VTable for CWeaponCSBase: (0, 0) Lin Win Function 0 0 CWeaponCSBase::~CWeaponCSBase() 1 0 CWeaponCSBase::~CWeaponCSBase() 2 1 CBaseEntity::SetRefEHandle(CBaseHandle const&) 3 2 CBaseEntity::GetRefEHandle(void)const 4 3 CBaseEntity::GetCollideable(void) 5 4 CBaseEntity::GetNetworkable(void) 6 5 CBaseEntity::GetBaseEntity(void) 7 6 CBaseEntity::GetModelIndex(void)const 8 7 CBaseEntity::GetModelName(void)const 9 8 CBaseEntity::SetModelIndex(int) 10 9 CWeaponCSBase::GetServerClass(void) 11 10 CWeaponCSBase::YouForgotToImplementOrDeclareServerClass(void) 12 11 CWeaponCSBase::GetDataDescMap(void) 13 12 CBaseAnimating::GetScriptDesc(void) 14 13 CBaseEntity::GetAIAddOn(void)const 15 14 CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace &) 16 15 CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace &) 17 16 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *, Vector *) 18 17 CBaseEntity::ShouldCollide(int, int)const 19 18 CBaseEntity::SetOwnerEntity(CBaseEntity*) 20 19 CBaseEntity::SetScriptOwnerEntity(HSCRIPT__ *) 21 20 CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) 22 21 CBaseCombatWeapon::UpdateTransmitState(void) 23 22 CBaseAnimating::SetTransmit(CCheckTransmitInfo *, bool) 24 23 CWeaponCSBase::GetTracerType(void) 25 24 CWeaponCSBase::Spawn(void) 26 25 CWeaponCSBase::Precache(void) 27 26 CBaseAnimating::SetModel(char const*) 28 27 CBaseEntity::InitSharedVars(void) 29 28 CBaseEntity::PostConstructor(char const*) 30 29 CBaseEntity::PostClientActive(void) 31 30 CBaseEntity::OnParseMapDataFinished(void) 32 31 CWeaponCSBase::KeyValue(char const*, char const*) 33 34 CBaseEntity::KeyValue(char const*, float) 34 33 CBaseEntity::KeyValue(char const*, int) 35 32 CBaseEntity::KeyValue(char const*, Vector const&) 36 35 CBaseEntity::GetKeyValue(char const*, char *, int) 37 36 CBaseCombatWeapon::Activate(void) 38 37 CBaseEntity::SetParent(CBaseEntity*, int) 39 38 CBaseCombatWeapon::ObjectCaps(void) 40 39 CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) 41 40 CBaseEntity::GetPlayerName(void)const 42 41 CBaseEntity::DrawDebugGeometryOverlays(void) 43 42 CBaseAnimating::DrawDebugTextOverlays(void) 44 43 CBaseEntity::Save(ISave &) 45 44 CBaseAnimating::Restore(IRestore &) 46 45 CBaseEntity::ShouldSavePhysics(void) 47 46 CBaseEntity::OnSave(IEntitySaveUtils *) 48 47 CBaseAnimating::OnRestore(void) 49 48 CBaseEntity::RequiredEdictIndex(void) 50 49 CBaseEntity::MoveDone(void) 51 50 CBaseEntity::Think(void) 52 52 CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void) 53 51 CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void *) 54 53 CBaseAnimating::GetBaseAnimating(void) 55 54 CBaseEntity::GetBaseAnimatingOverlay(void) 56 55 CBaseEntity::GetResponseSystem(void) 57 56 CBaseEntity::DispatchResponse(char const*) 58 57 CBaseEntity::Classify(void) 59 58 CBaseEntity::DeathNotice(CBaseEntity*) 60 59 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 61 60 CBaseEntity::GetAutoAimRadius(void) 62 61 CBaseEntity::GetAutoAimCenter(void) 63 62 CBaseEntity::GetBeamTraceFilter(void) 64 63 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 65 64 CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace *) 66 65 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 67 66 CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) 68 67 CBaseEntity::TakeHealth(float, int) 69 68 CBaseEntity::IsAlive(void) 70 69 CBaseEntity::Event_Killed(CTakeDamageInfo const&) 71 70 CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) 72 71 CBaseEntity::BloodColor(void) 73 72 CBaseEntity::IsTriggered(CBaseEntity*) 74 73 CBaseEntity::IsNPC(void)const 75 74 CBaseEntity::MyNPCPointer(void) 76 75 CBaseEntity::MyCombatCharacterPointer(void) 77 76 CBaseEntity::MyNextBotPointer(void) 78 77 CBaseEntity::GetDelay(void) 79 78 CBaseEntity::IsMoving(void) 80 79 CBaseEntity::DamageDecal(int, int) 81 80 CBaseEntity::DecalTrace(CGameTrace *, char const*) 82 81 CBaseEntity::ImpactTrace(CGameTrace *, int, char *) 83 82 CBaseEntity::OnControls(CBaseEntity*) 84 83 CBaseEntity::HasTarget(string_t) 85 84 CBaseEntity::IsPlayer(void)const 86 85 CBaseEntity::IsNetClient(void)const 87 86 CBaseEntity::IsTemplate(void) 88 87 CBaseEntity::IsBaseObject(void)const 89 88 CBaseEntity::IsBaseTrain(void)const 90 89 CBaseCombatWeapon::IsBaseCombatWeapon(void)const 91 90 CBaseCombatWeapon::MyCombatWeaponPointer(void) 92 91 CBaseEntity::GetServerVehicle(void) 93 92 CBaseEntity::IsViewable(void) 94 93 CBaseEntity::ChangeTeam(int) 95 94 CBaseEntity::OnEntityEvent(EntityEvent_t, void *) 96 96 CBaseEntity::CanStandOn(CBaseEntity*)const 97 95 CBaseEntity::CanStandOn(edict_t *)const 98 98 CBaseEntity::GetEnemy(void) 99 97 CBaseEntity::GetEnemy(void)const 100 99 CWeaponCSBase::Use(CBaseEntity *, CBaseEntity *, USE_TYPE, float) 101 100 CBaseEntity::StartTouch(CBaseEntity*) 102 101 CBaseEntity::Touch(CBaseEntity*) 103 102 CBaseEntity::EndTouch(CBaseEntity*) 104 103 CBaseEntity::StartBlocked(CBaseEntity*) 105 104 CBaseEntity::Blocked(CBaseEntity*) 106 105 CBaseEntity::EndBlocked(void) 107 106 CBaseEntity::PhysicsSimulate(void) 108 107 CBaseEntity::PhysicsLandedOnGround(float) 109 108 CBaseEntity::UpdateOnRemove(void) 110 109 CBaseEntity::StopLoopingSounds(void) 111 110 CBaseEntity::SUB_AllowedToFade(void) 112 111 CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*, bool) 113 112 CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) 114 113 CBaseCombatWeapon::MakeTracer(Vector const&, CGameTrace const&, int) 115 114 CBaseEntity::GetTracerAttachment(void) 116 115 CBaseEntity::FireBullets(FireBulletsInfo_t const&) 117 116 CBaseEntity::DoImpactEffect(CGameTrace &, int) 118 117 CWeaponCSBase::Respawn(void) 119 118 CBaseEntity::IsLockedByMaster(void) 120 119 CBaseEntity::GetMaxHealth(void)const 121 120 CBaseEntity::SetHealth(int) 122 121 CBaseAnimating::ModifyOrAppendCriteria(ResponseRules::CriteriaSet &) 123 122 CBaseEntity::ModifyOrAppendDerivedCriteria(ResponseRules::CriteriaSet &) 124 123 CBaseEntity::GetDamageType(void)const 125 124 CBaseEntity::GetDamage(void) 126 125 CBaseEntity::SetDamage(float) 127 126 CBaseEntity::EyePosition(void) 128 127 CBaseEntity::EyeAngles(void) 129 128 CBaseEntity::LocalEyeAngles(void) 130 129 CBaseEntity::EarPosition(void) 131 130 CBaseEntity::BodyTarget(Vector const&, bool) 132 131 CBaseEntity::HeadTarget(Vector const&) 133 132 CBaseEntity::GetVectors(Vector *, Vector *, Vector *)const 134 133 CBaseEntity::GetViewOffset(void)const 135 134 CBaseEntity::SetViewOffset(Vector const&) 136 135 CBaseEntity::GetSmoothedVelocity(void) 137 136 CBaseAnimating::GetVelocity(Vector *, Vector *) 138 137 CBaseEntity::GetFriction(void)const 139 139 CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) 140 138 CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) 141 140 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 142 141 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 