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  1. // Auto reconstructed from vtable block @ 0x006D5B30
  2. // from "server.dylib", by ida_vtables.idc
  3. 0 CItem_AmmoBox::~CItem_AmmoBox()
  4. 1 CItem_AmmoBox::~CItem_AmmoBox()
  5. 2 CBaseEntity::SetRefEHandle(CBaseHandle const&)
  6. 3 CBaseEntity::GetRefEHandle(void)const
  7. 4 CBaseEntity::GetCollideable(void)
  8. 5 CBaseEntity::GetNetworkable(void)
  9. 6 CBaseEntity::GetBaseEntity(void)
  10. 7 CBaseEntity::GetModelIndex(void)const
  11. 8 CBaseEntity::GetModelName(void)const
  12. 9 CBaseEntity::SetModelIndex(int)
  13. 10 CItem_AmmoBox::GetServerClass(void)
  14. 11 CItem_AmmoBox::YouForgotToImplementOrDeclareServerClass(void)
  15. 12 CItem_AmmoBox::GetDataDescMap(void)
  16. 13 CBaseEntity::SetModelIndexOverride(int,int)
  17. 14 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &)
  18. 15 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &)
  19. 16 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
  20. 17 CBaseEntity::ShouldCollide(int,int)const
  21. 18 CBaseEntity::SetOwnerEntity(CBaseEntity*)
  22. 19 CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*)
  23. 20 CBaseEntity::UpdateTransmitState(void)
  24. 21 CBaseAnimating::SetTransmit(CCheckTransmitInfo *,bool)
  25. 22 CBaseEntity::GetTracerType(void)
  26. 23 CItem_AmmoBox::Spawn(void)
  27. 24 CItem_AmmoBox::Precache(void)
  28. 25 CBaseAnimating::SetModel(char const*)
  29. 26 CBaseAnimating::OnNewModel(void)
  30. 27 CBaseEntity::PostConstructor(char const*)
  31. 28 CBaseEntity::PostClientActive(void)
  32. 29 CBaseEntity::ParseMapData(CEntityMapData *)
  33. 30 CBaseEntity::KeyValue(char const*,char const*)
  34. 31 CBaseEntity::KeyValue(char const*,float)
  35. 32 CBaseEntity::KeyValue(char const*,Vector const&)
  36. 33 CBaseEntity::GetKeyValue(char const*,char *,int)
  37. 34 CBaseAnimating::Activate(void)
  38. 35 CBaseEntity::SetParent(CBaseEntity*,int)
  39. 36 CItem_AmmoBox::ObjectCaps(void)
  40. 37 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int)
  41. 38 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &)
  42. 39 CBaseEntity::DrawDebugGeometryOverlays(void)
  43. 40 CBaseAnimating::DrawDebugTextOverlays(void)
  44. 41 CBaseEntity::Save(ISave &)
  45. 42 CBaseAnimating::Restore(IRestore &)
  46. 43 CBaseEntity::ShouldSavePhysics(void)
  47. 44 CBaseEntity::OnSave(IEntitySaveUtils *)
  48. 45 CBaseAnimating::OnRestore(void)
  49. 46 CBaseEntity::RequiredEdictIndex(void)
  50. 47 CBaseEntity::MoveDone(void)
  51. 48 CBaseEntity::Think(void)
  52. 49 CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void)
  53. 50 CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void *)
  54. 51 CBaseAnimating::GetBaseAnimating(void)
  55. 52 CBaseEntity::GetResponseSystem(void)
  56. 53 CBaseEntity::DispatchResponse(char const*)
  57. 54 CBaseEntity::Classify(void)
  58. 55 CBaseEntity::DeathNotice(CBaseEntity*)
  59. 56 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
  60. 57 CBaseEntity::GetAutoAimRadius(void)
  61. 58 CBaseEntity::GetAutoAimCenter(void)
  62. 59 CBaseEntity::GetBeamTraceFilter(void)
  63. 60 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
  64. 61 CBaseEntity::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *,CDmgAccumulator *)
  65. 62 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
  66. 63 CBaseEntity::OnTakeDamage(CTakeDamageInfo const&)
  67. 64 CBaseEntity::TakeDamage(CTakeDamageInfo const&)
  68. 65 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&,Vector &,CBaseEntity*)
  69. 66 CBaseEntity::TakeHealth(float,int)
  70. 67 CBaseEntity::IsAlive(void)
  71. 68 CBaseEntity::Event_Killed(CTakeDamageInfo const&)
  72. 69 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo const&)
  73. 70 CBaseEntity::BloodColor(void)
  74. 71 CBaseEntity::IsTriggered(CBaseEntity*)
  75. 72 CBaseEntity::IsNPC(void)const
  76. 73 CBaseEntity::MyCombatCharacterPointer(void)
  77. 74 CBaseEntity::MyNextBotPointer(void)
  78. 75 CBaseEntity::GetDelay(void)
  79. 76 CBaseEntity::IsMoving(void)
  80. 77 CBaseEntity::DamageDecal(int,int)
