNumBuildPoints(void)const 318 CBaseObject::GetBuildPoint(int,Vector &,QAngle &) 319 CBaseObject::GetBuildPointAttachmentIndex(int)const 320 CBaseObject::CanBuildObjectOnBuildPoint(int,int) 321 CBaseObject::SetObjectOnBuildPoint(int,CBaseObject*) 322 CBaseObject::GetMaxSnapDistance(int) 323 CBaseObject::ShouldCheckForMovement(void) 324 CBaseObject::GetNumObjectsOnMe(void) 325 CBaseObject::GetFirstFriendlyObjectOnMe(void) 326 CBaseObject::GetObjectOfTypeOnMe(int) 327 CBaseObject::RemoveAllObjects(void) 328 CBaseObject::DetermineAnimation(void) 329 CBaseObject::DeterminePlaybackRate(void)