143 142 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 144 143 CBaseEntity::OnGroundChanged(CBaseEntity*, CBaseEntity*) 145 144 CBaseEntity::GetGroundVelocityToApply(Vector &) 146 145 CWeaponCSBase::PhysicsSplash(Vector const&, Vector const&, float, float) 147 146 CBaseEntity::Splash(void) 148 147 CBaseEntity::WorldSpaceCenter(void)const 149 148 CBaseEntity::GetSoundEmissionOrigin(void)const 150 149 CBaseEntity::CreateVPhysics(void) 151 150 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 152 151 CBaseEntity::VPhysicsDestroyObject(void) 153 152 CBaseEntity::VPhysicsUpdate(IPhysicsObject *) 154 153 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 155 154 CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t *) 156 155 CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject *) 157 156 CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t *) 158 157 CBaseEntity::VPhysicsFriction(IPhysicsObject *, float, int, int) 159 158 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 160 159 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **, int) 161 160 CBaseEntity::VPhysicsIsFlesh(void) 162 161 CBaseEntity::CanPushEntity(CBaseEntity*)const 163 162 CBaseEntity::HasPhysicsAttacker(float) 164 163 CBaseEntity::PhysicsSolidMaskForEntity(void)const 165 164 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &, Vector &) 166 165 CBaseEntity::PerformCustomPhysics(Vector *, Vector *, QAngle *, QAngle *) 167 166 CBaseAnimating::GetStepOrigin(void)const 168 167 CBaseAnimating::GetStepAngles(void)const 169 168 CBaseEntity::ShouldDrawWaterImpacts(void) 170 170 CBaseEntity::NetworkStateChanged_m_fFlags(void) 171 169 CBaseEntity::NetworkStateChanged_m_fFlags(void *) 172 172 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void) 173 171 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void *) 174 174 CBaseEntity::NetworkStateChanged_m_hGroundEntity(void) 175 173 CBaseEntity::NetworkStateChanged_m_hGroundEntity(void *) 176 176 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void) 177 175 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void *) 178 178 CBaseEntity::NetworkStateChanged_m_flFriction(void) 179 177 CBaseEntity::NetworkStateChanged_m_flFriction(void *) 180 180 CBaseEntity::NetworkStateChanged_m_vecVelocity(void) 181 179 CBaseEntity::NetworkStateChanged_m_vecVelocity(void *) 182 182 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 183 181 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 184 184 CBaseEntity::NetworkStateChanged_m_iHealth(void) 185 183 CBaseEntity::NetworkStateChanged_m_iHealth(void *) 186 186 CBaseAnimating::NetworkStateChanged_m_bClientSideRagdoll(void) 187 185 CBaseAnimating::NetworkStateChanged_m_bClientSideRagdoll(void *) 188 188 CBaseEntity::NetworkStateChanged_m_lifeState(void) 189 187 CBaseEntity::NetworkStateChanged_m_lifeState(void *) 190 190 CBaseEntity::NetworkStateChanged_m_takedamage(void) 191 189 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 192 192 CBaseEntity::NetworkStateChanged_m_vecViewOffset(void) 193 191 CBaseEntity::NetworkStateChanged_m_vecViewOffset(void *) 194 193 CBaseEntity::RunVScripts(void) 195 194 CBaseAnimating::GetIdealSpeed(void)const 196 195 CBaseAnimating::GetIdealAccel(void)const 197 196 CBaseAnimating::StudioFrameAdvance(void) 198 197 CBaseAnimating::ReachedEndOfSequence(void) 199 198 CBaseAnimating::OnSequenceSet(int) 200 199 CBaseAnimating::IsActivityFinished(void) 201 