  81. 78 CBaseEntity::DecalTrace(CGameTrace *,char const*)
  82. 79 CBaseEntity::ImpactTrace(CGameTrace *,int,char const*)
  83. 80 CBaseEntity::OnControls(CBaseEntity*)
  84. 81 CBaseEntity::HasTarget(string_t)
  85. 82 CBaseEntity::IsPlayer(void)const
  86. 83 CBaseEntity::IsNetClient(void)const
  87. 84 CBaseEntity::IsTemplate(void)
  88. 85 CBaseEntity::IsBaseObject(void)const
  89. 86 CBaseEntity::IsBaseTrain(void)const
  90. 87 CBaseEntity::IsBaseCombatWeapon(void)const
  91. 88 CBaseEntity::IsWearable(void)const
  92. 89 CBaseEntity::MyCombatWeaponPointer(void)
  93. 90 CBaseEntity::GetServerVehicle(void)
  94. 91 CBaseEntity::IsViewable(void)
  95. 92 CBaseEntity::ChangeTeam(int)
  96. 93 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
  97. 94 CBaseEntity::CanStandOn(CBaseEntity*)const
  98. 95 CBaseEntity::CanStandOn(edict_t *)const
  99. 96 CBaseEntity::GetEnemy(void)
  100. 97 CBaseEntity::GetEnemy(void)const
  101. 98 CItem_AmmoBox::Use(CBaseEntity *,CBaseEntity *,USE_TYPE,float)
  102. 99 CBaseEntity::EndUse(CBaseEntity*,CBaseEntity*)
  103. 100 CBaseEntity::StartTouch(CBaseEntity*)
  104. 101 CBaseEntity::Touch(CBaseEntity*)
  105. 102 CBaseEntity::EndTouch(CBaseEntity*)
  106. 103 CBaseEntity::StartBlocked(CBaseEntity*)
  107. 104 CBaseEntity::Blocked(CBaseEntity*)
  108. 105 CBaseEntity::EndBlocked(void)
  109. 106 CBaseEntity::PhysicsSimulate(void)
  110. 107 CBaseEntity::UpdateOnRemove(void)
  111. 108 CBaseEntity::StopLoopingSounds(void)
  112. 109 CBaseEntity::SUB_AllowedToFade(void)
  113. 110 CBaseAnimating::Teleport(Vector const*,QAngle const*,Vector const*)
  114. 111 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&)
  115. 112 CBaseEntity::MakeTracer(Vector const&,CGameTrace const&,int)
  116. 113 CBaseEntity::GetTracerAttachment(void)
  117. 114 CBaseEntity::FireBullets(FireBulletsInfo_t const&)
  118. 115 CBaseEntity::DoImpactEffect(CGameTrace &,int)
  119. 116 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
  120. 117 CBaseEntity::Respawn(void)
  121. 118 CBaseEntity::IsLockedByMaster(void)
  122. 119 CBaseEntity::GetMaxHealth(void)const
  123. 120 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
  124. 121 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
  125. 122 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
  126. 123 CBaseEntity::NetworkStateChanged_m_iHealth(void)
  127. 124 CBaseEntity::NetworkStateChanged_m_iHealth(void *)
  128. 125 CBaseEntity::NetworkStateChanged_m_lifeState(void)
  129. 126 CBaseEntity::NetworkStateChanged_m_lifeState(void *)
  130. 127 CBaseEntity::NetworkStateChanged_m_takedamage(void)
  131. 128 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
  132. 129 CBaseEntity::GetDamageType(void)const
  133. 130 CBaseEntity::GetDamage(void)
  134. 131 CBaseEntity::SetDamage(float)
  135. 132 CBaseEntity::EyePosition(void)
  136. 133 CBaseEntity::EyeAngles(void)
  137. 134 CBaseEntity::LocalEyeAngles(void)
  138. 135 CBaseEntity::EarPosition(void)
  139. 136 CBaseEntity::BodyTarget(Vector const&,bool)
  140. 137 CBaseEntity::HeadTarget(Vector const&)
  141. 138 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
  142. 139 CBaseEntity::GetViewOffset(void)const
  143. 140 CBaseEntity::SetViewOffset(Vector const&)
  144. 141 CBaseEntity::GetSmoothedVelocity(void)
  145. 142 CBaseAnimating::GetVelocity(Vector *,Vector *)
  146. 143 CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)
  147. 144 CBaseEntity::FVisible(Vector const&,int,CBaseEntity**)
  148. 145 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
  149. 146 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
  150. 147 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
  151. 148 CBaseEntity::GetGroundVelocityToApply(Vector &)
  152. 149 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float)
  153. 150 CBaseEntity::Splash(void)
  154. 151 CBaseEntity::WorldSpaceCenter(void)const
  155. 152 CBaseEntity::GetSoundEmissionOrigin(void)const
  156. 153 CBaseEntity::ModifyEmitSoundParams(EmitSound_t &)
  157. 154 CBaseEntity::IsDeflectable(void)
  158. 155 CBaseEntity::Deflected(CBaseEntity*,Vector &)
