Lin Win Function 0 0 CGameRules::Name(void) 1 1 CMultiplayRules::Init(void) 2 2 CBaseGameSystemPerFrame::PostInit(void) 3 3 CBaseGameSystemPerFrame::Shutdown(void) 4 4 CCSGameRules::LevelInitPreEntity(void) 5 5 CCSGameRules::LevelInitPostEntity(void) 6 6 CBaseGameSystemPerFrame::LevelShutdownPreClearSteamAPIContext(void) 7 7 CBaseGameSystemPerFrame::LevelShutdownPreEntity(void) 8 8 CBaseGameSystemPerFrame::LevelShutdownPostEntity(void) 9 9 CBaseGameSystemPerFrame::OnSave(void) 10 10 CBaseGameSystemPerFrame::OnRestore(void) 11 11 CBaseGameSystemPerFrame::SafeRemoveIfDesired(void) 12 12 CBaseGameSystemPerFrame::IsPerFrame(void) 13 13 CCSGameRules::~CCSGameRules() 14 13 CCSGameRules::~CCSGameRules() 15 14 CBaseGameSystemPerFrame::FrameUpdatePreEntityThink(void) 16 15 CGameRules::FrameUpdatePostEntityThink(void) 17 16 CBaseGameSystemPerFrame::PreClientUpdate(void) 18 17 CMultiplayRules::Damage_IsTimeBased(int) 19 18 CMultiplayRules::Damage_ShouldGibCorpse(int) 20 19 CMultiplayRules::Damage_ShowOnHUD(int) 21 20 CMultiplayRules::Damage_NoPhysicsForce(int) 22 21 CMultiplayRules::Damage_ShouldNotBleed(int) 23 22 CMultiplayRules::Damage_GetTimeBased(void) 24 23 CMultiplayRules::Damage_GetShouldGibCorpse(void) 25 24 CMultiplayRules::Damage_GetShowOnHud(void) 26 25 CMultiplayRules::Damage_GetNoPhysicsForce(void) 27 26 CMultiplayRules::Damage_GetShouldNotBleed(void) 28 27 CMultiplayRules::SwitchToNextBestWeapon(CBaseCombatCharacter *, CBaseCombatWeapon *) 29 28 CCSGameRules::GetNextBestWeapon(CBaseCombatCharacter *, CBaseCombatWeapon *) 30 29 CCSGameRules::ShouldCollide(int, int) 31 30 CCSGameRules::DefaultFOV(void) 32 31 CCSGameRules::GetViewVectors(void)const 33 32 CGameRules::GetAmmoDamage(CBaseEntity *, CBaseEntity *, int) 34 33 CGameRules::GetDamageMultiplier(void) 35 34 CMultiplayRules::IsMultiplayer(void) 36 35 CCSGameRules::GetEncryptionKey(void) 37 36 CGameRules::InRoundRestart(void) 38 37 CGameRules::AllowThirdPersonCamera(void) 39 38 CCSGameRules::ClientCommandKeyValues(edict_t *, KeyValues *) 40 39 CCSGameRules::GetTaggedConVarList(KeyValues *) 41 40 CGameRules::CheckHaptics(CBasePlayer *) 42 41 CCSGameRules::LevelShutdown(void) 43 42 CTeamplayRules::Precache(void) 44 43 CMultiplayRules::RefreshSkillData(bool) 45 44 CCSGameRules::Think(void) 46 45 CMultiplayRules::IsAllowedToSpawn(CBaseEntity *) 47 46 CCSGameRules::EndGameFrame(void) 48 47 CGameRules::IsSkillLevel(int) 49 48 CGameRules::GetSkillLevel(void) 50 49 CGameRules::OnSkillLevelChanged(int) 51 50 CGameRules::SetSkillLevel(int) 52 51 CMultiplayRules::FAllowFlashlight(void) 53 52 CCSGameRules::FShouldSwitchWeapon(CBasePlayer *, CBaseCombatWeapon *) 54 53 CMultiplayRules::IsDeathmatch(void) 55 54 CTeamplayRules::IsTeamplay(void) 56 55 CMultiplayRules::IsCoOp(void) 57 56 CCSGameRules::GetGameDescription(void) 58 57 CMultiplayRules::ClientConnected(edict_t *, char const*, char const*, char *, int) 59 58 CTeamplayRules::InitHUD(CBasePlayer *) 60 59 CCSGameRules::ClientDisconnected(edict_t *) 61 60 CCSGameRules::FlPlayerFallDamage(CBasePlayer *) 62 61 CTeamplayRules::FPlayerCanTakeDamage(CBasePlayer *, CBaseEntity *) 63 62 CTeamplayRules::ShouldAutoAim(CBasePlayer *, edict_t *) 64 63 CGameRules::GetAutoAimScale(CBasePlayer *) 65 64 CGameRules::GetAutoAimMode(void) 66 65 CGameRules::ShouldUseRobustRadiusDamage(CBaseEntity *) 67 66 CCSGameRules::RadiusDamage(CTakeDamageInfo const&, Vector const&, float, int, CBaseEntity *) 68 67 CCSGameRules::FlPlayerFallDeathDoesScreenFade(CBasePlayer *) 69 68 CMultiplayRules::AllowDamage(CBaseEntity *, CTakeDamageInfo const&) 70 69 CCSGameRules::PlayerSpawn(CBasePlayer *) 71 70 CMultiplayRules::PlayerThink(CBasePlayer *) 72 71 CCSGameRules::FPlayerCanRespawn(CBasePlayer *) 73 72 CMultiplayRules::FlPlayerSpawnTime(CBasePlayer *) 74 73 CCSGameRules::GetPlayerSpawnSpot(CBasePlayer *) 75 74 CCSGameRules::IsSpawnPointValid(CBaseEntity *, CBasePlayer *) 76 75 CMultiplayRules::AllowAutoTargetCrosshair(void) 77 76 CCSGameRules::ClientCommand(CBaseEntity *, CCommand const&) 78 77 CCSGameRules::ClientSettingsChanged(CBasePlayer *) 79 78 CTeamplayRules::IPointsForKill(CBasePlayer *, CBasePlayer *) 80 79 CCSGameRules::PlayerKilled(CBasePlayer *, CTakeDamageInfo const&) 81 80 CCSGameRules::DeathNotice(CBasePlayer *, CTakeDamageInfo const&) 82 81 CGameRules::GetDamageCustomString(CTakeDamageInfo const&) 83 82 CGameRules::AdjustPlayerDamageInflicted(float) 84 83 CGameRules::AdjustPlayerDamageTaken(CTakeDamageInfo *) 85 84 CMultiplayRules::CanHavePlayerItem(CBasePlayer *, CBaseCombatWeapon *) 86 85 CMultiplayRules::WeaponShouldRespawn(CBaseCombatWeapon *) 87 86 CMultiplayRules::FlWeaponRespawnTime(CBaseCombatWeapon *) 88 87 CMultiplayRules::FlWeaponTryRespawn(CBaseCombatWeapon *) 89 88 CMultiplayRules::VecWeaponRespawnSpot(CBaseCombatWeapon *) 90 89 CMultiplayRules::CanHaveItem(CBasePlayer *, CItem *) 91 90 CMultiplayRules::PlayerGotItem(CBasePlayer *, CItem *) 92 91 CMultiplayRules::ItemShouldRespawn(CItem *) 93 92 CMultiplayRules::FlItemRespawnTime(CItem *) 94 93 CMultiplayRules::VecItemRespawnSpot(CItem *) 95 94 CMultiplayRules::VecItemRespawnAngles(CItem *) 96 96 CGameRules::CanHaveAmmo(CBaseCombatCharacter *, int) 97 95 CGameRules::CanHaveAmmo(CBaseCombatCharacter *, char const*) 98 97 CMultiplayRules::PlayerGotAmmo(CBaseCombatCharacter *, char *, int) 99 98 CGameRules::GetAmmoQuantityScale(int) 100 99 CCSGameRules::InitDefaultAIRelationships(void) 101 100 CCSGameRules::AIClassText(int) 102 101 CMultiplayRules::FlHealthChargerRechargeTime(void) 103 102 CMultiplayRules::FlHEVChargerRechargeTime(void) 104 103 CMultiplayRules::DeadPlayerWeapons(CBasePlayer *) 105 104 CMultiplayRules::DeadPlayerAmmo(CBasePlayer *) 106 105 CTeamplayRules::GetTeamID(CBaseEntity *) 107 106 CTeamplayRules::PlayerRelationship(CBaseEntity *, CBaseEntity *) 108 107 CTeamplayRules::PlayerCanHearChat(CBasePlayer *, CBasePlayer *) 109 108 CGameRules::CheckChatText(CBasePlayer *, char *) 110 109 CTeamplayRules::GetTeamIndex(char const*) 111 110 CTeamplayRules::GetIndexedTeamName(int) 112 111 CTeamplayRules::IsValidTeam(char