200 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *, int) 202 201 CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) 203 202 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 204 203 CBaseAnimating::IsRagdoll(void) 205 204 CBaseAnimating::CanBecomeRagdoll(void) 206 205 CBaseAnimating::GetSkeleton(CStudioHdr *, Vector *, QuaternionAligned *, int) 207 206 CBaseAnimating::GetBoneTransform(int, matrix3x4_t &) 208 207 CBaseAnimating::SetupBones(matrix3x4a_t *, int) 209 208 CBaseAnimating::CalculateIKLocks(float) 210 209 CBaseAnimating::DispatchAnimEvents(CBaseAnimating*) 211 210 CBaseCombatWeapon::HandleAnimEvent(animevent_t *) 212 211 CBaseAnimating::HandleScriptedAnimEvent(animevent_t *) 213 212 CBaseAnimating::HandleBehaviorAnimEvent(animevent_t *) 214 213 CBaseAnimating::PopulatePoseParameters(void) 215 214 CBaseAnimating::GetAttachment(int, matrix3x4_t &) 216 215 CBaseAnimating::InitBoneControllers(void) 217 216 CBaseAnimating::GetGroundSpeedVelocity(void) 218 217 CBaseAnimating::InvalidateBoneCache(void) 219 218 CBaseAnimating::IsViewModel(void)const 220 219 CBaseAnimating::Ignite(float, bool, float, bool) 221 220 CBaseAnimating::IgniteLifetime(float) 222 221 CBaseAnimating::IgniteUseCheapEffect(bool) 223 222 CBaseAnimating::Extinguish(void) 224 223 CBaseAnimating::IsFrozen(void) 225 224 CBaseAnimating::Freeze(float, CBaseEntity *, Ray_t *) 226 225 CBaseAnimating::Unfreeze(void) 227 226 CBaseAnimating::Dissolve(char const*, float, bool, int, Vector, int) 228 227 CBaseAnimating::SetLightingOriginRelative(CBaseEntity *) 229 228 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 230 229 CWeaponCSBase::GetWeaponID(void)const 231 230 CWeaponCSBase::IsPredicted(void)const 232 231 CBaseCombatWeapon::GetSubType(void) 233 232 CBaseCombatWeapon::SetSubType(int) 234 233 CBaseCombatWeapon::Equip(CBaseCombatCharacter *) 235 234 CWeaponCSBase::Drop(Vector const&) 236 235 CBaseCombatWeapon::UpdateClientData(CBasePlayer *) 237 236 CBaseCombatWeapon::IsAllowedToSwitch(void) 238 237 CWeaponCSBase::CanBeSelected(void) 239 238 CBaseCombatWeapon::VisibleInWeaponSelection(void) 240 239 CBaseCombatWeapon::HasAmmo(void) 241 240 CBaseCombatWeapon::SetPickupTouch(void) 242 241 CWeaponCSBase::DefaultTouch(CBaseEntity *) 243 242 CBaseCombatWeapon::GiveTo(CBaseEntity *) 244 243 CBaseCombatWeapon::ShouldDisplayAltFireHUDHint(void) 245 244 CBaseCombatWeapon::DisplayAltFireHudHint(void) 246 245 CBaseCombatWeapon::RescindAltFireHudHint(void) 247 246 CBaseCombatWeapon::ShouldDisplayReloadHUDHint(void) 248 247 CBaseCombatWeapon::DisplayReloadHudHint(void) 249 248 CBaseCombatWeapon::RescindReloadHudHint(void) 250 249 CBaseCombatWeapon::SetViewModelIndex(int) 251 250 CWeaponCSBase::SendWeaponAnim(int) 252 251 CBaseCombatWeapon::SendViewModelAnim(int) 253 252 CBaseCombatWeapon::SetViewModel(void) 254 253 CBaseCombatWeapon::HasWeaponIdleTimeElapsed(void) 255 254 CBaseCombatWeapon::SetWeaponIdleTime(float) 256 255 CBaseCombatWeapon::GetWeaponIdleTime(void) 257 256 CBaseCombatWeapon::HasAnyAmmo(void) 258 257 CBaseCombatWeapon::HasPrimaryAmmo(void) 259 258 CBaseCombatWeapon::HasSecondaryAmmo(void) 260 259 CBaseCombatWeapon::CanHolster(void) 261 260 CWeaponCSBase::DefaultDeploy(char *, char *, int, char *) 262 261 CWeaponCSBase::CanDeploy(void) 263 262 CWeaponCSBase::Deploy(void) 264 263 CWeaponCSBase::Holster(CBaseCombatWeapon *) 265 264 CBaseCombatWeapon::GetLastWeapon(void) 266 265 