  159. 156 CBaseEntity::CreateVPhysics(void)
  160. 157 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
  161. 158 CBaseEntity::VPhysicsDestroyObject(void)
  162. 159 CBaseEntity::VPhysicsUpdate(IPhysicsObject *)
  163. 160 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
  164. 161 CBaseEntity::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
  165. 162 CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject *)
  166. 163 CBaseEntity::VPhysicsCollision(int,gamevcollisionevent_t *)
  167. 164 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
  168. 165 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
  169. 166 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
  170. 167 CBaseEntity::VPhysicsIsFlesh(void)
  171. 168 CBaseEntity::HasPhysicsAttacker(float)
  172. 169 CBaseEntity::PhysicsSolidMaskForEntity(void)const
  173. 170 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
  174. 171 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
  175. 172 CBaseAnimating::GetStepOrigin(void)const
  176. 173 CBaseAnimating::GetStepAngles(void)const
  177. 174 CBaseEntity::ShouldDrawWaterImpacts(void)
  178. 175 CBaseEntity::NetworkStateChanged_m_fFlags(void)
  179. 176 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
  180. 177 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void)
  181. 178 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void *)
  182. 179 CBaseEntity::NetworkStateChanged_m_hGroundEntity(void)
  183. 180 CBaseEntity::NetworkStateChanged_m_hGroundEntity(void *)
  184. 181 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void)
  185. 182 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void *)
  186. 183 CBaseEntity::NetworkStateChanged_m_flFriction(void)
  187. 184 CBaseEntity::NetworkStateChanged_m_flFriction(void *)
  188. 185 CBaseEntity::NetworkStateChanged_m_vecVelocity(void)
  189. 186 CBaseEntity::NetworkStateChanged_m_vecVelocity(void *)
  190. 187 CBaseEntity::NetworkStateChanged_m_vecViewOffset(void)
  191. 188 CBaseEntity::NetworkStateChanged_m_vecViewOffset(void *)
  192. 189 CBaseAnimating::GetIdealSpeed(void)const
  193. 190 CBaseAnimating::GetIdealAccel(void)const
  194. 191 CBaseAnimating::StudioFrameAdvance(void)
  195. 192 CBaseAnimating::SetSequence(int)
  196. 193 CBaseAnimating::IsActivityFinished(void)
  197. 194 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
  198. 195 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*)
  199. 196 CBaseAnimating::BecomeRagdollOnClient(Vector const&)
  200. 197 CBaseAnimating::IsRagdoll(void)
  201. 198 CBaseAnimating::CanBecomeRagdoll(void)
  202. 199 CBaseAnimating::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
  203. 200 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
  204. 201 CBaseAnimating::SetupBones(matrix3x4_t *,int)
  205. 202 CBaseAnimating::CalculateIKLocks(float)
  206. 203 CBaseAnimating::DispatchAnimEvents(CBaseAnimating*)
  207. 204 CBaseAnimating::HandleAnimEvent(animevent_t *)
  208. 205 CBaseAnimating::PopulatePoseParameters(void)
  209. 206 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
  210. 207 CBaseAnimating::InitBoneControllers(void)
  211. 208 CBaseAnimating::GetGroundSpeedVelocity(void)
  212. 209 CBaseAnimating::RefreshCollisionBounds(void)
  213. 210 CBaseAnimating::Ignite(float,bool,float,bool,CBaseEntity *)
  214. 211 CBaseAnimating::IgniteLifetime(float)
  215. 212 CBaseAnimating::IgniteNumHitboxFires(int)
  216. 213 CBaseAnimating::IgniteHitboxFireScale(float)
  217. 214 CBaseAnimating::Extinguish(void)
  218. 215 CBaseAnimating::SetLightingOriginRelative(CBaseEntity *)
  219. 216 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
  220. 217 CItem_AmmoBox::GetUseGlowColor(CBasePlayer *)
  221. 218 CItem_AmmoBox::CanBeUsed(CBasePlayer *)
  222. 219 CItem_AmmoBox::SetAmmoType(char *)
  223. 220 CItem_AmmoBox::SetAmmoCount(int)
  224. 221 CItem_AmmoBox::GetMaxAmmo(void)
  225. 222 CItem_AmmoBox::Drop(Vector &)
  226. 223 CItem_AmmoBox::GetAmmoData(void)
  227. 224 CItem_AmmoBox::FallInit(void)
  228. 225 CItem_AmmoBox::FallThink(void)
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