const*) 113 112 CTeamplayRules::ChangePlayerTeam(CBasePlayer *, char const*, bool, bool) 114 113 CCSGameRules::SetDefaultPlayerTeam(CBasePlayer *) 115 114 CCSGameRules::UpdateClientData(CBasePlayer *) 116 115 CCSGameRules::PlayTextureSounds(void) 117 116 CMultiplayRules::PlayFootstepSounds(CBasePlayer *) 118 117 CCSGameRules::FAllowNPCs(void) 119 118 CMultiplayRules::EndMultiplayerGame(void) 120 119 CGameRules::WeaponTraceEntity(CBaseEntity *, Vector const&, Vector const&, unsigned int, CGameTrace *) 121 120 CCSGameRules::CreateStandardEntities(void) 122 121 CCSGameRules::GetChatPrefix(bool, CBasePlayer *) 123 122 CCSGameRules::GetChatLocation(bool, CBasePlayer *) 124 123 CCSGameRules::GetChatFormat(bool, CBasePlayer *) 125 124 CGameRules::ShouldBurningPropsEmitLight(void) 126 125 CGameRules::CanEntityBeUsePushed(CBaseEntity *) 127 126 CCSGameRules::CreateCustomNetworkStringTables(void) 128 127 CGameRules::MarkAchievement(IRecipientFilter &, char const*) 129 128 CMultiplayRules::ResetMapCycleTimeStamp(void) 130 129 CGameRules::OnNavMeshLoad(void) 131 130 CGameRules::TacticalMissionManagerFactory(void) 132 131 CGameRules::ProcessVerboseLogOutput(void) 133 132 CGameRules::GetGameTypeName(void) 134 133 CGameRules::GetGameType(void) 135 134 CMultiplayRules::ShouldDrawHeadLabels(void) 136 135 CGameRules::ClientSpawned(edict_t *) 137 136 CGameRules::OnFileReceived(char const*, unsigned int) 138 137 CGameRules::IsHolidayActive(int)const 139 138 CMultiplayRules::GetDeathScorer(CBaseEntity *, CBaseEntity *, CBaseEntity *) 140 139 CMultiplayRules::VoiceCommand(CBaseMultiplayerPlayer *, int, int) 141 140 CMultiplayRules::HandleTimeLimitChange(void) 142 141 CMultiplayRules::InitCustomResponseRulesDicts(void) 143 142 CMultiplayRules::ShutdownCustomResponseRulesDicts(void) 144 143 CMultiplayRules::GetNextLevelName(char *, int, bool) 145 144 CMultiplayRules::UseSuicidePenalty(void) 146 145 CMultiplayRules::ChangeLevel(void) 147 146 CCSGameRules::GoToIntermission(void) 148 147 CTeamplayRules::GetCaptureValueForPlayer(CBasePlayer *) 149 148 CTeamplayRules::TeamMayCapturePoint(int, int) 150 149 CTeamplayRules::PlayerMayCapturePoint(CBasePlayer *, int, char *, int) 151 150 CTeamplayRules::PlayerMayBlockPoint(CBasePlayer *, int, char *, int) 152 151 CTeamplayRules::PointsMayBeCaptured(void) 153 152 CTeamplayRules::SetLastCapPointChanged(int) 154 153 CTeamplayRules::TimerMayExpire(void) 155 154 CTeamplayRules::SetWinningTeam(int, int, bool, bool, bool) 156 155 CTeamplayRules::SetStalemate(int, bool, bool) 157 156 CTeamplayRules::SetSwitchTeams(bool) 158 157 CTeamplayRules::ShouldSwitchTeams(void) 159 158 CTeamplayRules::HandleSwitchTeams(void) 160 159 CTeamplayRules::SetScrambleTeams(bool) 161 160 CTeamplayRules::ShouldScrambleTeams(void) 162 161 CTeamplayRules::HandleScrambleTeams(void) 163 162 CTeamplayRules::PointsMayAlwaysBeBlocked(void) 164 163 CCSGameRules::SpawningLatePlayer(CCSPlayer *) 165 164 CCSGameRules::SetAllowWeaponSwitch(bool) 166 165 CCSGameRules::GetAllowWeaponSwitch(void)