CBaseCombatWeapon::SetWeaponVisible(bool) 267 266 CBaseCombatWeapon::IsWeaponVisible(void) 268 267 CBaseCombatWeapon::ReloadOrSwitchWeapons(void) 269 268 CBaseCombatWeapon::HolsterOnDetach(void) 270 269 CBaseCombatWeapon::IsHolstered(void) 271 270 CBaseCombatWeapon::ItemPreFrame(void) 272 271 CWeaponCSBase::ItemPostFrame(void) 273 272 CWeaponCSBase::ItemBusyFrame(void) 274 273 CBaseCombatWeapon::ItemHolsterFrame(void) 275 274 CBaseCombatWeapon::WeaponIdle(void) 276 275 CBaseCombatWeapon::HandleFireOnEmpty(void) 277 276 CBaseCombatWeapon::ShouldBlockPrimaryFire(void) 278 277 CBaseCombatWeapon::IsWeaponZoomed(void) 279 278 CBaseCombatWeapon::CheckReload(void) 280 279 CBaseCombatWeapon::FinishReload(void) 281 280 CBaseCombatWeapon::AbortReload(void) 282 281 CWeaponCSBase::Reload(void) 283 282 CBaseCombatWeapon::PrimaryAttack(void) 284 283 CWeaponCSBase::SecondaryAttack(void) 285 284 CBaseCombatWeapon::BaseForceFire(CBaseCombatCharacter *, CBaseEntity *) 286 285 CBaseCombatWeapon::GetPrimaryAttackActivity(void) 287 286 CBaseCombatWeapon::GetSecondaryAttackActivity(void) 288 287 CBaseCombatWeapon::GetDrawActivity(void) 289 288 CWeaponCSBase::GetDefaultAnimSpeed(void) 290 289 CBaseCombatWeapon::GetBulletType(void) 291 290 CWeaponCSBase::GetBulletSpread(void) 292 291 CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t) 293 292 CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t) 294 293 CBaseCombatWeapon::GetFireRate(void) 295 294 CBaseCombatWeapon::GetMinBurst(void) 296 295 CBaseCombatWeapon::GetMaxBurst(void) 297 296 CBaseCombatWeapon::GetMinRestTime(void) 298 297 CBaseCombatWeapon::GetMaxRestTime(void) 299 298 CBaseCombatWeapon::GetRandomBurst(void) 300 299 CBaseCombatWeapon::WeaponSound(WeaponSound_t, float) 301 300 CBaseCombatWeapon::StopWeaponSound(WeaponSound_t) 302 301 CBaseCombatWeapon::GetProficiencyValues(void) 303 302 CBaseCombatWeapon::GetMaxAutoAimDeflection(void) 304 303 CBaseCombatWeapon::WeaponAutoAimScale(void) 305 304 CBaseCombatWeapon::StartSprinting(void) 306 305 CBaseCombatWeapon::StopSprinting(void) 307 306 CBaseCombatWeapon::GetDamage(float, int) 308 307 CBaseCombatWeapon::SetActivity(Activity, float) 309 308 CBaseCombatWeapon::AddViewKick(void) 310 309 CBaseCombatWeapon::GetDeathNoticeName(void) 311 310 CWeaponCSBase::OnPickedUp(CBaseCombatCharacter *) 312 311 CWeaponCSBase::AddViewmodelBob(CBaseViewModel *, Vector &, QAngle &) 313 312 CWeaponCSBase::CalcViewmodelBob(void) 314 313 CBaseCombatWeapon::GetControlPanelInfo(int, char const*&) 315 314 CBaseCombatWeapon::GetControlPanelClassName(int, char const*&) 316 315 CBaseCombatWeapon::ShouldShowControlPanels(void) 317 316 CBaseCombatWeapon::CanBePickedUpByNPCs(void) 318 317 CWeaponCSBase::GetViewModel(int)const 319 318 CBaseCombatWeapon::GetWorldModel(void)const 320 319 CBaseCombatWeapon::GetAnimPrefix(void)const 321 320 CBaseCombatWeapon::GetMaxClip1(void)const 322 321 CBaseCombatWeapon::GetMaxClip2(void)const 323 322 CBaseCombatWeapon::GetDefaultClip1(void)const 324 323 CBaseCombatWeapon::GetDefaultClip2(void)const 325 324 CBaseCombatWeapon::GetWeight(void)const 326 325 CBaseCombatWeapon::AllowsAutoSwitchTo(void)const 327 326 CBaseCombatWeapon::AllowsAutoSwitchFrom(void)const 328 327 CBaseCombatWeapon::GetWeaponFlags(void)const 329 328 CBaseCombatWeapon::GetSlot(void)const 330 329 CBaseCombatWeapon::GetPosition(void)const 331 330 CBaseCombatWeapon::GetName(void)const 332 331 CBaseCombatWeapon::GetPrintName(void)const 333 332 CBaseCombatWeapon::GetShootSound(int)const 334 333 CBaseCombatWeapon::GetRumbleEffect(void)const 335 334 CBaseCombatWeapon::UsesClipsForAmmo1(void)const 336 335 CBaseCombatWeapon::UsesClipsForAmmo2(void)const 337 336 CBaseCombatWeapon::OnMouseWheel(int) 338 337 CBaseCombatWeapon::GetEncryptionKey(void) 339 338 CBaseCombatWeapon::GetPrimaryAmmoType(void)const 340 339 CBaseCombatWeapon::GetSecondaryAmmoType(void)const 341 340 CBaseCombatWeapon::GetSpriteActive(void)const 342 341 CBaseCombatWeapon::GetSpriteInactive(void)const 343 342 CBaseCombatWeapon::GetSpriteAmmo(void)const 344 343 CBaseCombatWeapon::GetSpriteAmmo2(void)const 345 344 CBaseCombatWeapon::GetSpriteCrosshair(void)const 346 345 CBaseCombatWeapon::GetSpriteAutoaim(void)const 347 346 CBaseCombatWeapon::GetSpriteZoomedCrosshair(void)const 348 347 CBaseCombatWeapon::GetSpriteZoomedAutoaim(void)const 349 348 CBaseCombatWeapon::ActivityOverride(Activity, bool *) 350 349 CBaseCombatWeapon::ActivityList(void) 351 350 CBaseCombatWeapon::ActivityListCount(void) 352 351 CBaseCombatWeapon::FallInit(void) 353 352 CBaseCombatWeapon::FallThink(void) 354 353 CWeaponCSBase::Materialize(void) 355 354 CWeaponCSBase::CheckRespawn(void) 356 355 CBaseCombatWeapon::Delete(void) 357 356 CBaseCombatWeapon::Kill(void) 358 357 CBaseCombatWeapon::CapabilitiesGet(void) 359 358 CBaseCombatWeapon::WeaponLOSCondition(Vector const&, Vector const&, bool) 360 359 CBaseCombatWeapon::WeaponRangeAttack1Condition(float, float) 361 360 CBaseCombatWeapon::WeaponRangeAttack2Condition(float, float) 362 361 CBaseCombatWeapon::WeaponMeleeAttack1Condition(float, float) 363 362 CBaseCombatWeapon::WeaponMeleeAttack2Condition(float, float) 364 363 CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter *) 365 364 CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t *, CBaseCombatCharacter *) 366 365 CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter *, bool, CBaseEntity *) 367 366 CBaseCombatWeapon::MakeWeaponNameFromEntity(CBaseEntity *) 368 367 CBaseCombatWeapon::IsAlwaysActive(void) 369 368 CBaseCombatWeapon::CanLower(void) 370 369 CBaseCombatWeapon::Ready(void) 371 370 CBaseCombatWeapon::Lower(void) 372 371 CBaseCombatWeapon::HideThink(void) 373 372 CBaseCombatWeapon::CanReload(void) 374 373 CWeaponCSBase::BulletWasFired(Vector const&, Vector const&) 375 374 CWeaponCSBase::ShouldRemoveOnRoundRestart(void) 376 375 CWeaponCSBase::OnRoundRestart(void) 377 376 CWeaponCSBase::DefaultReload(int, int, int) 378 377 CWeaponCSBase::IsRemoveable(void) 379 378 CWeaponCSBase::IsFullAuto(void)const 380 379 CWeaponCSBase::GetMaxSpeed(void)const 381 380 CWeaponCSBase::GetCSWpnData(void)const 382 381 CWeaponCSBase::GetCSZoomLevel(void) 383 382 CWeaponCSBase::GetCSWeaponID(void)const 384 383 CWeaponCSBase::IsSilenced(void)const 385 384 CWeaponCSBase::HasSilencer(void)const 386 385 CWeaponCSBase::SetWeaponModelIndex(char const*) 387 386 CWeaponCSBase::OnJump(float) 388 387 CWeaponCSBase::OnLand(float) 389 388 CWeaponCSBase::HasZoom(void) 390 389 CWeaponCSBase::UpdateShieldState(void) 391 390 CWeaponCSBase::GetDeployActivity(void) 392 391 CWeaponCSBase::DefaultPistolReload(void) 393 392 CWeaponCSBase::WeaponReset(void) 394 393 CWeaponCSBase::WeaponHasBurst(void) 395 394 CWeaponCSBase::IsInBurstMode(void) 396 395 CWeaponCSBase::GetInaccuracy(void)const 397 396 CWeaponCSBase::GetSpread(void)const 398 397 CWeaponCSBase::UpdateAccuracyPenalty(void)